5E CLASS OPTIONS:
A strategical mastermind, and apt fighter, the strategist can provide strategic advantages for themselves and their allies. The Tactician is particularly skilled in the art of throwing weapons, allowing them to keep a reasonable distance from their foes on the front lines.
Multiclassing – To multiclass into Tactician you must have a minimum of 13 Intelligence, and you gain proficiency with Daggers, Handaxes and any one type of Gaming Set of your choice.
Hit Dice – 1d8 per Tactician level
HP at 1st – 8 + your CON modifier
HP at higher levels – 1d8 (or 5) + Your CON modifier
Armour: Light armour.
Weapons: Battleaxe, Club, Dagger, Greataxe, Handaxe, Halberd, Javelin, Light Hammer, Longsword, Rapier, Scimitar, Shortsword, Sickle, Sling, Spear, Shortbow and Trident.
Tools: Choose one from; Thieves Tools, Tinkerer's Tools, Smith's Tools, or any one type of Gaming Set of your choice.
Saving Throws: Dexterity and Intelligence.
Skills: Choose two from Athletics, Acrobatics, History, Investigation, Medicine, Religion, Perception, Sleight of Hand and Stealth.
You start with the following equipment, as well as background equipment:
2 X Daggers, or any simple weapon,
10 X Darts, or a Shortbow and a quiver with 20 arrows.
Any one Equipment Pack of your choice (PHB pg. 151).
Well Armed – Your practice at Weapon Throwing has left you particularly proficient, and starting at 1st level when you throw a weapon that you are proficient with to attack;
Provided it has the thrown property, you can use the damage dice on table in the class description instead of the weapon's damage dice if you so choose.
You can choose to use your DEX modifier for thrown attacks instead of your STR modifier for attack and damage rolls, even if the weapon doesn't have the finesse property.
You can draw a weapon with the thrown property and make an attack as part of the same action (this will stack with Extra Attack [I]).
Precision – Starting at 2nd level the maximum range at which you can naturally throw a weapon, y; [Thrown (x/y), x<y.], increases by the value shown in the table in the class description.
This feature improves at 9th level.
Battle Plan – When you reach 3rd level in this class, you decide on the battle plan you have been perfecting throughout your Thrown Weapon training. Choose one of the following Battle Plans; you will gain new feats from your Battle Plan at 3rd, 7th, 13th and 18th level: Bandolier Strategy, Shadow Tactics or Snake's Fang.
Bandolier Strategy – You are a versatile and seasoned fighter, reflected by the ridiculous number of weapons you tend to carry around at any given time.
Weapon Aficionado – You can see the beauty and the beastly in nearly everything around you. Starting when you choose this battle plan at 3rd level, you can spend 1 hour (during a long rest if you so choose) using whatever tools and resources you have at your disposal to create improvised thrown weapons. You can create any number of
Disposable Weapons up to a maximum of your INT modifier (min. 1), and they have the following properties;
The 'weapons' must resemble a weapon in some way, they use the Thrown Weapon table damage dice, and have a natural range of (20/60). If the weapon has the Heavy property, the natural range is (5/15), and attacks are made with disadvantage, but deal an extra 5 points of damage. These weapons are brittle, and tend to break on impact (at the DM's discretion). You are proficient with these weapons.
One Man Army – Starting at 3rd level when you choose this Battle Plan weapons no longer affect your maximum carrying capacity, unless those weapons have the Heavy property.
Multi-talented – Starting at 7th level, you can throw any weapon that you are proficient with when you make an attack, with a natural range of (15/30), unless those weapons have the Heavy property.You can throw any Heavy weapon with a natural range of (5/10), but you must use your STR (not DEX) modifier for the attack roll and damage, and attacks at max range are always made with disadvantage, even if disadvantage would usually be ignored by other effects (such as Sharpshooter).
Quick Thinking – Starting at 13th level, if you defeat an enemy with an attack, you can instantly make another thrown weapon attack at a creature you can see within 30 ft. You can only use this feature once per turn.
Weapon Barrage – Starting at 18th level, you can use your action to unleash an unholy barrage of weapons upon your enemies. You can only make Thrown Weapon Attacks, and you keep making attacks until you miss. Each time you attack, you gain a cumulative -1 bonus to your next attack roll (2nd attack = -2, 3rd = -3, etc), and you must use the Thrown Weapon damage dice for your level from the table, without adding any modifiers to the damage.
Shadow Tactics – You are nimble but fragile, and tend observe battle carefully from the shadows, choosing the most opportune moments to strike.
Eastern Arts – You trained under a mysterious master, that taught you an elusive fighting style, and the art of forging Shurikens. Starting when you choose this Battle Plan at 3rd level, you have a set of tools (that costs 2 gp to replace) required for crafting Shurikens, that cost 1 cp each in materials to create.
