zSilverthorn Classes - The Homebrewery
zSilverthorn Classes - The Homebrewery
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The Silverthorn Summoner
Summoner
Proficiency Spells Spell Slot
Level Bonus Features Evolutions Cantrips Prepared Slots Level
I
t is a plane continually ablaze. It smells of burning Furthermore you can speak, read, and write Primordial
flesh and ashen dreams. It is an ocean without a including the language local to that plane as listed above.
surface. It is domain of current and wave. It is as open Whenever you make a Charisma check when interacting
as the eternal sky. It is as solid as a child's breath. It is with elementals or a Knowledge check related to your plane,
a place of hidden riches. It is a wall against all foes. your proficiency bonus is doubled if it applies to the check.
These Summoners draw their spell casting and
Primal from Inner elemental Planes. Elemental Resilience
Elemental Conduit
From 3rd level, magic flows through your bond with your
Elemental Primal, empowering both you and your Primal.
For each Primal you bond choose an elemental plane. The Your Primal’s attacks deal elemental damage of that
damage type associated with that plane is used by features Primal’s chosen element. Also both you and your Primal gain
you gain later. resistance to your primary Primal’s chosen element.
I
t is the blackest night. It is the heart of darkness. Wall of Bones
It is the hunger that devours souls. This plane is
extremely hostile to all forms of life and energy. From 6th level, you can as a bonus action create a Wall of
Only the undead can travel with impunity here, and Bones at a point you can see within 60 feet.
the more powerful undead could harness this death The horizontal wall must be resting on a solid surface,
energy to attack the living with devastating effect. made up of Four 5-foot-by-10-foot panels of bones. Each 5ft
panel has 1 Hit Point and 10 Armor Class but blocks all
Master of the Undead physical movement through it until destroyed.
This barrier lasts up to 1 minute, but you can end it early
You draw your Primals directly from the plane of Undeath. using another bonus action. You can create this Wall of
They are considered Undead for the purposes of spells and Bones up to your Wisdom modifier times per Long Rest.
effects that have special interactions with Undead creatures.
Your Primals cannot be healed by standard divine healing Wraith Form
or resurrection magics. From 10th level, you walk with one foot within the plane of
However your Primals are not Banished upon hitting zero Undeath. You can see and converse with the spirits of
hit points, instead falling into piles of bones or undead recently defeated creatures as in the Speak with Dead spell.
essence. You can resurrect your Primal as an Action using You can push this effect to its fullest form as an action. You
these remains as a material component. In doing so roll your gain a bonus to movement speed for you and all adjacent
Primal’s total hit dice without any additional modifiers to Primals equal to your base movement speed for up to 1
determine its resurrected hit points. minute as long as you maintain concentration.
If you lose access to these remains, you need only provide Once as part of this effect you can pass through a non-
any bone piece to regenerate your Primal as normal over the magical barrier to normal movement, as long as the barrier
course of a long rest. is not more than 5ft in thickness. Once per long rest.
Eternal Watch Eternal Servitude
The dead do not need to rest, eat or require sustenance From 14th level, your Primals resist the final embrace of
of any kind. Their eternal watch has begun. death. When the Primal is reduced to 0 Hit Points
From 3rd level, your Primals do not require any rest, but not killed outright, roll a Primal Constitution
they can remain on guard even when you sleep. Saving Throw , DC equals half the damage it takes
Their undead complexion is likely to unsettle or 10 plus 5 times the number this feature
any wildlife but can also cause issues when has been used so far, whichever is higher.
travelling through civilized settlements. On success it drops to 1 health instead.
Refreshes on Long Rest.
9
Plane of Fae, Summoner Archetype
A
n "echo" of the Prime Material Plane Personal Grove
suffused with potent magic, and From 10th level, your Primals manifest a Personal grove
unrestrained emotions. It was the place from within the Feywild, where they spend their time when not
which fey originated, and from where the summoned on the prime material plane.
first elves arrived in Faerûn. The Faerie is a As part of a long rest you can open a temporary connection
place of unrestrained and awe-inspiring to your grove. Resting within this grove reduces the time to
natural beauty. take a Long rest from 8 hours to 4 hours.
