Luminary, Variant (5e Class)

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Luminary[edit]

The status of the luminary is all in the blood. Your kingdom was destroyed as a result of your birth or A blood relative is a descendant of a grand and valiant luminary. From the bravest luminaries to the most intelligent wizard you have gained this power in the form of a mark that manifests somewhere on your body.

The Born and Blessed[edit]

Some heroes are born and some are blessed, luminaries are both. Driven from a heroic bloodline you draw power from an unseen source that only exists when people are grateful to you and your party. This source is called "Benevolessence". Some luminaries draw power from the bonds they form with their party. Manifesting in being pumped up while fighting alongside friends. Other luminaries don't need a power source other than their pure determination to save the world. Manifesting as an unwillingness to lose and a refusal to be stopped. no matter what type of hero you are you were born to save the world and you can feel that in your blood.

Creating a Luminary[edit]

300px-Toriyama_DQ_Illustrations.png

Example of Heroes


Quick Build

You can make a Luminary quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution, or Intelligence if you go mage or sage, or Wisdom if you go priest. Second, choose the Folk Hero background. Third, choose a longsword or longbow, scale mail, and an explorer's pack.

Class Features

As a Luminary you gain the following class features.

Hit Points

Hit Dice: 1d8 per Luminary level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Luminary level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: hand-axe, shortbow, mace
Tools: None
Saving Throws: Dexterity, and your choice of Charisma or Intelligence.
Skills: Choose three of the following: Acrobatics, Athletics, Arcana, Deception, History, Insight, Intimidation, Investigation, Medicine, Perception, Persuasion, Religion Sleight of Hand, and Stealth.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Luminary

Level Proficiency
Bonus
Features Skill Slots Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Skills, Fighting Style, Vocation 2 3
2nd +2 Zap 2 3 2
3rd +2 Vocation Feature 2 3 3
4th +2 Ability Score Improvement 2 4 3
5th +3 Extra Attack 3 4 4 2
6th +3 Ability Score Improvement 3 4 4 2
7th +3 Vocation Feature 4 5 4 3
8th +3 Ability Score Improvement 4 6 4 3
9th +4 Kazap 5 6 4 3 2
10th +4 Vocation Feature 5 7 4 3 2
11th +4 5 8 4 3 3
12th +4 Ability Score Improvement 6 8 4 3 3
13th +5 Jack's Knack 6 9 4 3 3 1
14th +5 Ability Score Improvement 6 10 4 3 3 1
15th +5 Vocation Feature 7 10 4 3 3 2
16th +5 Ability Score Improvement 7 11 4 3 3 2
17th +6 7 11 4 3 3 3 1
18th +6 Kazapple 8 11 4 3 3 3 1
19th +6 Ability Score Improvement 8 12 4 3 3 3 2
20th +6 Vocation Feature 8 13 4 3 3 3 2

Spellcasting and spells known applies only to Vocations that have the spellcasting feature. It is up here so it is easier to see.

Vocation[edit]

At 1st level, you choose between one of the Vocations detailed at the end of the class description. Your choice grants you features at 1st level and again 3rd level, 7th, 10th.

Skills[edit]

In your study of weaponry, you've learned how to manifest your fighting spirit in the form of skills.

At 1st level, you gain one skill slot. This Skill slot can be used to equip different skills of a damage type or form. Your skills are separated by damage type meaning that you must be using a weapon that deals that damage type to use the skill. Additionally to use skills you must expend the number of skill points necessary. Your total amount of skill points is equal to your level in this class x 2 + your proficiency bonus. You recover all skill points at the end of a long rest or 1/4th as much on a short rest. The skills are detailed here: List of Skills. Skills count as magical for the purposes of overcoming resistance.

Additionally, when you gain a level in this class, you can choose one of the skills you know and replace it with another skill that you could learn at that level and have available slots for.

A level prerequisite in a Skill refers to Luminary level, not character level.

Strength, Dexterity, or Intelligence can be your skill ability for your skills. You use your Strength, Dexterity, or Intelligence modifier when setting the saving throw DC for a skill you use. When making an attack roll with a skill you would have the same weapon bonuses as a normal attack action attack. When using Skills the ability score you use for your weapon would be the ability score that you use for the saving throw DC Additionally you may use Intelligence only in the case of certain skills as marked in the list.

Skill Save DC = 8 + your proficiency bonus + your Strength, Dexterity, or Intelligence modifier

Fighting Styles[edit]

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Blind Fighting

Being unable to see a creature doesn’t impose disadvantage on your attack roll against it, provided the creature isn't hidden from you. You also gain blindsight out to 10 ft.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature.

Zap[edit]

At 2nd level, as an action you may use the skill, Zap. This ability may effect 1 creature within 120 feet of you. You make a ranged attack roll with either Dexterity, Strength, or Intelligence, on a hit they take 1d6 lighting damage and 1d6 thunder damage. This ability costs 5 SP. This Skill does not count against your number of skills known.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Kazap[edit]

At 9th level, as an action you may use the skill, Kazap. This ability may effect 1 creature within 250 feet of you. You make a ranged attack roll with either Dexterity, Strength, or Intelligence, on a hit they take 2d6 lighting damage and 2d6 thunder damage. This ability costs 10 SP. This Skill does not count against your number of skills known.

