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zSilverthorn Classes - The Homebrewery

The document provides a detailed overview of the Summoner class, including proficiency, spellcasting abilities, and the evolution of Primal companions. It outlines the structure of levels, abilities, and spells available to Summoners, as well as the mechanics of bonding with Primals and their unique features. Additionally, it includes a citation list for various characters and images related to gaming franchises, emphasizing the use of specific sources for reference.
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0% found this document useful (0 votes)
7 views

zSilverthorn Classes - The Homebrewery

The document provides a detailed overview of the Summoner class, including proficiency, spellcasting abilities, and the evolution of Primal companions. It outlines the structure of levels, abilities, and spells available to Summoners, as well as the mechanics of bonding with Primals and their unique features. Additionally, it includes a citation list for various characters and images related to gaming franchises, emphasizing the use of specific sources for reference.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Lycifer's Lexicon of Classes & Races

Citation list
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Page Image From Owner Link

2 Rydia FF Fandom wiki Square Enix finalfantasy.fandom.com/wiki/


Other_appearances FF Dimensions II Rydia/Other_appearances
3 Aerith wallpapercrafter.com/125135 wallpapercrafter.com/ wallpapercrafter.com/125135
user/Sossamon/ -long-hair-staff-magic-aerith-gainsborough
-anime-girls-final-fantasy-vii.html
4 Shiva FF Fandom wiki Square Enix finalfantasy.fandom.com/wiki/
Shiva Shiva_(VII_Remake)
5 Ifrit FF Fandom wiki Square Enix finalfantasy.fandom.com/wiki/
Ifrit Ifrit_(VII_Remake)
6 WoW Jaina WoW Fandom wiki James Ryman wowpedia.fandom.com/wiki/
Jaina_Proudmore Blizzard Jaina_Proudmoore
7 Diablo Necromancer Diablo Fandom wiki Blizzard Entertainment diablo.fandom.com/wiki/
Necromancer DI Necromancer_(Diablo_Immortal)
8 GW2 Ranger Profession Wallpapers Arenanet guildwars2.com/en/
the-game/professions/ranger/

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2 ME Biotic Liara deviantart pimplypete deviantart.com/pimplypete/art/


Liara-T-soni-03-178608129
3 ME Biotic deviantart mevsk deviantart.com/mevsk/art/
Shepard Biotic-rage-315422204
4 SW Jedi Revan artstation Raph Herrera artstation.com/artwork/Yy0E3
Lomotan
5 SW Jedi Amy star wars fandom Cod10000 tamewater-cwrp.fandom.com/wiki/
wiki Amy_Ana_Evern
6 SC2 Zealot deviant art sanggene deviantart.com/sanggene/art/
Protoss-Zealot-208904106
7 PSO2 Character deviantart martinhoulden deviantart.com/martinhoulden/art/
Phantasy-Star-Online-2-360885970
8 SC2 High deviantart sanggene deviantart.com/sanggene/art/
Templar Protoss-High-Templar-208903991
9 LOL Sona fandom wiki Riot Games leagueoflegends.fandom.com/wiki/Sona/LoL/Cosmetics

i
The Silverthorn Summoner
Summoner
Proficiency Spells Spell Slot
Level Bonus Features Evolutions Cantrips Prepared Slots Level

1st +2 Summoner Bond, Mystic Evolutions, Pact 1 2 2 1 1st


Magic
2nd +2 Magical Cunning 3 2 3 2 1st
3rd +2 Plane of Summoning 3 2 4 2 2nd
4th +2 Ability Score Improvement 3 3 5 2 2nd
5th +3 --- 5 3 6 2 3rd
6th +3 Plane of Summoning feature 5 3 7 2 3rd
7th +3 --- 6 3 8 2 4th
8th +3 Ability Score Improvement 6 3 9 2 4th
9th +4 Accelerated Evolution 7 3 10 2 5th
10th +4 Plane of Summoning feature 7 4 10 2 5th
11th +4 Mystic Arcanum (6th) 7 4 11 3 5th
12th +4 Ability Score Improvement 8 4 11 3 5th
13th +5 Mystic Arcanum (7th level) 8 4 12 3 5th
14th +5 Plane of Summoning feature 8 4 12 3 5th
15th +5 Mystic Arcanum (8th) 9 4 13 3 5th
16th +5 Ability Score Improvement 9 4 13 3 5th
17th +6 Mystic Arcanum (9th level) 9 4 14 4 5th
18th +6 --- 10 4 14 4 5th
19th +6 Ability Score Improvement 10 4 15 4 5th
20th +6 Master Summoner 10 4 15 4 5th

