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View Full Version : D&D 5e/Next Take two - The Empyrist



McNinja
2015-10-13, 08:54 AM
My second attempt at a spellsword-style class. I posted an earlier version that was trying to do too much... so this one is a little more reserved and hopefully a little more balanced.


http://i1175.photobucket.com/albums/r622/crazymcninja/spellblade_zpsezudqwca.jpg (http://s1175.photobucket.com/user/crazymcninja/media/spellblade_zpsezudqwca.jpg.html)

A grey-haired human surveys the band of orc that surround him. He draws his longsword and runs his finger along the blade; as the blood trickles down the length of his blade, darkness explodes outwards from his body and the only thing the orcs can see before they are massacred is a pair of blood red eyes.
A jovial half-elf listens to the wind as he lounges at the base of a giant tree. A songbird lands on his shoulder and begins singing; he begins to stand, reaching for his glaive as he does so, and he doesn’t forget to thank his small friend for the information.
The dragonborn draws his greatsword as he watches an Orc horde on the warpath thunder down a mountainside. His blade begins to hum, then glow, as his excitement grows. He breaks rank and charges forward towards an ogre; as he picks up speed, he begins to grow until he is face to face with it – the perfect height to see the look on its face when his blade pierces its chest.
The Empyrist is a warrior unlike any other, although some could confuse them for an Eldritch Knight or a Paladin, but a mystic would be quick to say he is neither. Magic to them is not simply a tool or a means to an end; magic flows through them and their weapons in ways few outsiders understand.

http://i1175.photobucket.com/albums/r622/crazymcninja/MSSlevel%20table_zpspxfsleij.jpg (http://s1175.photobucket.com/user/crazymcninja/media/MSSlevel%20table_zpspxfsleij.jpg.html)
CLASS FEATURES
As an empyrist, you gain the following class features.

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

PROFICIENCIES
Armor: All armor and shields.
Weapons: Simple and martial weapons.
Tools: None.

Saving Throws: Constitution and Intelligence.
Skills: Choose two from Arcana, Athletics, Acrobatics, Intimidation, Investigation, and Persuasion.


EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
• (a) chainmail or (b) leather
• (a) a martial weapon and a shield or (b) two martial weapons
• (a) a longbow and 20 arrows or (b) a light crossbow and 20 bolts
• (a) a dungeoneer's pack or (b) an explorer's pack



Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery
You gain a +2 bonus to attack rolls you make with a ranged weapon.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting
When you are wielding a melee weapon in two hands you gain a +2 bonus to damage rolls with that weapon.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mariner
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed and you gain a +1 bonus to AC.

Unarmored Defense
Beginning at 1st level, while you are wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. If you are wearing armor, you can choose to use your Intelligence modifier in place of your Dexterity modifier when determining your AC.

Ki
Starting at 2nd level, your training allows you to the mystic energy of ki. Your ability to access and use this mystic energy is represented by a number of Ki points. Your Mystic level determines the number of points you have, as shown on the Ki Points column of the Mystic table.
You can spend the Ki points to fuel various ki features, spells, and some arcantums. You start knowing one arcantum. You will learn more Ki features as you gain levels in this class.
When you spend a Ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
Some of your ki features or spells that you can cast with your ki require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Intelligence modifier

Arcantums
Arcantums are bits of magical knowledge that you have come to know. They may have been hidden away in an ancient tomb, locked away as forbidden knowledge, or even brand new creations. Regardless of the source, each arcantum adds to your magical knowledge and power, granting you powerful abilities or augmenting what you already know.
The arcantums are detailed at the end of the class description. At 2nd level, you know 1 arcantum, and as you gain levels in this class you learn more as shown in the Arcantums Known column on the Mystic table. Whenever you gain a level in this class, you can replace an arcantum you already know for a new one.


Mystic Fighting Style
At 2nd level, you begin discovering new ways to utilize your mystic energy in combat. You also learn spells that are specific to each style as you gain levels in the class.