Jack's Knack[edit]

Beginning at 13th level, Your Vocation changes into one of the Advanced Vocations. Each one of the Advanced Vocations grants proficiencies upon selection, and then two features at 15th level and again at 20th level. To select one of the Advanced Vocations you must have first played one of the prerequisite Vocations.

Kazapple[edit]

At 17th level, as an action you may use the skill, Kazapple. This ability may effect 1 creature within 250 feet of you. You make a ranged attack roll with either Dexterity, Strength, or Intelligence, on a hit they take 4d6 lighting damage and 4d6 thunder damage. This ability costs 15 SP. This Skill does not count against your number of skills known.

Vocations[edit]

These are generalized vocations that show your dedication to a style of fighting.

Martial Artist[edit]

It's easy to throw a punch, It's hard to kill with a punch.

Weapon Mastery

At 1st level, You have trained well in the ways of certain weapons and may use a club, sickle, quarterstaff, and claw with proficiency. At 3rd level, you gain two extra Bludgeon or Slash skills.

Martial Rush

At 3rd level you may increase the damage you deal with your claw, quarterstaff and unarmed strike Attacks by 1d4. At 5th level, this increases to 1d6, and at 11th level, it becomes 1d8. Additionally, you have advantage on initiative rolls

Mens Sana

At 7th level, as an action you can purge yourself of you any condition excluding Petrified, Stunned, and Paralyzed. This ability can also be used to remove one point of Exhaustion and requires you to use 5 skill points or take a long rest before it can be used again.

Hyperfocus

At 10th level as a bonus action you may use this ability to heal yourself a number equal to your Dexterity modifier x your proficiency bonus + Your levels in this class. This may be done a number of times equal to your Constitution modifier(to a minimum of 1). You regain all expended uses after finishing a short or long rest. Additionally, when attacking with claw, quarterstaff or unarmed strike you have a critical range of 19-20.

Thief[edit]

Hey kid, you like free stuff?

Weapon Mastery

At 1st level, You have trained well in the ways of the claw, shortsword, dagger, longbow, shortbow. At 3rd level, you gain one additional Pierce skill.

Half-Inch

At 3rd level, you may steal a nonmagical item from an opponent as a bonus action using dexterity(Slight of Hand) Contested by the target's Wisdom(Perception). If the target has nothing that you can steal then this ability fails. Also, you may gain an extra item after combat at the dungeon master's discretion and you have advantage on initiative rolls.

Pitfall

As an action at 7th level, you may place a 10ft long, 10ft wide, by 20ft deep hole in front of you and cover it with dirt and sticks. To see this trap the creature must make a perception or investigation check with the DC being equal to 8 + Dexterity modifier + proficiency bonus When a creature that can completely fit inside the hole steps on the trap they must make a Dexterity saving throw or fall prone at the bottom of the hole taking 2d6 bludgeoning damage, on a success the creature is standing in the hole and takes half as much damage.

Eye for Trouble

At 10th level, As a bonus action, you can find weaknesses in your enemy. They must make a Charisma (deception) check contested by your Wisdom (insight). On your success, you learn the creature's maximum hit points, armor class, resistances, immunities, and/or vulnerabilities. If the creature is hidden from divination magic you see that it has protection from divination magic and nothing more. This may be used a number of times equal to your Intelligence modifier. You regain all expended uses after finishing a long rest.

Warrior[edit]

Sword and Board does not mean Sword and Boring.

Weapon Mastery

At 1st level, You have trained well in the ways of the greatsword, hand axe, dagger, javelin, greatclub, spear and longsword. At 3rd level, you gain three extra Slash, Bludgon, or Pierce skills.

Whipping Boy

At 3rd level, as a bonus action, you may select one creature within 10 feet of you and whenever they would take damage you instead take that damage.

Morale Masher

At 7th level when you use slash skills you may impose a wisdom saving throws on all creatures in a 20ft radius centered on yourself, On a failure the creatures become frightened of you until the start of your next turn and have disadvantage on their next attack. This may be used a number of times equal to your strength modifier. You regain all expended uses after finishing a short or long rest.

Attack Attacker

At 10th level, upon hitting a creature with a weapon attack you may impose a strength saving throw. On a failure, the creature must subtract your level from the damage the inflict until the end of your next turn. This may be used once. You may do so again after finishing a short or long rest.

Mage[edit]

All the magical might to level a city. If only they had more than 3 hit points.

Weapon Mastery

At 1st Level You have trained well in the ways of the dagger and quarterstaff. At 3rd level, you gain access to one extra Bludgeon or Pierce skill.

Arcane Spellcasting

Your devotion to your studies has come to fruition. Starting at 1st level, you can cast spells.

Cantrips

At 3rd level, you know 2 cantrips from the Mage spell list. You learn an additional cantrip at 10th level.