You can spend an hour (during a long rest if you so choose) to attempt to craft Shurikens; Roll a d20 and add your DEX modifier and proficiency bonus. Unless you roll a 1, for each point over 10 that you roll, you successfully create 1 Shuriken, the maximum number of Shurikens you can carry at any one time is equal to your Tactician level. You are proficient with Shurikens, and they have the following properties;
Shurikens use a d4 damage dice, or the damage dice from the Thrown Weapon damage dice table. Finesse, Light (0.5 lb), Thrown [Natural Range (20/60)], Special.
Special – This weapon cannot be used a melee weapon, and embeds itself so deep on impact that it is irretrievable (unless the DM decides otherwise).
One With Shadows – Starting when you choose this Battle Plan at 3rd level, you can Hide as a bonus action, and while prone you suffer none of the disadvantages of being prone. You can stand up/fall prone at will, and you can hide while prone. While hidden, your Shuriken attacks do not reveal your location to the enemy.
Untouchable – Starting at 7th level if a creature within 5 ft. of you makes an attack against you and misses, you can use your reaction to gain the benefits of the disengage action, and can move up to 10 ft. in any direction you choose.
Fleet of Foot – Starting at 13th level You can run across vertical surfaces and ceilings, provided you don't stop moving, and can take the (Extra) Attack action to throw Shurikens while moving, making it difficult for the enemy to discern your location.
Shuriken Mastery – Starting at 18th level each time you craft Shurikens you craft additional Shurikens up to a maximum equal to your INT modifier (min. 1), at no extra cost. In addition your Shurikens can score Critical Hits on rolls of 19 or 20.
Snake's Fang – You have learned to harness the power of poisons, and have even gone as far as to test your concoctions on yourself.
Lacerating Blades – Starting when you choose this battle plan at 3rd level, you can spend an hour (of a long rest, if you so choose) crafting jagged fang-like blades. You use basic materials that total 5cp per blade, and you have the tools (that cost 1 gp to replace) required. You can carry a maximum number of Lacerating Blades equal to your Tactician level at any one time, you are proficient with them, and each blade has the following properties;
The Lacerating Blade deals a d6 (Slashing) damage dice, or uses the Thrown Weapon damage on the table if thrown, if you so choose. Weight of 1 lb each, Finesse, Thrown (15/30), Special.
Special – If a blade hits a creature it cuts deep, and when thrown will embed itself in the enemy causing it to bleed heavily. If this weapon was thrown, the creature takes an additional d6 Slashing damage at the start of each of its turns, and must use an action to remove the blade or keep suffering the effect.
Toxicologist – At 3rd level when you choose this Battle Plan you become proficient with the Poisoner's Kit and Alchemy Kit.
Seething Toxins – Starting at 7th level you gain advantage on saving throws against Poison, as well as resistance to poison damage. In addition you can use your Poisoner's Kit when crafting Lacerating Blades, each blade deals 2 additional points of poison damage when it hits, and an additional 2 each time the enemy takes subsequent damage from the wound.
Toxic Concoctions – Starting at 13th level, using your Poisoner's Kit, you can spend an hour (of a long rest, if you so choose) brewing a batch of Poison. You use basic ingredients that toal 2 sp per batch, and each batch can be applied to weapons a number of times equal to your INT modifier at the time of brewing (min. 1). The Poisons dry out 1 minute after being applied to a weapon, or immediately upon effecting an enemy.
Your Poison's DC = 8 + your Proficiency modifier + your INT modifier.
You can carry three batches at any one time, and each batch has one of the following effects:
Vitality Toxin – When hit with a poisoned weapon, the target must succeed a CON saving throw against your Poison's DC, or take an extra d4 Poison damage (or your current Thrown Weapon damage if it's higher). The creature takes an additional 2 points of poison damage each turn, until it succeeds its saving throw, and an affected creature repeats it saving throw at the start of each turn.
Jointlock Toxin – The target must succeed a CON saving throw against your Poison's DC, or be paralysed. The affected creature repeats its saving throw at the start of each of its turns, and is no longer Paralysed on a successful save.
Desensitising Toxin – The target must succeed a CON save against your Poison's DC, or be blinded and deafened. The affected creature repeats its saving throw at the start of each of its turns, and is no longer affected on a successful save.
Potent Toxins – You have mastered the art of brewing toxins, and starting at 18th level you can carry a maximum number of Batches equal to your INT modifier (min. 3). In addition you can now choose to apply 2 uses of any batch of Poison to a weapon, and the DC for the affected creature increases by your INT modifier on the initial saving throw. Even if 2 batches are applied, they dry out after 1 minute, or after affecting 1 creature.
Ability Score Improvement – You gain this feat at 4th level, and again at 8th, 12th, 16th and 19th level.
Extra Attack (I) – Starting at 5th level you gain the Extra Attack feat, allowing you to attack twice, instead of once, when you take the Attack action.
Prep Talk – You now have the ability to prepare allies, granting both you and them certain benefits for 1 hour, unless specified otherwise. At 6th level you choose one of the strategies listed below, you choose another at 11th and 17th level, provided you are a high enough level to learn this ability, and the duration of the effects lasts increases to 4 hours when you reach 17th level. You do not count as an affected creature unless specified otherwise, and you must spend 10 minutes verbally preparing the selected creatures each time you use this feature.