To do so you have to access nature in the form of plant life
Faerie Court and an open space at least 30ft in radius. This area is
Choose one of the Fae Courts that affects all your Primals : effectively replaced by the grove, so it can still be ambushed.
Fae Court Personality Proficiencies
Power of Nature
Seelie Court Positive or Bright Performance &
Persuasion
Starting from 14th level, your Primal earns the true respect
of nature. As an action, you empower your Primal for up to 1
Unseelie Negative or Cold Deception & minute as long as you maintain concentration.
Court Intimidation Your Primal deals Radiant, Necrotic or Force damage
Court of Restrained or Stealth & Slight of depending on its chosen Court. Also the area within 15ft of
Stars Unpredictable Hand your Primal comes alive :
Your Primals have advantage and grant you advantage on Areas of grass or undergrowth becomes difficult terrain,
any checks related to the proficiencies of their court. Trees within the area can attack dealing 4d6 slashing if
target fails Dexterity saving throw vs Primal Spell DC.
Denizen of the Feywild At the end of your turn, one creature that is within range
From 3rd level, you and your allies are immune to the of the tree roots must succeed on a Strength saving throw
negative effects of repeated travel to the Feywild. vs Primal Spell DC or is restrained until the spell ends.
While navigating the Feywild you and your Primals have A restrained creature can make a Athletics check vs Spell
natural instincts that assist in manipulating the fluidity of Save DC on its turn, ending the effect on itself on a success.
distance and time that is intrinsic to the Feywild. You must finish a long rest before you can do so again.
You make Survival Checks in the Feywild with advantage
and can travel at four times the speed of other uninitiated
visitors, while providing your allies with enough
safely foraged food for the journey.
Fae Translocation
From 6th level, you are
intrinsically linked via a
thread running between
you and your Primals.
As a bonus action you:
Teleport to your Primal,
have them Teleport to you,
or Swap places with one
of your Primals.
1
Psionics Spell Slot Cost Table
Your mind is a weapon you can use to perform Psionic To recreate one of your Psionic Spells, you must spend a
Talents or replicate spells directly through Psionics. Psionics number of Psi Points to create a spell slot of a given level, and
is a special form of magic use, distinct from spellcasting. then use that slot to recreate the spell. Spells of 6th level and
higher are particularly taxing, so can only be created using
special Psi Points from the Innate Psionics feature.
Psi Points
The Psion table shows how many Psi points you have to use Spell Slot Level Psi Point Cost
Psionic Talents and to recreate spell effects. 1st 2
Psi points fuel your Psionic Talents yet you cannot spend
more than your proficiency modifier on a Talent each time 2nd 3
you use it on a turn. 3rd 5
Psi points are also used in conjunction with your Psionic 4th 6
Discipline to recreate spells. The Discipline has a spell list
for your Spells Known. The Psi point cost for recreating 5th 7
spells is listed in the below Spell Slot Cost table .
You can never have more Psi Points than shown on the Your level determines the maximum-level spell slot you can
Psion Table for your level, and you regain all spent Psi Points create. Even though you might have enough points to create a
when you finish a long rest. slot above this maximum, you can't do so.
Psionic Ability Psionic Spell Focus
Intelligence is your primary ability for Psionic Talents and Replicating a spell using Psionics doesn't require traditional
replicating spells, so you use your Intelligence whenever a Verbal or Semantic components however may require a
spell refers to your spellcasting ability. In addition, you use Slight of Hand check to remain completely un-noticed.
your Intelligence modifier when setting the saving throw DC With exception of consumed Material Components with a
for Talents and Psionic spells you cast and when making an cost, a Psion uses their mind in place of the Material
attack roll with one. components required for any spells, but a Psion must have a
Spell save DC = 8 + your proficiency bonus + your strong familiarity with the material to bring it to mind.
