Majorelle (5e Class)

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The Majorelle[edit]

A scholar studies in his chamber, seeking to learn more of the beasts roaming his territory. Suddenly, his sixth sense triggers as invisble invaders brush past a web he set on a lower floor. He groans, urging his blade to seek them out and destroy them. With a flash of light, the imps are cut in twain; no match for the power of a solar.

Azur-Clad Students of the Unnatural[edit]

Majorelles are magical savants who combine study of the arcane with understanding of monsters.

Creating a Majorelle[edit]


Quick Build

You can make a majorelle quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the sage background. Third, choose the melee weapon and the scholar's pack.

Class Features

As a Majorelle you gain the following class features.

Hit Points

Hit Dice: 2d4 per Majorelle level
Hit Points at 1st Level: 2d4 + Constitution modifier
Hit Points at Higher Levels: 2d4 (or 5) + Constitution modifier per Majorelle level after 1st

Proficiencies

Armor: Light, medium armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Perception, Religion, and Stealth.

Equipment

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

  • (a) A martial melee weapon or (b) A ranged weapon and 20 pieces of ammunition
  • Padded armor
  • (a) A scholar's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 4d4 × 10 in funds.

Table: The Majorelle

Level Proficiency
Bonus
Aberrancy Points Features
1st +2 4 Aberrancy, Monstrous Knowledge
2nd +2 8 Field of Practice
3rd +2 12 Cerulean Flash
4th +2 16 Ability Score Improvement
5th +3 20 Extra Attack
6th +3 24 Field of Practice feature
7th +3 28 Perpetual Study
8th +3 32 Ability Score Improvement
9th +4 36 Royal Current
10th +4 40 Field of Practice feature
11th +4 44 Extra Attack (×2)
12th +4 48 Ability Score Improvement
13th +5 52 Cerulean Flash (×2)
14th +5 56 Field of Practice feature
15th +5 60 Supernatural Reflexes
16th +5 64 Ability Score Improvement
17th +6 68 Unnatural Nature
18th +6 72 Ascended Mind
19th +6 76 Ability Score Improvement
20th +6 80 Admiral Mastery

Aberrancy[edit]

By combining your knowledge of monsters and magic borne of study, you can absorb the power of terrors fallen. When a creature that you can see dies, you can use your reaction to assimilate their abilities and store it in a prism within your mind. These prisms never disappear and possess a wide variety of effects based on the monsters you assimilate, usually directly drawn from their abilities. To utilise these prisms, you must expend Aberrancy Points.

Aberrancy Points. Charges of magic that are used to channel monstrous abilities. You have a number of Aberrancy Points based on your Majorelle level, as detailed under the Aberrancy Points column of the Majorelle table. You regain all expended points on a short or long rest.

Prisms. Vessels of knowledge and power hidden away within your mind, containing each absorbed creature's expedients. These are detailed at the end of the class page, under List of Prisms. If your Aberrancy Points reach 0, any active prisms are disabled until you recover at least 1 point.

Prism Save DC. Some of your prisms require a saving throw. The DC for these saving throws is equal to 12 + your Intelligence modifier + your Proficiency Bonus.

Prism Upscaling. Prisms that directly inflict damage or restore hit points gain additional dice equal to your Intelligence modifier (e.g. 1d8 becomes 4d8 if you have 16 Intelligence), and they gain a bonus to damage equal to your Intelligence modifier. Additionally, you can increase a prism's effects by spending more Aberrancy Points; these increased effects will be detailed in the prism's description.

Monstrous Knowledge[edit]

As a scholar of the abnormal, you're well-learned in all manner of monsters. As a bonus action, you can attempt to scrutinize and recall information about a creature that you can see. Make an Intelligence (Insight) check, the DC equalling their CR, with a minimum of 10. On a success, you learn their vulnerabilities, resistances, and immunities, as well as their highest and lowest ability scores. On a failure, you fail to recall or realise any details.

Additionally, you gain proficiency in History and Insight.

Field of Practice[edit]

When you reach 2nd level, you choose a field of practice. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at 6th, 10th, and 14th level.

Cerulean Flash[edit]

Your fleet mind is complimented by your now-fleet body. Beginning at 3rd level, your movement speed increases by 10ft, and you gain a bonus to your Initiative equal to your Intelligence modifier.

