Solipsistic Master (5e Class)

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Solipsistic Master[edit]

In a harsh world full of dangers and opportunities, one cannot survive without strength in any of its manifestations. Someone got it from their ancestors, someone draws it through forbidden knowledge or powerful artifacts, someone is just a favorite of fate or ended up in the right place at the right time, and someone contacts powerful beings and gods using their power but not you.

Your power lies at the very core of your existence. You are your own god, and as befits any god, you have a kingdom within your soul, mind, and body.

Creating a Solipsistic Master[edit]

-a.jpg
Inner World by 海悉 [1]

First of all, think about how your character found his way into his inner world? Did he train for this for years in a monastery? Could this be the result of using an ancient artifact or an experimental spell?

Quick Build

You can quickly create a Solipsistic Master by following these guidelines. First, Wisdom should be your highest ability score, followed by Strength or Dexterity and Intelligence or Charisma at the end.

Class Features

As a Solipsistic Master you gain the following class features.

Hit Points

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

Proficiencies

Armor: light and medium armor, shields
Weapons: simple and martial weapons
Tools: None
Saving Throws: Wisdom, Dexterity or Strength
Skills: Choose two skills from the following: Medicine, Perception, Insight, Athletics, Acrobatics.

Equipment

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

  • (a) Scale mail armor or (b) Leather armor
  • (a) Crossbow light and 20 bolts or (b) Longbow and 20 arrows
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Solipsistic Master

Level Proficiency
Bonus
Features
1st +2 Fighting Style, Inner Dimension
2nd +2 Essence Blade
3rd +2 Essence Aspect
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Essence Aspect
7th +3 Essence Blade Improvement
8th +3 Ability Score Improvement, Spiritual Strength
9th +4 Inner Mentor
10th +4 Essence Aspect
11th +4 Spiritual Strength Improvement
12th +4 Ability Score Improvement, Spiritual Guide
13th +5 Spiritual Barrier
14th +5 Essence Blade Improvement
15th +5 Spiritual Strength Improvement
16th +5 Ability Score Improvement
17th +6 Millennium of Pain
18th +6 Essence Aspect
19th +6 Ability Score Improvement, Spiritual Strength Improvement
20th +6 Absolute Reality

Inner Dimension[edit]

You have a personal dimension within yourself that embodies your entire being and stores all of your experiences, feelings, thoughts, memories, etc. At 1st level, your dimension is an area the size of one small room. With each level, this dimension gradually grows and changes at your discretion. At 20th level, it loses any spatial boundaries. You can describe its appearance and other details with one limitation: there can't be anything in this dimension that your character doesn't know, feel, think, or experience.

Your connection with this dimension cannot be broken and accordingly the source of your power can't be taken away, but in the event of your death it is also destroyed. Your world is subject to the effects of curses, insanities, emotional and physical conditions. As an action, you can mentally move into or out of it indefinitely, but if your body is damaged, or you gain a degree of exhaustion, you leave it instantly. When you pass out or sleep, you automatically move into it. The dimension can also store inanimate objects no larger than the average size in an amount equal to your mod. Wisdom. As a free action, you can reach or place objects in a dimension if you can touch them.

All undescribed or unspecified details regarding your inner world are discussed with the GM.

Fighting Style[edit]

At 1st level you can choose one fighting style from the list of Fighter styles. You cannot choose the same combat style option over and over, even if you have the option to choose another style later.

Each time you reach a level in that class that allows you to increase your stats, you can change your previously selected fighting style to a different one.

Essence Blade[edit]

At 2nd level, as an action, you can call upon your inner strength in the form of any melee weapon you wield. The summoned weapon retains its damage die, properties, and is unable to harm you. You can describe its appearance, features and able to communicate telepathically with another being which holding it. If you summon another weapon, it replaces the current one. You can recall it back (no action required) and then summon it as a bonus action at any time.

At 7th level, when you summon an essence blade, you can summon any weapon, including ranged ones. You gain proficiency with it, and its number of damage dice increases by 1. For example, by summoning a Longsword, its damage increases from 1d8 to 2d8. Your essence blade attacks are count as magical for the purpose of overcoming resistances and immunity to nonmagical damage.

At 14th level, your summoned weapon becomes sentient, taking on a character that reflects some aspect of your personality by your choice. Now it can, at will, telepathically communicate with those who hold it in their hands, expressing their opinions, desires, feelings, etc. If another creature is holding the weapon, and it does not share its desires and goals, then the essence blade can try to force it to act. The creature must succeed on a saving throw Charisma DC= 12 + your mod. Charisma or become enchanted with the blade until it is out of hand. While charmed, the creature must follow the weapon's commands. If it takes damage that wasn't dealt to itself, it can repeat the saving throw, ending the effect on itself on a success. Your Essence Blade now also counts as an adamantine weapon.