Intelligence modifier A Psion can also be locked down from psionic talents and
replicating spells, if they are never allowed to focus, such as
Spell attack modifier = your proficiency bonus + your using constant distracting music or dripping water.
Intelligence modifier
Psionic Spells Known
You can choose 1st level spells from the Wizard spell list up
to your Intelligence modifier spells.
Further Spells Known are granted only via your Subclass.
Psionic Order
You have dedicated yourself to one of the following sacred
roles of your choice:
Body. Trained for battle, you gain Martial Weapon
proficiency and Medium Armor training.
Mind. You learn 2 cantrips from the Wizard spell list. In
addition, your mystical connection to psionics gives you a
bonus to your Wisdom (Perception) checks. The bonus
equals your Intelligence modifier (minimum of +1).
Psionic Talents
At 2nd Level, you gain two Psionic Talents of your choice.
Physical manifestations of your mind's power over your body
and your surroundings.
A Psionic Talent is a physical psionic effect you mastered.
All talents become stronger the more Psi Points used in
activation, limited by your Proficiency Modifier.
Representing your increasing mastery of psionics as you level.
Your Talent options are detailed at the end of the class
description. The Talents Known column of the Psion table
shows the total number of talents you know at each level,
when that number goes up for you, choose a new talent.
Whenever you gain a Psion level, you can replace one of
your Talent options with one you don’t know. Talents granted
by subclasses are not counted.
Liara T'soni from
deviantart by pimplypete 2
Psionic Discipline Innate Psionics
Pure psionics are manifested through a mental discipline. Beginning at 11th level, you gain a pool of 9 innate psipoints
From 3rd level, you choose a Psionic Discipline, a structure that you can use in one of the following ways:
for the power contained in your mind: Spend this pool to cast a spell at 6th level.
Soul Knife Discipline. Spend points to cast a concentration spell up to 5th level.
Immortal Body Discipline. Unused points remain as long as you hold concentration.
Nomadic Step Discipline. This can be used to cast additional concentration spells
Limitless Mind Discipline. allowing you to concentrate on multiple spells. If any of
Each Discipline option is detailed at the end of the class the concentration spells end, all end at the same time.
description. Your choice grants you features at 3rd level and You gain an additional use of this feature at 13th, 15th, and
again at 6th, 14th, and 18th level, including your spells 17th level. Each additional use is a separate pool with points
known list and one advanced Psionic Talent at 1st level. to cast an increased Spell Level, 13th (10 Psi points and 7th
level spell), 15th (11 Psi points and 8th level spell), 17th (13
Ability Score Improvement Psi points and 9th level spell).
When you reach 4th level, and again at 8th, 12th, 16th, and Psionic Body
19th level, you can increase one ability score of your choice At 20th level, your mastery of psionic power causes your
by 2, or two ability scores of your choice by 1. As normal, you mind to transcend the body. Your physical form is infused
can't increase an ability score above 20 using this feature.
with psionic energy. You gain the following benefits:
Strength of Mind
At 5th level, as you increase your understanding of how Resistance to bludgeoning, piercing, and slashing.
psionic energy can augment mind and body, you learn how to You no longer age.
alter your defenses to better deal with threats. You are immune to disease, poison damage, and the
Choose one of your primary saving throws, Wisdom, poisoned condition.
Dexterity or Constitution. You can replace your proficiency If you die, roll a d20. On a 10 or higher, you
in this saving throw whenever you finish a long rest. discorporate with 0 hit points, instead of dying, and you
To do so, choose another saving throw in which you do not fall unconscious. You and your gear disappear. You appear
have proficiency. You gain proficiency in saves using that at a spot of your choice 1d3 days later on the plane of
ability, instead of your chosen saving throw. existence where you died, having gained the benefits of
This change lasts until you finish a long rest. one long rest.