Mystic Archer
You channel your energy into your shots, able to channel your energy into steadying your aim. You can use your bonus action to remove disadvantage when firing at long range. If you no longer have disadvantage when firing at long range (such as the Sharpshooter feat), you can use your bonus action to gain +2 to attack rolls you make with a ranged weapon.
http://i1175.photobucket.com/albums/r622/crazymcninja/MArch%20-%20Copy_zps0cm5459a.jpg (http://s1175.photobucket.com/user/crazymcninja/media/MArch%20-%20Copy_zps0cm5459a.jpg.html)

Mystic Duelist
You channel your energy into your weapon, making it lighter and easier to manipulate and allowing for quicker, more precise strikes or parrying. You can use your bonus action to add +1 to either your attack roll or AC until the start of your next turn.
http://i1175.photobucket.com/albums/r622/crazymcninja/MDuel_zpsr30pijkz.jpg (http://s1175.photobucket.com/user/crazymcninja/media/MDuel_zpsr30pijkz.jpg.html)

Mystic Great Weapon Fighter
You channel your energy into your weapon, causing even glancing blows to hit harder. You can use your bonus action to treat any rolls of 1 on a damage die for an attack you make as a 2 instead.
http://i1175.photobucket.com/albums/r622/crazymcninja/MGWF_zpstrsjs1zl.jpg (http://s1175.photobucket.com/user/crazymcninja/media/MGWF_zpstrsjs1zl.jpg.html)

Mystic Protector
You channel your energy into your allies, empowering them. You can use the Help action as a bonus action.
http://i1175.photobucket.com/albums/r622/crazymcninja/Mpro_zpsk8qs7ejm.jpg (http://s1175.photobucket.com/user/crazymcninja/media/Mpro_zpsk8qs7ejm.jpg.html)

Mystic Dual Wielder
You channel your energy into yourself, enhancing your reflexes and ability to block incoming blows. You can add 2 to your AC against one melee attack that would hit you. You must be able to see your attacker and be wielding a melee weapon.
http://i1175.photobucket.com/albums/r622/crazymcninja/MTWF_zpsegfxmn50.jpg (http://s1175.photobucket.com/user/crazymcninja/media/MTWF_zpsegfxmn50.jpg.html)


Arcane Discipline
When you reach 3rd level, you dedicate yourself to a discipline: the discipline of the Frozen Night, the discipline of the Prismatic Forest, or the discipline of the Divine Tempest, all detailed at the end of the class description. Your discipline grants you features at 3rd level and again at 7th, 14th, and 20th level. These features include the discipline spells and Ki Channeling feature.

Spellcasting
Starting at 3rd level, mystics gain access to even more spells, shown below on the mystic spell list. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it. The amount of ki required to cast a spell is equal to its spell level.
You can spend additional ki points to increase the level of the spell of a discipline spell you cast. The spells level increase by one for each additional ki point you spend. Some spells are always cast at a certain base level and cannot have their level reduced. This is noted in parenthesis next to the name of the spell, for instance Shatter (3rd) would be cast as a 3rd level spell or higher, up to 7th level.
Starting at 17th level you gain one 8th level spell slot, and at 20th level you gain one 9th level spell slot. 8th and 9th level spells do not require ki to cast and follow the rules for spell slots laid out in chapter 10.
http://i1175.photobucket.com/albums/r622/crazymcninja/Spelllist_zpsbaco2j66.jpg (http://s1175.photobucket.com/user/crazymcninja/media/Spelllist_zpsbaco2j66.jpg.html)

Ability Score Improvement
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.

Mystic Weapon
At 5th level, choose one weapon you have; that weapon becomes magical while it is in your possession. You also learn how to magically bond with your weapon. You can summon it as a bonus action as long it is on the same plane of existence as you are and you cannot be disarmed of it unless you want to or are incapacitated. At 12th level, you imbue your weapon with powerful arcane energy. When you hit a creature with your weapon, the creature takes extra force damage equal to 1d6 + your Intelligence modifier. At 15th level, you can spend ki to increase this extra damage by 1d6 for each ki point you spend, to a maximum of 5d6.

Discipline of the Winter Night
The discipline of the winter night is the discipline of darkness and ice. You work in the shadows, using your ki to channel dark energies to curse and corrupt your foes.

http://i1175.photobucket.com/albums/r622/crazymcninja/WINNIG_zpsukydi8ms.png (http://s1175.photobucket.com/user/crazymcninja/media/WINNIG_zpsukydi8ms.png.html)
Winter Night Spell List
At 3rd level when you choose this discipline, you gain access to the following spells as well as the Frostbite cantrip. You gain access to more spells as you gain levels. Some of the spells you gain access to are cast at a spell level higher than their base level. If this is the case, the spell will denote the level it is cast at in parenthesis next to the spell name and you cannot lower the spell level.
Some spells allow you to choose the type of spell damage; if you are able to do so you must always choose necrotic or cold damage wherever possible. If you have a choice between necrotic and cold damage, you may choose either one.
http://i1175.photobucket.com/albums/r622/crazymcninja/WinNightSL_zpsicydr85z.jpg (http://s1175.photobucket.com/user/crazymcninja/media/WinNightSL_zpsicydr85z.jpg.html)

Art of Ice and Shadow
Chilling Strike
Starting at 3rd level, when you hit a creature with a weapon attack, you can spend 1 ki point to chill your enemy, draining their strength. The creature must make a Charisma saving throw. If your target fails their saving throw, they must roll a d4 before their next attack and reduce their attack and damage rolls by that much until the end of their next turn.

Shadow Strike
Starting at 3rd level, you can attack through the darkness. If you are in an area of dim light or darkness, you can spend 1 ki point make one weapon attack against an enemy creature as long as they are within 5 feet of an area of dim light or darkness within 60 feet of you. As long as you haven’t been seen, this attack has advantage.

Cursed Strike
At 7th level, you can spend 1 ki point to have your attacks deal necrotic or cold damage in addition to the normal weapon damage for 1 minute or cast Bestow Curse. At 12th level, you cast Bestow Curse as a 6th level spell and can also have your mystic weapon deal necrotic or cold damage instead of force damage.

Power from Darkness
At 14th level, you become capable of drawing in ambient energy while surrounded by darkness. As a bonus action, you regain 1 ki point whenever you begin your turn in an area of cold or an area of darkness, or an area of both.

Scion of Death
At 20th level, your command of ice and darkness soars to incredible heights. You gain resistance to necrotic and cold damage. Additionally, you can assume the form of an Avatar of Death. Using your action, you can undergo a transformation; as you summon your dark powers, your body is enveloped in a black mist. Dark tendrils spring forth from your back and move as if they have a mind of their own and an icy crown rests above blood red eyes crying bloody tears that carve their way through the darkness that has enveloped your body. For 1 minute, you gain the following benefits:
• Instead of moving, you may cast Misty Step without expending any ki points.
• You can cast Investiture of Ice for 1 ki point. It lasts for 1 minute and does not require concentration.
• When you attack, you may spend 2 ki points to cast Disintegrate as a 6th level spell with a range of touch or Vampiric Touch as a 7th level spell instead of attacking with your weapon.
Once you use this feature, you cannot use it or your ki points spent while in this form until you finish a long rest.
Discipline of the Chromatic Forest
Those that follow the discipline of the chromatic forest harness their ki to channel the elemental forces of nature to strike their opponents down and oftentimes can be found meditating in the wilderness.

http://i1175.photobucket.com/albums/r622/crazymcninja/Swordsage_zpseh16ez9z.jpg (http://s1175.photobucket.com/user/crazymcninja/media/Swordsage_zpseh16ez9z.jpg.html)
Chromatic Forest Spell list
At 3rd level when you choose this discipline, you gain access to the following spells as well as the Ray of Frost cantrip. You gain access to more spells as you gain levels. Some of the spells you gain access to are cast at a spell level higher than their base level. If this is the case, the spell will denote the level it is cast at in parenthesis next to the spell name and you cannot lower the spell level.
http://i1175.photobucket.com/albums/r622/crazymcninja/CFSl_zpscgmsj37q.jpg (http://s1175.photobucket.com/user/crazymcninja/media/CFSl_zpscgmsj37q.jpg.html)

Art of the Shimmering Glade
One with Nature
Starting at 3rd level, you can cast Absorb Elements for 1 ki point. You may also cast Speak with Animals at will without expending any ki points.

Druidic Aura
As you walk, your magical energy pervades the area and can cause minor effects; but the closer you get, the more powerful your presence. While you are conscious, the Druidcraft cantrip is constantly active everywhere within 30 feet of you. You can choose which effects take place as you move. Additionally, you and any friendly creatures within 10 feet of you can add half of your Intelligence modifier (rounding down) to any saving throws to resist being charmed, frightened, or put to sleep. At 17th level they can add your full Intelligence modifier.

