Monochromancer (5e Class)

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Monochromancer[edit]

Light and Darkness[edit]

Creating a Monochromancer[edit]


Quick Build

You can make a Monochromancer quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose Quarterstaff, Herbalism Kit, and Priest's Pack.

Class Features

As a Monochromancer you gain the following class features.

Hit Points

Hit Dice: 1d6 per Monochromancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Monochromancer level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: Herbalism Kit
Saving Throws: Constitution, Wisdom
Skills: 3 of your choice between Arcana, History, Insight, Medicine, Nature, and Religion

Equipment

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

  • (a) Quarterstaff or or (b) 2 Daggers
  • (a) Priest's Pack or or (b) Scholar's Pack
  • Herbalism Kit
  • If you are using starting wealth, you have 4d4x10 gold pieces in funds.

Table: The Monochromancer

Level Proficiency
Bonus
Features Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Twilight Attunement 3 2
2nd +2 Day and Night 4 3
3rd +2 <!-Class Feature3-> 4 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 5 4 3 2
6th +3 5 4 3 3
7th +3 5 4 3 3 1
8th +3 Ability Score Improvement 6 4 3 3 2
9th +4 6 4 3 3 3 1
10th +4 6 4 3 3 3 2
11th +4 7 4 3 3 3 2 1
12th +4 Ability Score Improvement 7 4 3 3 3 2 1
13th +5 7 4 3 3 3 2 1 1
14th +5 8 4 3 3 3 2 1 1
15th +5 8 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 8 4 3 3 3 2 1 1 1
17th +6 9 4 3 3 3 2 1 1 1 1
18th +6 9 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 9 4 3 3 3 3 2 1 1 1
20th +6 10 4 3 3 3 3 2 2 1 1

Twilight Attunement[edit]

You have attuned yourself to the forces of light and darkness, and are able to control them to some degree. As a bonus action, you can alternate between Light Stance and Dark Stance and gain access to features depending on which Stance you are currently utilizing. You may choose a Stance during a short or long rest as well.

Light Stance - You gain 1d4 temp hitpoints for every Monochronmancer level at the start of combat, and you may roll a number of additional dice equal to half of the spell's level, rounded down when healing with magic.

You gain access to your Cleric spell list.

Dark Stance - You gain a total of double your proficiency bonus to hit and treat immunity as resistance and resistance as normal and you gain access to your Warlock spell list.

Spellcasting[edit]

Somehow, one way or another, you found yourself on the thin line that separates the ever-clashing forces of light and darkness. How it happened doesn't matter, but the fact remains you have obtained power only you can wield.

Cantrips[edit]

At 1st level, you know six cantrips of your choice from the Cleric and Warlock spell lists. You learn additional Cleric and Warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the monochromancer table.

Spell Slots[edit]

The Monochromancer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these monochromancer spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher[edit]

You know three 1st level spells of your choice from the monochromancer spell list. The Spells Known column of the monochromancer table shows when you learn more monochromancer spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the monochromancer spells you know and replace it with another spell from the monochromancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your monochromancer spells, as the strength of your spells is reliant on your ability to effectively control the forces you wield. 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 monochromancer spell you cast and when making an attack roll with one:

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

Spellcasting Focus[edit]

You can use an arcane focus or holy symbol as a spellcasting focus for your monochromancer spells.

Day and Night[edit]

The passing of time now fuels your strength. Beginning at 2nd level, you are granted certain bonuses depending on the time of day. These bonuses are constant and apply regardless of whether or not you are inside or outside. For planes that do not have a day and night cycle, this feature does nothing.

Day - In light stance, all healing gives your allies a 1d6 Inspiration die, and In dark stance, your magic sucks up the light of the day, adding extra damage die to all spells.
Night - In light stance, You and all of your allies within sight,gain 60ft of dark vision. In dark stance, all damaging spells force the target to make a Constitution save or take +50% of the spell's damage.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. 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 <!-list all the levels the class gains subclass features->.->

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.


<!-Arbitrator of Light and Dark->[edit]

<!-At 3rd level, For every time you have swapped between light and dark stance in combat gain health or temp health equal to your proficiency modifier + your constitution modifier-> <!-For subclasses introduce this class option here->

<!-Best of Both->

<!-At 7th level, you add 1d6 Radiant damage to your spells in Dark stance and add 1d6 Necrotic damage to your spells in Light stance. This increases to 2d6 at level 14 and 3d6 at level 20->

<!-Bane of Darkness/Light->

<!-At 11th level, upon swapping to a stance deal double damage of the respective damage type from the Best of Both feature, around you in a 30ft radius.->

<!-Worst of Both->

<!-At 14th level, all of your spells in light stance force the target to make a dexterity save or become blinded until its next turn is over, and all of your spells in dark stance force the target to make a wisdom save or become frightened until it succeeds on this check.->

<!-Truly Impartial->

<!-At 20th level, you can once per long rest channel both sides at the same time, healing yourself double the hitpoints you heal per swap every round this form is active. You have access to Cleric and Warlocks spells at the same time. All Crit fails in this form are now Crit successes instead. Critical hits on spells deal the damage/healing in 10ft radius around the initial target.->

<!-Prism and Prison of light->[edit]

<!-At 3rd level, You may swap between light and dark stance as a full action and consumes all of your movement. For every one of your rounds in combat, you stay in one stance gain +2 to hit and +2 to all healing and damage rolls-> <!-Introduce this subclass here->

<!-Release and Entrapment->

<!-At 7th level, In dark stance during the day, you can pull all light within 60ft into a single point within your sight dealing damage in a 30ft radius. In light stance during the night, you can release stored light originating from a single point within your sight dealing damage in a 30ft radius. This feature may be used based on your Wisdom modifier. (minimum of 1) 1d4 x your Monochromancer level.->

<!-Summon Black hole/White hole->

<!-At 14th level, you may summon a very small white or black hole turning the entire battlefield into day or night and gain double of your Stance bonus based on Twilight Attunement. (Immunity is treated as normal and anything less than that is treated as vulnerable) You can use Each version of this feature once per long rest. Any and all Versions of Black/White hole always place targets affected in darkness if they are enemies or blind all enemy affected targets->

<!-Essence of Light and Darkness->

<!-At 20th level you can, once per long rest, become made of either light or darkness radiating darkness or light around you in a 30ft radius. Healing every ally around you every round you are within 30ft of them Damaging every enemy around you every round you are within 30ft of them. Gain the benefits of either stance base on Twilight Attunement as if you used the Summon Black/White hole feature. Critical hit kills create a miniature White/Black hole where the target died applying their effects in a 15ft radius Healing/Damage per round equal to your Monochronmancer level.->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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