Potent Psionics
At 8th level, you gain the ability to infuse your
attacks and spells with your Psionic power.
Once per turn, when you damage a
creature with a weapon attack or spell,
you can increase the damage dealt by
Proficiency Modifier of Psychic damage .
If you make a critical hit you can use this
feature an additional time this turn.
Consumptive Power
At 10th level, you gain the ability to sacrifice
your physical durability in exchange for
psionic power.
When spending Psi Points, you can choose
to pay the cost with your hit points instead.
Your current hit points and hit point
maximum are both reduced by the number
of hit points you spend.
This reduction can’t be lessened in any
way, and the reduction to your hit point
maximum lasts until you finish a long rest.
S
oul knives vary widely in their approach. Some Soul Knife
desire to achieve martial perfection, others are
ruthless assassins who seek to become the From 6th level, you learn to materialize your weapons directly
perfect killers. These Psions learn to manifest a from your mind.
deadly weapon of pure psychic energy that they You can attack twice, instead of once, whenever you take
can use to cleave through foes. the Attack action on your turn.
Furthermore, you can generate weapons directly from both
Talent and Spell List or either hand. This weapon can take the form of any
At 3rd level, you gain the Psionic Accuracy Talent. Whenever weapon with which you have proficiency, and deals psychic
you use this talent you can instead choose to add the plus to damage instead of its standard weapon damage.
hit to the raw dice roll, potentially increasing the roll to a
natural 20 causing a critical hit. Consumptive Knife
Level Spells Known
Starting at 14th level, whenever you slay an enemy creature
with a soul knife attack, you immediately regain psi points
2nd blur, cloud of daggers, darkness, darkvision, equal to your Proficiency bonus.
invisibility, mirror image, misty step This process cannot exceed your normal psi point limit for
3rd blink, counterspell, fly, haste your level, and cannot be used to interact with the special psi
4th arcane eye, freedom of movement, greater invisibility point pools described in Innate Psionics.
5th animate objects, passwall, telekinesis Mental Feedback
6th blade barrier, contingency From 18th level, evading your soul knives strains your target's
7th mordenkainen's sword, etherealness mind in combat.
8th power word stun
Once per turn when you miss with your Soul Knives, you
can force your target to make an Intelligence Saving throw,
9th power word kill on a fail you critically hit the target instead.
W
hen we start understanding our inner Power of the Mind
being, we become untouched by many
external factors. This process changes From 6th level, you hone your mind to a lethal weapon.
our thought process and makes us When you use the Mind Spike Talent add your
limitless. Opening your mind to the Intelligence modifier to each damage roll of the talent.
limitless universe, will open the Also you regenerate Psi points during hours without
floodgates of the power held within. strenuous activity. On short rest regenerate Psi points equal
to your Proficiency modifier.
Talent and Spell List This process cannot exceed your normal Psi point limit for
At 3rd level, you gain the Mind Spike Talent. The damage it your level, and cannot be used to interact with the special psi
deals can crit if a target rolls a 1 on its spell save. point pools described in Innate Psionics.
Furthermore each additional die of damage is counted as
a separate instance of damage. You can direct the spikes at Innate Psionics
the same target or at different ones and targets make a From 14th level, when you use Innate Psionics to cast a
separate spell save for each mind spike. concentration spell, your special psionic pools regenerate 1
Level Spells Known special psi point at the start of your turn, as long as you are
2nd hold person, invisibility, levitate, phantasmal force, still concentrating on the original spell and it has at least 1
tasha's mind whip point remaining.
3rd counterspell, fear, fly, hypnotic pattern
Unbounded Psionic Damage
4th banishment, greater invisibility, raulothim's psychic
lance, phantasmal killer From 18th level, spells or talents that cause a saving throw
that don't already have critical rules, now crit on a roll of 1.
5th hold monster, synaptic static, telekinesis, wall of force Also Psychic damage you deal that crits now rolls
6th disintegrate, mental prison three times instead of twice the damage dice.