Elemental Strike
At 7th level, you can spend 1 ki point to infuse your elemental powers into your weapon strikes. For 1 minute, all of your weapon attacks deal acid, cold, fire, lightning, or thunder damage in addition to the normal weapon damage. You are able to change the damage type before each attack. At 12th level, you can have your mystic weapon deal damage from the list above instead of force damage.

Blessed Aura
At 14th level you gain the ability to unleash waves of positive energy. Once per turn, you may cast Aura of Life, Aura of Purity, or Aura of Vitality as an action without expending any ki points and you do not have to maintain concentration. Each Aura lasts until the beginning of your next turn. Once you have cast an aura, you can’t use that aura again until you have finished a long rest.

Prismatic Knight
At 20th level, your command of the elements soars to incredible heights. You gain resistance to acid, cold, fire, lightning, and thunder damage. Additionally, when the situation requires a heavy hand, you can take on the form of a magnificent prismatic knight; the color of your glowing eyes and shining skin changes with each passing moment to match the color of the element empowering your weapon. For the next minute, you gain the following benefits:
• You may spend 3 ki points to cast Investiture of Flame, Investiture of Ice, Investiture of Stone, and Investiture of Wind all at the same time. They do not require concentration but only last for 1 minute.
• Friendly creatures within 30 feet of you gain resistance to acid, cold, fire, lightning, and thunder damage.
Once you use this feature, you cannot use it or your ki points spent while in this form until you finish a long rest.

Mystics that follow the discipline of the divine tempest are blazing beacons of light on the battlefield, smiting their foes with incredible force and empowering their allies.

http://i1175.photobucket.com/albums/r622/crazymcninja/60e54261a190d6ff8e8e2ea350c30729_zps19kkq63y.jpg (http://s1175.photobucket.com/user/crazymcninja/media/60e54261a190d6ff8e8e2ea350c30729_zps19kkq63y.jpg.h tml)
Divine Tempest Spell list
At 3rd level when you choose this discipline, you gain access to the following spells as well as the Sacred Flame cantrip. You gain access to more spells as you gain levels. Some of the spells you gain access to are cast at a spell level higher than their base level. If this is the case, the spell will denote the level it is cast at in parenthesis next to the spell name and you cannot lower the spell level.
Some spells allow you to choose the type of spell damage; if you are able to do so you must always choose radiant, lightning, or fire damage wherever possible. If you have a choice between any of those, you may choose between them.
http://i1175.photobucket.com/albums/r622/crazymcninja/DTSL_zpsk7euo8wz.jpg (http://s1175.photobucket.com/user/crazymcninja/media/DTSL_zpsk7euo8wz.jpg.html)
Art of the Radiant Storm
Divine Guidance
Starting at 3rd level, you may cast True Strike as a bonus action once per long rest without expending any ki points. You may also cast Guidance at will without spending any ki points while not in combat.

Divine Fortitude
Starting at 3rd level, you are immune to disease and add your Intelligence modifier to any saving throws made to resist the effects of poison.

Radiant Strike
At 7th level, you can spend 1 ki point to infuse your elemental powers into your weapon strikes. For 1 minute, all of your weapon attacks deal radiant, fire, or lightning damage in addition to the normal weapon damage. You are able to change the damage type before each attack. At 12th level, you can have your mystic weapon deal damage from the list above instead of force damage.

Shining Aura
At 14th level you can create a bright and powerful aura that empowers your allies. You can spend 1 ki point to activate an aura with a 30 foot radius that lasts for 1 minute. Friendly creatures within this aura deal an additional 2 radiant damage and regain 2 hit points each turn they remain in the aura.

Knight of the Divine Tempest
At 20th level, your command of your divine energy soars to incredible heights. You gain resistance to radiant, fire, and lightning damage and can cast True Strike as a bonus action once per short rest. Additionally, when the situation requires a heavy hand, you can take on the form of a knight in brilliant armor; your glowing eyes and shining skin is nearly blinding to onlookers. For the next minute, you gain the following benefits:
• Wings sprout from your back and grant you a flying speed of 60 feet.
• Friendly creatures within 30 feet of you gain resistance to radiant, fire, and lightning damage.
• You can spend 1 ki point to cast Circle of Power. It does not require concentration and lasts for 1 minute.
• When you use your mystic weapon, you can have it deal radiant, fire, or lightning damage instead of force damage and the d6 damage dice become d8s.
Once you use this feature, you cannot use it again and you do not regain your ki points spent while in this form until you finish a long rest.

