Satori (5e Class)

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Satori[edit]

The Satori read their minds, why they despised it where now clear. They had been in touch with a creature with similar powers. A creature that can read minds. "You are not welcome here Satori. Go back to were you came from". But the satori probed their minds, figuring out why they where so scared. "Thats it! Thats enough mind reading!" They raised their pitchforks and shovels ready to charge but before they could take action, the satori was gone. The satori had erased its presence, now invisible to these "creatures". The satori was thinking: "What did startle these people in the first place?" Images of a mind flayer where hidden deep in their minds. The satori left so the village, never to be seen again.

This is a class focused on manipulation of the conscious with some elements from the Touhou franchise's satori sisters Satori Komeiji and Koishi Komeiji


Creating a Satori[edit]

Think about how your character would use mindreading and manipulation of the subconcious. Do you care of how others feel? Do you hold your feelings and thoughts hidden from the world? And why do you do so? A satori from folklore is a being that reads humans minds and speaks them outloud faster than they can. It is said that they even eat human flesh, but chicken out and runs away to hide when attacked. But there are also satori who coexist with people.

Quick Build

You can make a Satori quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose on of the following: Adopted, Acolyte, Hermit, Crazed Hermit, or Sage background. Third, choose a Light Crossbow and 20 Bolts, an explorer's pack, 2 Bells and a Dagger.

Class Features

As a Satori you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Whips
Tools: None
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Insight, Intimidation, Performance, and Stealth

Equipment

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

Table: The Satori

Level Proficiency
Bonus
Features Satori Perks Mind Slots
1st +2 Spellcasting, Satori Perks - 1
2nd +2 Deluding Magic, Satori Perks 2 2
3rd +2 Satori Perks 2 3
4th +2 Ability Score Improvement 2 4
5th +3 Extra Attack,Satori Perks, Psychic infusion 3 5
6th +3 3 6
7th +3 Satori Perks 3 7
8th +3 Ability Score Improvement 4 8
9th +4 Satori Perks 4 9
10th +4 Improved Psychic infusion 4 10
11th +4 4 11
12th +4 Ability Score Improvement, Satori Perks 5 12
13th +5 5 13
14th +5 5 14
15th +5 Satori Perks 5 15
16th +5 Ability Score Improvement 6 16
17th +6 Satori's Eye Feature 6 17
18th +6 Psychic infusion, Satori Perks 6 18
19th +6 Ability Score Improvement 6 19
20th +6 Satori's Eye Feature 6 20

Spellcasting[edit]

Your satori ancestry infuses you with mindbending magic allowing you to cast spells.

Preparing and Casting Spells

The Satori table of spells shows what spells you unlock as you gain levels in the satori class. Your spells are fueled by Mind slots and the cost is equal to the spell slot level the spell is cast on.

You prepare the list of Satori spells that are available for you to cast, choosing from the Satori table of spells. When you do so, choose a number of spells equal to your Charisma modifier + half your Satori level, rounded down (minimum of one spell). Casting a spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent in deep thought and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting ability

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

Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus

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

Satori table of spells[edit]

Satori Level Spells
Cantrips Encode Thoughts, Friends, Mind Sliver, Minor Illusion, Vicious Mockery
1st shield, speak with animals, mage armor, expeditious retreat, sleep, entangle
3rd warding bond, detect thoughts, blur, beast sense, hold person
5th counterspell, dispel magic, hypnotic pattern, fear, levitate
9th fly, hallucinatory terrain, telepathy, dream, telekinesis, phantasmal killer
13th forcecage, hold monster, synaptic static
17th weird, mass suggestion, mind blank

Satori Perks[edit]

Practicing satori magic manifests the perks of a satori. These perks expands your magic. Starting at 1st level, you may have up to three perks of your choice. Your perk options are detailed at the end of the class description. When you gain certain satori levels, you gain additional perks of your choice, as shown in the Satori Perks column of the Satori table.

Additionally, when you gain a level in this class, you can choose one of the perks you know and replace it with another perk that you could learn at that level.

You may freely switch out your chosen perks with other perks that are available to you after a long rest.

Deluding Magic[edit]

At 1st level your mind becomes more that of a satori granting power represented by Mind Slots, which allow you to create a variety of deluding effects.