Hit Points Primal Hit Points


Hit Dice: 1d6 per Summoner level Hit Dice: 1d8 per Summoner level
Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at 1st Level: 8 + your Primal's Con modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Hit Points at Higher Levels: 1d8 (or 5) + your Primal's Con
modifier per Summoner level after 1st modifier per Summoner level after 1st
Proficiencies Proficiencies
Skills: Choose two from Arcana, History, Nature, Religion, Skills: Choose one from Acrobatics, Athletics, Stealth, Slight
Medicine, Insight, and Investigation of Hand, Intimidation, Deception, Persuasion, Performance
Saving Throws: Wisdom, Intelligence Saving Throws: Dexterity
Weapons: daggers, darts, slings, quarterstaff, light crossbow Melee Damage: 1d6 + your Primal's Str modifier
Armor and Tools: None Armor Class: 12 + your Primal's Dex modifier
Equipment Quick Build
You start with the following equipment, in addition You can make a Summoner by following these suggestions
to the equipment granted by your background: for you and your Primal:
(a) a quarterstaff or Make Wisdom and Dexterity your highest ability scores.
(b) a simple melee weapon or Choose any race with sage background.
(c) a simple ranged weapon Choose fire bolt and prestidigitation cantrips with 1st
(a) a component pouch or level spells elemental boon and magic missile.
(b) an arcane focus For the Primal focus on Strength, Dexterity and
(a) a dungeoneer's pack or Constitution.
(b) an explorer's pack Multiclass Prerequisites: Wisdom 13.
Proficiencies Gained None
1
Summoner Bond Mystic Evolutions
From 1st level, you bond magical Primal companions that Each Primal is unique as expressed by Mystic Evolutions,
join you on your adventures and fight alongside you. methods to customize your Primals with additional power
Primal Creation and flexibility.
You have a Primal companion that you accompanies you on Each of your Primals gains an Evolution of your choice,
your adventure, with up to three total bonded to you at a and you gain a Conjuration Speciality Evolution of your
time. All others remain banished within a unique plane when choice.
not with you. Your bond causes them to regenerate to When you gain certain levels in this class, you gain
maximum hit points over your long rest. Additional Evolutions to allocate to any Primal of choice,
For each Primal go through an ability score allocation as shown in the Evolutions column of the Summoner table.
process (standard array preferable), inheriting a proficiency Additionally, when you gain a level in this class, you can
bonus equal to yours and follow the above process for hit choose one of the Additional Evolutions on one of your
points, armor class, to hit and proficiencies. Primals and replace it with another Evolution on any of
If you choose to bond more creatures you can choose to your Primals. Level prerequisites refer to level in this class.
transfer the above Ability Scores and any Evolutions to Pact Magic
another Primal whenever you gain a level in this class.
Your arcane research and the magic bestowed on you by your
Primal Actions
Your bond to the Primals are expressed through your Primal have given you facility with spells.
spellcasting focus, you can spend an action on your turn to Cantrips
conjure any of your bonded Primals within 5ft of you. You know two cantrips of your choice from the Summoner
The Primal obeys your commands as best as it can. It takes spell list. You learn additional Summoner cantrips of your
its turn on your initiative. On your turn, you can verbally choice at higher levels, as shown in the Cantrips Known
command the Primal where to move (no action required). column of the Summoner table.
You can use your Action to verbally command it to take Spell Slots
the Attack, Dash, Disengage, or Help action. The Summoner table shows how many spell slots you have to
If you don’t issue a command, the Primal takes the Dodge cast your Summoner spells of 1st through 5th level. The table
action. If you are incapacitated or absent, the Primal acts on also shows what the level of those slots is; all of your spell
its own, focusing on protecting you and itself. The Primal slots are the same level. To cast one of your Summoner spells
doesn't require your command to use its reaction, such as of 1st level or higher, you must expend a spell slot. You regain
when making an opportunity attack. all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level
spell slots. To cast the 1st-level spell thunderwave you must
spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from
the Summoner spell list.
The Spells Known column of the Summoner table shows
when you learn more Summoner spells of your choice of 1st
level or higher. A spell you choose must be of a level no higher
than what's shown in the table's Slot Level column for your
level. When you reach 6th level, for example, you learn a new
Summoner spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can
choose one of the Summoner spells you know and replace it
with another spell from the Summoner spell list, which also
must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Summoner
spells, so you use your Wisdom whenever a spell refers to
your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a Summoner
spell you cast and when making an attack roll with one.
Spell save DC = 8 + proficiency + Wisdom modifier
Spell attack modifier = proficiency + Wisdom modifier
Spellcasting Focus
You can use an arcane focus (found in chapter 5 of the
Player's Handbook) as a spellcasting focus for your
Summoner spells.
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Primal Spellcasting Eidolon Conjuration Speciality
As a being of magical energy your Primals do not need Prerequisite: 1st level, can be chosen multiple times.
components or an arcane focus for spellcasting. Only one Conjuration Speciality can be selected.
Primals do not have any natural spells known or spell slots You focus on maximizing the capacity of one Eidolon.
except those granted by evolutions you may pick. The Eidolon's Hit Dice increases to d10 and your Eidolon
For each Primal you choose its Spellcasting Ability from can absorb a magic weapon for bonus to hit and damage
Int, Wis or Cha, used for all spells and abilities it may learn. and inherit the weapon's special effects on hit.
Spell save DC = 8 + proficiency + its chosen modifier If chosen multiple times, your Eidolon can attack more
than once, when it uses its Attack Action: 2 attacks from 7th
Spell attack modifier = proficiency + its chosen modifier level, 3 attacks from 12th level, and 4 attacks from 18th level.
Magical Cunning Eidolon Conjuration Speciality
From 2nd level, if all your Pact Magic spell slots are Prerequisite: 1st level, can be chosen multiple times.
expended, you can perform a mystic rite for 1 minute, at the Only one Conjuration Speciality can be selected.
end of which you regain half of those spell slots (round up). You prefer to control all your Aeons in combat at once.
Once you use this feature, you can’t do so again until you You may have all of your Aeons out at the same time.
finish a Long Rest. However, the Aeon's Melee Damage decreases to d4s.
If chosen multiple times, you can bond an additional
Plane of Summoning Aeons: 4 Aeons from 7th level, 5 Aeons from 12th level, and
At 3rd level, your connection to your Primal empowers you 6 Aeons from 18th level.
both, choose from which Plane your Primal draws power: Eidolon Conjuration Speciality
Plane of Elements. Prerequisite: 1st level, can be chosen multiple times.
Plane of Undeath. Only one Conjuration Speciality can be selected.
Plane of Faerie. You prefer synergy between Summoner and Esper.
Each Plane of Summoning option is detailed at the end of the As a bonus action you may merge with your Esper for up
class description. Your choice grants you features at 1st level to 1 minute. This improves your combined Esper Melee
and again at 6th, 10th, and 14th level. Damage to 2d6 with 10ft reach. Further this grants its hit
points to you as temporary hit points . The Esper takes any
Ability Score Improvement damage you incur on these temporary hit points and the
When you reach 4th level, and again at 8th, 12th, 16th, and effect ends early if the Esper runs out of hit points.
19th level, you can increase one ability score of your choice If chosen multiple times, your Esper number of attacks,
by 2, or two ability scores of your choice by 1. As normal, you and melee damage increases: 2 attacks from 7th level,
can't increase an ability score above 20 using this feature. 3d6 per attack from 12th level, and 3 attacks from 18th level.
Accelerated Evolution
At 9th level, each of your Primals gains one more Evolution
of your choice, that do not count against your number of
Evolutions.
Mystic Arcanum
At 11th level, your Primal bestows upon you a magical secret
called an arcanum. Choose one 6th-leveI spell from the
Summoner spell list as this arcanum. You can cast your
arcanum spell once without expending a spell slot. You must
finish a long rest before you can do so again.
At higher levels, you gain more Summoner spells of your
choice that can be cast in this way: one 7th-level spell at 13th
level, one 8th-level spell at 15th level, and one 9th-level spell
at 17th level. You regain all uses of your Mystic Arcanum
when you finish a long rest.
Master Summoner
At 20th level, you have reached the pinnacle of the bond
between you and your Primals.
When you take a Long rest you can choose one of the
Additional Evolutions on one of your Primals and
replace it with another Evolution on any of your Primals.
Also once per Long rest, you can as an Action fully heal
or resurrect one of your Primals.
3 Aerith from wallpapercrafter by Sossamon
Mystic Evolutions.
Primal Adaptivity Arcane Armaments
Prerequisite: 1st level, can be chosen more than once. Prerequisite: 1st level, can only be chosen once.
Your Primal grows naturally as it increases in power. Your Primal’s approach to combat changes. Your Primal’s
Increase one ability score of your choice by 2, or two ability Attack Reach increases to 10ft or your Primal’s attack
scores of your choice by 1. As on player characters, you can't becomes a Ranged Weapon Attack with 60ft reach.
increase an ability score above 20 using this feature.
Prerequisite: 7th level, can be chosen more than once. Communication Conduit
You can instead choose to add +1 directly to the Primal’s
Armor Class, grant +1 Hit Point per your level, or increase Prerequisite: 1st level, each choice can be chosen once.
the Primal’s Critical Range by +1. Your connection to your Primal’s grows. Your Primal gains
one of the following: Beast Speech, Telepathy 60ft or a direct
Primal Proficiency
conduit connection which lets you see through your Primal's
eyes and hear what it hears.
Prerequisite: 1st level, can be chosen more than once.
Your Primal’s adaptivity increases. Choose one Save Arcane Senses
Proficiency, two Skill Proficiencies, or any combination of
three tool or language proficiencies. Your Primal either acts Prerequisite: 1st level, each choice can be chosen once.
on its own or assists you when using these skills. Your Primal evolves its own magically empowered senses.
Your Primal gains one of the following: Dark Vision 60ft,
Mystic Spellblade
Devil Sight 60ft, Witch Vision 60ft, Eagle Vision 600ft, All
round Vision, Tremor Sense 60ft or advantage on checks
Prerequisite: 1st level, each choice can be chosen once. related to Hearing or Smell.
Your Primal’s form is so different that its base statistics
calculations change. Choose one of the following: Mystic Movement
Primal’s Attacks are based off its Intelligence modifier. Prerequisite: 1st level, each choice can be chosen once.
Primal’s Armor Class is based off its Wisdom modifier. Your Primal’s form adapts its movement. Your Primal gains
Primal’s Hit Points are based off its Charisma modifier. +1 to Initiative or +10 Movement, and one of the following
Primal’s Spellcasting is based off a Physical modifier. adaptions: Water Walking, Water Breathing, Swim Speed
equal to its Movement Speed, Climb Speed equal to its
Movement Speed, the ability to Hang in place, or Jump up to
half its Movement Speed.
Prerequisite: 7th level, each choice can be chosen once.
Your Primal can choose one of the following adaptations:
Solo Fly Speed equal to its Movement Speed, the ability to
act as a Mount to one ally, or the Flyby feature.
Prerequisite: 12th level,
each choice can be chosen once.
Your Primal can choose one of the following adaptations:
Fly Speed equal to its Movement Speed while Carrying
Allies, the ability to act as a Mount to multiple allies, or the
Fancy Footwork feature.
Mysticism
Prerequisite: 7th level, each choice can be chosen once.
Your Primal’s flexibility extends directly to spellcasting. Your
Primal adds one of the following spells to its spell list: bestow
curse, blink, erupting earth, fireball, fly, haste, invisibility,
lightning bolt, magic circle, mass healing word, mirror image,
polymorph, slow, vampire touch, watery sphere.
For each spell, the Primal gains a Spell Slot of 3rd level.
Prerequisite: 12th level. Upgrade one of the Slots to 6th level