Spells Known of 1st Level and Higher

You know 3 1st-level spells of your choice from the Mage Spell List.

The Spells Known column of the class table shows when you learn more class spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the class spells you know and replace it with another spell from the class spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your mage spells, since you learn your spells through studies and knowledge. You use your Intelligence modifier whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a mage spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use a arcane focus as a spellcasting focus for your mage spells.

Spooky Aura

At 3rd level, you gain an aura with a radius of 10ft all creatures within this aura have disadvantage on saving throws imposed by you.

Focus Pocus

At 7th level, As an action, you may still your mind and focus you gain a number of spell slots who's total must equal your proficiency bonus. You may do this once. You may do so again after finishing a short or long rest.

Channel Anger

At 10th level, You may use your bonus action to increase your magical prowess. This effect lasts until the end of your next turn. The effect increases your Spell attack bonus and your Spell Save DC by a number equal to your level in this class divided by 6. For example at 10th level, your spell attack bonus and spell save DC would both increase by 1. You may do this a number of times equal to your Intelligence modifier.

Mage Spell List[edit]

You gain these spells as a part of your spell list

Cantrips

acid splash, dancing lights, fire bolt, light, mage hand, poison spray, ray of frost, shocking grasp

1st Level

burning hands, chromatic orb, find familiar, fog cloud, grease, magic missile, thunderwave, unseen servant, witch bolt

2nd Level

cloud of daggers, continual flame, darkness, flaming sphere, gust of wind, misty step, scorching ray, shatter, web

3rd Level

fireball, lightning bolt, sending, sleet storm, stinking cloud

4th Level

conjure minor elementals, fire shield, ice storm, wall of fire

5th Level

cloudkill, cone of cold, conjure elemental, teleportation circle, wall of force, wall of stone

Priest[edit]

The Holiest of people who protect others even to their own detriment.

Weapon Mastery

At 1st level You have trained well in the ways of the quarterstaff, sickle, light hammer, mace and spear. At 3rd level, you gain one additional skill of your choice of Bludgeon or Pierce.

Divine Spellcasting

At 1st level, Your devotion to your deity has born fruit. Starting at 1st level, you can cast spells.

Cantrips

At 1st level, you know 2 cantrips from the Priest spell list. You learn an additional cantrip at 10th level.

Spells Known of 1st Level and Higher

At 2nd level, You know 3 1st-level spells of your choice from the Priest Spell List.

The Spells Known column of the class table shows when you learn more class spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the class spells you know and replace it with another spell from the class spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your priest spells, since you learn your spells through your deity. You use your Wisdom modifier whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a priest spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your priest spells.

Care Prayer

At 3rd level, you gain the ability to add your level to any healing spells you cast, this requires no action from you and you may do this a number of times equal to your Wisdom modifier. You regain all expended uses after finishing a long rest.

Benediction

At 7th level, you may purify curses from objects and people as per the remove curse spell. You may do so a number of times equal to your Wisdom modifier. You regain all expended uses after finishing a long rest.

Rotstopper

At 10th level, you may become a beacon of life for your allies by using this ability. As an action, you can sacrifice your remaining movement and the movement of your next turn to deal that much damage to all undead within 20 and heal all allies within the same radius. You may do this as many times as your wisdom modifier. Additionally, you have resistance to necrotic damage and you can negate one instance of necrotic damage. You may do so again after finishing a short or long rest.

Priest Spell List[edit]

You choose your spells from the ones shown on the priest spell list.

Cantrips

guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy.

1st Level

bane, bless, ceremony, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, divine favor, guiding bolt, healing word, heroism, protection from evil and good, purify food and drink, sanctuary, shield of faith.

2nd Level

aid,augury, calm emotions, enhance ability, find traps, gentle repose, lesser restoration, prayer of healing, protection from poison, ray of enfeeblement, see invisibility, warding bond.

3rd Level

aura of vitality, beacon of hope, bestow curse, clairvoyance, dispel magic, life transference, mass healing word, protection from energy, remove curse, revivify, spirit guardians.

4th Level

aura of life, aura of purity, death ward, freedom of movement, guardian of faith

5th Level

commune, contagion, flame strike, geas, greater restoration, hallow, insect plague, legend lore, mass cure wounds, planar binding, raise dead, scrying

Advanced Vocations[edit]

Gladiator[edit]

You may take more damage than most but your enemies will be on the ground before you. Prerequisite: Warrior or Martial Artist

Weapon Mastery

At 13th level, You gain some insight into new weapons as your skill furthers, You may use a light hammer, warhammer, maul, and flail with proficiency and may gain an extra Bludgeon skill.

Double Up

At 15th level, you may use your bonus action to double your damage for the next minute as if you were concentrating on a spell, however, while this is active you are considered vulnerable to all damage. You may use this ability a number of times equal to half of your constitution modifier. You regain all charges of this ability after finishing a long rest.

Feel the Burn

At 20th level, you gain the following effect, While Double Up is active you may make another attack as a bonus action.

