Solstice (5e Class)

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[edit]

<!-Introduction Leader->[edit]

Creating a Solstice[edit]

Quick Build

You can make an Solstice quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution.

Class Features

As a Solstice you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Finesse Weapons
Tools: two of your choice
Saving Throws: Constitution and Intelligence
Skills: Choose Three from Arcana, History, persuasion, Insight, Performance, Religion, Intimidation, Survival, and perception.

Equipment

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

  • (a) a finesse weapon or (b) a simple weapon
  • (a) Dagger or (b) Club
  • (a) Component pouch or (b) Arcane Focus
  • (a) Explorer's Pack or (b) Scholar's Pack
  • (a) Solstice Robes or (b) 10gp
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Solstice

Level Proficiency
Bonus
Cantrips Known Spells Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 4 2 Duality,Spellcasting 2
2nd +2 4 3 Balanced Resistance 3
3rd +2 4 4 Celestial Path 4 2
4th +2 5 5 Ability Score Improvement 4 3
5th +3 5 6 4 3 2
6th +3 5 7 4 3 3
7th +3 5 8 Celestial Path Feature 4 3 3 1
8th +3 5 9 Ability Score Improvement, Ageless Life 4 3 3 2
9th +4 5 10 4 3 3 3 1
10th +4 6 11 Celestial Path Feature 4 3 3 3 2
11th +4 6 12 4 3 3 3 2 1
12th +4 6 12 Ability Score Improvement 4 3 3 3 2 1
13th +5 6 13 4 3 3 3 2 1 1
14th +5 6 13 4 3 3 3 2 1 1
15th +5 6 14 Celestial Path Feature 4 3 3 3 2 1 1 1
16th +5 6 14 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 6 15 4 3 3 3 3 1 1 1 1
19th +6 6 15 Ability Score Improvement, Celestial Path Feature 4 3 3 3 3 2 1 1 1
20th +6 6 15 Dichotomy 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You may pick spells and cantrips from the cleric, warlock, and sorcerer Spell lists.

Cantrips

At 1st level, you know four Cantrips of your choice from the aforementioned spell list. You learn an additional Phoenixmancer cantrip of your choice at 4th level and another at 10th level.

Spell Slots

The Solstice Table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the Aforementioned spell lists. You learn an additional Spells of your choice at each level except 12th, 14th, 16th, 18th, 19th, and 20th. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Spells you know and replace it with another spell from the Solstice spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your Spells, as your magic requires you to know the intricate equations that augment your innate magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when Setting the saving throw DC for a Phoenixmancer spell you cast and when Making an Attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell Attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Solstice Spells.

Duality[edit]

As a Solstice you have the ability to switch between three forms, your radiant form, your necrotic form, and your true form. At 1st level you can switch between these forms at will. The form you are in will augment or completely change you class features.

Augmented Spellcasting

At 1st level spell operate differently when cast by you. When in your true form spells do half radiant damage and half necrotic damage, in your radiant form all of your spells do radiant damage, and in your necrotic form your spells do necrotic damage. I.E, if fireball is cast in your true form, it deals 4d6 radiant damage, and 4d6 necrotic.

Balanced Resistance[edit]

Even though your abilities have just surfaced and are quite weak, they still are there, at 2nd level you gain resistance to necrotic and radiant damage.

Celestial Path[edit]

At 3rd level you choose which form that you specialize in, the available forms are the Summer Solstice, Winter Solstice, and the Equinox. The subclasses are detailed at the end of the page.

<!-Class Feature->[edit]

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Summer Solstice[edit]

Improved Radiant Form[edit]

At 3rd level, your abilities with your radiant form have improved drastically, when in bright light or sunlight, you have advantage on saving throws against magic.

Radiant Armor[edit]

At the 7th level, you gain an unarmored natural radiant defense, your AC becomes 12 + your Intelligence and Dexterity modifiers when not wearing armor, in bright light or sunlight, your ac increases to 15 + Intelligence and Dexterity modifiers.

Radiant Absorption[edit]

At 10th level any radiant damage you take hels you for the damage yo would normally take.

Cleansing Light[edit]

Solus Blast[edit]

Winter Solstice[edit]

Improved Necrotic Form[edit]

At 3rd level, your abilities with your necrotic form have improved drastically, you can see through darkness, dim light, and magical darkness as if it was full light.

Necrotic Armor[edit]

At the 7th level, you gain an unarmored natural radiant defense, your AC becomes 12 + your Intelligence and Dexterity modifiers when not wearing armor, in dim light or darkness, your ac increases to 15 + Intelligence and Dexterity modifiers.

Necrotic Absorption[edit]

At 10th level you lose your radiant resistance, in turn, you any necrotic damage you take heals you for the damage you would normally take.

Infected Magic[edit]

At 15th level, the wounds that you inflict with your magic are quickly infected by disease, after you deal necrotic damage, each round after, the target takes 1d4 poison damage, this can only be stopped by a medicine check with a dc of 10.

Solus Blast[edit]

Equinox[edit]

Improved True Form[edit]

At 3rd level, your abilities with your radiant form have improved drastically, when in bright light or sunlight, yo have advantage against being blinded and frightened.

Celestial Armor[edit]

At the 7th level, you gain an unarmored natural balanced defense, your AC becomes 13 + your Intelligence and Dexterity modifiers when not wearing armor.

Balanced Immunity[edit]

At 10th level you are now immune to radant and necrotic damage.

Cleansing Light[edit]

Uncaring Balance[edit]

Multiclassing[edit]

You cannot multiclass into the Solstice class as it is considered a birthright.

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