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View Full Version : D&D 5e/Next The channeler, 5e elemental base class (WIP) Would like suggestions and criticism!



Rfkannen
2014-11-24, 01:05 PM
Channeler
A channeler is a being who has accepted raw elemental energy into their body. However they may have gotten this energy, through their blood, through a deal, exposure to the elements, or an innate state of mind, they have become bonded to a singular element. This element defines a channeler, granting them immense elemental power tied to that one element. However a channeler is not a spell caster, instead they barrage there foes with at will manipulation of the elements.





Elemental attunement
Beginning when you choose this archetype at 3rd level, you gain a connection to a particular element. This element affects other features. In addition there is an associated damage type

Air- thunder
Earth- bludgeoning
Fire- fire
Water- acid

You gain resistance to the associated damage type.


Elemental blast
Beginning when you choose this archetype at 3rd level, you are always considered armed with an elemental blast weapon. You may not use this weapon if you are holding anything else in your hand.

The elemental will attribute means that you add your charisma to rolls with this weapon instead of strength or dexterity. Also the damage type is the one chosen by your attunement.

Attributes
Properties
Range, light, Elemental will


Range
25/100


Weight
0


Damage Type
N/A


Item Type
Ranged Weapon


Damage
1d10




Planar comfort
Starting at level 7 you gain more familiarity with your chosen element.

Depending on your element you learn one cantrip and one language

Fire- ignan and control flame
Earth- terran and mold earth
Air- auran and gust
Water- aquan and shape water

In addition you have advantage on all social checks related to elemental creatures of your associated element.


Elemental ally
At 10th level, you can attempt to bend elementals you find to your will. This works as the spell planar ally, except it only works on elementals, the casting time is one action, you do not have to expend material components, and if the creature beats the saving throw, you can not attempt to bend it to your will again for 48 hours

The saving throw is equal to 8+ your proficiency modifier + your charisma modifier

Elemental movement
Starting at 15th level, you gain a movement depending on your elemental alignment

Air- you gain a fly speed equal to your speed

Water- you gain a swim speed equal to twice your speed, in addition you can no breathe underwater

Earth- you gain a burrow speed equal to your speed, but only through soft materials such as dirt, you can not burrow through stone. You also gain tremorsense 5 feet.

Elemental form
At 18th level, you have become a true elemental.

Your type changes to elemental, you no longer age and can not be aged magically, You do not require air, food, drink or sleep. You can cast enlarge on yourself at will.

Rfkannen
2014-11-24, 01:06 PM
the old version of the class

So I built this class, it is still a work and progress and I would love any suggestions you would have. It is supposed to be about a raw manipulator of the elements that is not a spellcaster, and has it's element infused in every action it takes. It is suppose to be more like a martial class than a spellcasting class, not needing rests. What the feel I am trying to get is a lord of your element, completly able to manipulate it. Kind of like benders in avatar. Also, very important. Shold extra attack be a primary feature or an adaption? The number one problem I am haveing is what stat to use for manipulations, what do you think?


The Channeler


http://jwardart.files.wordpress.com/2013/06/channeler1.jpg

User of raw elemental power
A channeler is a being who has excepted raw elemental energy into their body. However they may have gotten this energy, through there blood, through a deal, exposure to the elements, or an innate state of mind, they have become bonded to a singular element. This element defines a channeler, granting them immense elemental power tied to that one element. However a channeler is not a spell caster, instead they barrage there foes with at will manipulation of the elements.

Elemental minds
Channelers are elemental through and through. Every single one is changed by there contact with their element, sometimes physically, and almost always mentally. They can be hard to comprehend for people only used to there every day life, as every aspect of them simply eminates there element.

Creating a Channeler
As you make your channeler, think about how you got your elemental connection and how it has effected you. Did you get your power from bargaining with a being of immense elemental power, were you born with it, were you fundamentally changed after witnessing the raw power of the elements during a natural disaster? How has your power changed you physically and mentally? Do your eyes shine with an inner fire when you get angry? Are you fickle as the wind? As unmoveing as a rock?



level
proficiency
elemental damage die
features
elemetal adaption


1
+2
1d4
elementel connection, element type
-


2
+2

elemental adaptions
2


3
+2

shaper of the elements



4
+2

ability score improvment



5
+3
1d6

3


6
+3

type feature



7
+3

extra attack
4


8
+3

ability score improvement



9
+4


5


10
+4

type feature



11
+4
1d8




12
+4

ability score improvement
6


13
+5





14
+5

type feature



15
+5


7


16
+5

ability score improvement



17
+6
1d10




18
+6


8


19
+6

ability score improvement



20
+6







Class features
as a channeler, you gain the following class features

hit points
hit dice; 1d8 per channeler level
hit points at first level 8+ Constitution modifier
hit points at higher level 1d8 (or 5) + your Constitution modifier per warlock level after 1st.

proficiency.
armor; light armor
weapons all simple weapons
Saveing throws charisma, constition
Skills choose two from arcana, deception, insight, intimidation, persuasion, and religion

Elemental connection
Starting at 1st you have made a connection with an element type. Either water, earth, air, or fire. Each detailed at the end of the chapter.