Essence Aspect[edit]

At 3rd level, you unlock new recesses of your soul and choose the dominant aspect of your personality to gain its benefits at 3rd, 6th, 10th and 18th levels.

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.

Fourth Dimension[edit]

At 4th level, as an action, you can slightly blur the boundary between reality and the inner dimension to move up to a distance within your movement speed. You spend your movement to change location, but to those around you, it will look like you've teleported to a different location.

After using this ability, you must complete a short or long rest to be able to use it again.

Extra Attack[edit]

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

Spiritual Strength[edit]

At 8th level, your connection to your inner world becomes stronger. Thanks to this, you can draw more power from it to fill the blows of your weapons with it. You can use your bonus action to deal an extra 1d6 force damage to the target when you make your weapon attack.

Damage increases to 2d6 at 11th level.

At 19th level, the power you channel through your essence blade changes with changes in your personality. The damage now become 2d8, and his type changes depending on the aspect you choose:

Aspect Damage type
Aspect of Creation Radiant
Aspect of Destruction Necrotic
Aspect of Will Fire or Lightning
Aspect of Mind Psychic

Inner Mentor[edit]

At 9th level, you have learned to control your dimension to the point where you can mimic various situations that exercise your mind. While sleeping on an extended rest, you can spend at least 4 hours to mentally train in your dimension and gain proficiency in one of the following skills:

  • Performance
  • Intimidation
  • Deception
  • Survival
  • Investigation
  • Insight
  • Perception

The acquired skill is retained until the next long rest, after which it is nullified if you don't train it again.

Spiritual Guide[edit]

At 12th level, you discover who you really are and understand yourself better. Your inner strength has grown strong enough to move the living creatures in your inner dimension. Now you can move into the inner world not only with the mind, but also with the body. Your world may have a number of instances equal to your Wisdom modifier for a number of hours equal to their mod. Wisdom or Intelligence. To do this, they must be in physical contact with you during the move. Beings bring a part of their essence at the time of their arrival into your world, slightly changing it.

This allows you to receive the benefits of the Inner Mentor along with them. Now you can also get Athletics, Acrobatics, Sleight of Hand or Stealth skills. Each of your companions can gain mastery of their skill. For example, companion "A" provides proficiency in the Acrobatics, companion "B" in Intimidation, and you in Insight. You and your companions are cannot obtain more than one skill proficiency for one person.

Spiritual Barrier[edit]

At 13th level, you learned how to open wormholes into your dimension for a few moments. Once per round, you can use your reaction to absorb all the damage from a single attack or spell into your world. If the spell requires you to make a saving throw, you must do so with disadvantage. On a success, the spell is completely nullified by you, and on a failure, its effects persist but you only take half damage.

Millennium of Pain[edit]

At 17th level, by action with scream you can unleash the power of your dimension thought to scorch the minds of up to five creatures of your choice that you can see within range. The creatures with an Intelligence score of 2 or less and that who immune to psychic damage cannot be affected. Each target must make an Wisdom or Intelligence saving throw DC= 8 + your proficiency + your Wisdom modifier.

On a failed the creature's consciousness falls into a world of illusion within your realm. You will know all her fears and traumatic events in life, which you use to break the will of the creature. By ruling your world, you create a representation of pain and horror as it torments the victim's mind. She can live inside an illusion for a lifetime without realizing that she was trapped. In the real world, this takes a fraction of a second after which the victim takes 14d6 psychic damage and is stunned.

On a success, the target takes only half damage and is not dazed. On a critical success, the creature is immune to this effect and cannot be targeted by this ability again. You cannot use this ability again until your next long rest.

If this damage kills the target, its head explodes, if any. A stunned target can make an Intelligence or Wisdom saving throw at the end of each of its turns. On a success, the stun is reduced.

Absolute Reality[edit]

At 20th level, you become a true master of your own existence, expanding the boundaries of your wisdom and power to unimaginable skale. Now using the Domain dome radius become 120-foot, its duration is increased by 1 round and you can use any spell of the corresponding school of magic level 9 and below. But you still maintaining the limit on the number of uses and can you spells only one school of magic.

Also you can summon your Guardianas if you were using for him a 9th-level slot.

Your Inner Dimension becomes a completely independent boundless plane of existence. As a result, in the event of death, your soul and mind move into your world, providing you with a semblance of an afterlife. Rightfully making you the god of your own world.

