The Transistor (5e Subclass)

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The Transistor[edit]

Warlock Subclass

The Transistor is an Otherworldly Patron for the warlock.

The Transistor is a mechanical greatsword that contains and absorbs the spirits of dead people. Those spirits give it magical power. This sword is sought by those who seek escape from the cycle of life and death not to slay others but to have their consciousness be one with it. The sword cannot be broken and it cannot be replicated. Inside the sword is a peaceful plain that provides for all who are inside. Those who are inside can only know people in the sword that they knew before they were in the sword. Only the wielder may hear the voices contained within the sword. The user can speak with the people in the sword only if they knew them well beforehand.

Expanded Spell List[edit]

The Transistor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells
1st guiding bolt, shield of faith
2nd calm emotions, find steed
3rd blink, conjure animals
4th death ward, greater invisibility
5th animate objects, creation

Wielder.msi[edit]

At 1st level, you gain The Transistor. It deals the same damage as your unarmed strike's damage, and you need it to use Functions such as Crash. The Transistor can be your pact weapon if you choose the pact of the blade boon. Functions are not counted as attacks unless they require your attack action. You may have a number of functions useable(as preparing a spell) at a time equal to your proficiency bonus.

  • Crash()
    As an attack action, you can make a ranged spell attack with a range of 60 feet. It deals 2d6 force damage on a hit, and you do not suffer disadvantage on this roll for attacking a target within 5 feet of you. At 7th level, Crash deals 3d6 damage on a hit. At 17th level, Crash deals 4d6 damage on a hit.

Function.Get(Tap())[edit]

Starting at 1st level, when you kill a creature during combat, you gain hit points equal to 1d6 + your Charisma modifier (to a minimum of 1) Starting at 5th level, it becomes (2d6), Level 11 (3d6), Level 17 (4d6). Additionally, if you know someone incredibly well you can communicate with them using your transistor provided that they were killed with one of your transistor's functions.

Function.Get(4)[edit]

At 6th level You learn four of the following Functions:

  • Ping()
    As a bonus action, you make a ranged spell attack against a creature or object within 120 feet of you. On a hit, the target takes 1d8 force damage.
  • Breach()
    As an action, you create a 120-foot long line that is 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 4d6 force damage on a failed save, or half as much damage on a successful one.
  • Spark()
    As an action, each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d8 force damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect.
  • Mask()
    As an action, you become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration(10 mins), but the invisibility ends if you attack or cast a spell. You Gain an additional 2d6 force damage on your next attack while the invisibility is up.
  • Flood()
    As an action, you turn a 20-foot radius within 30 feet of you into difficult terrain that deals 1d6 force damage and slows the creatures in the area by 15 feet. This effect persists as long as the user concentrates on it as if it was a spell to a maximum of 1 minute.
  • Switch+()
    As an attack action, you choose a target within 30 feet of you, They must succeed on a Charisma saving throw or become charmed until they take damage, the user dismisses them, or 1 minute has passed.
  • Switch-()
    As an attack action, you choose a target within 30 feet of you. They must succeed on a Charisma saving throw or become frightened until they take damage, the user dismisses them, or 1 minute has passed.
  • Turn()
    As a reaction to being hit with an attack you may roll 1d4 + your Charisma modifier (to a minimum of 1), Adding the total to your AC until the end of your next turn or you dismiss it (this can be done at will). While Turn is active you also gain +10 feet movement and opportunity attacks have disadvantage. However, you cannot attack with other creatures, if you do so the effects of turn ends.
  • Jaunt()
    As a bonus action, you instantly teleport moving your x, y, and z coordinates placing yourself 30 feet from your last location.
  • Spark()
    As an attack action, you make a ranged spell attack against a creature or object within 120 feet of you. On a hit, the target takes 1d8 force damage any creature within 5 feet of the initial target must make a Dexterity saving throw if they fail they take 1d6 force damage.

AdvFunction.Get(3)[edit]

Starting at 10th level you may learn three of the following functions:

  • Purge()
    As an action, you make a ranged spell attack against a creature or object within 60 feet of you. On a hit the target takes 1d8 force damage. At the end of each of its turns for 1 minute, it must succeed on a Constitution saving throw or take this damage again. The effect ends early if the target regains hit points.
  • Load()
    As an action, you strike the ground, creating a burst of forceful energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 Force damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone.
  • Help()
    As an action, you call forth a bestial servant. A beast of challenge rating 5 or lower within 5 feet of you, coming from the transistor. The Beast disappears when it drops to 0 hit points or an hour has passed. The beast is friendly to you and your companions for the duration. Roll initiative for the beast, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the beast, it defends itself from hostile creatures but otherwise takes no actions. Creatures summoned this way have an additional feature called SoundOff(). SoundOff is a melee attack that deals 1d8+ the creatures Strength or Dexterity and the creature has a bonus to this equal to your spell attack bonus.
  • Cull()
    As an action, you reverse gravity in a 20-foot-radius, 50-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. After a minute all things in the cylinder are slammed into the ground for 5d6 bludgeoning damage.
  • Get()
    As an action, you choose a creature within 30 feet of you and they must succeed on a Strength saving throw or take 2d8 force damage and be pulled 20 feet toward you in a straight line.
  • Void()
    As an action, you make a ranged attack against a target you choose within 30 feet of you. On a hit the creature takes 2d6 + your Charisma modifier (to a minimum of 1) and have all spell effects on the creature be dismissed. If the spell effect is a larger spell slot than the user's maximum spell slot level then the user must make an intelligence check with the DC being 10 + the spell's level.
  • Bounce()
    As an action, you make a ranged attack with a range of 100 feet, on a hit the target takes 1d8 damage and then the attack jumps to a target within 50 feet of the first target. The creature that the attack jumps to must make a Dexterity saving throw, on a failure they take 1d6 force damage, the jumping effect continues until either 6 targets have been hit, the jump has gotten 250 feet away, or the only target left in the radius are targets that have already been hit.