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Mystic Evolutions contd.
Fluidity of Form Step through Planes
Prerequisite: 7th level, can only be chosen once. Prerequisite: 12th level, each choice can be chosen once.
Your Primal’s size adjusts to house its growing power. Your Primal gains local planar control, it gains a spell slot it
Choose one your Primal’s Size increases to Large or your can use cast Demi Plane, Heroes Feast, Teleport or Tree Stride.
Primal’s Size becomes to Small or Tiny.
Mythic Surge
Adaptive Combat
Prerequisite: 12th level, can only be chosen once.
Prerequisite: 7th level, each choice can be chosen once. Your Primal can push itself beyond its normal limits.
Your Primal learns to adapt its direct attack patterns. Once per Long Rest it can take two Actions on its turn.
Choose one of the below techniques for your Primal to learn:
Cleave deal damage to any enemies adjacent to the target, Master Adaptation
Pierce deal damage to any enemies up to 15ft behind the target,
or Whirlwind deal damage to any enemies adjacent to you. Prerequisite: 12th level, can be chosen more than once.
When your Primal takes the Attack action it can choose to Your Primal’s adaptivity equals that of player characters.
use this technique for all of its attacks that turn. Can only be Choose a Feat to apply to your Primal, not including ability
used once per Short Rest for each point within this Evolution. score increases if any are granted by the Feat.
Enchantment Surge Final Sacrifice
Prerequisite: 7th level, each choice can be chosen once. Prerequisite: 12th level, each choice can be chosen once.
Your Primal’s power emanates from its method of attack. Your Primal is always willing to lay down its life for you.
Choose one of the following Cantrip effects: burn for 1d6 fire Choose one effect that triggers if all your Primal’s die:
damage at the start of the target's next turn, speed is reduced Explosion deal 10d10 damage to enemies,
by 10ft, can’t regain hit points, can’t take reactions, advantage Healing heal 10d10 to allies above 0 hit points,
vs enemies wearing metal armor. Resurrection cast Revivify on downed allies within 60ft, or
This rider applies whenever the Primal hits with any of its Glyph to cast a prepared spell the
attacks and lasts until the start of your next turn. Primal or Summoner knows.
Prerequisite: 12th level, each choice can be chosen once.
The following options are also available when attacking:
Advantage on an attack or Disadvantage on targets next
attack Wisdom Modifier times per short rest.
Or Siphon 1d6 Hit Points on hit, or Sacrifice 1d10
Hit Points to deal that additional damage on hit.
Mystic Ability
Prerequisite: 7th level, each choice can be chosen once.
Your Primal’s increases its choice of actions.
Choose one of the following actions: Fear target can't
move closer, Taunt target can't move further, Grapple,
Knockdown, Push/Pull 10ft, Blind, Deafen or Silence.
Target can make a Wisdom Saving Throw vs
Primal’s Spell Save DC to resist.
Prerequisite: 12th level, each choice can be chosen once.
The following options are added: Stun, Paralyze or Petrify.
Arcane Defense
Prerequisite: 12th level, each choice can be chosen once.
Your Primal emanates its arcane power all over its body.
Choose one of the following: Thorns for 1d6 damage every
time it is damaged by an enemy, Block ignore damage taken
up to Wisdom modifier times per short rest, Evasion the
Primal takes no damage upon succeeding a Dexterity saving
throw, Uncanny Dodge use Reaction to halve an attack's
damage against you.