When using this feat., choose which effect to apply to any number of creatures within 30 ft. up to a maximum equal to your INT modifier. Each creature gains the same benefit. Each time you learn a new Prep Talk strategy, you can switch one you already know for a different one, provided you are a high enough level to learn it.
Pawn's Gambit – You are familiar with the principle of ‘Safety in Numbers’, and you and your allies can use this to your advantage. After briefing your allies on the Pawn's Gambit an affected creature's AC increases by 1 if you or another affected creature is within 5 ft., and your AC increases by 2 if an affected creature is within 5 ft. of you.
You must be 6th level to learn this Prep Talk strategy.
Knight's Mobility – You understand that positioning is vital, and you form a strategy with your allies that grants additional movement. An affected creature's movement speed increases by 10 ft., including yourself, and while riding mounts the mount’s speed is doubled.
You must be 6th level to learn this Prep Talk strategy.
Bishop's Perspicacity – You use your intellect and understanding to bestow wisdom upon your allies. Affected creatures have advantage on WIS saving throws for the duration.
You must be 11th level to learn this Prep Talk strategy.
Rook's Fortitude – You know how important it is to stand your ground, and can teach your allies a few maneuvers to grant them an advantage when taking a stand. Affected creatures can no longer be targeted by Attacks of opportunity, and if a creature attempts to move out of melee range of an affected creature, even if that creature takes the disengage action, the affected creature can use its reaction to attempt to grapple (provided the target of the grapple is the same size class as the affected creature or smaller). The DC for the grapple is 8 + the creature’s STR modifier + the creature’s proficiency bonus, and if a creature targeted by the grapple attempt fails a DEX saving throw against the grapple DC it is considered Grappled. A grappled creature can repeat its saving throw as an action on subsequent turns.
You must be 11th level to learn this Prep Talk strategy.
Queen's Glory – You know that to win, you must be prepared to fight, and must master techniques to counter any foe. The weapon attacks of an affected creature (including yourself) count as magical for the purposes of overcoming damage resistance and immunity. Weapons affected by this feat. count as +1 unless they are already magical weapons.
You must be 17th level to learn this Prep Talk strategy.
King's Reign – Your allies are your strength, and you use your abilities to sway the fates of those close to you in battle. All affected creatures gain a +1 bonus to all saving throws for the duration, and when you use this Prep Talk you gain 5 Luck Points as per the Lucky feat. (PHB pg 167). You can't use these points to change your own rolls, however when an affected creature within 30 ft. rolls a d20, you can use your reaction to spend one of the 5 Luck Points to allow that creature to reroll. The creature can chose which roll to use.
You must be 17th level to learn this Prep Talk strategy.
Improved Precision – By 9th level, your precision has dramatically improved. Both the minimum and maximum range of Thrown Weapons increases as per the table in the class description, and if you are wearing light or no armour then your movement speed increases by the same value that your minimum range increases by.
Versatile – You are adaptable, and at 10th level you have learned to utilise a multitude of resources to your advantage. The next time you take a long rest choose one of the optional feats from the PHB. You gain all of the benefits of this feature aside from stat increases, and you can swap it for a different feat. each time you finish a long rest.
Personal Preparations – Your mental and physical preparations for upcoming situations reaches the peak of its effectiveness. Starting at 14th level when you take a long rest, choose one of the following benefits, which lasts from the end of the long rest until your next long rest unless otherwise specified;
– You gain resistance to any damage type of your choice that you aren't already resistant or immune to for 8 hours.
– You are proficient in 1 additional saving throw of your choice for 8 hours.
– You have one (additional if you already have Luck Points) Luck Point as per the Lucky feat. You recover the Luck Point each time you long rest, and can only gain 1 Luck Point from this feature at a time.
– You gain advantage on ability checks for 1 skill of your choice for 24 hours.
During your next long rest you can choose a different benefit to apply to yourself, and can only be affected by 1 benefit of your choice at any one time.
Opportunist – You have figured out how to take advantage of the situation wherein an enemy leaves themselves vulnerable. Starting at 15th level if a creature within 30 ft. of you that you can see is hit with an Attack of opportunity, you can use your reaction to make a single Thrown Weapon attack against that creature. You must use the damage
dice from the Thrown Weapon damage table, and do not add any modifiers to the damage.
Mastermind – You have spent so much time in the heat of battle that you can accurately predict your opponent's next move. Starting at 20th level you can use your action to select a creature within 30 ft. of you. Make a d20 roll and add your INT modifier; if you roll a number equal to or higher than the designated creature's level or CR you can decide which action the creature will take next turn from the following list;
Attack – The target will make as many attacks as possible against the nearest creature that it is hostile to.
Special Attack – If the target can use a special attack (such as a Breath Weapon), it will use it at the start of its turn after using its movement to be within range of a hostile creature. If the target does not have a special attack it can
use, it will take the Attack action against the nearest hostile creature.