PassiveFunction.Get(Overload())[edit]

Starting at 14th level, All Functions deal one additional die of damage or healing as appropriate. Additionally, your Function's damage treats resistance to force damage as normal, and immunity as if it were resistance.


Unique Eldritch Invocations[edit]

Function.Passive(Crash())
Prerequisite: 5th level

You are now resistant to non-magical bludgeoning, piercing, and slashing damage. You are also not slowed by difficult terrain.

Function.Passive(Mask())
Prerequisite: 7th level, Mask()

When you kill a creature you can choose to become invisible until the beginning of your next turn.

Function.Passive(Purge())
Prerequisite: 7th level, Purge()

You can cast hellish rebuke without using a warlock spell slot a number of times equal to your Charisma modifier. You regain all expended uses after finishing a long rest.

Function.Passive(Bounce())
Prerequisite: Pact of the Tome or Bounce()

You can cast the spell absorb elements spell at will at its lowest level without expending a spell slot.

Function.Upgrade(Cull())
Prerequisite: Pact of the Blade or Cull()

The damage from the Crash() may be applied to the transistor's melee attacks.

Function.Upgrade(Help())
Prerequisite: Pact of the Chain or Help()

When you use a function that requires your action, you may roll a d20 on a roll of a 15-20 you summon an additional creature that shares your initiative and has the same stats as an owl with an additional option to attack called Hoot().

Hoot() is a melee attack that deals 1d8 force damage on a successful strike and Creatures you summon with Hoot() may add your spell attack bonus to their attack roll. This creature disappears when it either, it is reduced to 0 hp or a minute has passed.

Function.Passive(Void())
Prerequisite: 7th level

All functions now deal extra damage equal to your Charisma Modifier. If the function already adds your Charisma modifier you may add it an additional time.

Function.Upgrade(Crash())
Prerequisite: 5th level

Crash() can now stun the target. The target must make a Constitution saving throw vs your spell DC or be stunned until the end of your next turn.

Function.Upgrade(Breach())
Prerequisite: Breach()

The range of your functions may be doubled a number of times equal to your proficiency bonus before needing to finish a short rest.

Function.Upgrade(Bounce())
Prerequisite: 10th level, Bounce()

When you deal damage to a creature with the functions Crash() or Ping(), the attack jumps to a creature within 10 feet dealing half the damage of the original attack.

Function.Upgrade(Load())
Prerequisite: 10th level, Load()

The function Breach() can be cast as a 60ft long, 10-foot wide line. Breach() may also be cast as a 15-foot cube within 60 feet.

Function.Upgrade(Get-())

When you deal damage to a creature with a function that uses an action you may pull the creature up to 10 feet closer to you.

Function.Upgrade(Purge())
Prerequisite: 10th level, Purge()

When you deal damage to a creature with the functions Crash(), Ping(), or Breach() you may use your reaction to deal an extra 1d4 force damage, and at the end of each of its turns for 1 minute, it must succeed on a Constitution saving throw or take this damage again. The effect ends early if the target regains hit points. You may do This as many times as your proficiency bonus before needing to complete a short or long rest.

Function.Upgrade(Flood())
Prerequisite: Function.Upgrade(Purge())

All Purge() saving throws are at disadvantage and healing no longer ends the effect early.

Function.Upgrade(Tap())
Prerequisite: 10th level

When you deal damage to a creature with a function that uses your action, you may heal hit points equal to your Constitution modifier to a minimum of 1.

Function.Get(Help())
Prerequisite: 7th level, Pact of the Chain

You can cast the conjure woodland beings spell once without expending a spell slot or material components. You may do so again after finishing a short rest.

SpiritualDuet.exe
Prerequisite: 5th level, Pact of the Tome

When a creature within 30 feet of you casts a cantrip that deals damage, you can use your reaction to cast the same cantrip on the same target, provided that you know the cantrip and the target is within range.

SpiritAffinity.exe
Prerequisite: 5th level, Pact of the Blade

Your pact weapon may now be used as if it were your transistor, however, if your original transistor is your pact weapon you may add your charisma to the attacks and damage of the weapon.

SoulfulStrikes.exe

You can choose to have your main functions deal necrotic or radiant damage instead of force. The damage type associated with PassiveFunction.Overload() at 14th level is changed to match the damage your functions deal.

User.Turn()
Prerequisite: 5th Level

You can cast the haste spell targeting only yourself, once without expending a spell slot or material components. You may do so again after finishing a short rest.

Role.Create(SUPERUSER)
Prerequisite: 17th Level

You can cast the power word kill spell once without expending a spell slot or material components. You may do so again after finishing a long rest.

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