5 FF7R Ifrit from fandom wiki by Square Enix


Plane of Elements, Summoner Archetype

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.

Elemental Plane Damage Type Language


Elemental Nova
Plane of Fire Fire Ignan
From 6th level, you can as a bonus action on your turn
Plane of Water Water Aquan empower your Primal. The next time your Primal takes the
Plane of Air Thunder or Lightning Auran Attack action it instead creates an explosion causing all
Plane of Earth Acid or Poison Terran
creatures in a 20ft Radius to make a Dexterity saving throw
(Primal Spell Save) or take its attack damage.
You can do so up to your Wisdom modifier number of
If you have multiple Primals you cannot get benefits from times per long rest.
more than one Primal at a time, but can swap between your
primary Primal over the course of a Long Rest. Elemental Shift
Additionally, when you gain a level in this class, you can
choose one Primal to convert its elemental type to another. From 10th level, your elemental Primal act as a connection
directly to their elemental plane.
You can perform a 1 hour ritual to open a direct Planar
Portal to its elemental plane or out to the Prime Material
Plane. This portal then lasts as long as the Summoner
maintains concentration. The Summoner can only perform
this ritual once per long rest.
Furthermore, the elemental Primal emanates a protective
aura to counteract any negative environmental effects of
being within their home elemental plane. This aura effects all
allies within a 100ft radius.
Elemental Harmony
Upon reaching 14th level, your Primal’s connection to the
planes manifests its ultimate form.
Your Primal’s Resistance to its element instead changes
to Absorption, when taking damage of the chosen element
the damage is instead converted to healing.
Furthermore the Summoner and Elemental Primal ignore
enemy Resistances and Immunities to their chosen
elemental Damage Type.