Mind Slots

You have 1 Mind Slot at level 1, and you gain more as you reach higher levels, as shown in the Mind Slots column of the Satori table. You can never have more Mind Slots than shown on the table for your level. You regain all spent Mind Slots when you finish a long rest.

Illusionary Action

You may spend a mind slot to take the dodge or disengage action as a bonus action on your turn.

Magical Instinct

As a reaction you may spend a mind slot in order to gain advantage on a spell save.
If you have spent mind slots last turn you may react without spending a mind slot.

Mirage

As a reaction you may spend a mind slot in order to impose disadvantage against an attack.
If you have spent mind slots last turn you may react without spending a mind slot.

Ability Score Increase[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.

Psychic infusion[edit]

At 5th level, your magic infuses your attacks and spells. When you hit creatures with attacks or spells, you can expend a Mind Slot to add additional psychic damage to your attack or spell. The extra damage is 3d8 and (one dice less) 2d8 for spells with inherent damage.

The extra damage die for attacks and spells with inherent damage increases with your level according to the table below:

Level Extra damage die Spells with Inherent damage
5th 3d8 2d8
9th 4d8 3d8
13th 5d8 4d8
17th 6d8 5d8

Improved Psychic infusion[edit]

At 10th level, now accustomed to psychic infusion you may touch an object to hold part of your psychic infusion granting it an extra 1d8 psychic damage die on its attacks. The infusion lasts indefinitely and only one object may be infused at a time and lasts until dispelled. If you infuse a new object, the old infusion disappears. As an action, you can touch the object and end the infusion early.

Enlightenment[edit]

At 20th level, choose between Outer Enlightenment or Inner Enlightenment.

Outer Enlightenment

Looking into the minds of others has given you a new world view. Your intelligence and charisma score increase by 4. Your maximum for those scores is now 24.

Inner Enlightenment

Facing yourself has given you a new world view. Your wisdom and charisma score increase by 4. Your maximum for those scores is now 24.

Satori Perks[edit]

If a perk has prerequisites, you must meet them to learn it. You can learn the perk at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.

General Class Perks[edit]

Closed Mind[edit]

You are harder to detect by magical means. You are now percieved as mindless (you have no intelligence score) when others try to peer into your mind. Detecting you by magical means is rolled with disadvantage.

Mutual Sight[edit]

"What you can see is what i can see, and vice versa."

As an action you may touch a willing creature and share eachothers vision. The creature and yourself now sees what the other sees borrowing eachothers sight. Both of you must be within a range of 120 ft. of eachother to maintain this effect. The caster may end this effect at will at anytime.

Philosophy of the Despised[edit]

You have advantage when rolling for Deception and the Persuasion skills.

Polygraph[edit]

"By reading their behaviour i can see their intentions more clearly."

You gain advantage on insight checks.

Power Nap[edit]

You may now have Sleep affect yourself independently of the targeted cast point. When doing so, add your maximum hitpoints to sleeps hitpoint total. You'll count as unconcious when subtracting hitpoints.

You now regain one Mind Slot after sleeping a whole turn. you may regain up to five Mind Slots this way.

Weapon Channeling[edit]

"Just a bit of energy does the trick. Makes it go just a bit faster."

You can now channel some of your psychic energy into your weapon. You gain a bonus equal to your charisma modifier to your attack rolls for melee and ranged weapon attacks.

Arcane Mind[edit]

Prerequisite: 3th level

You can cast spells without a spellcasting focus. You now know the Prestidigitation cantrip. You may now ignore the somatic component when you cast a spell.

Unconscious Action[edit]

Prerequisite: 3rd level You may use the "ready action" as a bonus action at the cost of 1 Mind Slot. You may also move as a part of one of your reactions, if you have movement left at the end of your turn. Also you may now take reactions while unconcious.

Mimic Spell[edit]

Prerequisite: 5th level

As a reaction you can store other spell-casters spells that is being cast in your line of sight to your memory. You memorize the spell, the level of spell slot the spell was cast on and you can only remember one spell at a time. You can cast a memorized spell once as long as its memorized spell slot level is equal to 5 or bellow. You may also ignore its component requirements as long as its components cost equal or less than 25gp.