Additionally, on your turn, you can imbue yourself with arcane speed, gaining an additional action and bonus action. You can do this once, regaining uses on a short or long rest. Beginning at 13th level, you can use this feature twice, regaining all uses on a short or long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 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.

The number of attacks increases to three when you reach 11th level in this class.

Perpetual Study[edit]

Your quest for knowledge and understanding never ends. Beginning at 7th level, you have advantage on Insight checks made via your Monstrous Knowledge feature. Additionally, when you succeed, you also reveal the creature's current hit points, as well as a weakness in their defenses; attacks made by you and friendly creatures have Advantage against that creature.

Royal Current[edit]

You have honed your ability to absorb power, enabling an instant transfer of knowledge and magic. Beginning at 9th level, when a creature within 15ft damages you, you can use your reaction to absorb their power into a prism per the Aberrancy feature. The creature suffers 4d10 necrotic damage that overcomes resistances and immunities, as their power flows into you.

Supernatural Reflexes[edit]

Your fleetness of mind and body has exploded into incredible speed. At 15th level, your movement speed increases by 20ft, and you can take a reaction every turn, rather than every round.

Unnatural Nature[edit]

Over time, the abnormal has become your normal. Beginning at 17th level, whenever you roll initiative, you regain Aberrancy Points equal to your Intelligence modifier plus your Majorelle level.

Additionally, if you run out of Aberrancy Points, you regain 1 point.

Ascended Mind[edit]

Endless study of creatures far beyond mortal ken has caused your inner magic to push beyond its limits, expanding your mind. At 18th level, your Intelligence score increases by 6, and your Intelligence score maximum becomes 26 if it isn't already higher.

Admiral Mastery[edit]

Your power far exceeds the creatures you've assimilated; you've become a paragon. At 20th level, when you obtain a creature's prism, you gain the following benefits against that species:

  • You have advantage on attack rolls against that creature.
  • You have advantage on saving throws against their features and effects.
  • They have disadvantage on attack rolls against you.
  • They have disadvantage on saving throws against your prisms.


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List of Prisms[edit]

Aarakocra Prism
  • Casting time: 1 bonus action
  • Range: Self
  • Aberrancy Cost: 1 point
  • Duration: 10 minutes

You tap into the power of the Aarakocra, growing large wings. You gain a flight speed of 50ft for the duration. When this effect ends, you fall if you are still aloft, unless you can stop the fall.

You can end this effect early as a bonus action.


Aboleth Prism
  • Casting time: 1 action
  • Range: 30 feet
  • Aberrancy Cost: 10 points
  • Duration: Instantaneous

You tap into the power of the Aboleth, dominating a creature's mind. Choose one creature within range. The target must succeed on a Wisdom saving throw or be magically charmed by you until you die or until it is on a different plane of existence from you. The charmed target is under your control and can't take reactions, and you and the target can communicate telepathically with each other over any distance. Whenever the charmed creature takes damage, they can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from you.


Air Elemental Prism
  • Casting time: 1 action
  • Range: 60 feet
  • Aberrancy Cost: 5
  • Duration: Instantaneous

You tap into the power of the Air Elemental, creating a vicious whirlwind. Choose a target within range. The targeted creature and creatures within 10 feet of them must make Strength saving throws. On a failure, a target takes 5d8 bludgeoning damage and is flung up 20 feet away in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 2d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.

The damage values are increased by 1d8 and 1d6 respectively for every Aberrancy Point spent over the cost.


Allosaurus Prism
  • Duration: Permanent

You are imbued with the power of the Allosaurus. Your speed increases by 15ft.


Androsphinx Prism
  • Casting time: 1 action
  • Range: 300 feet radius centered on self
  • Aberrancy Cost: 17
  • Duration: Instantaneous

You tap into the power of the Androsphinx, enabling vast planar and temporal control. You can take the following actions:

  • The flow of time is altered such that every creature within range must reroll initiative. You and creatures you choose can decide not to reroll.
  • The effects of time are altered such that every creature of your choice within range must succeed on a Constitution saving throw or become 1d20 years older or younger (your choice), but never any younger than 1 year old. A greater restoration spell can restore a creature’s age to normal.
  • The flow of time is altered such that everything within range moves up to 10 years forward or backward (your choice). Only you are immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
  • You shift yourself and up to seven other creatures you can see within range to another plane of existence. You can return as a bonus action on your turn, taking up to seven creatures with you.