Jaina by James Ryman on fandom wiki 6


Plane of Undeath, Summoner Archetype

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.

Necromancer owned by Blizzard


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Summoner Spells
Cantrips Magic Missile Counterspell Hold Monster
Acid Splash Sanctuary Dispel Magic Mass Cure Wounds
Chill Touch Shield of Faith Fireball Reincarnate
Fire Bolt Shield Fly Telekinesis
Mending Thunderwave Haste 6th Level
Poison Spray 2nd Level Lightning Bolt Arcane Gate
Prestidigitation Aid Magic Circle Chain Lightning
Produce Flame Blindness/Deafness Mass Healing Word Conjure Fey
Ray of Frost Blur Mirrorspell ** Create Undead
Resistance Crown of Madness Remove Curse Drawmij’s Instant Summons
Shillelagh Darkness Revivify Globe of Invulnerability
Shocking Grasp Darkvision Spirit Guardians Heal
Spare the Dying Detect Thoughts Water Breathing Planar Ally
Thorn Whip Enhance Ability Water Walk Sunbeam
1st Level Enlarge/Reduce Wind Wall 7th Level
Alarm Flaming Sphere 4th Level Conjure Celestial
Burning Hands Hold Person Arcane Eye Fire Storm
Chromatic Orb Invisibility Banishment Mordenkainen’s Sword
Color Spray Lesser Restoration Conjure Minor Elementals Resurrection
Create or Destroy Water Levitate Conjure Woodland Beings Reverse Gravity
Cure Wounds Magic Weapon Death Ward Simulacrum
Detect Evil and Good Misty Step Fabricate 8th Level
Detect Magic Moonbeam Greater Invisibility
Clone
Elemental Boon * Ray of Enfeeblement Ice Storm
Control Weather
Faerie Fire Scorching Ray Polymorph Earthquake
Feather Fall Shatter 5th Level Sunburst
Find Familiar Silence Animate Objects Tsunami
Fog Cloud Spiritual Weapon Bigby’s Hand 9th Level
Guiding Bolt Zone of Truth Cone of Cold
Astral Projection
Healing Word 3rd Level Conjure Elemental
Gate
Identify Animate Dead Creation Meteor Swarm
Jump Blink Dominate Person Power Word Heal
Longstrider Call Lightning Flame Strike Wish
Mage Armor Conjure Animals Greater Restoration

Elemental Boon Mirrorspell


1st-level enchantment, summoner 3rd-level abjuration, summoner
Casting Time: 1 bonus action if casting on a creature that Casting Time: 1 reaction, which you take when you see a
you summoned, otherwise 1 action on any other creatures. creature within 60 feet of you casting a spell.
Range: 90 feet Range: 60 feet
Components: V, S, M (the crystallized mote of an element) Components: S
Duration: Concentration, up to 1 hour Duration: Instantaneous
You place a boon on a creature you can see within range. You attempt to replicate a creature in the process of casting
Choose one: acid, cold, fire, lightning, poison, or thunder. a spell. If the creature is casting a spell of 3rd level or lower,
Until the spell ends, the creature deals an extra 1d6 of that make an ability check using your spellcasting modifier. The
elemental damage to a target whenever it hits with an attack. DC equals the spellcaster's Spell Save DC. If it is casting a
Also, choose one ability when you cast the spell. The target spell of 4th level or higher, the DC is further increased by the
has advantage on ability checks made with the chosen ability. spell's level.
If the target is a creature other than a creature you On a success, you replicate the creature's spell without
summoned, you make concentration checks for damage that components and it triggers after the creature’s spell has
creature takes as well as your normal concentration checks. finished casting. You must choose a valid target for the spell.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd or 4th level, you can maintain your concentration slot of 4th level or higher, the replication DC remains the
on the spell for up to 8 hours. When you use a spell slot of spellcaster's Spell Save DC, as long as the spell's level is less
5th level or higher, you can maintain your concentration on than or equal to the level of the spell slot you used.
the spell for up to 24 hours.

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.

Ranger owned by Arenanet


8 from Wallpapers on guildwars2.com
The Silverthorn Psion
The Psion
Level Proficiency Bonus Features Talents Known Psi Points Max Spell Level

1st +2 Psionics, Psionic Order - 4 1st


2nd +2 Psionic Talents 2 6 1st
3rd +2 Psionic Discipline 2 14 2nd
4th +2 Ability Score Improvement 2 17 2nd
5th +3 Strength of Mind 2 27 3rd
6th +3 Discipline feature 2 32 3rd
7th +3 --- 2 38 4th
8th +3 Ability Score Improvement, Potent Psionic 2 44 4th
9th +4 --- 2 57 5th
10th +4 Consumptive Power 4 64 5th
11th +4 Innate Psionics ( 9 points) 4 64 5th
12th +4 Ability Score Improvement 4 64 5th
13th +5 Innate Psionics (10 points) 4 64 5th
14th +5 Discipline feature 4 64 5th
15th +5 Innate Psionics (11 points) 4 64 5th
16th +5 Ability Score Improvement 4 64 5th
17th +6 Innate Psionics (13 points) 6 64 5th
18th +6 Discipline feature 6 71 5th
19th +6 Ability Score Improvement 6 71 5th
20th +6 Psionic Body 6 71 5th