Pirate[edit]

YAR HAR Fiddle dee dee, They'll knock your teeth out and take your money Prerequisite: Thief or Martial Artist

Weapon Mastery

At 13th level, You gain some insight into new weapons as your skill furthers, You may use a greataxe, and battleaxe with proficiency and may gain an extra Slash skill.

Backdraft

At 15th level, you may activate backdraft while this is active you and anyone within 10 feet of you have an advantage on Dexterity saving throws until the start of your next turn. This ability may be used a number of times equal to your Dexterity modifier. You regain all expended uses after finishing a short or long rest. Additionally, you may use the ability Defending Champion, allowing you to make an attack as a reaction to be struck with a melee attack once, being able to do so again after finishing a short or long rest.

Scourge of the Sea

At 20th level you gain the following features:

  • You gain a swim speed equal to your walking speed and no longer need to breathe when submerged in liquid.
  • When holding an Axe you gain a +2 bonus to attacks and damage.
  • When you are either submerged in water or on a seaworthy vessel you gain a bonus to damage equal to the number of attuned items you are attuned to.

Monster Masher[edit]

Prepare for your breath to smell after this. Prerequisite: Thief or Warrior

Weapon Mastery

At 13th level, You gain some insight into new weapons as your skill furthers, You may use a pike, lance, halberd, trident, war pick, and glave with proficency and may gain an extra Pierce or Slash skill.

Beast Breathing

At 15th level, you gain two of the following breath attacks:

Sweet Breath: You roll 5d8 per creature caught in this 60 ft cone that becomes a pool of sleep points. From monster with the lowest HP to highest you force the enemy to sleep only awakening if an ally takes an action to shake them awake or if they take any damage or after a minute has passed.

Burning Breath: You breathe against one creature within 100ft of you, they must make a Constitution saving throw and on a failure, they become stunned until the end of your next turn, on a success they take 2d12 lightning damage.

Poison Breath: All creatures caught in this 45ft cone must make a Constitution saving throw, and on a failure, they become poisoned and take 3d8 poison damage on a success they take half the damage and don't become poisoned.

Cool Breath: All creatures caught in this 45ft cone must make a Constitution saving throw, and on a failure, they take 8d6 cold damage on a success they take half the damage.

Flame Breath: All creatures caught in this 45ft cone must make a Dexterity saving throw, and on a failure, they take 5d8 fire damage on a success they take half the damage.

All of these breath weapons are an action and all of the breath weapons share a pool of charges equal to your Constitution modifier. These charges replenish after a short or long rest.

Draconic Diatribe

At 20th level, you may as an action take on a more draconic appearance allowing you to remove the limits on your breath attacks for one minute once. You may do so again after finishing a long rest.

Sage[edit]

To become a sage is to look at a Priest and a Mage and say yes but more. Prerequisite: Mage or Priest

Weapon Mastery

At 13th level, You gain some insight into your weapons as your skill furthers, any weapon you have skills for may function as an Arcane Focus or a Holy Symbol. Additionally, your maximum spell list expands by 2 and you gain a cantrip. Also, you retain your previous vocation's spellcasting feature.

Caster Sugar

At 15th level, you may now add your level to the damage or healing of a spell you cast requiring no action from you. You may use this ability as many times as half your Intelligence modifier + half of your Wisdom modifier + 1.

Disruptive Wave

At 20th level, you may send out anti-magic waves to disrupt other casters and magical effects. As an action, you choose a number of creatures equal to your proficiency bonus and they must make an Intelligence saving throw against either your spell save DC or 8 + Wisdom modifier + proficiency bonus, On a fail the creature loses all benefits from magical spells and magical items for the next minute, on a success they cannot cast spells until the start of your next turn. This ability may be used once. You may do so again after finishing a long rest.

Sage Added Spell List[edit]

These spells are added to your spell list

Cantrips

acid splash, chill touch, dancing lights, fire bolt, light, mage hand, poison spray, ray of frost, shocking grasp, guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy

1st Level

burning hands, chromatic orb, false life, find familiar, fog cloud, grease, magic missile, ray of sickness, thunderwave, unseen servant, witch bolt, bane, bless, ceremony, create or destroy water, cure wounds, detect evil and good, detect magic, detect poison and disease, divine favor, guiding bolt, inflict wounds, healing word, heroism, protection from evil and good, purify food and drink, sanctuary, shield of faith

2nd Level

cloud of daggers, continual flame, darkness, flaming sphere, gust of wind, misty step, scorching ray, shatter, web, aid, augury, blindness/deafness, calm emotions, enhance ability, find traps, gentle repose, lesser restoration, prayer of healing, protection from poison, ray of enfeeblement, see invisibility, warding bond

3rd Level

animate dead, bestow curse, {feign death, fireball, lightning bolt, sending, sleet storm, stinking cloud, vampiric touch, aura of vitality, beacon of hope, bestow curse, clairvoyance, dispel magic, life transference, mass healing word, protection from energy, remove curse, revivify, spirit guardians, speak with dead

4th Level

conjure minor elementals, blight, fire shield, ice storm, wall of fire, aura of life, aura of purity, death ward, freedom of movement, guardian of faith

5th Level

cloudkill, cone of cold, conjure elemental, teleportation circle, wall of force, wall of stone, commune, contagion, flame strike, geas, greater restoration, hallow, insect plague, legend lore, mass cure wounds, planar binding, raise dead, scrying

Paladin[edit]

The best healing is the healing you don't need because the enemy is already defeated. Prerequisite: Priest or Warrior

Weapon Mastery

At 13th level, you gain some insight into new weapons as your skill furthers, You may use a {{5e|Halberd} with proficiency and may gain Slash skills. Additionally, any shield or bludgeoning weapon you use may be considered a holy symbol. Also you retain your previous vocations spellcasting feature if you have it.

