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View Full Version : D&D 5e/Next Reckoner Class for High Homebrew Game



kittyabbygirl
2019-02-04, 12:35 PM
As it says in the title, this is a class I designed for a high homebrew game my friend is running.

The goal was to make a squishy Paladin with full spellcasting based off of Sorcerer/Cleric. Uses Cleric spell-list, has very few spells prepared. The DM already said it looks good, but as someone who typically strays away from Homebrew, I thought a second opinion might be nice to avoid overshadowing the others, but I don't want to be dead weight, and some of the homebrews the other players are running are quite powerful. All abilities are based off another class or subclasses' ability that they get around the same level.

Any feedback is appreciated!

I chose the Purgatories Subclass, and we are currently level 8.

Reckoner
Reckoner Leveling Table
[Full casting progression: the table didn't work in GiTP]

Basic Features
Hit Points
Hit Dice: 1d6 per reckoner level.
Hit Points at 1st Level: 6 + your Constitution modifier.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per reckoner level after 1st.
Proficiencies
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Arcana, History, Insight, Intimidation, Persuasion, and Religion
Equipment
(a) A light crossbow and 20 bolts, or, (b) any simple weapon
(a) a quarterstaff or (b) two daggers
(a) a Priest's Pack or (b) a Scholar’s Pack
A holy symbol
Alternatively, you may ignore the equipment from your class and background and start with 5d4 x 10 gp.

Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional reckoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Reckoner table.
Preparing and Casting Spells
The Reckoner table shows how many spell slots you have to cast your reckoner spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of reckoner spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of reckoner spells equal to your Charisma modifier (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Spellcasting Ability
Charisma is your spellcasting ability for your reckoner spells. You use your Charisma whenever a reckoner spell refers to your spellcasting ability. In addition, you use your Charisma modifier when Setting the saving throw DC for a reckoner spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell Attack modifier = your proficiency bonus + your Charisma modifier
Ritual Casting
You can cast a reckoner spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
You can use a holy symbol as a spellcasting focus for your reckoner spells.

Divine Sense
As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated. You can use this feature a number of times equal to 3 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Eternal Knowledge
You are given a grimoire called a Book of Truth. When you gain this feature, choose three cantrips from any class's spell list (the three needn't be from the same list). While the book is on your person, you can cast those cantrips at will. They don't count against your number of cantrips known. If they don't appear on the cleric spell list, they are nonetheless reckoner spells for you.

While your Book of Truth is on your person, you know the Augury spell and can cast it as a ritual. The spell doesn't count against your number of spells known.

If you lose your Book of Truth, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.

Works of Mysterious Ways
You choose one 1st level spell from the wizard spell list. This spell is considered a reckoner spell for you and is always prepared. At 3rd level and every odd level thereafter, you gain access to another spell from the wizard spell list whose level is equal to or less than the highest level reckoner spell slot you have in an identical manner. These spells do not count against the number of spells you have prepared.

Prophetic Vision
At 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Potent Glory
Starting at 2nd level, you add your Charisma modifier to the damage you deal with any reckoner cantrip.

Divine Health
By 3rd level, the divine magic flowing through you makes you immune to disease.

Sacred Gospel
When you reach 3rd level, you are purposed with the writing of a sacred gospel to record in your Book of Truth. Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.
Gospel of End Times
Gospel of Judgement
Gospel of Miracles
Gospel of Souls
Gospel of Revelation
Gospel of Seas
Gospel of Purgatories
Gospel of Worlds
Gospel Spells
Each gospel has a list of associated spells. You gain access to these spells when you gain access to reckoner spell slots of the associated level. Once you gain access to a gospel spell, you always have it prepared. Gospel spells don't count against the number of spells you can prepare each day. If you gain a gospel spell that doesn't appear on the cleric spell list, the spell is nonetheless a reckoner spell for you.


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.

Unleash Power
Starting at 5th level, as a bonus action, you can magically summon a gateway from a plane of pure power to a point you can see within 60 feet of you. The portal creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, nor can it be traveled through, though it emits sound and colored light.

As a bonus action, you can move the gateway up to 60 feet to a point you can see.

The gateway persists for 1 minute or until you're incapacitated. Once you use this feature, you can't use it again until you finish a short or long rest.

The gateway’s aura has effects as described per your chosen gospel under Unleash Power Aura.

Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. At 18th level, the range of this aura increases to 30 feet.

Inscrutable Mind
Starting at 9th level, you have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do. Additionally, your thoughts can't be read unless you allow it.

Aura of Courage
Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.

Expanded Purpose
At 11th level, when you complete a long rest, you can pick a second gospel. You gain the full features, unleash power aura options, and gospel spells from both your original and second gospel. The benefits of your second gospel last until you finish your next long rest.

Saving Grace
At 13th level, as a reaction when you or a creature that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.

You can use this feature a number of times equal to your Charisma modifier (minimum of once).

You regain all expended uses when you finish a long rest.

Apocryphal Student
By 14th level, as a bonus action, you can call to mind the ability to cast one spell of your choice from any class's spell list. The spell must be of a level for which you have spell slots, you mustn't have it prepared, and you follow the normal rules for casting it, including expending a spell slot. If the spell isn't a reckoner spell, it counts as a reckoner spell when you cast it. The ability to cast the spell vanishes from your mind when you cast it or when the current turn ends.

You can't use this feature again until you finish a long rest.

Vessel of the Empyrean
At 17th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can't use it again until you finish a long rest. Additionally, you suffer none of the drawbacks of old age, and you can't be aged magically.



Gospel of End Times
Gospel Spells
Spell Level
Spells
1st
Bane
2nd
Darkness
3rd
Phantom Steed
4th
Blight
5th
Contagion
6th
Mass Suggestion
7th
Fire Storm
8th
Earthquake
9th
Meteor Swarm
Rebuke the Unworthy
Starting at 3rd level, as an action, you can make each fey or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. If the creature's true form is concealed by an illusion, shape-shifting, or other effect, that form is revealed while it is turned.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is dark, emanating a warm heat. The rhythmic sounds of clanging church bells release thunderous booms audible out to 300 feet for the duration. When a creature makes an attack roll against a target in the gateway’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Charisma (Intimidation) checks while in the aura.
Inerrant Cantrip
Beginning at 7th level, when a creature succeeds on a saving throw against one of your cantrips, the creature takes half the cantrip's damage (if any), but suffers no additional effect from the cantrip.
Chosen Survivor
Starting at 15th level, you regain hit points equal to 1d6 + half your reckoner level if you end your turn in combat with fewer than half of your hit points remaining and you aren't incapacitated.
Wormwood’s Might
At 20th level, using your action, you undergo a transformation.

For 1 hour, you gain the following benefits:
Wings sprout from your back and grant you a flying speed of 60 feet.
You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.

Once you use this feature, you can't use it again until you finish a long rest.



Gospel of Judgement
Gospel Spells
Spell Level
Spells
1st
Detect Evil and Good
2nd
Zone of Truth
3rd
Dispel Magic
4th
Banishment
5th
Hold Monster
6th
Forbiddance
7th
Force Cage
8th
Power Word Stun
9th
Imprisonment
Chains of the Damned
Starting at 3rd level, as an action, you can cause spectral chains to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the chains, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the chains vanish.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is a mote of light, out of which expands tendrils of unmoving smoke. The area becomes oddly quiet. The aura is made mute, and all creatures become incapable of producing sound, making casting a spell that includes a verbal component impossible. You are never affected by this aura.
Aura of Sanctification
Beginning at 7th level, you and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet.
Preserved Judge
Beginning at 15th level, you are always under the effects of a Protection from Evil and Good spell.
Keeper of the Scales
At 20th level, you can assume the form of an ancient force of justice, taking on a relevant appearance you choose. Using your action, you undergo a transformation.

For 1 minute, you gain the following benefits:
At the start of each of your turns, you regain 10 hit points.
Whenever you cast a reckoner spell that has a casting time of 1 action, you can cast it using a bonus action instead.
Enemy creatures within 10 feet of you have disadvantage on saving throws against your reckoner spells and your Chains of the Damned feature

Once you use this feature, you can't use it again until you finish a long rest.



