Projectionist (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Projectionist[edit]

Projectionists are masters of all weaponry, trained in two magical abilities: The ability to store weaponry and armor in their personal armory, and the ability to then create these weapon as mental projections. Many a group of warriors have lost in battles to but a single one of these arcane warriors, and none seem to be able to stem the tide of steel from their hands.

Creating a Projectionist[edit]

They most important part of a Projectionists background is how and where you became capable of this ability. Did it simply come to you on the battlefield? Were you a student of a mage with unusual tastes? A blacksmith blessed by a god of war? Did you learn such an ability after visiting the astral plane?

Intelligence should be your highest stat, followed by Constitution.

Class Features

As a Projectionist you gain the following class features.

Hit Points

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

Proficiencies

Armor: Projectionists are proficient with any armor they create, as well as light armor.
Weapons: Projectionists are proficient with any weapon they create as well as, simple melee weapons.
Tools: One type of artisan's tools.
Saving Throws: Intelligence, Dexterity
Skills: Choose two: Acrobatics, Arcana, Investigation, and History.

Equipment

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

  • Two items stored within your armory. These items can be Simple Weapons, Martial Weapons that lack the heavy trait or Light Armor.
  • (a) Explorer's Pack or (b) Adventure's Pack
  • One type of artisan's tools.
  • 10gp

Table: The Projectionist

Level Proficiency
Bonus
Features Creation Points
1st +2 Creation Points, Armory of weapons, Trace on 10
2nd +2 Combat logic, Fighting Style 15
3rd +2 Blade Path 20
4th +2 Ability Score Improvement 25
5th +3 Extra attack 30
6th +3 Weapon Improvement 35
7th +3 Blade Path Feature 40
8th +3 Ability Score Improvement 45
9th +4 Blade Path Feature, 50
10th +4 Ability Score Improvement 55
11th +4 Blade Path Feature 60
12th +4 Ability Score Improvement, Evasion 65
13th +5 Blade Path Feature 70
14th +5 Adrenaline Rush 75
15th +5 Mental overload 80
16th +5 Ability Score Improvement 85
17th +6 Redesigned Weaponry 90
18th +6 Perfected Creations 95
19th +6 Ability Score Improvement 100
20th +6 Inner Unlimited Blade Works 120

Features[edit]

Creation Points[edit]

You have gained access to a pool of Creation Points that can be used to fuel you powers. You have 10 Creation Points and you gain more as you reach higher levels, as shown in the Creation Points column of the Projectionist Features table. You can't have more Creation Points than the number shown in the table for your level. You regain all expended Creation Points when you finish a Long Rest.

Armory of Weapons[edit]

You may store a total number of weapons or armor equaling to Projectionist level + Intelligence Modifier (to a minimum of 1) in your armory at any one time. Adding or removing items from the storage requires 1 hour of uninterrupted rest. At the end of the hour the item is absorbed and added to your armory, or removed and appears in front of the Projectionist. Artifacts can not be added to armory of weapons.

Each item will take up an amount of space based on the tables below (to a minimum of 1).

Type Storage Modifier
Light Armor +1
Medium Armor +2
Heavy Armor +3
Type Storage Modifier
Simple Melee Weapon +1
Simple Ranged Weapon +1
Martial Melee Weapon +2
Martial Ranged Weapon +2
Properties Storage Modifier
Light -1
Finesse / Thrown +1
Versatile / Reach +2
Two Handed / Heavy +3
Magical Rarity Storage Modifier
Common / Uncommon +1
Rare +2
Very Rare +3
Legendary +4

Trace on[edit]

Starting at 1st level, you may recreate any single weapon from your armory and manifest it in your hands as a bonus action, this costs 1 Creation Point. Weapons created using this feature will shatter into fragments after six successful strikes. If creating a ranged weapon, you may create up to six pieces of ammunition for 1 Creation Point in the same use of Trace on. Any weapon created using this feature will use your Intelligence modifier for attack and damage modifier calculations. Using 2 Creation Points, you may create any single armor stored within your armory directly around your body. Armor created using this feature shatters after successfully defending agaisnt Intelligence modifier + proficieny bonus attacks.

Any created item will also shatter after 1 hour.

Combat logic[edit]

Starting at 2nd level you've trained your body and mind to react faster during a fight, understanding the situation and knowing how to avoid attacks and counter the enemy. Using your reaction you can add your Intelligence modifier to you AC, you can use this feature up to you Intelligence modifier times per day.

Fighting Style[edit]

At 2nd level, choose one of the following options.

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. When creating ammunition, you create 12 rather than 6 for 1 Creation Point.

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.

Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. You are able to create two weapons with a single use of Trace On.

Blade Path[edit]

When you reach 3rd level, you begin to train you mind allowing you to draw out more power. Your choice grants you features at 3rd level and again at 5th, 7th, 9th, 11th and 13th level. Choose either the Path of the Falling Blades or Path of the Legend

Ability Score Improvement[edit]

When you reach 4th level, you can increase one ability score of your choice by two or two ability scores of your choice by one. You may do so again at 8th, 12th, 16th, and 19th level. 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.

Weapon Improvement[edit]

Starting at 6th level, your created weapons count as magical and ignore resistance and immunity to nonmagical and magical attacks and damage.

Evasion[edit]

Beginning at 12th level, when you are subjected to a Dexterity saving throw, you take no damage if you succeed on the save and only half damage if you fail.

Adrenaline Rush[edit]

At 14th Level, as a bonus action you may recover a number of Creation Points equal to your Projectionist level. You must finish a long rest before using this feature again.

