User:Ref3rence/Ritualist (5e Class)

From D&D Wiki
Jump to navigation Jump to search
Work In Progress


Ritualist[edit]

<!-Introduction Leader->[edit]

Creating a Ritualist[edit]


Quick Build

You can make a Ritualist quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Ritualist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Any one set of artisan's tools
Saving Throws: Intelligence, Constitution
Skills:

Equipment

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

Table: The Ritualist

Level Proficiency
Bonus
Features Rituals Known Ritual Level
1st +2 Ritual Spellcasting 2 2nd
2nd +2 Expedient Ritual 3 2nd
3rd +2 Ritual Means 4 3rd
4th +2 Ability Score Improvement 5 3rd
5th +3 6 4th
6th +3 7 4th
7th +3 8 5th
8th +3 Ability Score Improvement 9 5th
9th +4 10 6th
10th +4 10 6th
11th +4 11 6th
12th +4 Ability Score Improvement 11 6th
13th +5 12 6th
14th +5 12 6th
15th +5 13 6th
16th +5 Ability Score Improvement 13 6th
17th +6 14 6th
18th +6 14 6th
19th +6 Ability Score Improvement 15 6th
20th +6 15 6th

Ritual Spellcasting[edit]

As a student of obscure magic, you have memorized complex rituals to call upon the innate forces of the universe.

Ritual Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice that have the ritual tag. You can only cast spells learned in this way as rituals.

The Spells Known column of the Ritualist table shows when you learn more ritual spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Ritual Level column for your level. When you reach 6th level, for example, you learn a new ritual spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the ritual spells you know and replace it with another ritual spell, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your ritual spells, since you learn your spells through dedicated study and memorization. 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 wizard 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

Expedient Ritual[edit]

At 2nd level, as a bonus action while you are casting a spell as a ritual, you may decrease its casting time by 1 minute. This can not reduce a spell's casting time below its non-ritual casting time.

Ritual Means[edit]

At 3rd level, you chose a means by which you perform your rituals. Choose between Means of Alchemy, Means of the Astral Bones, Means of the Blood, Means of the Collective Unconscious, and Means of Truespeech, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


Means of Alchemy[edit]

Within even the most mundane of materials lies some modicum of power, one simply needs to understand how to unlock it. Alchemists manipulate the components of their rituals in order to...

Alchemist's Pouch

At 3rd level, when you cast a spell as a ritual, you may instead confine the spell to a component pouch, causing it to become an alchemist's pouch. An aclhemist's pouch can not be used to fulfill a spell's material components, but you may destroy one as an action to release the spell inside the pouch, instantly re-casting the spell. An alchemist's pouch returns to being a component pouch after 1 hour of being created.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Means of the Astral Bones[edit]

The Astral Sea is replete with the bones of gods who have been slain by their kin or wholly forsaken by their worshipers. However, even the very essence of a god is infused with divine power, and even a dead god can dream. Making a pact with a dead god is not simple as a cleric's pledge, and calling upon their power is more complicated than a warlock's bargain; it is the performance of a eulogy, becoming one with what once was.

<!-Class Feature->

At 3rd level,

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Means of the Blood[edit]

Within each person is a wealth of energy. While most who utilize this energy cultivate it as ki and release it in explosive bursts, you allow it to slowly bleed out of you, accumulating into a mass of potential. Those who delve into the blood typically bear a variety of markings across their body, be they guide lines or stains.

Design Note: This means is meant to be used with the simple exhaustion variant rule. While it is usable without it, it is also significantly weaker.

<!-Class Feature->

At 3rd level, when you spend your action casting a spell as a ritual,

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Means of the Collective Unconscious[edit]

Psionics are nothing new; plenty of people have been able to tap into the innate power of the mind. However, with practice, a ritualist is able to think beyond their own mind, accessing the Collective Unconscious, from which all minds draw their thoughts and in which all dreams are manifest.

<!-Class Feature->

At 3rd level,

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Means of Truespeech[edit]

The lexicon of truenames and power words, truespeech is considered by many to be the original words of creation spoken wholly only by the gods, or perhaps not even by them. To speak even a single word of truespeech without the assistance of a god or access to raw magic requires perfect precision upon not only the tongue, but the soul.

<!-Class Feature->

At 3rd level,

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 5->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses