ritualist dnd 5e class

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RITUALIST Leve l Prof Bonu s Features Cantrip s 1 st 2 nd 3 rd 4 th 5 th 6 th 7 th 8 th 9 th 1 1 Runecasting 3 2 - - - - - - - - 2 1 Dedication 3 2 - - - - - - - - 3 2 - 3 4 2 - - - - - - - 4 2 Ability Score Improvement 4 4 3 - - - - - - - 5 2 - 4 4 3 2 - - - - - - 6 2 Dedication Benefit 4 4 3 3 - - - - - - 7 3 - 4 4 3 3 1 - - - - - 8 3 Ability Score Improvement 4 4 3 3 2 - - - - - 9 3 - 4 4 3 3 2 1 - - - - 10 3 Dedication Benefit 5 4 3 3 2 2 - - - - 11 4 - 5 4 3 3 2 2 1 - - - 12 4 Ability Score Improvement 5 4 3 3 3 2 1 1 - - 13 4 - 5 4 3 3 3 2 1 1 - - 14 4 Dedication Benefit 5 4 3 3 3 2 1 1 - - 15 5 Swift Runes 5 4 3 3 3 2 1 1 1 - 16 5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 - 17 5 Dual Ritual 5 4 3 3 3 2 1 1 1 1 18 5 Dedication Benefit 5 4 3 3 3 2 1 1 1 1 19 6 Ability Score Improvement 5 4 3 3 3 2 1 1 1 1 20 6 - 5 4 3 3 3 2 1 1 1 1 Class Features As a Ritualist, you gain the following class features: Hitpoints

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A homebrewed class for DnD 5th Edition, focusing on imbuing objects with magical power.

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RITUALISTLevelProf BonusFeaturesCantrips1st2nd3rd4th5th6th7th8th9th

11Runecasting32--------

21Dedication32--------

32-342-------

42Ability Score Improvement443-------

52-4432------

62Dedication Benefit4433------

73-44331-----

83Ability Score Improvement44332-----

93-443321----

103Dedication Benefit543322----

114-5433221---

124Ability Score Improvement54333211--

134-54333211--

144Dedication Benefit54333211--

155Swift Runes543332111-

165Ability Score Improvement543332111-

175Dual Ritual5433321111

185Dedication Benefit5433321111

196Ability Score Improvement5433321111

206-5433321111

Class Features

As a Ritualist, you gain the following class features:

HitpointsHit Dice: 1d8 per Ritualist levelHit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ritualist level after 1st

ProficienciesArmour: Light armorWeapons: Simple weapons, longswords, hand crossbows, shortswordsTools: Calligraphers Tools, Smiths Tools, Masons ToolsSaving Throws: Intelligence and DexteritySkills: Choose three from the following: Religion, Arcana, Insight, Nature, History, Medicine, Perception.

SpellcastingWhilst the majority of your magical ability stems from your Runic Rituals, you are still capable of using your innate magical talent to channel lower level Runes as spells. See chapter 10 of the Players handbook for general spellcasting rules.

CantripsYou know three cantrips of your choice from the ritualist spell list. You learn additional ritualist cantrips of your choice at higher levels, as shown in the Cantrips Known column of the ritualist table.

Spell SlotsThe Ritualist table shows how many spell slots you have to channel your runes as spells of 1st level and higher. To cast one of these ritualist spells, you must expend a slot of the spells level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level Rune of magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spellcasting AbilityWisdom is your spellcasting ability for your Ritualist spells and rituals, since memorisation of the complicated runes is essential to preparing runic rituals and the runes themselves glean power from your focus. 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 Ritualist spell or ritual you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifierSpell attack modifier = your proficiency bonus + your intelligence modifier

Spellcasting FocusYou can use a runic focus as a spellcasting focus for all Ritualist spells and Runes.

Learning Runes of 1st Level to 9th levelEach time you gain a Ritualist level, you may memorize two new Runes. Each of these Runes must be of a level for which you have spell slots, as shown on the Ritualist table. You may learn further Runes through tuition or reading spellbooks: If you come across a spellcaster capable of casting a spell on the Ritualist Rune list, you may ask them to demonstrate the spell or show you its entry in their spellbook if applicable). Either method is time-intensive: after the spell has been demonstrated or read about, half an hour per spell level must be expended contemplating the spell before you are capable of devising a way to express the spell through Runes. Of course, spellcasters are not compelled to offer such a demonstration: oftentimes financial compensation or some arduous task may be asked of you. Spells cast by foes during combat do not count as a demonstration, nor do spells that are cast while the Ritualist is not paying undivided attention towards the caster. Runes learnt in this manner may only be cast once you have the necessary spell slots.