Hit Points Quick Build


Hit Dice: 1d6 per Psion level You can make a Psion by following these suggestions:
Hit Points at 1st Level: 6 + your Constitution modifier Make Intelligence and Dexterity your highest scores.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution Choose any race with hermit background.
modifier per Psion level after 1st Pick any subclass of your choice
Proficiencies Equipment
Skills: Choose two from Acrobatics, Arcana, Deception, You start with the following equipment, in addition
History, Insight, Investigation, Perception and Persuasion to the equipment granted by your background:
Saving Throws: Wisdom, Intelligence Two daggers
Weapons: daggers, quarterstaff, light crossbow, rapier (a) a simple melee weapon or ranged weapon
Armor and Tools: None (a) a diplomat's pack or explorer's pack
Multiclass Prerequisites Multiclass Spell Slots
Intelligence 13. If you have both the Spellcasting class feature and the
Psionic Spell list from this class, spell slots and Psi points
Proficiencies Gained are treated separately and cannot be used to fuel spells
None known from your Psionic spell list.

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.

Biotic rage from


3 deviantart by mevsk
Psionic Talents
Psionic Adaptation Telepathy
As part of a weapon attack or replicating a spell you can Telepathy talent enables you to create long-term anchors in
convert the damage dealt to psychic damage. the minds of others. Choose a number of willing humanoids
This costs 2 Psi points for a weapon attack, talent or other within 60ft up to the amount of Psi points you spend.
non spell ability, or a number of Psi points equal to the spell You forge a telepathic link among them, psychically linking
level when replicating a spell. each humanoids mind to you for 1 hour.
Until the effect ends, the targets can communicate
Mind Spike telepathically through the bond with each other, always
As an action, you target one creature you can see within 120ft. including you in the conversation. The communication is
The target must succeed on an Intelligence saving throw or possible over any distance, though it can’t extend to other
take 1d10 psychic damage, per Psi point you spend. planes of existence. You can end the connection at any time.
The 1st Psi point when using this talent is free. The talent’s
free Psi points increase when you reach 5th level (2 free), Telekinesis
11th level (3 free), and 17th level (4 free). A Phychokinesis talent that uses the power of the mind to
manipulate objects at a distance.
Clairsentience Choose one or multiple objects that you can see within 60ft.
The Clairsentience talent enable characters to learn secrets You can move objects a number of feet, as long as you do not
long forgotten, to glimpse the immediate future and predict exceed 500 times Psi points spent in feet moved per pound. Eg
the far future, to find hidden objects, and to know what is with 2 Psi points you can move two 10 pound objects 50ft.
normally unknowable. Speed, Momentum and Inertia of this Talent cannot be used
Similar to Prestidigitation the range of allowable effects is to damage enemies.
decided by your DM. Additional Psi point spent in this Talent
can unlock more options or improve any rolls you are Psionic Push
required to make. A subset of Phychokinesis focused on moving creatures.
Choose a creature within 30ft. You attempt to Push or
Pull it up to 5 times Psi points spent in feet. Your target can
make a Strength or Dexterity saving throw to resist.
Psionic Reach
A subset of Phychokinesis, this talent manifests as an
extended weapon or as slashes which travel through the air
to your target.
Your melee reach increases by 5ft for each Psi point spent
for the rest of your turn.

SW Jedi Revan from artstation


by Raph Herrera Lomotan 4
Psionic Accuracy Psychoportation
A subset of Metapsionics used in attacking creatures. Psychoportation talent moves the manifester through space.
As a reaction to missing with a weapon or spell attack, you As a bonus action on your turn you can teleport up to 10ft
can add +1 to the attack roll for each Psi point you spend on per Psi point spent to an unoccupied space you can see.
this talent, potentially turning the roll into a success.
Psionic Speed
Psionic Shield A subset of Psychometabolism affect your physical speed.
A subset of Metapsionics used to defend yourself from harm. You increase your speed by 10ft per Psi point spent until
As a reaction to being hit by an attack, you can increase the end of the current turn.
your AC by +1 for each Psi point you spend on this talent,
including against the triggering attack. Psionic Leap
You gain this bonus to your AC against all attacks until the A subset of Psychometabolism affect your physical jump
start of your next turn. height.
Psionic Distraction
As part of your movement, you jump in a direction up to 15ft
per Psi point spent, but must end your turn on solid surface, or
A subset of Metapsionics used to increase the difficulty of begin falling unless you have another effect holding you aloft.
avoiding your spells and effects.
As a reaction to an enemy succeeding a saving throw Psionic Flight
against one of your spells, you can increase your DC by +1 A subset of Psychometabolism that grants the ability to fly.
for each Psi point you spend on this talent, potentially turning As part of movement you can spend 3 Psi points to covert
the roll into a failure. your walking speed to a flying speed for 1 minute. Spending
further Psi points allows you to fly further 10ft per extra point
Psionic Reflexes spent.
A subset of Metapsionics used to improve your own chances
of evading the worst effects of spells and abilities.
As a reaction to failing a saving throw, you can add +1 to
the saving throw for each Psi point you spend on this talent,
potentially turning the roll into a success.
Psionic Prowess
A subset of Metapsionics used in performing feats of skill.
As a reaction to failing an ability check, you can add +1 to
the ability check for each Psi point you spend on this talent,
potentially turning the roll into a success.
Psionic Regeneration
A subset of Metacreativity that triggers a persons' internal
healing abilities.
As a bonus action choose a willing ally, they
can roll a number of their Hit Dice up to the
amount of Psi points you spent on this talent.
The healing is equal to the total rolled on the
Hit Dice spent.
Psionic Barrier
A subset of Metacreativity that covers you with
a protective barrier of mental force.
As a bonus action you gain Temporary Hit
Points equal to 1d6 for each Psi point you
spent on this talent.