Holy Devotee

At 13th level, if you do not have the spellcasting feature you gain the skill, Divine Rage. Divine Rage gives you the ability to imbue your strikes with 1d8 of radiant damage. Additionally, though you cant cast proper spells you may expend your spell slots to deal an extra d8 of the same type of damage(to a max of 5d8).

M-pathy and H-pathy

At 15th level, as an action, you can either restore one allies spell slot at the cost of your own spell slot and as a bonus action you can give your hitpoints to heal an ally at the cost of your own hit points (to a maximum of 3 x proficiency bonus)

Forbearance

At 20th level, you gain a passive aura allowing you to split damage with all of the allies within 15ft of you. The damage is divided evenly between you and the creatures you consider an ally. In the event of multiple creatures taking damage as part of an area of effect, you instead take damage for everyone equal to your allies' damage / the number of allies affected and in the aura. Additionally, at the end of your turn, you gain 5 hitpoints so long as you have one hitpoint. This Healing can only heal you up to 1/4th of your maximum hitpoints.

Paladin Added Spell List[edit]

You gain these spells as a part of your spell list.

Cantrips

guidance, light, mending, resistance, sacred flame, spare the dying, thaumaturgy.

1st Level

cure wounds, detect magic, divine favor, guiding bolt, healing word, sanctuary, searing smite, shield of faith, thunderous smite, wrathful smite

2nd Level

aid, augury, branding smite, continual flame, find traps, lesser restoration, locate object, prayer of healing, protection from poison, spiritual weapon, warding bond

3rd Level

aura of vitality, beacon of hope, clairvoyance, crusader's mantle, daylight, dispel magic, glyph of warding, magic circle, mass healing word, protection from energy, remove curse, sending, tongues

4th Level

aura of life, aura of purity, banishment, death ward, divination, freedom of movement, locate creature, staggering smite

5th Level

banishing smite, circle of power, commune, destructive wave, dispel evil and good, flame strike, greater restoration, hallow, legend lore, mass cure wounds, planar binding, scrying

Armamentalist[edit]

What happens when a Mage looks at a Warrior with envy. Prerequisite: Mage or Warrior

Weapon Mastery

At 13th level, you gain some insight into new weapons as your skill furthers, You may use a {{5e|Rapier} with proficency and may gain Pierce skills. Additionally, you retain your previous vocations spellcasting feature if you have it.

Forceful Mage

At 13th level, if you do not have the spellcasting feature you gain the skill, Fource Fiend. Fource Fiend gives you the ability to imbue your strikes with 1d8 of one of the following elements: Fire, Cold, Raident, Necrotic. Additionally, though you cant cast proper spells you may expend your spell slots to deal an extra d8 of the same type of damage(to a max of 5d8).

Fource Acolyte

At 15th level you gain both resistance to one of the following damage types and an extra 1d8 damage when striking with weapons: Bludgeoning, Piercing, Slashing, Fire, Cold, Raident, Necrotic. Additionally, as an action, you can change your resistance and extra damage type but they must remain the same type. You can change the type again after either a long rest or using 10 skill points.

Fource Master

At 20th level you may now swap your element as a bonus action and no longer requires a long rest nor the use of skill points to be used more than once. Additionally, you may expend a 5th level spell slot to deal 1d8 of each of the following elements simultaneously: cold, fire, necrotic, and radiant. You may do so again after finishing a long rest.

Armamentalist Added Spell List[edit]

You gain these spells as a part of your previous spell list

Cantrips

booming blade, green flame blade, blade ward, control flames, gust, mending, message, mold earth, prestidigitation, shape water

1st Level

absorb elements, alarm, catapult, expeditious retreat, feather fall, jump, longstrider, mage armor, protection from evil and good, searing smite, shield, snare, thunderous smite, wrathful smite

2nd Level

alter self, arcane lock, branding smite, darkvision, dragon's breath, earthbind, enlarge/reduce, knock, levitate, magic weapon, pyrotechnics, rope trick, skywrite, spider climb

3rd Level

blinding smite, blink, counterspell, dispel magic, elemental weapon, erupting earth, flame arrows, fly, gaseous form, glyph of warding, haste, intellect fortress, magic circle, nondetection, protection from energy, remove curse, slow, tiny servant, water breathing

4th Level

banishment, control water, elemental bane, fabricate, polymorph, staggering smite, stone shape, stoneskin

5th Level

animate objects, banishing smite, control wind, destructive wave, holy weapon, passwall, planar binding, skill empowerment, telekinesis, transmute rock

Superstar[edit]

Dazzle them with the magic of a mage, and then rob them blind with the skill of a thief Prerequisite: Thief or Mage

Weapon Mastery

At 13th level, you gain some insight into new weapons as your skill furthers, You may use a {{5e|Whip} with proficiency and may gain Slash skills. Additionally, you retain your previous vocations spellcasting feature if you have it.