Memorized spells cast this way expends 2 Mind Slots to cast the mimicked spell. The spell vanishes from your memory after being cast once. You also forget memorized spells after finishing a long rest.

At 9th level you may remember two spells at a time instead of one. You may memorize the same spell more than once if observed multiple times.

at 13th level you may remember three spells at a time instead of two. You may memorize the same spell more than once if observed multiple times.

Sharpened Mind[edit]

Prerequisite: 5th level

You may use 2 additional reactions per turn.

Repression[edit]

Prerequisite: 5th level

When an attacker that you can percieve hits you with an attack, you may use your reaction to expend a Mind Slot, and by doing so you gain 15 temporary hitpoints. These temporary hitpoints are gained before the hit occurs and lasts until your next turn.

At 9th level the amount of temporary hitpoints gained increases to 25.

Vanish[edit]

Prerequisite: 11th level

As an action you disappear from all creatures perception. Creatures of your choice that have perceived you must make a wisdom saving throw versus your Spell DC. Creatures that fail the perception check completely looses track and the sight of you. Creatures that fail to perceive you may repeat the saving throw at the end of their turn. This feature uses 1 Mind Slot and lasts 1 minute. Additional Mind Slots can be expended to recast the effect and increase the duration by 1 minute for each extra Mind Slot spent. Direct contact or interaction with other creatures will reveal your presence but does not end the effect.

Release of the ID[edit]

Prerequisite: 13th level

"Sometimes you should just let your emotions out."

You gain as an action the ability to broadcast your emotions as an aura to other creatures around you. This aura reaches 60 ft. and has different effects depending on your mood. You may expend a Mind Slot to activate an aura's effect and affects all other creatures in your aura that has an intelligence of 2 or more. Only one aura can be active at a time.

Menacing Aura

All creatures inside your aura must make a wisdom saving throw against your spell DC or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on a success. This effect expends 1 Mind Slot.

Charming Aura

All creatures inside your aura must make a wisdom saving throw against your spell DC or be charmed by you for 1 minute. The charmed target can repeat the saving throw at the end of each of its turns, ending the charmed condition on a success. This effect expends 1 Mind Slot.

Melancholy Aura

All creatures inside your aura must make a wisdom saving throw against your spell DC or be overwhelmed by melancholy and just don't feel like doing anything for 1 turn. Creatures that fail the saving throw is incapacitated for the duration. This effect expends 2 Mind Slots.

Drowsy Aura

All creatures inside your aura must make a wisdom saving throw against your spell DC or become drowsy for 1 minute. Creatures that become drowsy will have disadvantage on skill checks. This effect ends immediately when a drowsy creature takes a hit. A drowsy creature that fails the saving throw falls asleep for 1 minute. Undead and creatures immune to charm can't fall asleep this way. A character that becomes drowsy can repeat the saving throw at the end of each of its turns, ending the drowsy condition on a success. This effect expends 1 Mind Slot.

Perceptive Mind[edit]

Prerequisite: 17th Level

Your Detect Thoughts becomes empowered: Its range increases to 90 ft. This range can be increased 30 ft. per additional Mind Slot spent. Your target now automatically fail its savingthrow unless they have resistance of any kind against Detect Thoughts.

You gain +5 to the perception skill.

Recollection[edit]

Prerequisite: 17th level & Mimic Spell Perk

You may cast one spell from your memory, ignoring its material component requirements, and at any memorized spell slot level. you can do so again until you finish a long rest.
You may now memorize one additional spell that can be at any level.

Super Ego[edit]

Prerequisite: 17th level

"Where does that sheer will come from? The kind that makes you stand up again."

Can only be used at the start of your turn; you may end one of the conditions listed below that are affecting you or one beneficial effect below.
List of conditions: Charmed, Deafened, Frightened, Paralyzed, Prone and Stunned.

You gain Blindsight of 60ft until your next turn.

You break free from restraints restraining you, ending the Restrained condition.

This counts as a free action and expends 3 Mind Slots.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Satori class, you must meet these prerequisites: 14 Charisma

Proficiencies. When you multiclass into the Satori class, you gain the following proficiencies: Insight.

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