Brace – The affected creature takes the Dodge action on its next turn.
Flee – At the start of its next turn, the affected creature takes the Disengage action, and moves away from any hostile creatures if possible, otherwise it moves it’s full movement speed (or as far as possible) in any direction it chooses.
If you have attempted to use this feat. against a creature and you failed to roll high enough, the creature becomes ‘immune to the effect’ for 24 hours, as you decide that the creature’s battle techniques are too erratic to be predicted.
The Elemental Manipulator is a class intended for Genasi that bear a strong, primal connection to their elemental plane of origin. Anyone can attune themselves to an elemental plane of existence and take this class, though it usually takes months of meditation.
Multiclassing – To multiclass as an Elemental manipulator you require a minimum of 13 Constitution. You can multiclass as an Elemental Manipulator if you already took this class, but you must chose a different element the 2nd time. You can’t gain a feat with the same name twice, unless the feat has a different effect based on your element of choice. When you multiclass into Elemental Manipulator you gain no proficiencies (unless they are granted by your 1st level feat.), and you can now speak, read and write the dialect of Primordial associated with the plane you chose at 1st level; Earth – Terran, Fire – Ignan, Water – Aquan, Wind – Auran.
Hit points – 8 + con at 1st level, 1d8/5 + con at higher levels.
Hit dice – 1d8 per EM level.
Proficiencies – All simple weapons, shields. You can speak, read and write the dialect of primordial associated with the plane you chose at 1st level; Earth – Terran, Fire – Ignan, Water – Aquan, Wind – Auran.
Saving Throws – Con, Wis.
Skills – Chose any 2 from; Arcana, Athletics, Insight, Perception, Religion and survival.
Starting Equipment – 2 daggers, or any simple weapon
Shortbow + 20 arrows, or any simple weapon
An Explorer's pack, or a Scholar's pack.
Spellcasting Table – The table for Fire and Water attuned spellcasting, from 3rd level.
Planar Attunement – When you take this class at 1st level, you chose an elemental plane of existence to attune to. You gain resistance to the associated damage types, and when any feature in this class refers to your associated element it refers to the element you chose when you took this class option. In addition, any spells you cast that you learn via this class use the associated stat as your spellcasting ability modifier, as listed below;
Earth – Force and Necrotic Damage, CON is your Spellcasting Ability
Fire – Cold and Fire damage, INT is your SA
Water – Acid and Poison damage, WIS is your SA
Wind – Lightning and Thunder damage, CON is your SA
Natural Proficiency E/W – When you attune to an elemental plane of Earth or Wind at 1st level you gain the following associated proficiencies;
Earth – L, M and H armour. Martial Weapons.
Wind – L armour, Ranged weapons, Stealth and Sleight of Hand.
Natural Power F/Wt – When you attune to the elemental plane of Fire or Water at 1st level you learn the following cantrips, and can cast them at will without need for a spellcasting focus. As with cantrips you learn via the spellcasting feat, the cantrips you learn with this feat grow stronger as you reach higher levels;
Fire – Fire Bolt, Produce Flame. INT is your SA.
Water – Minor Illusion, Ray of Frost. WIS is your SA.
Elemental Potency – When you deal damage of the type listed below, that corresponds to your attuned elemental plane, the minimum damage you can deal (before resistance/immunity/other effects apply) is equal to the modifier of your ‘favoured stat’, the stat that corresponds to your element as listed below. If the maximum damage you could deal on a dice roll is smaller than the stat modifier, you instead deal the max damage possible (before resistance/similar effects are applied);
Earth – Force damage, Strength
Fire – Fire damage. Intelligence;
Water – Cold damage, Wisdom
Wind – Lightning damage, Dexterity
Planar Boon – At 3rd level you gain the feature associated with your elemental plane as listed below;
Earth – Force of Nature – You can cast Speak With Animals at will as a ritual spell without the need for a spellcasting focus, spell slots or any components. You can't cast this spell using spell slots. In addition, your unarmed strikes deal 1d6 + STR Force damage, and the damage is treated as magical for the purposes of overcoming resistance.
Fire/Water – Spellcasting. You have spell slots in the same way that an Arcane Trickster/Rogue or Eldritch Knight/Fighter would. For FIRE your spellcasting ability is INT, and you learn spells from the Wizard Spell list that are from the school of Conjuration or Evocation. For WATER your spellcasting ability is WIS, and you learn spells from the Druid spell list that are from the school of Evocation or Transmutation.
You learn one cantrip of your choice from the associated spell list, and learn another at 10th level. You also learn the spell Mage Armour, and 2 spells of your choice from the spell list associated with your element. You learn a new spell of your choice from your associated spell list at 4th, 7th, 8th, 10th, 11th, 13th, 14th, 16th, 19th and 20th level. The spells you learn at 8th, 14th and 20th level can be from any school of magic.