Elemental conncetion
at first level, your elemental connection grants you a die known as the base elemental die. This die starts 1d4, goes up to 1d6 at level 5. Goes up to 1d8 at level 11. And finally goes up to 1d10 at level 17. This die is used for your powers to manipulate your element.

The most basic manipulation is the burst. The burst uses an attack action and for all purposes is considered a ranged attack. For example it can be used as an attack of opportunity. The manipulation also requires at least 1 halfling handful of material for ammo, this ammo is not used up. This attack moves the ammo at high speed at a target, acting as a weapon that has a range of 25 feet, does your elemental damage die plus your Constitution modifier damage in your damage type.

Elemental adaption
Your connection with your element has begun to change you, and grant you more power.
at second level, you gain two elemental adaption of your choice. Your adaptions are detailed at the end of the class description. When you gain certain channeler level you gain additional adaptions of your choice, as shows in the column of the channeler table

Shaper of the elements
Starting at 3rd level you have the power to manipulate your element when it is outside your body. Useing a bonus action you can do the following
You can cause up to a square foot of your element to change shape into any shape you choose.

if you are a fire element you can put out any fire out or light small fires such as a candle, torch, or campfire
If you are a water element you can condense water vapor in the air to form 1 square foot of water
If you are an air elemental you can make perform ventriloquism to make it sound like any person, animal, or air is making noise.
If you are an earth element you can break down any metal or stone structure such as a statue or door.
if you are a fire element and you are in a the light of day, you may make a square foot of fire. This is not possible at night or in cold weather


You also can spend your full action to create a wisp. To do this you give up hit points equal to your elemental die. You then have a wisp. This wisp is a tiny elemental with an armor class equal to your consition modifier. Hit points equal to the amount of hit points you gave up plus your consition modifier. a 10 in all stats, and a movement speed of 20. It also gains another movement depending on your element.

If you are an air element it gains fly 20
if you are an earth element it gains burrow 20
if you are a fire element it gains no movement, however it does give off dim light within 30 feet
If you are a water element it gains swim 20.

You can see, hear, and speak through this wisp.
It can do an attack similar to your burst except the damage is always 1d4.
You can only maintain one wisp at a time, if you create a new wisp the old one fades.
Every turn, you take 1d4 nectrotic damage for every wisp you have active. This damage can not be midigated
They may also be the source of your burst attack.


Extra attack
starting at 7th level you can attack twice, instead of once, whenever you take the attack action on your turn. Remember that most manipulations are an attack action.

Rfkannen
2014-11-24, 01:07 PM
Adpation list

Elemental wall
You gain the wall manipulation.
This manipulation requires both your attack and move actions. This means that with your extra attack you could do this and one other manipulation that only requires an attack.
This manipulation allows you to create a wall of elements this works diffrently depending on your element. Each wall has to be made at the farthest 10 feet away from you. The wall dissipate at the beginning of your next turn unless noted otherwise. However you may use your action to sustain the wall, but you must remain within 10' of any point of the wall to sustain it. Furthermore, you are holding concentration, just as if casting a spell.
Unless noted otherwise this wall requires your element and is 5 foot by 25 foot wide. This wall is only tall enough to stop a small creature, however when you make it you may sacrifice 1d4 hit points to make it a size larger. You may do this as many times as you like.

If you are a fire type, you create a wall of fire, this does damage equal to your elemental damage die to anyone who end there turn in it, starts there turn in it, or passes through it. If a projectile can burn it burns in the wall, if it cannot it passes through. In hot weather this requires no fire.
If you are an earth type. You create a wall of earth. This wall is solid, however it can be broken, haveing a ac of 14 and hit dice equal to your elemental damage die. However it does not dissipate when you are not paying attention to it.
If you are a water type, you create a wall of water. This wall stops all projectiles in the center of it. And anyone that moves through it must spend 10 feet of movement per 5 feet. However the advantage of this wall is that it can take any form you want. Such as forming a circle surrounding you.
If you are a water type you may instead choose to build an ice wall. This wall is simmilar to the earth wall exept it has an ac of 5.
If you are an air type, you create a wall of air. This wall pushes anyone that tries to go through it back 10 feet.

Dominuce2112
2015-06-06, 09:19 AM
Were still waiting on the meat of the class with spells and element features.

Also, it says you can only maintain 1 wisp, then follows thru with you take extra damage for each wisp you have active. If you can only maintain one without the old one fading, why would you take 1d4 dmg for EACH wisp?

Rfkannen
2015-06-13, 04:15 PM
Were still waiting on the meat of the class with spells and element features.

Also, it says you can only maintain 1 wisp, then follows thru with you take extra damage for each wisp you have active. If you can only maintain one without the old one fading, why would you take 1d4 dmg for EACH wisp?

You know, I forgot about this class I made untill a while ago. I must say, I don't particularly like what I did with it, and I think that I am going to take a second attempt to it, It realy isnt that good at the moment, expect a second draft in a week or two! I think I may trash the wisp thing, not sure.

Rfkannen
2017-08-05, 12:28 PM
All right! Im going back through all my old homebrew and fixeing it up!

I decided this doesn't need to be a base class, just a fighter archetype makes sense. What do you think? Do you know how to change the title?