Mental Overload[edit]

Beginning at 15th level, you are able to push more energy into the weapon than just materializing. By spending an additional 5 Creation Points you may deal an additional 3d8 force damage until the start of your next turn.

Redesigned Weaponry[edit]

At 17th level, there is one style that you have become extremely proficient with, and have learned on how to improved upon. Choose either slashing, piercing, or bludgeoning damage. Whenever you attack with a weapon that deals that type of damage, you may add your proficiency modifier to the damage roll.

Perfected Creations[edit]

When you reach 18th level, created items may be reinforced with further energy to make them harder and sharper. Any item created with your Trace on feature can be upgraded to a +2 for an extra 10 Creation Points. This feature may be used with your sub-class features.

Inner Unlimited Blade Works[edit]

No need for a chant anymore, your world of blades is accesible at all times for free use. Whenever creating a non-magical weapon from your Armory, it will not cost any Creation Points. Magical weapons, including those enhanced via Perfected Creations, have their cost decreased by 6 Creation Points (to a minimum of 1).


Blade Paths[edit]


Path of The Falling Blades[edit]

Hail of Swords

At 3rd level, when using the attack Attack action, you can instead create weapons midair and hurl them magically at your opponents, creating an effect similar to the Catapult spell, at the cost of 2 Creation Points.

Hail of Swords

At 5th level, Your mastery at rapidly creating from your armour has increased. When using the attack Attack action, you may create an effect similar to the Conjure Barrage spell, at the cost of 5 Creation Points.

Raining Blades

At 7th level, your ability to not just create but control multiple weapons allows you to cover the sky. When using the attack Attack action, you may create an effect similar to the Conjure Volley spell, at the cost of 8 Creation Points.

Unstable Creation

At 9th level, you can rig a weapon to explode with unstable energy. By spending 5 Creation Points as a bonus action, a weapon becomes charged. Any charged weapon explodes at the end of your turn, dealing 2d6 fire damage in a 20 foot radius. A Dexterity saving throw can be made for halve damage.

Blade Wall

At 11th level, you can create structures made entirely of weapons. Expending 5 Creation Point per 10 feet, you can create temporary walls, bridges, or barriers of swords at any location within 150 feet of you. Any creature that attempts to scale or move directly through these structures takes 1d8 slashing damage every 5ft of movement. Structures created this way last for 1 minute or until dismissed as a free action.

Animate Weapons:

At 13th level, you ability to manipulate and finesse multiple weapons increases, as a bonus action, the Projectionist may spend 5 Creation Points and create an effect similar to the Spiritual Weapon spell. You can create up to your Intelligence modifier in animated weapons at once. Each following turn you must pay 2 Creation Points per weapon to sustain them.

Path of Legend[edit]

Legendary Warrior At 3rd level, you gain the ability to summon legendary weapons from the list below:

Weapon Name Weapon Type Damage Properties Creation Point Cost
Gáe Bulg Spear 1d12 Finesse, Reach 10
Fail-not Longbow 1d10 +1 Weapon 8
Gríðarvölr Quarterstaff 1d8 Extended Critical Range (19-20) 7
Mjölnir Light Hammer 2d8 Thrown (20ft) 10
Excalibur Greatsword 3d6 - 15
Carnwennan Dagger 1d10 Sneak Attack (2d6) 8
Parashu Battle Axe 4d4 Versatile (4d6) 18

Summoning such a weapon is a bonus action, and the weapons may only be wielded by you. Weapons added through this feature do not count towards your total armory limit.

Supernatural Speed

At 5th level, gain an additional 10 movement speed.

Fabled Endurance

At 7th level, as an action you may expend up to three hit die and heal yourself.

Legendary abilities

At 9th level, you have learned how tap into the ture powers of each legendary weapon.

Gáe Bulg: You can unleash a blow that reverses causality. By taking a -6 penalty to hit, you are guaranteed to critically hit the target. You may only make 1 attack when using this ability. Costs 5 Creation Points to use.

Fail-not: Your arrows are homing, following your target wherever they dodge. You have advantage on your attacks this round using this weapon. Costs 2 Creation Points to use.

Gríðarvölr: Deal an extra 3d10 damage for every size category your opponent is larger than you. Costs 5 Creation Points to use.

Mjolnir: For the rest of the round, your attacks with this weapon also cast the spell Thunderwave, centering on the creature struck. Costs 9 Creation points to use.

Excalibur: Blasts of divine energy smite your opponents from the heavens, dealing 10d8 radiant damage to every creature within 60 feet you can see, excluding any you choose not to strike. For every 5 enemies you wish to affect with this ability, you must spend a round concentrating. If you affect 5 or less creatures with this, no concentration is required. The weapon instantly breaks after the attack. Costs 15 Creation Points to use.

Carnwennan: Grants the user invisibility until the end of their current turn, and adds an additional 4d6 sneak attack damage die. Costs 10 Creation Points to use.

Parashu: The unconquerable and indestructible divine axe. The user can make a mighty strike upon those who surround them attacking all enemies within range. Costs 11 Points to use.

Mythic Armor

Starting at 11th level using 3 Creation Points you can cover your armor in adamantine, rendering the wearer immune to critical hits.

Aegis

At 13th level, you can momentiary create powerful shield by drawing you armory out at once. The Aegis can be created as a reaction when the Projectionist is taking damage as a result of an attack or spell. The shield absorbs up to 50 points of damage until the start of your next turn, and protects you and allies within 10 feet of you, at the cost of 15 Creation Points. You must finish a Long Rest before you can use this ability again.

Multiclassing[edit]

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

Proficiency. When you multiclass into the projectionist class, you gain the following proficiency: Simple weapons.


Back to Main Page5e HomebrewClasses