Wind – Light as a Breeze – You can Dash as a bonus action, and once per short rest you can cast Longstrider on yourself without the need for a spellcasting focus, spell slots or any components. You can't cast this spell using spell slots. In addition to this, you can apply your DEX modifier to any melee attacks you make with simple melee weapons, instead of your STR.
Ability Score Improvement – You gain this feature at 4th, 8th, 12th, 16th and 19th level.
Elemental Fighting Style – Starting at 5th level you gain the benefit of your associated element as listed below;
Earth – Precise Blows – +2 to attack rolls with melee weapon attacks.
Fire – Accurate Spellcasting – +1 to your Spell attack bonus.
Water – Fluid Defense – +1 to your AC.
Wind – Trickshot – +2 to attack rolls with ranged weapon attacks.
Elemental Channeler – Starting at 6th level you can use a bonus action to imbue a chosen weapon that you are currently wielding with elemental magic. The effect lasts for 1 minute, or until your next attack with that weapon hits, and the effects gained are based on your associated element as listed below. The weapon's damage is treated as magical for the duration, the purposes of overcoming resistance. You can use this feature once per short rest, twice per short rest starting at 11th level, and thrice per short rest starting at 15th level;
Earth – The next attack you make with this weapon deals an extra 2d8 Force damage, and you can chose to try and push the opponent back 5 ft. If you chose to do so, the affected creature must make a STR saving throw with DC = 8 + prof bonus + CON. On a failed save, the creature is pushed back 5 ft.
Fire – The next attack you make with this weapon deals an extra 3d8 fire damage, and until the effect ends your weapon sheds a bright light for 30 ft., and dim light for an additional 10 ft. Any melee attacks you make with your affected weapon use your spell attack bonus as the attack bonus.
Water – You can use your action to make a ranged spell attack with your weapon, choosing any creature you can see within 30 ft. as the target. If it hits, the creature takes 4d6 + WIS cold damage, and it's speed is reduced to 0 ft. until the end of it's next turn. If you take this action a blast of frigid energy is unleashed from your weapon, and the effect ends whether the spell attack hits or not. Any melee attacks you make with your affected weapon use your spell attack bonus as the attack bonus, and the effect doesn’t end early unless you use the action listed above.
Wind – The next attack with this weapon deals an extra 2d8 lightning damage, and the target must succeed a DC 8 + prof + CON Constitution saving throw, or be paralyzed until the end of its next turn. If instead of a melee weapon you were wielding a ranged weapon such as a shortbow when you used this feature, you instead summon 3 pieces of elemental ammunition. Regardless of the weapon properties the elemental ammo deals 2d6 lightning damage,
has a maximum range of 400 ft., and your attack can't be at disadvantage based on the distance from which you attack. Elemental ammo does not paralyze. In addition if you are hidden and you miss with elemental ammunition, your position isn't revealed.
Extra Attack – Starting at 7th level, you can make 2 attacks as part of 1 attack action. See other class options.
Innate Elemental Potential – Starting at 9th level, you are able to cast the following spells (at the lowest possible level) once per short rest. The spells do not require a spellcasting focus, spell slots or any components to cast, and you can't cast these spells using your own spell slots. The spell you can cast is determined by your associated element, as listed below;
Earth – Dust Devil
Fire – Aganazzar's Scorcher
Water – Snilloc's Snowball Storm
Wind – Pass Without Trace
Specified Skillset – When you reach 10th level in this class, you gain proficiency in the skills associated with your element as listed below. You double your proficiency bonus with the listed skills, as with the Expertise feature. If you are already proficient in either or both of the skills listed below you can chose another skill for each from the set of skills you chose between at 1st level, listed under class proficiencies, You must take the Expertise bonus in the skills specified below;
Earth – Athletics, Nature.
Fire – Arcana, Investigation
Water – Insight, Perception
Wind – Sleight of Hand, Stealth
Latent Ability – Starting at 11th level, you gain access to the feat. associated with your attuned element, as listed below;
Earth – Extra Attack II
Fire – Elemental Adept [Fire only]
Water – Elemental Adept [Cold only]
Wind – Swift Movement – Your speed increases by + 15 ft. if you are wearing no armour, or light armour that doesn't impose disadvantage on Stealth Checks.
Elemental Defender – Starting at 13th level you can cast the spell associated with your attuned element (at the lowest possible level) as listed below, without the need for spellcasting focus, spell slots or components. You can't cast this spell using your own spell slots, and you can't use this feature again until you finish a short or long rest;
Earth – Wall of Sand
Fire – Wall of Fire
Water – Wall of Water
Wind – Wall of Wind
Elemental Warrior – Starting at 14th level once per long rest, as an action you can summon a weapon forged of pure energy for 1 minute. The weapon's attributes, as listed below, apply depending on your associated element. Though you can chose the appearance of the weapon for the sake of flavour, the attributes will not change, and the weapon counts as a magical weapon. You can chose to dismiss the weapon as a bonus action.
Earth – Greatsword/Greataxe – 2d6 + STR + CON Force damage. Heavy, 2-Handed, Reach, Special 1.