Aspect of Creation[edit]

Comprehension of the depths of your soul, you realized that there is no higher good than to create for others. After all, like God who created the universe, all living beings imitate him continuously creating something new.

Apprentice Familiar

At 3rd level, you can manifest your essence not only as a weapon of destruction, but also as a living being. As an action, you can manifest your familiar in the same way as the Find Familiar spell, but keep in mind that its creature type will always be a faerie or celestial by your choice. You can describe its appearance, behavior and character. The familiar can use the Spirit Guide and Millennium of Pain abilities when they become available to you, as if you were using them.

As your apprentice, he can also cast cantrips:

  • Prestidigitation
  • Light
  • Mage hand

Once you have summoned a familiar, you cannot summon it again until the next short rest unless you have released it into the inner world.

Creator Power

At 6th level you learn two spells 2th level from the school of Conjuration, or one each from the school of Conjuration and Evocation. Your spell characteristic for them and other spells is Wisdom. You can use each spell one time as if you spent slot of the appropriate level. You can use it again after short rest to spells 1-3 level and long rest to spells 4-5 level.

Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spell DC = 8 + your proficiency bonus + your Wisdom modifier.

When you reach 8th, 12th, 16th and 19th level in this class tyou can replace the previously selected spell with another one at one level spell slot higher. Maximum spell level cannot exceed 5.

Creation Domain

At 10th level, your strength and wisdom have become great enough to briefly materialize dimensions that occur in the real world. Once per day, you can create a 35-foot-radius dome around you that lasts 3 rounds. The dome changes the whole space within itself, and you can independently describe how it looks and what it contains.

While you are inside the dome, choose Evocation or Conjuration school of magic. You can use any spell of 4th and below level of the chosen school, but no more than once. For example, you can use Storm Sphere on the current turn and Ice Storm on the next, but you can't use them again after that. You can only use spells as if you spent slots of the appropriate level on them and describe them as terrain effects.

Before gaining this ability, you will need to pass the test of your inner dimension to prove that you are worthy. The test is created by the Game Master and during its time you cannot use the powers that the dimension bestows on you. It should also be related to your weaknesses, fears, vulnerabilities and/or past. Whether or not you pass the challenge is determined by the GM, as they may have pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Creation Guardian

At the 18th level, your self-awareness becomes so great that you can manifest your inner world into reality in the form of a full-fledged intelligent being. His appearance and character can be described at your discretion, but must retain some traits or aspects of yourself and your life experience.

As an action, you can summon a guardian in the same way as a Summon Celestial or Summon Fey spell, as if you were using a 6th-level slot to do so without maintaining focus. When summoning a fairy spirit, the size of the creature becomes large or remains small at your discretion. After using one of the two spells, you permanently lose the ability to use the other.

While the Guardian of Creation is summoned, you may gain one of the following benefits:

  • The Guardian can use Creator Power spells on his turn;
  • Once as an action, the guardian can use Mass Cure Wounds as if using a 5 level slot.

You can't summon Creation Guardian and use Creation Domain simultaneously. Once you have summoned a guardian, you cannot summon it again until your next long rest.

To get the power of the guardian, you must defeat him in the inner world. The Guardian only takes half damage from Spiritual Strength and immune to Millennium of Pain. The characteristics and abilities of the guardian are determined by the Game master, but cannot exceed the level of danger more than your current level. Whether or not you defeat a guardian is determined by the GM, as there are pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Aspect of Destruction[edit]

Comprehending the depths of your soul, you realized that nothing is eternal and everything will end one way or another. Unlike most, you know that there is nothing wrong with that. It is only the necessary and inevitable truth that you must carry into the world.

Warrior Familiar

At 3rd level, you can manifest your essence not only as a weapon of destruction, but also as a living being. As an action, you can manifest your familiar in the same way as the Find Familiar spell, but keep in mind that its creature type will always be a fiendish or undead by your choice. You can describe its appearance, behavior and character. The familiar can use the Spirit Guide and Millennium of Pain abilities when they become available to you, as if you were using them.

As your apprentice, he can also cast cantrips:

  • Blade Ward
  • Shocking Grasp
  • Create Bonfire

Once you have summoned a familiar, you cannot summon it again until the next short rest unless you have released it into the inner world.

Destruction Power

At 6th level you learn two spells 2th level from the school of Necromancy, or one each from the school of Necromancy and Abjuration. Your spell characteristic for them and other spells is Wisdom. You can use it again after short rest to spells 1-3 level and long rest to spells 4-5 level.

Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spell DC = 8 + your proficiency bonus + your Wisdom modifier.