Starlet Stab

At 13th level, if you do not have the spellcasting feature you gain this feature instead. When you deal piercing or Slashing damage you may also deal an extra 1d8 psychic damage. This damage improves at levels 15(2d8), and 18(3d8). Additionally, you may use your spell slots to heal yourself a number of d8's equal to the level of the spell slot expended as an action.

Scandal Eyes

At 15th level, you gain the ability to paralyze anyone with the right glance. As an action, you may impose a cha saving throw on a number of creatures you can see equal to your Charisma modifier, on a failure the creatures are paralyzed until the start of your next turn, however on a success the creature that succeeds has advantage on attacking you. You may do so again after finishing a short or long rest.

Luminary's Lore

At 20th level, If you have performed at least once since you last took a long rest, you may activate Hit the Big Time. As an action, you can boost your damage by a number equal to the number of creatures that have you in their line of sight, this effect lasts for one minute.

Superstar Added Spell List[edit]

You gain these spells as a part of your previous spell list

Cantrips

booming blade, friends, frostbite, lightning lure, mind sliver, minor illusion, thunderclap, vicious mockery

1st Level

animal friendship, bane, charm person, color spray, disguise self, dissonant whispers, hellish rebuke, heroism, illusory script, silent image, sleep, tasha's hideous laughter

2nd Level

animal messenger, blur, calm emotions, crown of madness, darkness, enthrall, hold person, invisibility, magic mouth, mirror image, phantasmal force, pyrotechnics, shadow blade, shatter, silence, suggestion, tasha's mind whip, zone of truth

3rd Level

catnap, enemies abound, fear, hypnotic pattern, major image, phantom steed

4th Level

charm monster, compulsion, confusion, greater invisibility, hallucinatory, phantasmal killer, sickening radiance

5th Level

creation, dominate person, dream, geas, hold monster, mislead, modify memory, seeming, synaptic static, wall of light

List of Skills[edit]

Required Type or Item[edit]
Skill Name - Skill Slot Cost, Skill Point (SP) Cost

Description

Shield[edit]
Blockenspiel - 1, 2 SP

(for the purpose of extra attacks, this counts as an attack.) The Next Melee weapon attack grants you an extra amount of AC equal to your Proficiency Bonus divided by 2(rounded up) until the start of your next turn. Additionally, this may only be used once per turn.

Defending Champion - 2, 10 SP

As an action on a turn where you have not moved, you may take a defensive position and all be considered resistant to all incoming damage.

Immense Defense - 1, 5 SP

As an action, you reduce your movement by 15 feet and gain a +2 bonus to your AC

Magic Mirror - 3, 20 SP

As a bonus action, you can make yourself immune to all incoming Fire, Cold, Poison, Acid, Lightning, Thunder, Psychic, Necrotic, Raident damage until the end of your next turn.

Holy Impregnable - 2, 10 SP

As a bonus action or Reaction(Being Affected by an Effect) You may end the effects effect on you so long as you can still take reactions.

Back Atcha - 2, 15 SP

As an action, you impose disadvantage on all incoming attacks and may make counterattacks without using your reaction so long as the attacker is within your available range to attack. This Skill lasts until the start of your next turn.

Desperate Measures - 3, 10 SP

As an action, you ignore damage from critical strikes and any damage that is not the weapons base damage. This Skill lasts until the start of your next turn.

Phalanx - 2, 5 SP

As an action, you and everyone within 10ft of you gain resistance to spell damage.

Defense of Aigis - 4, 20 SP

As an action, you and everyone within 10ft of you gain resistance to all damage and status effects.

Power Shield - 2, 10 SP

As an action, you may spend any amount of hit dice to heal yourself.

Bludgeon[edit]
Trip of a Deathtime - 1, 3 SP

As an action, can stun any one creature within 10ft of you, They must make a Con save, and on a failure they gain the Stunned condition take damage equal to your weapons damage dice.

Deliverance - 1, 1 SP

As a bonus action, you may give yourself an advantage on Undead and can use an action to deal an extra 1d8 to undead creatures until the end of your next turn. Additionally paying the skill cost multipul times on the initial use allows you do deal an extra d8 of damage up to 3d8.

Party Pooper - 1, 1 SP

As an action you can make an attack at disadvantage on all enemies within 15 ft of you and Dex Save or Prone.

Crushed Ice - 1, 8 SP

As an action, you can make 1d4+1 attacks on all enemies within 10ft of you. Additionally, all damage dealt by you using this skill becomes cold damage.

Crackerwhack - 3, 10 SP

You can, as an action, smash the ground. Each creature within a 5 ft radius takes 3d12 bludgeoning damage and must make a Dexterity saving throw or fall prone. You can spend 2 additional skill points to increase the radius by 5 ft, up to a maximum of a 15 ft radius.

Monster Masher - 1, 1 SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against monsters. The next Monstrosity or Aberration-type creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Ooze Bruiser - 1, 1SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against Oozes. The next Ooze creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Penny Pincher - 2, 4SP

As an action, you make an attack against any creature within your weapon range. After the attack is resolved you roll another d20 if you hit the creature you steal an item from their inventory and if you missed you deal an extra 1d6 damage.

Bagsy Last - 1, 2SP

As an action, you can hold your attack till the end of the last person in the initiative order's turn. If this attack hits you deal an extra set of your weapons damage dice.

Heart Breaker - 1, 2SP

As an action, you may make a weapon attack against one creature in your range, if this attack hits instead of dealing damage the enemy becomes stunned until the end of your next turn.

Wind Sickle - 1, 0SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against elementals. The next elemental creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn. You may use your Intelligence for this skill.

Stone's Throw - 1, 2SP

As an action you pick a number of targets equal to your proficiency bonus within 30ft, you make one attack against each of these targets and on a successful attack, they take 2d6 bludgeoning damage.

Knuckle Sandwich - 1, 3SP

As an action, you may make a non-weapon attack against one creature within your reach, if this attack connects you deal 2 extra sets of your unarmed strike dice.

Multismash - 3, 13SP

As an action, you can make 1d20 + 2 attacks on any enemies within your range.

Miracle Moon - 5, 15SP

As an action, you make an unarmed strike or quarterstaff attack against one creature if that attack hits you heal an amount equal to the amount of damage you deal and you make another attack. This may continue until you make 4 attacks total or heal over 60 Hitpoints.

Boulder Toss - 3, 10SP

As an action when unarmed you make an attack against one creature within 30 feet of you. If this attack hits you deal 3d12 bludgeoning damage as your character launches a large rock at the target. Additionally, the rock is 10 feet tall 5 feet wide and 5 feet thick. After the attack, the rock stands upright behind the initial target.

Antimagic - 2, 5SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against creatures that can cast spells. The next creature that can cast spells or has spell-like effects, takes an extra 1d8 bludgeoning damage. Additionally, you may pay an extra 5SP to prevent the creature from using spells or spell-like effects until the end of your next turn. This may only be used once per turn. You may use your Intelligence for this skill.

Beelzefreeze - 1, 1SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against Demons and Fiends. The next demons or fiends you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn. You may use your Intelligence for this skill.

Caduceus - 1, 2SP

As an action, you may heal yourself or another creature. You strike the target with your weapon and they heal that amount or if you strike yourself you heal that amount plus your proficiency bonus. You may use your Intelligence for this skill.

Zing Stick - 3, 5SP

As an action, you may Resurrect another creature. You select a target then you roll 1d100, on a 1-10 the creature returns as a hostile Ghoul, on an 11 - 50 the person does not return, on a 51 - 90 the target returns to life with 1 hitpoint, and finally on a 91-100 the target returns to life at half of its maximum hit points with any missing limbs restored and all cursed and diseases cured. No matter your remaining skill points this may only be used again after finishing a long rest. You may use your Intelligence for this skill.

Pierce[edit]
Conjury Conductor - 1, 0 SP

(for the purpose of extra attacks, this counts as an attack.) Renders an enemy more vulnerable to magic. The creature must make an Intelligence saving throw on a failure take 1d8 extra damage from any damage spell and disadvantage on Intelligence, Wisdom, and Charisma saves until the end of your next turn. On a success, you deal an extra 1d4 piercing damage. You may use your Intelligence for this skill.

Cattle Prod : 1, 0 SP (for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against Beasts. The next Beast creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Flutter Disaster - 1, 2 SP

As a bonus action, you may give yourself advantage on Airborn Creatures and can use an action to deal an extra 1d8 to undead creatures until the end of your next turn. Additionally paying the skill cost multiple times on the initial use allows you do deal an extra d8 of damage up to 3d8.

Rain of Pain - 3, 15 SP

As a action, you can make 1d20 + 2 attacks on any enemies within your range.

Hallowed Stab - 1, 1 SP

(for the purpose of extra attacks, this counts as an attack.) As an action, you can stab a creature in order to replenish your spirit. On a hit when using this ability you gain 1/4th of the damage you deal(rounded up) as SP. Additionally, this may only be used once per turn. You may use your Intelligence for this skill.

Mercurial Thrust - 1, 1 SP

You can, as a bonus action, spend 1 skill point to prepare your next strike with the speed of Mercury. Weapon attack you successfully make deals an extra 1d4 piercing damage and until the end of your turn, you may increase your speed by 5 feet. You can spend 2 additional skill points to further increase your speed by 5 feet to a maximum of 15 feet.

Can Opener - 1, 1 SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against Constructs. The next Construct creature you strike takes an extra 1d8 piercing damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Propeller Stab - 1, 2 SP

As an Action, you stab at an opponent with such speed that your afterimage attacks a second time. If your second attack connects with its target their movement becomes reduced by 10ft.