1 – You score a critical hit on a 19 or 20. If you score a critical hit, you gain temporary hit points = your CON modifier.
Fire – Quarterstaff – 2d6 + INT Fire damage. 2-Handed, Reach, Special 2.
2 – Attacks you make with this weapon use your spell attack bonus, INT + prof. For the duration, you can cast each of the following spells once without expending any spell slots, and you can use this weapon as your spellcasting focus; Fireball at 3rd level, Flame Strike at 5th level and Immolation at 5th level. This weapon is dismissed early, if all 3 spells have been used.
Water – Trident – 2D6 + WIS Cold damage. 2-Handed, Heavy, Reach, Special 3, Thrown (20/60).
3 – Attacks you make with this weapon use your spell attack bonus, WIS + prof. If you throw this weapon, after it hits something it shatters and explodes, such that any creature within a 10 ft. radius must make a DEX saving throw against your spell save DC, 8 + WIS + prof; A creature takes 10d8 cold damage on a failed save, and half as much on a successful save. If you threw this weapon and hit a creature with it, that creature automatically fails its DEX saving throw. This action dismisses the weapon. While you hold this weapon you can use it as your spellcasting focus, and when you summon it you recover a number of spell slot levels = 1/4 your Elemental Manipulator level rounded down. At 14th level, you recover up to 3 levels worth of spell slots, and how you chose to distribute them is up to you. For example – 3 1st level spells, 1 2nd level spell etc.
Wind – Longbow – 2d6 + DEX + CON Lightning damage. 2-Handed, Heavy, Ammo special 4, Ranged Special 5, Special 6.
4 – This weapon does not require ammunition, it shoots arrows forged of lightning.
5 – This weapon's maximum range is 600 ft., and long range doesn't impose disadvantage on attacks made with this weapon.
6 – While wielding this weapon, you can cast invisibility on yourself once, and you can still attack with this bow and maintain the invisibility if you succeed a DC 15 Concentration saving throw. If an attack with this weapon misses and you are hidden, your location will not be revealed. If the weapon is dismissed, the invisibility spell ends.
Elemental Form – Starting at 15th level, once per long rest, you can use your action to take the form of the elemental listed below that is associated with your attuned elemental plane for 1 hour. When in elemental form can’t cast any spells, unless you cast them using a feature that isn’t the spellcasting feature. You can use your bonus action to revert to your normal form;
Earth – Earth Elemental
Fire – Fire Elemental
Water – Water Elemental
Wind – Air Elemental
Elemental Fortitude – Starting at 17th level you gain immunity to the damage type associated with your chosen element, as listed below;
Earth – Force Damage
Fire – Cold Damage
Water – Acid Damage
Wind – Thunder Damage
Planar Vessel – Starting at 18th level you you gain the following features, based on your associated element as listed below;
Earth – You can use your bonus action to recover hit points equal to your Elemental Manipulator level. Once you use this feature, you can't use it to recover hit points again until you finish a short or long rest.
In addition to this, you can cast the spell Tree Stride without need of a spellcasting focus, spell slots or any components using this feat once per short or long rest. You also have advantage on Athletics checks that involve climbing, and rocky terrain is no longer considered difficult terrain for you.
Fire – You can recover spell slot levels equal to your INT modifier when you finish a short rest.
In addition to this you can chose any 5th level Wizard spell, and you can use this feat. to cast that spell once per long rest.
Water – You can recover spell slot levels equal to your WIS modifier when you finish a short rest.
In addition to this you can chose any 5th level Druid spell, and you can use this feat. to cast that spell once per long rest.
Wind – After a short or long rest you can spend 1 minute enchanting ammunition with elemental power. Any number of arrows/bolts/rounds etc. up to your DEX modifier can be enchanted, and they deal an additional 1d8 Lightning, and 1d6 Thunder damage when they hit.
In addition to this you gain the feat Extra Attack II.
Elemental Master – At 20th level you gain the following effects and stat changes based on your associated element;
Earth – Natural Powerhouse – You gain the feat. Extra Attack 3.
In addition to this your damage die for unarmed attacks increases from 1d6 to 1d8.
Fire – Burning Soul – Your Intelligence score increases by 2, and yout INT capacity increases by 2. If you cast a spell or cantrip that deals Fire damage, you can add your INT modifier to the damage if you haven't already.
In addition to this, once per long rest you can chose to deal the maximum possible damage with any 3rd level or lower spell or cantrip that deals fire damage.
Water – Pure of Heart – You can cast the Greater Restoration spell at will, you can meditate for 1 hour to purify any body of water at will, and you gain a swimming speed equal to your movement speed.
If you chose Greater Restoration as your 5th level druid spell with the Planar Vessel feat., you can replace it with another 5th level druid spell, and can only cast Greater Restoration at will.
Wind – Windwalker – Your Dexterity score increases by 2, and your DEX capacity increases by 2.You can use an action to summon a pair of wings formed of energy at will. You gain a flying speed equal to your movement speed, and you can dismiss the wings as a bonus action.