Amy Ana Avern from


5 cruzine.com by Marat Arslanov
Soul Knife, Psionic Discipline

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.

Zealot from deviantart by sanggene 6


Limitless Mind, Psionic Discipline

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

7 Psiops Sona from fandom wiki by Riot Games


Nomadic Step, Psionic Discipline

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.

Phantasy Star Online 2 from


deviantart by martinhoulden 9
Wu Jen Soul, Psionic Discipline

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

8 High Templar from deviantart by sanggene


The Silverthorn Sorcerer
Proficiency Metamagics Cantrips Spells Spell Max Spell
Level Bonus Features Known Known Known Points Level

1st +2 Spellcasting, Sorcerous - 4 2 4 1st


Origin
2nd +2 Metamagic 2 4 3 6 1st
3rd +2 Spell Damage Versatility 2 4 4 14 2nd
4th +2 Ability Score Improvement 2 5 5 17 2nd
5th +3 --- 3 5 6 27 3rd
6th +3 Sorcerous Origin feature 3 5 7 32 3rd
7th +3 --- 3 5 8 38 4th
8th +3 Ability Score Improvement 3 5 9 44 4th
9th +4 --- 3 5 10 57 5th
10th +4 Spell Save Versatility 4 6 11 64 5th
11th +4 Innate Casting ( 9 points) 4 6 12 64 5th
12th +4 Ability Score Improvement 4 6 12 64 5th
13th +5 Innate Casting (10 points) 4 6 13 64 5th
14th +5 Sorcerous Origin feature 4 6 13 64 5th
15th +5 Innate Casting (11 points) 4 6 14 64 5th
16th +5 Ability Score Improvement 4 6 14 64 5th
17th +6 Innate Casting (13 points) 4 6 15 64 5th
18th +6 Sorcerous Origin feature 4 6 15 71 5th
19th +6 Ability Score Improvement 4 6 15 71 5th
20th +6 Metamagic Mastery 4 6 15 71 5th

Spell Damage Versatility (new) Spell Save Versatility (new)


From 3rd level, as part of casting a spell you can convert the From 10th level, as part of casting a spell with a spell save
damage dealt to another damage type according to the you can convert the spell save to another ability save type
following categories: according to the following categories:
Elemental: Cold, Fire, Lightning, Thunder Major: Dexterity, Constitution, Wisdom
Advance: Force, Necrotic, Psychic, Radiant Minor: Strength, Intelligence, Charisma
A fire spell can become cold, lightning or thunder damage, A Dexterity spell save can become a Constitution or Wisdom
but not one of the advanced category. While a damage type in spell save, but not one of the minor spell saves category. The
the advance category can become any of the elemental or same applies for a save within the minor category, a
advance damage types. A damage type that does not appear Charisma spell save can become a Strength or Intelligence
above cannot be adjusted. spell save, but not one of the major spell saves category.
This costs Spell Points equal to half the spell level. This costs Spell Points equal to the spell level.
Spellcasting & Metamagic Changes Metamagic Mastery (new)
Instead of spell slots the Silverthorn Sorcerer uses the spell From 20th level, as an action you regain your expended spell
point variant rules from the DMG. Spell points are spent as points equal to your Charisma Modifier.
part of casting a spell using the spellpoint conversion table You can use the above a number of times equal to your
similar to that printed in original Sorcerer rules. Proficiency Modifier per long rest.
You cannot create spell slots of level 6 or higher. Instead Also when using Metamagic on your spells you can use
the Innate Spellcasting feature is used similar to Mystic more than one Metamagic option on a spell when you cast it.
Arcanum to provide these once per long rest Spell Slots. The cost is the combined cost of the Metamagics reduced
Metamagic is a cost added on top of the normal spellpoint by 1 for each additional Metamagic beyond the first, paying
cost and always comes from your normal Spell point pool spell points from your normal Spell point pool for each
even if used on an Innate Casting spell. Metamagic used.
The Silverthorn Monk
Level Proficiency Bonus Features Martial Arts Ki Points Unarmored Movement WotFE Ki