7th forcecage, reverse gravity
8th feeblemind, maddening darkness
9th psychic scream
N
omads, as their name indicates, delight in Nomadic Anchor
travel, exploration, and discovery. This
disconnect from the material world and a From 14th level, whenever you use, or see another person
soul that is often in far off lands, manifests in cast, any kind of teleportation spell you gain an instinctive
their mastery of teleportation spells and their knowledge of both the origin and destination of the spell.
preference for weapons that let them keep Two times per long rest, within 1 minute of teleportation,
their distance from enemies. you can follow a teleportation as an action, without
expending Psi points or spell slots. You can either follow
Talent and Spell List from the origin to destination or back along the path.
You can also take up to your Intelligence modifier of
At 3rd level, you gain the Psychoportation Talent. Also you willing allies with you.
can use this feature as a reaction to taking damage.
Level Spells Known
Blink Strike
2nd knock, locate animals or plants, misty From 18th level, once per
step, pass without trace, rope trick turn when you teleport
using Psychoportation
3rd counterspell, fly, haste, magic circle,
phantom steed
you may make an attack
either from your origin or
4th dimension door, mordenkainen's your destination.
private sanctum
5th teleportation circle, tree stride
6th arcane gate, word of recall
7th plane shift, teleport
8th demiplane
9th gate
Third Eye
From 6th level, you learn to twist and turn
your attacks with your mind, never letting
your opponent get the upper hand.
You can attack twice, instead of
once, whenever you take the Attack
action on your turn.
Furthermore, any attack roll
you make for reach or ranged
attacks ignore disadvantage.
If disadvantage would apply
to the roll, that roll also can’t
benefit from advantage.
W
u Jen psions cast their minds into the Balance of Power
fundamental building blocks of the
world. They seize control of its From 6th level, your mastery over the elements increases the
fundamental elements and force them potency of spellcasting.
to their will. These psions have the When you deal elemental damage of a different element
closest interactions with the standard from the last elemental damage you dealt, add your
spellcasters of the magical world, but Intelligence modifier to the damage you deal.
manifest their abilities in their unique psionic ways.
Talent and Spell List Absorb Spell
At 3rd level, you gain the Psionic Adaptation Talent. From 14th level, as a reaction to being targeted by a spell,
Whenever you use this talent you can choose to convert the you can choose to absorb some of the magic into your psionic
damage dealt to an expanded list of elemental damage. pool. You regain Psi points equivalent to the spell slot used.
Choose one of: cold, fire, lightning, thunder or psychic. You can use this feature once per short or long rest.
Level Spells Known Investiture of Elements
2nd flaming sphere, gust of wind, levitate, scorching ray, From 18th level, you are constantly under the effect of one of
shatter the Investiture spells: investiture of flames, investiture of ice,
3rd counterspell, erupting earth, fireball, fly, lightning bolt investiture of stone, investiture of water or investiture of wind.
4th conjure minor elementals, fire shield, ice storm,
These spells do not require your concentration and you can
storm sphere, watery sphere swap which spell is active using a bonus action.