Circle of Life
Druids of the Circle of Life are completely in tune with the essence of life itself, and exist in harmony with all that lives and breathes. A Druid of any Druid Circle can transcend into a Druid of the Circle of Life should they devote their lives to the ways of the Dryad, and these furtive Druids tend to hide away in the Feywild, rarely venturing to the material plane unless driven by personal goals, or assisting Dryads in ‘birthing’ Treants. It is rumoured that when plague or blight ravage the land, it is the result of a Druid of the Circle of Life neglecting their duty,
Bonus Cantrip – When you choose this Circle at 2nd level, you learn one cantrip of your choice from the Cleric spell list.
Invigorate – Starting at 2nd level when you heal a creature (including yourself) with magic, the affected creature(s) also gains temporary hit points equal to your WIS modifier
Circle Spells – You always have the following spells prepared, and they don’t count against the number of spells you can prepare each day. Each spell counts as a druid spell for you.
Life’s Essence – Your life as a plurality of all living things is a truly blessed existence, reflected in the spells that you can cast. Starting at 6th level, when you chose which spells to prepare each day, a number of spells that you prepare up to a maximum equal to your WIS modifier (min. = 1) can be spells from the Cleric Spell list. Any Cleric spells that you prepare this way must be from the school of Evocation.
Nature Preserve – You value life above all else, and seek to preserve life wherever you find it. At 10th level you gain the ability to place a Life Charm upon a creature that isn’t a Construct or Undead. As an action touch a willing creature; you become one with the creature, and your unity persists even across other planes of existence. If the creature is threatened in that it takes damage or succumbs to a status condition, you know immediately what happened to the creature, and to what extent.
You can spend 1 minutes concentrating, and after 1 uninterrupted minute you gain the benefits of the Scrying spell, but can only scry on the creature blessed with your Life Charm. When Scrying on the creature this way you can cast a healing spell on the creature regardless of the spell’s specified range once, and you expend spell slots as normal when you do so. You can Scry this way for up to 1 hour, and can only do so once per long rest.
You can only place one Life Charm at a time, and can choose a new creature to bless this way at will.
Conduit of Life – You are not only able to draw energy from the wellspring of life, but you are able to concentrate this energy so much that it becomes physically manifest. Starting at 14th level you can use your action and expend a use of Wild Shape to create a floating Orb of Vitality above your head. When you take this action, or at the start of each of your subsequent turns, you can move the orb up to 30 ft. in any direction you chose. When you cast a healing spell, you can choose to cast the spell from within the Orb, extending the potential range of healing spells (including those with a range of touch).
The Orb of Vitality has an AC of 10, and it dissipates; after 1 hour, if you are more than 60 ft. away from it at any time, if it takes Necrotic damage from any source or if you choose to dismiss it as a bonus action. The orb is otherwise incorporeal and immune to all damage (except Necrotic).
Oath of the Valkyrian Order
Tenets of the Valkyrian Warrior
Guide the Flow of Battle. It is your sworn duty to carry out the will of the Valkyries. If the Valkyries have sent you a vision displaying the demise of a creature, you must smite that creature in the name of the Valkyries. If you receive a vision dictating the protection of a certain creature, that creature’s quarry becomes yours too.
Unearthly Conviction. Once your quarry has been determined you will not rest easy until your quarry is slain, and nothing brings you pride like surrendering to the will of the Valkyries.
By Any Means Necessary. You will fulfill the desires of the Valkyries that guide your fate, and no friend nor foe will get between you and your duty. Any who do are interfering with the will of the Valkyries, and this problem will be rectified one way or another.
Oath Spells – You gain oath spells at the Paladin levels listed below.
When you take this oath at 3rd level you gain the following channel divinity options;
Valkyrian Blessing – You can use your Channel Divinity to accept power from the Valkyries to whom you have sworn loyalty. For 1 minute a soft, warm light encompasses the weapon(s) in your hand(s). For the duration the affected weapons deal radiant damage instead of their normal damage type, and if an attack with an affected weapon drops a creature to 0 hp you regain hit points in your Lay of Hands pool equal to your paladin level. The hit points in your Lay on Hands pool cannot exceed their maximum this way, and you can end the effect of this Channel Divinity option as a bonus action.
Vow of Enmity (See Oath of Vengeance, phb pg. 88) – As a bonus action, you can utter a vow of enmity against a creature you can see within 10 ft. of you, using your Channel Divinity. You gain advantage advantage on attacks against that creature; for 1 minute, until it drops to 0 hp, or until it falls unconscious.
Aura of The Stalwart – Beginning at 7th level you exude an aura that fills your allies with a sense of confidence. Friendly creatures within 10 ft. of you gain advantage on death saving throws while you are conscious, and if you or a friendly creature within range of your aura rolls a 1 or 2 when rolling dice to heal, it can reroll any number of
those dice up to a max = your CHA modifier. At 18th level, the range of your aura extends to 30 ft.