When you reach 8th, 12th, 16th and 19th level in this class you can replace the previously selected spell with another one at one level spell slot higher. Maximum spell level cannot exceed 5.

Entropy Domain

At 10th level, your strength and wisdom have become great enough to briefly materialize dimensions that occur in the real world. Once per day, you can create a 35-foot-radius dome around you that lasts 3 rounds. The dome changes the whole space within itself, and you can independently describe how it looks and what it contains.

While you are inside the dome, choose Necromancy or Abjuration school of magic. You can use any spell of 4th and below level of the chosen school, but no more than once. For example, you can use Storm Sphere on the current turn and Ice Storm on the next, but you can't use them again after that. You can only use spells as if you spent slots of the appropriate level on them and describe them as terrain effects.

Before gaining this ability, you will need to pass the test of your inner dimension to prove that you are worthy. The test is created by the Game Master and during its time you cannot use the powers that the dimension bestows on you. It should also be related to your weaknesses, fears, vulnerabilities and/or past. Whether or not you pass the challenge is determined by the GM, as they may have pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Fury Guardian

At the 18th level, your self-awareness becomes so great that you can manifest your inner world into reality in the form of a full-fledged intelligent being. His appearance and character can be described at your discretion, but must retain some traits or aspects of yourself and your life experience.

As an action, you can summon a guardian in the same way as a Summon Fiend or Summon Undead spell, as if you were using a 6th-level slot to do so without maintaining focus. After using one of the two spells, you permanently lose the ability to use the other.

While the Guardian of Creation is summoned, you may gain one of the following benefits:

  • The Guardian can use Destruction Power spells on his turn;
  • Once as an action, the guardian can use Negative Energy Flood as if using a 5 level slot.

You can't summon Fury Guardian and use Entropy Domain simultaneously. Once you have summoned a guardian, you cannot summon it again until your next long rest.

To get the power of the guardian, you must defeat him in the inner world. The Guardian only takes half damage from Spiritual Strength and immune to Millennium of Pain. The characteristics and abilities of the guardian are determined by the Game master, but cannot exceed the level of danger more than your current level. Whether or not you defeat a guardian is determined by the GM, as there are pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Aspect of Mind[edit]

Comprehension of the depths of your mind, you realized that the only good is knowledge and the only evil is ignorance. Only with the help of an inquisitive, sharp and strong mind can one achieve knowledge that allows one to achieve anything.

Guardian of Knowledge

Scientist Familiar

At 3rd level, you can manifest your essence not only as a weapon of destruction, but also as a living being. As an action, you can manifest your familiar in the same way as the Find Familiar spell, but keep in mind that its creature type will always be a aberrant or construct by your choice. You can describe its appearance, behavior and character. The familiar can use the Spirit Guide and Millennium of Pain abilities when they become available to you, as if you were using them.

As your apprentice, he can also cast cantrips:

  • Minor Illusion
  • Friends
  • Guidance

Once you have summoned a familiar, you cannot summon it again until the next short rest unless you have released it into the inner world.

Knowledge Power

At 6th level you learn two spells 2th level from the school of Divination, or one each from the school of Divination and Illusion. Your spell characteristic for them and other spells is Intelligence. You can use each spell one time as if you spent slot of the appropriate level. You can use it again after short rest to spells 1-3 level and long rest to spells 4-5 level.

Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell DC = 8 + your proficiency bonus + your Intelligence modifier.

When you reach 8th, 12th, 16th and 19th level in this class tyou can replace the previously selected spell with another one at one level spell slot higher. Maximum spell level cannot exceed 5.

Mind Domain

At 10th level, your strength and wisdom have become great enough to briefly materialize dimensions that occur in the real world. Once per day, you can create a 35-foot-radius dome around you that lasts 3 rounds. The dome changes the whole space within itself, and you can independently describe how it looks and what it contains.

While you are inside the dome, choose Divination or Illusions school of magic. You can use any spell of 4th and below level of the chosen school, but no more than once. For example, you can use Storm Sphere on the current turn and Ice Storm on the next, but you can't use them again after that. You can only use spells as if you spent slots of the appropriate level on them and describe them as terrain effects.

Before gaining this ability, you will need to pass the test of your inner dimension to prove that you are worthy. The test is created by the Game Master and during its time you cannot use the powers that the dimension bestows on you. It should also be related to your weaknesses, fears, vulnerabilities and/or past. Whether or not you pass the challenge is determined by the GM, as they may have pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Mind Guardian

At the 18th level, your self-awareness becomes so great that you can manifest your inner world into reality in the form of a full-fledged intelligent being. His appearance and character can be described at your discretion, but must retain some traits or aspects of yourself and your life experience.