5th cone of cold, conjure elemental, flame strike
6th chain lightning, otiluke's freezing sphere, sunbeam
7th delayed blast fireball, fire storm, whirlwind
8th earthquake, sunburst, tsunami
9th meteor swarm, storm of vengence
Starting at 2nd level, your Training allows you to harness The 3 Fangs of the Fist of Water Whip Earthen
Mystic energy of ki. Your access to this energy is represented Fire Snake Unbroken Air Grasp
by a number of ki points, equal to your Wisdom Modifier plus 1 ki attack &
Grapple 10ft
your monk level, as shown in the Ki Points column of the
Monk table. 3 Sweeping Rush of the Shape the Fist of Four
Cinder Strike Gale Spirits Flowing Thunder
Step of the Wind (improvement) River
You can spend 1 ki point to gain the benefits of the Dash 6 Flames of Clench of the Fluid Form Gong of the
and Disengage actions as a bonus action on your turn, and Glory North Wind Misty Step Summit
your jump distance is doubled for the turn. Scorch Ray
At 20th level, if you have no ki points remaining, you can 17 River of Typhoon Breath of Eternal
regain 1d6 ki points as a bonus action. Hungry Strikes Winter Mountain
Flame Storm Sphere Defense
The Silverthorn Ranger
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
M
artial classes in 5e have struggled with Learning
the variety of actions they have access to
compared to spellcasters. Unless stated otherwise in a class or subclass feature the Initial
Out of combat issues are not tackled Level column shows how the Action is performed by deault:
but in combat Martials suffer from a lack Action, Bonus Action or as part of an Attack Action.
of meaningful effects that can combo into Whenever a Martial Class gains a level granting an ASI/Feat,
future attacks or spells. they can also allocate 2 points to the below table, either learning
This homebrew is a mix of conditions and actions that a new Action or shortening the time taken.
Martial classes can choose to learn through their journey For example a Paladin at level 4 may learn the Fear and Spell
focusing on increasing Combat Utility. Fear actions or might learn to do Spell Fear as a bonus action.
Fear Target creature can’t willingly move closer Intimidation or Deception (Cha or Str) Not known
vs target's Wisdom Save, one turn
Taunt Target creature can’t willingly move away Performance or Persuasion(Cha or Str) Not known
vs target's Wisdom Save, one turn
Spell Taunt Target creature must center Spells on you Performance or Persuasion(Cha or Str) Not known
vs target's Wisdom Save, one turn
Spell Fear Target creature can't include you in a Spells area Intimidation or Deception (Cha or Str) Not known
vs target's Wisdom Save, one turn
Prone Half move speed and all further attacks have Acrobatics(Str or Dex) vs Con Save Not known
Advantage if within 5ft, Disadvantage on Ranged Half movement speed to exit
Knock Up Half move speed and all further attacks have Athletics(Str or Dex) vs Con Save Not known
Disadvantage if within 5ft, Advantage on Ranged Half movement speed to exit
Unbalance Half move speed and target has Athletics or Acrobatics vs Con Save Not known
Disadvantage on all further Spell Saves Half movement speed to exit
Grapple Target becomes Taunted. Athletics(Str) vs Acrobatics(Dex) Attack
Target has disadvantage on attacks Half movement to repeat check to exit Action
against creatures other than the Grappler
Dash Your movement speed is doubled Not Required Action
Disengage Your movement no longer triggers any reactions Not Required Action
Dodge Enemies have disadvantage on Attack Rolls against you, Not Required Action
If you have a shield you gain the Uncanny Dodge benefit
Uncanny As reaction to an attack made against you, Not Required Not known
Dodge You take only half the attack's damage
Evade You have advantage on Dexterity Saves against you, Not Required Action
If you have a shield you gain the Evasion benefit
Evasion As a reaction to a being subject to a Dexterity save, Not Required Not known
You take no damage, or half damage if you fail
Hide Enemies have disadvantage on Attack Rolls against you, Stealth(Dex) vs Perception(Wis) Action
and you have advantage on Attack Rolls against them Requires broken line of sight
Prepared You have 2 reactions before the start of your next turn Not Required Action
Hold Action Declare a Spell or Attack action, together with a trigger. Not Required Action you
On this trigger, you can do the action using a reaction declare
The thought process for this expansion started with symmetry Overall this evolved into an attempt to help the martial/caster
from the Fear condition, and discussions online about "tanking", disparity when I decided to change this from a simple feat to
leading to Taunt as well as the Spell variants. Similarly I wanted free things that martials get on top of their ASI/feats,
a symmetrical effect for Prone and a slight nerf to Dodge. including the versatility increase that this provides to fighters.
Silverthorn Multiclass Feats
Fighter Feats