1st +2 Unarmored Defense, Martial Arts 1d4 - - -


2nd +2 Unarmored Movement, Ki 1d4 Wis +2 +10ft -
3rd +2 Monastic Tradition, Deflect Missiles 1d4 Wis +3 +10ft Wis +4
4th +2 Ability Score Improvement, Slow Fall 1d4 Wis +4 +10ft Wis +6
5th +3 Extra Attack, Stunning Strike 2d4 Wis +5 +10ft Wis +6
6th +3 Ki-Strikes, Monastic Tradition feature 2d4 Wis +6 +15ft Wis +8
7th +3 Evasion, Stillness of Mind 2d4 Wis +7 +15ft Wis + 14
8th +3 Ability Score Improvement 2d4 Wis +8 +15ft Wis + 14
9th +4 Unarmored Movement improvement 2d4 Wis +9 +15ft Wis + 14
10th +4 Purity of Body 2d4 Wis + 10 +20ft Wis + 17
11th +4 Monastic Tradition feature 3d4 Wis + 11 +20ft Wis + 17
12th +4 Ability Score Improvement 3d4 Wis + 12 +20ft Wis + 17
13th +5 Tongue of the Sun and Moon 3d4 Wis + 13 +20ft Wis + 27
14th +5 Diamond Soul 3d4 Wis + 14 +25ft Wis + 27
15th +5 Timeless Body 3d4 Wis + 15 +25ft Wis + 27
16th +5 Ability Score Improvement 3d4 Wis + 16 +25ft Wis + 32
17th +6 Monastic Tradition feature 4d4 Wis + 17 +25ft Wis + 32
18th +6 Empty Body 4d4 Wis + 18 +30ft Wis + 32
19th +6 Ability Score Improvement 4d4 Wis + 19 +30ft Wis + 38
20th +6 Perfect Self 4d4 Wis + 20 +30ft Wis + 38

Aim of the Monk Homebrew Way of the Four Elements Monk


Make it so Monk's damage output increases to a degree where At 3rd level, your ki increases to your Wisdom Modifier plus
homebrew items and feats are not required to stay relevant. ki points as per the one third caster spellpoints variant
rule, but refreshes only on long rest.
Martial Arts (improvement) You know the Elemental Attunement discipline and
You can roll d4s in place of the normal damage of your unarmed choose one elemental way, you learn both the 3rd level
strike or monk weapon. You roll extra d4s as you gain monk disciplines for that element.
levels, as shown in the Martial Arts column of the Monk table. At higher levels, you learn an additional element and your
known elements expand, eventually knowing all disciplines.
Ki (improvement) Level Fire Air Water Earth

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

11 Flames of Ride the Mist Stance Erupting Earth


Perfect Self (re-write) the Phoenix Wind PBAOE

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

1st +2 Favored Enemy, Natural Explorer - - - - - -


2nd +2 Fighting Style, Spellcasting 2 2 - - - -
3rd +2 Ranger Archetype, Primeval Awareness 3 3 - - - -
4th +2 Ability Score Improvement 3 3 - - - -
5th +3 Extra Attack 4 4 2 - - -
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 - - -
7th +3 Ranger Archetype feature 5 4 3 - - -
8th +3 Ability Score Improvement 5 4 3 - - -
9th +4 - 6 4 3 2 - -
10th +4 Favored Enemy and Natural Explorer improvements 6 4 3 2 - -
11th +4 Ranger Archetype feature 7 4 3 3 - -
12th +4 Ability Score Improvement 7 4 3 3 - -
13th +5 - 8 4 3 3 1 -
14th +5 Favored Enemy and Natural Explorer improvements 8 4 3 3 1 -
15th +5 Ranger Archetype feature 9 4 3 3 2 -
16th +5 Ability Score Improvement 9 4 3 3 2 -
17th +6 - 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

Favored Enemy (re-write) Natural Explorer (re-write)


Beginning at 1st level, you have significant experience studying, Favored Terrain
tracking, hunting, and even talking to a certain type of enemy. Choose one type of favored terrain: arctic, coast, desert,
Choose a type of favored enemy: aberrations, beasts, celestials, forest, mountain, swamp, or underdark. Grasslands are
constructs, dragons, elementals, fey, fiends, giants, monstrosities, considered favored for this but not for further features. While
oozes, plants, or undead. Alternatively, you can select two races travelling through your favored terrain your whole party :
of humanoid (such as gnolls and orcs) as favored enemies. ignores difficult terrain, and travels at double speed.
Attacking your favorite enemies deals increased damage. can't get lost except by magical means.
Treat any creature with your favorite enemy type, as if it is get advantage in survival and perception during camp.
under the effects of Hunter's Mark. This does not take You choose additional favored terrain types at 6th, 10th and
concentration, however cannot stack with other effects like 14th level. As you gain levels, your choices should reflect the
Hex or casting Hunter's Mark .
You choose one additional favored enemy, as well as an types of terrain you have travelled on your adventures.
associated language, at 6th, 10th and 14th level. As you gain Land's Stride
levels, your choices should reflect the types of monsters you have From 6th level, while in your Favored Terrain, your walking
encountered on your adventures. speed increases by 15ft, and you gain a climbing speed and a
Primeval Awareness (re-write) swimming speed equal to your walking speed.
Beginning at 3rd level, you can use your action to focus your Hide in Plain Sight
awareness on the region around you. Choose one of the creature From 10th level, while in your Favored Terrain, you can
types listed in Favored Enemy, you can sense whether that type Hide or Disengage as a bonus action on your turn.
of creature is present within 1 mile of you.
If that creature type is not yet a Favored Enemy of yours, it Vanish
becomes a Favored Enemy for the duration of the feature. From 14th level, while in your Favored Terrain, you can
This effect lasts for a number of minutes equal to your magically become Invisible as a bonus action on your turn.
proficiency modifier and you can do so once per short rest. You can do so proficiency bonus, times per long rest.
Martial Actions/Conditions

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.

Action Description Check Initial Level

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

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