Gospel of Miracles
Gospel Spells
Spell Level
Spells
1st
Feather Fall
2nd
Rope Trick
3rd
Counterspell
4th
Freedom of Movement
5th
Creation
6th
Move Earth
7th
Resurrection
8th
Sunburst
9th
Wish
Miraculous Triumph
Starting at 3rd level, as a bonus action, each creature of your choice that can hear you within 30ft of you regains hit points equal to 1d6 + your Charisma modifier (min 1) if it has no more than half of its hit points.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is a disk of pure white light. Faint churning sounds can be heard softly emanating from the disk. Each creature of your choice in the aura when the spirit appears each gain temporary hit points equal to 5 + your reckoner level. In addition, you and your allies gain advantage on Dexterity checks and Dexterity saving throws while in the aura.
Salvation through Arms
Beginning at 7th level, you can produce magic weapons and armor. You spend 10 minutes focusing your magic on a mundane weapon, suit of armor, shield, or bundle of twenty pieces of ammunition, and expend a spell slot to infuse it with magical energy. The magic item retains its enhancement for 8 hours or until used (in the case of magic ammunition). You can infuse only one item at a time; if you infuse a second one, the first immediately loses its potency. Once you have expended a spell slot to create such an item, you cannot regain that slot until the item becomes nonmagical.

The spell slot you expend determines the type of weapon, armor, or shield you can create.
Spell Slot
Item Created
2nd
+1 ammunition (20 pieces)
3rd
+1 weapon or +1 shield
4th
+1 armor
5th
+2 weapon or +2 ammunition (20 pieces)
6th
+2 armor

Impossible Escape
At 15th level, immediately after you are hit by an attack, you can use your reaction to turn invisible and teleport up to 60 feet to a spot you can see. You remain invisible until the end of your next turn or until you attack, deal damage, or force a creature to make a saving throw. Once you use this feature, you must finish a short or long rest before you can use it again.
Master of Fortune
At 20th level, you can use your action to gain the following benefits for 1 hour:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Your allies have advantage on death saving throws while within 30ft of you.
You have advantage on Wisdom saving throws, as do your allies within 30ft of you. This effect ends early if you are incapacitated or die.

Once you use this feature you can't use it again until you finish a long rest.




Gospel of Souls
Gospel Spells
Spell Level
Spells
1st
Cause Fear
2nd
Ray of Enfeeblement
3rd
Speak with Dead
4th
Phantasmal Killer
5th
Antilife Shell
6th
Circle of Death
7th
Finger of Death
8th
Antipathy/Sympathy
9th
Weird
Legionnaire’s Trumpet
Starting at 3rd level, as an action, you target one undead creature you can see within 30 feet of you. The target must make a Wisdom saving throw. On a failed save, the target must obey your commands for the next 24 hours, or until you use this ability again. An undead whose challenge rating is equal to or greater than your reckoner level is immune to this effect.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway is a translucent purple crystal, pulsating with power that causes you to hurt if you touch it. Each creature of your choice in the aura gains disadvantage on saving throws against your spells.
Aura of the Exorcist
Starting at 7th level, you constantly emanate an aura while you're not incapacitated. The aura extends 10 feet from you in every direction, but not through total cover. If a creature is frightened of you, its speed is reduced to 0 while in the aura, and that creature takes radiant damage equal to half your reckoner level if it starts its turn there. At 18th level, the range of this aura increases to 30 feet.
Spectral Resistance
Starting at 15th level, you have advantage on saving throws against spells.

Furthermore, you have resistance against the damage of spells.
Sanguine Rejuvenation
At 20th level, when an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy's number of Hit Dice. You can use this feature only if you aren't incapacitated. Once you use it, you can't do so again until the start of your next turn.




Gospel of Revelation
Gospel Spells
Spell Level
Spells
1st
Identify
2nd
Augury
3rd
Clairvoyance
4th
Locate Creature
5th
Commune
6th
True Seeing
7th
Divine Word
8th
Feeblemind
9th
Foresight
Foreseen Weakness
Starting at 3rd level, when you make an attack roll, you can gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is invisible, but a strange hum can be heard by those within the aura. You and your allies gain advantage on all ability checks made to detect creatures in the spirit's aura. In addition, you and your allies have advantage on Wisdom (Perception) checks and initiative checks while in the aura.
Aura of Planning
Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious. At 18th level, the range of this aura increases to 30 feet.
Clarified Visions
Starting at 15th level, you roll three d20 for your Prophetic Vision feature, rather than two.
Beyond Mortal Eyes
Starting at 20th level, you can spend at least 1 minute in meditation and prayer, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Charisma score and must maintain concentration during that time, as if you were casting a spell.

Once you use this feature, you can't use it again until you finish a short or long rest.