As an action, you can summon a guardian in the same way as a Aberrant Spirit or Construct Spirit spell, as if you were using a 6th-level slot to do so without maintaining focus. After using one of the two spells, you permanently lose the ability to use the other.

While the Guardian of Creation is summoned, you may gain one of the following benefits:

  • The Guardian can use Knowledge Power spells on his turn;
  • Once as an action, the guardian can use Commune with City or Mislead as if using a 5 level slot.

You can't summon Mind Guardian and use Mind Domain simultaneously. Once you have summoned a guardian, you cannot summon it again until your next long rest.

To get the power of the guardian, you must defeat him in the inner world. The Guardian only takes half damage from Spiritual Strength and immune to Millennium of Pain. The characteristics and abilities of the guardian are determined by the Game master, but cannot exceed the level of danger more than your current level. Whether or not you defeat a guardian is determined by the GM, as there are pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Aspect of Will[edit]

Comprehending the depths of your soul, you realized that nothing but yourself matters, and for what, if not for the sake of dreams and goals, it's worth living. Only strong will and hard work can achieve both.

Traveler's Familiar

At 3rd level, you can manifest your essence not only as a weapon of destruction, but also as a living being. As an action, you can manifest your familiar in the same way as the Find Familiar spell, but keep in mind that its creature type will always be a elemental or beast by your choice. You can describe its appearance, behavior and character. The familiar can use the Spirit Guide and Millennium of Pain abilities when they become available to you, as if you were using them.

As your apprentice, he can also cast cantrips:

  • Mending
  • Thaumaturgy
  • Encode Thoughts

Once you have summoned a familiar, you cannot summon it again until the next short rest unless you have released it into the inner world.

WillPower

At 6th level you learn two spells 2th level from the school of Transmutation, or one each from the school of Transmutation and Enchantment . Your spell characteristic for them and other spells is Charisma. You can use each spell one time as if you spent slot of the appropriate level. You can use it again after short rest to spells 1-3 level and long rest to spells 4-5 level.

Spell attack modifier = your proficiency bonus + your Charisma modifier
Spell DC = 8 + your proficiency bonus + your Charisma modifier.

When you reach 8th, 12th, 16th and 19th level in this class tyou can replace the previously selected spell with another one at one level spell slot higher. Maximum spell level cannot exceed 5.

Will Domain

At 10th level, your strength and wisdom have become great enough to briefly materialize dimensions that occur in the real world. Once per day, you can create a 35-foot-radius dome around you that lasts 3 rounds. The dome changes the whole space within itself, and you can independently describe how it looks and what it contains.

While you are inside the dome, choose Enchantment or Transmutation school of magic. You can use any spell of 4th and below level of the chosen school, but no more than once. For example, you can use Storm Sphere on the current turn and Ice Storm on the next, but you can't use them again after that. You can only use spells as if you spent slots of the appropriate level on them and describe them as terrain effects.

Before gaining this ability, you will need to pass the test of your inner dimension to prove that you are worthy. The test is created by the Game Master and during its time you cannot use the powers that the dimension bestows on you. It should also be related to your weaknesses, fears, vulnerabilities and/or past. Whether or not you pass the challenge is determined by the GM, as they may have pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.

Purpose Guardian

At the 18th level, your self-awareness becomes so great that you can manifest your inner world into reality in the form of a full-fledged intelligent being. His appearance and character can be described at your discretion, but must retain some traits or aspects of yourself and your life experience.

As an action, you can summon a guardian in the same way as a Summon Elemental or Summon Beast spell, as if you were using a 6th-level slot to do so without maintaining focus. After using one of the two spells, you permanently lose the ability to use the other.

While the Guardian of Creation is summoned, you may gain one of the following benefits:

  • The Guardian can use WillPower spells on his turn;
  • Once as an action, the guardian can use Skill Empowerment or Temporal Shunt as if using a 5 level slot.

You can't summon Purpose Guardian and use Will Domain simultaneously. Once you have summoned a guardian, you cannot summon it again until your next long rest.

To get the power of the guardian, you must defeat him in the inner world. The Guardian only takes half damage from Spiritual Strength and immune to Millennium of Pain. The characteristics and abilities of the guardian are determined by the Game master, but cannot exceed the level of danger more than your current level. Whether or not you defeat a guardian is determined by the GM, as there are pitfalls or secret victory conditions. On a failure, you are incapacitated for 1d8 hours and suffer one degree of exhaustion.


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