Hardclaw - 2 , 4 SP

As an action, you attack an opponent within 10ft of you twice. These attacks have an expanded critical range(19-20). Additionally, if the attack does not make a critical strike you instead deal 1d4 piercing damage.

Thunder Thrust - 3, 5 SP

As an action, you attack an opponent within 15ft of you, with an expanded critical range(19-20). Additionally, if the attack does not succeed in being a critcal hit the attack is treated as if your total attack roll was a 2. If you did not successfully make a critical attack with this skill and you use it again before the end of your next turn, you have advantage on the roll. Additionally if you do successfully land a critical attack with this skill you deal your weapon damage an extra time(in addition to the critcal's extra damage).

Lightning Lunge - 4, 10 SP

As an action, you attack an opponent within 15ft of you, with an expanded critical range(18-20). If you did not successfully make a critical attack with this skill and you use it again before the end of your next turn, you have advantage on the roll.Additionally if you do successfully land a critical attack with this skill you deal your weapon damage an extra time(in addition to the critcal's extra damage).

Flailing knives - 2, 10 SP

As an action, you attack an opponent within 5ft of you four times. Each time you successfully hit the target wile this effect is active you gain a +1 to attacks and damage.

Slash[edit]
Hypnowhip - 1, 2 SP

As an Action, you can strike a creature and deal 1/2 damage imposing an Intelligence saving throw, on a failure the creature can no longer take actions or reactions until you either go farther than 15 feet from them or the end of your next turn.

Slashings of Love - 1, 0SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against Humans. The next Humanoid creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Trammel Slash - 1, 10 SP

You can, as a bonus action, strike with toxic intent. The next attack inflicts an Intelligence saving throw on a failure the creature is stunned until the start of your next turn.

Dragon Slash - 1, 0 SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against dragon. The next dragon creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Metal Slash - 1, 0 SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against constructs. The next construct creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Poplar Toppler - 1, 1SP

(for the purpose of extra attacks, this counts as an attack.)You can, as an action, strike with extra zeal against plants. The next plant creature you strike takes an extra 1d8 bludgeoning damage. You may spend up to 3 skill points to increase this damage by 1d8 per extra point, to a maximum of 3d8. Additionally, this may only be used once per turn.

Hatchet Man - 3, 5 SP

As an action you attack an opponent within 15ft of you, with an expanded critical range(19-20). Additionally, if the attack does not succeed in being a critcal hit the attack is treated as if your total attack roll was a 2. If you did not successfully make a critical attack with this skill and you use it again before the end of your next turn, you have advantage on the roll. Additionally if you do successfully land a critical attack with this skill you deal your weapon damage an extra time(in addition to the critcal's extra damage).

Twin Dragon Slash - 2, 6 SP

As a bonus action you can prepare an attack with a finesse slashing weapon, when you next strike a creature with a finesse slashing weapon you deal 1d12 + your dexterity modifier instead of the weapon's usual weapon die.

Falcon Slash - 2, 12 SP

As an action you may double the number of weapon attacks you make next turn so long as you do not take any damage before the start of your next turn. If you do take damage beforehand you may attack one extra time.

Gigaslash - 3, 15 SP

As an action, you make an attack against all creatures in a 60ft cone. Roll once for all creatures and add your weapon attack bonus as normal. On a Hit, the creature takes 8d8 lightning damage. On a miss, you deal half of the damage. Additionally, you must be at least level 12 before you can use this skill

Gigagash - 5, 30 SP

As an action, you make an attack against all creatures in a 60ft cone. Roll once for all creatures and add your weapon attack bonus as normal. On a Hit, the creature takes 12d8 lightning damage. On a miss, you deal half of the damage. Additionally, you must be at least level 18 before you may use this skill.

Hit the Hay - 1, 3 SP

As an action, you pick a target within 10 feet of you. Then, you roll your weapon's damage dice 6 times. If your roll is equal to or higher than half of your target's hp maximum then they fall asleep, only awakening if an ally takes an action to shake them awake or if they take any damage or after a minute has passed.

Schadenfreude - 1, 2 SP

(for the purpose of extra attacks, this counts as an attack.) As an action, you can strike a creature with a vampiric thirst. Make a weapon attack and if this attack hits you heal the damage you deal to the target. Additionally, this may only be used once per turn. You may use your Intelligence for this skill.

Miracle Slash - 2, 4 SP

(for the purpose of extra attacks, this counts as an attack.) As an action, you can strike a creature with a vampiric thirst. Make a weapon attack if this attack hits roll 1d100. on a 1-90 you heal 1/2 of the damage you deal, on a 90-100 you heal the damage you deal multiplied by your proficiency bonus Additionally, this may only be used once per turn. You may use your Intelligence for this skill.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Luminary class, you must meet these prerequisites: Constitution or Dexterity 13.

Proficiencies. When you multiclass into the Luminary class, you gain the following proficiencies: Light armor, medium armor, shields, and shortswords.

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