Object Reading: Holding an object as you meditate, you can see visions of the object's previous owner. After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that owner. If the object was owned by another creature in the recent past (within a number of days equal to your Charisma score), you can spend 1 additional minute for each owner to learn the same information about that creature.


Area Reading: As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Charisma score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.



Gospel of Seas
Gospel Spells
Spell Level
Spells
1st
Thunderwave
2nd
Gust of Wind
3rd
Water Walk
4th
Control Water
5th
Cone of Cold
6th
Chain Lightning
7th
Prismatic Spray
8th
Control Weather
9th
Storm of Vengeance
Drown the Wrathful
Starting at 3rd level, immediately after an attacker within 30 feet of you deals damage with an attack against a creature other than you, you can use your reaction to force the attacker to make a Wisdom saving throw. On a failed save, the attacker takes bludgeoning damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is a visible portal to a calamitous tempest, with waves crashing with booms audible out to 300 feet. Each creature of your choice in the aura that has any resistance to bludgeoning damage or cold damage has their resistances ignored.
Protection from Tempest
Beginning at 7th level, you are always under the effects of a Water Breathing spell.
Crushing Retribution
Starting at 15th level, whenever a creature hits you with an attack, that creature takes force damage equal to your Charisma modifier (minimum of 1) if you're not incapacitated.
Tide’s Relent
At 20th level, you gain the following benefits:
You gain immunity to cold damage.
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.




Gospel of Purgatories
Gospel Spells
Spell Level
Spells
1st
Hellish Rebuke
2nd
Scorching Ray
3rd
Fireball
4th
Wall of Fire
5th
Passwall
6th
Find the Path
7th
Conjure Celestial
8th
Holy Aura
9th
Gate
Scourge the Impure
As an action, you can make any fiend or undead, provided that it's within 30 feet and that can see or hear you, make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is a golden sphere coated in flame. Chants of both the damned and the saved can be heard by those within the aura, and the edge of the aura is marked by a ring of harmless flame. You and your allies all gain a +5 bonus to your armor class while in the aura.
Guide through Suffering
Starting at 7th level, when you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
Share Glimpse
Starting at 15th level, you can use an action to make a ranged spell attack against a creature within 60 feet. On a hit, you instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape. At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience. Once you use this feature, you can't use it again until you finish a long rest.
Ascendant Apostle
At 20th level, as an action, you can emanate light. For 1 minute, bright light shines from you in a 30-foot radius, and dim light shines 30 feet beyond that. Whenever an enemy creature starts its turn in the bright light, the creature takes 10 radiant damage. In addition, for the duration, you have advantage on saving throws against spells cast by fiends or undead.

Once you use this feature, you can't use it again until you finish a long rest.


Gospel of Worlds
Gospel Spells
Spell Level
Spells
1st
Unseen Servant
2nd
Animal Messenger
3rd
Plant Growth
4th
Hallucinatory Terrain
5th
Wall of Stone
6th
Wall of Ice
7th
Plane Shift
8th
Demiplane
9th
Astral Projection
Homage from Nature
Starting at 3rd level, as an action, you can make each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.

Once you use this feature, you can't use it again until you finish a short or long rest.
Unleash Power Aura
The gateway itself is a miniaturized planet with an ecology of your choice. If you cast a spell with a spell slot that restores hit points to anyone inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your reckoner level. In addition, you and your allies have advantage on Wisdom (Nature) checks while in the aura.
Intelligent Designs
At 7th level, when you cast a spell with a spell slot, you can expend one additional spell slot to augment its effects for this casting. The effect depends on the spell slot you expend.

An additional 1st-level spell slot can increase the spell's raw force. If you roll damage for the spell when you cast it, increase the damage against every target by 2d10 force damage. If the spell can deal damage on more than one turn, it deals this extra force damage only on the turn you cast the spell.

An additional 2nd-level spell slot can increase the spell's range. If the spell's range is at least 30 feet, it becomes 1 mile.

An additional 3rd-level spell slot can increase the spell's potency. Increase the spell's save DC by 2.

Mind to Hand
By 15th level, when you cast an illusion spell of 1st level or higher, you can choose one inanimate, nonmagical object that is part of the illusion and make that object real. You can do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross.
The object can't deal damage or otherwise directly harm anyone.

Creator’s Flight
At 20th level, you have a flying speed equal to your current walking speed whenever you are not underground or indoors.