Valkyrian Embrace – Starting a 15th level when a creature you can see within 30 ft. of you is reduced to 0 hp but not killed outright, you can use your reaction to keep the creature conscious at 1 hit point, and it is engulfed in a blinding holy light for 1 minute. The creature becomes immune to all damage types whilst engulfed in the light, but the light fades immediately if that creature takes an action, bonus action or reaction.
You cannot use this feature again until you finish a long rest.
Angel of Death – At 20th level you can temporarily assume the form of a Valkyrie. Using your action you undergo a transformation that lasts for 10 mins with the following effects;You conjure a Pegasus that is immune to all damage types. The Pegasus has a flying speed of 60 ft, and has the same initiative as you. It can move freely, and take one action on it's turn but not the Attack action).. When you use this feature, you can select any number of creatures (minimum = 1, max = your Charisma modifier) that you can see within 60 ft.. Apply either of the following effects to any creature you chose for the duration;
Valkyrie's Blessing – The selected creature(s) gain advantage on INT, WIS and CHA saving throws, and resistance to non-magical Bludgeoning, Piercing and Slashing damage.
Valkyrie's Wrath – The selected creatures suffer disadvantage on STR, DEX and CON saving throws, and lose any damage resistances (damage immunity is not affected).
Oath of the Slayer
The Oath of the Slayer is an antiquated oath, taken only by the insane and the truly devoted. Under the influence of a powerful deity, or God of War, you vow to fight in their name, and to never cease fighting until you succumb to eternal slumber. Should a Paladin that has taken this oath die outside of the heat of battle, the oath is considered broken.
Tenets of the Slayer – Connor’s input required.
Oath Spells – You gain oath spells at the Paladin levels listed below.
When you take this oath at 3rd level you gain the following channel divinity options;
Burn the Unholy – You can use your Channel Divinity to smite unholy creatures that stand in your way. All fiends and undead creatures within 30ft. of you that can see or hear you must make a WIS saving throw against your Spell Save DC; on a failed save a creature takes 1d8 radiant damage, and repeats its saving throw at the start of each of its turns. Each time a creature fails its saving throw it takes an additional 1d4 radiant damage, and a creature that succeeds its saving throw is immune to all Channel Divinity effects for 24 hours. The effect ends after 1 minute or if you drop to 0 hp or fall unconscious, if it hasn’t ended already.
Violent Magnetism – You can use your Channel Divinity to influence an enemy’s perception, fooling them into believing that you are an easy target. Chose any number of creatures within 30 ft. up to a maximum equal to your CHA modifier. Each creature must succeed an INT saving throw, or be bound to you for 1 minute.
If a creature is bound to you must use its movement to move as close to you as possible (without taking any damage, i.e. a bound creature will not jump off of a cliff to reach you), and if possible, will make as many melee attacks against you as it can with it’s action and bonus action. The effect ends if; 1 minute passes, you or the target drops to 0 hp or falls unconscious, you move more than 60 ft. away from the target, or if you attack a creature that isn’t bound to you.
Aura of Recklessness – You influence those nearby with your reckless nature, surrendering to the power that drives you in combat. Starting at 7th level you and any creatures within 10 ft. of you can incur a -2 penalty to attack rolls with melee weapon attacks, but deal an additional 2 points of damage of their weapon’s damage type.
At 18th level the range of this aura extends to 30 ft., and the attack penalty/damage bonus becomes equal to your CHA modifier (min. 2).
Blaze of Glory – You can draw from your own well of strength to deal massive damage, devastating any unfortunate creatures near to you at the time. From 15th level you can use your action to slam your hands into the ground, and unleash a massive blast of radiant energy. When you do you drop to 1 hp, and expend hit points in your Lay on Hands pool up to half of the maximum number of hit points rounded up (e.g. at 15th level you have a maximum of 75 hp in your LOH pool, so you can expend up to 38 of them).
Every creature within 10 ft. of you must make a CON saving throw against your Spell Save DC; if a creature fails its saving throw it takes radiant damage equal to the amount of hp you exhausted from you Lay on Hands pool.
Once you use this feature you can’t use it again until you finish a long rest. You cannot use this feature if you have less than 10 hp left.
Fury Incarnate – When you reach 20th level in this class, you can call upon your chosen God to fill you with the power you need to overcome your enemies, and satiate your bloodlust. As an action, you speak a few holy words that channel your God, causing you to undergo a temporary transformation, and for 1 minute you gain the following effects; You gain the benefits of the Enlarge spell, your Strength score becomes 24 if it’s not 24 or higher already, and at the start of each of your turns you can choose to roll an Accursed die.
Accursed dice are a d10, and each time you roll one on your turn you take necrotic damage equal to the value rolled (this damage is not affected by damage resistance or immunity). For the rest of your turn any time you deal damage that includes damage modifiers, add the value rolled on the die at the start of the turn to the damage roll as a modifier. The additional damage you deal this way is Radiant damage.