Animated Armor Prism
  • Duration: Permanent

You are imbued with the power of the Animated Armor. Your base Armor Class becomes 18, if it wasn't already higher.


Ankheg Prism
  • Duration: Permanent

You are imbued with the power of the Ankheg. You gain tremorsense up to 60ft.


Ankylosaurus Prism

  • Duration: Permanent

You are imbued with the power of the Ankylosaurus. Your Armor Class increases by 2.


Ape Prism
  • Casting time: 1 action
  • Range: 50 feet
  • Aberrancy Cost: 1
  • Duration: Instantaneous

You tap into the power of the Ape, strengthening your shoulders. You can conjure and throw a rock, making a ranged attack roll against a creature within range using your Strength. On a hit, they take 2d6 bludgeoning damage.

This damage is increased by 2d6 per every Aberrancy Point spent over the cost.


Arcanaloth Prism
  • Casting time: 1 action
  • Range: 60 feet
  • Aberrancy Cost: 12
  • Duration: 1 minute

You tap into the power of the Arcanaloth, giving rise to summoning power. A summoned arcanaloth appears in an unoccupied space within 60 feet of you. It does as it pleases, and can't summon other yugoloths. It will be friendly towards you and friendly creatures. The summoned arcanaloth remains for the duration or until it or its summoner dies. You take a bonus action to dismiss it early.

The duration increases by 1 minute for every Aberrancy point spent over the cost.


Awakened Shrub Prism
  • Duration: Permanent

You are imbued with the power of the Awakened Shrub. You gain resistance to piercing damage.


Awakened Tree Prism
  • Duration: Permanent

You are imbued with the power of the Awakened Tree. You gain resistance to bludgeoning damage.


Axe Beak Prism
  • Casting time: 1 action
  • Range: Self (50 foot line)
  • Aberrancy Cost: 1
  • Duration: Instantaneous

You tap into the power of the Axe Beak. You can summon a spectral axe beak that charges in a straight line, rushing through and trampling creatures within range before fading away. Creatures within the radius must pass Dexterity saving throws or take 4d8 slashing damage, or half as much on a successful save.

The damage increases by 1d8 for every Aberrancy point spent over the cost.


Azer Prism
  • Duration: Permanent

You are imbued with the power of the Azer. Your melee weapon attacks deal an additional 2d6 fire damage, and when a creature damages you with a melee weapon attack, you can choose to inflict 2d10 fire damage on them. This does not consume your reaction.


Baboon Prism
  • Duration: Permanent

You are imbued with the power of the Baboon. Your Dexterity score increases by 1.


Badger Prism
  • Duration: Permanent

You are imbued with the power of the Badger. You have Advantage on Wisdom (Perception) checks that rely on smell.


Balor Prism
  • Duration: Permanent

You are imbued with the power of the Balor. At the start of each of your turns, each creature within 5 feet of you takes 8d6 fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches you or hits you with a melee attack while within 5 feet of you takes 5d6 fire damage.

You can activate or deactivate this effect at any time, no action required.


Banshee Prism
  • Casting time: 1 action
  • Range: Self (30 foot radius)
  • Aberrancy Cost: 4
  • Duration: Instantaneous

You tap into the power of the Banshee, fatalising your voice. You wail mournfully, forcing creatures other than you within range that can hear you to make Constitution saving throws. On a failed save, they drop to 0 hit points, taking 4d8 psychic damage on a success. This has no effect on constructs or undead.

The damage on a successful save is increased by 2d8 for every Aberrancy point spent over the cost.


Barbed Devil Prism
  • Duration: Permanent

You are imbued with the power of the Barbed Devil. At the start of every turn, creatures grappling you take 2d10 piercing damage.


Barlgura Prism
  • Duration: Permanent

You are imbued with the power of the Barlgura. At the start of your turn, you can gain advantage on all melee weapon attack rolls you make during that turn, but attack rolls against you have advantage until the start of your next turn.


Basilisk Prism
  • Casting time:
  • Range:
  • Aberrancy Cost:
  • Duration:

You tap into the power of the



Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Majorelle class, you must meet these prerequisites: Intelligence 13

Proficiencies. When you multiclass into the Majorelle class, you gain the following proficiencies: Martial weapons, light armor

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