Arcantums
Arcantums are bits of magical knowledge that are ancient, forbidden, or even recently created. They offer you additional power and can augment your offensive or defensive capabilities.

Arcane Shield
You learn how to cast the Shield spell. It costs 1 ki point to cast.

Ethereal Step
You can spend 1 ki point to move up to 10 ft in any direction (except straight up or down) through anything in your way, such as a wall or enemy creature. If you end your movement in the same space as a solid object, you are immediately pushed to the nearest unoccupied space and you take force damage equal to your Intelligence modifier x your level.

Mystic Ward
As a reaction when targeted by a spell or effect that forces you to make a saving throw, you can gain a bonus to that saving throw equal to half of your Intelligence modifier for 1 round. You must take a short rest before you can use this ability again.

Bulwark
As a reaction when something attempts to force you to move (such as shoving or the Thunderwave spell), you can spend your ki to reduce the amount you are moved. Each ki point you spend reduces the amount moved by 10 feet.

Aquatic
You can cast Water Breathing on yourself at will without expending any ki points and you gain a swim speed equal to your current speed; if you already have a swim speed, that speed increases by 10 feet.

Arcane Leap
You can cast Jump on yourself at will without expending any ki points.

Battle Magic (requires 3rd level and Two-Weapon Fighting style)
You learn how to wield magic as easily as you would a shortsword or handaxe. When you use your action to cast a cantrip you can make one melee weapon attack as a bonus action and your cantrip does not have disadvantage if cast within 5 feet of an enemy creature. Starting at 15th level, when you use your action to cast a spell, you can make one melee weapon attack as a bonus action.

Empower Cantrip (requires 4th level)
When you cast your cantrip, add your Intelligence modifier to the damage it deals.

Swiftstrike (requires 5th level and the Two-Weapon Fighting style)
When you engage in two-weapon fighting, you can spend 2 ki point to make two weapon attacks as a bonus action instead of the usual one.

Arcane Resistance (requires 15th level)
You have resistance to damage from spells.

Thousand Blades (requires 15th level)
You learn the Blade Barrier spell and can cast it for 7 ki points. When you cast it, the wall forms a circle around you and moves with you. It lasts for 1 minute and while the barrier is active you may not use your action to Attack or cast other spells.

Greater Mystic Weapon (requires 17th level)
You learn the spell Banishing Smite.

PotatoGolem
2015-10-13, 07:45 PM
Interesting idea- seems like a solid start. A few critiques:

1- way too many dead levels. Self-explanatory.

2- this is a primarily martial class, so it really seems like it needs extra attack.

3- TWF mystic fighting sucks. It competes with the offhand attack and is a complete non-bo. Give then something that isn't a bonus action. Maybe the Parry reaction a lot of NPCS have?

McNinja
2015-10-13, 08:57 PM
Interesting idea- seems like a solid start. A few critiques:

1- way too many dead levels. Self-explanatory.

2- this is a primarily martial class, so it really seems like it needs extra attack.

3- TWF mystic fighting sucks. It competes with the offhand attack and is a complete non-bo. Give then something that isn't a bonus action. Maybe the Parry reaction a lot of NPCS have?

Just changed mystic dual wielder to the parry reaction.

Mr.Moron
2015-10-14, 10:42 AM
The PDF is very well formatted and I like the general structure. I'll agree it has too many dead levels to judge fairly at this point beyond that criteria. I also think it's funny we both used the same name for roughly the same kind of class.

On that note, "Mystic" is currently taken up by upcoming WotC official psionic content, I don't know if that's meaningful for you.

McNinja
2015-10-14, 05:20 PM
The PDF is very well formatted and I like the general structure. I'll agree it has too many dead levels to judge fairly at this point beyond that criteria. I also think it's funny we both used the same name for roughly the same kind of class.

On that note, "Mystic" is currently taken up by upcoming WotC official psionic content, I don't know if that's meaningful for you.
I've been wracking my brain trying to think of another name, actually. I'm trying not to copy other homebrewed classes, and especially not wotc lol.

All the good names are taken... Spellsword, battlemage, Mystic, etc. I'll think of something eventually.

McNinja
2015-10-14, 11:07 PM
Finally thought of a name for the class - empyrist. A take on "empower" and "empyrean" with the - ist suffix, so and empyrist would be "one who empowers."