Runic Rituals of 1st Level to 9th levelThe core spellcasting feature of a Ritualist. All Runes may be cast as a runic ritual at will outside of combat, for a time cost equivalent to the spells level in hours. If the spell may be cast at higher levels. You may raise the spells level by expending an additional minute per level raised. In order to cast a runic ritual, neither of the Ritualists hands may be occupied and the Ritualist must have a solid floor upon which to inscribe runes. No writing implement is necessary for inscription-the act of recalling the runes and sketching them with a finger is sufficient.

DedicationAt second level, a Ritualists dedication is chosen. Different dedications allow the Ritualist to focus their magic in different ways. You gain class features exclusive to your dedication at 2nd, 6th, 10th, 14th and 18th level.

Ability Score ImprovementWhen you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cant increase an ability score above 20 using this feature.

Swift RunesAt 15th level, you may cast two cantrips as a single action.

Dual RitualAt 17th level, you may perform two rituals simultaneously outside of combat, however you may not finish either until both are complete.

Dedications

RUNEFORGERRunic Forging At 2nd level, you gain the ability to create a Runic Golem from the earth by expending eight hours of concentration. This Golem acts on your initiative step and has the profile laid out at the end of this class document. It may function as a Runic Focus if you wish it to. In combat, you may give up your action to allow it to move or attack, and/or you may give up your bonus action to allow it to move. If your Golem is lost or destroyed, you may create a new one in the same manner.Advanced Forging At 6th level, you may forge your Golem from a different material, provided you have at least 1000 pounds of that material.Gemcrafting At 10th level, you may inset your Golem with gemstones for a chance to gain the appropriate effect. Setting them into the Golems fists grants the effects the gem would have on a weapon, while setting a gem into the body grants the effects it would have on Armor. You may have a maximum of two effects for each (body and fists).Golemic Command At 14th level, when you give up your action to allow the Golem to attack, it may attack twice.Personal Assistants At 18th level, you may create a second Golem.

RUNEBLADEWarmaster At 2nd level, you gain proficiency in medium armor and martial weapons.Extra Attack At 6th level, you may make a second attack any time you take the attack action.Runestance At 10th level, you may, as a bonus action, declare a Stance. There are two stances you may take: Runic Strike: You have advantage on all attack rolls, however, enemies also have advantage when attacking you. Runic Ward: You have disadvantage on all attack rolls, however, enemies also have disadvantage when attacking you.Runic Infusion At 14th level, you may infuse your weapon with a permanent minor rune. This rune can only activate while the weapon is wielded by you. Choose one of the following to inscribe, you may choose to activate this benefit any time you attack: Furor: A creature hit by this infusion must immediately roll a d6. On an even number, it uses its reaction to attack its nearest ally. On an odd number, it uses its reaction to attack the Runeblade that struck it. Infirmatis: A creature hit by this infusion has resistance to the triggering attack, but falls prone.Spellblade Mastery At 18th level, you may forgo your second attack when taking the Attack action, and may instead cast one spell that takes 1 action.

BLOODBINDERBloodbound At 2nd level, you may select two rituals to become Bloodbound. These may be cast in combat with a cast time of one action. Doing so costs d8 hit points per spell level. In addition, your cantrips deal half damage, but any cantrip that deals damage becomes a Bloodbound Cantrip, which heals you for the number of hit points it damages your enemy.Bloodsmite At 6th level, you may choose an additional Bloodbound Ritual. In addition, you may roll a d4, a d6, a d8, a d10, a d12, or a d20 any time you hit with a weapon attack. You inflict this amount of extra damage, but you take the damage as well.Blood Oath At 10th level, you may choose an additional Bloodbound Ritual. In addition, you may, as an action, roll a d4, a d6, a d8, a d10, a d12, or a d20. You heal an ally this amount of hit points, but take the same amount minus your Wisdom modifier in damage.Blood Sacrifice At 14th level, you may choose an additional Bloodbound Ritual. In addition, you may roll a d100 for your Bloodsmite or Blood Oath abilities.Blood Bath At 18th level, you may choose an additional Bloodbound Ritual. In addition, you may slice open your own flesh. Choose one of the following: d4, d6, d8, d10, d12, d20, or d00. You force all creatures within a 50 foot radius to make a Constitution Save at your spellcasting DC. Any creature that fails the save takes an amount of damage equal to the die you chose. For each creature that takes this damage, you take damage equal to what that creature took minus your Wisdom Modifier. Also at this level, you may, once per day, cast a spell as you would a Bloodbound Cantrip.

EARTH GOLEMAC: 14HP: 133Speed: 20 FeetSTR: 20 (+5)DEX: 9 (-1)CON: 18 (+4)INT: 3 (-4)WIS: 8(-1)CHA: 1 (-5)Damage Immunities: Acid, Poison, PsychicDamage Resistances: Nonmagical Physical DamageCondition Immunities: Charmed, Exhaustion, Paralyzed, Frightened, PoisonedLanguages: Cant speak, but understands the languages of its creatorBerserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. A golem remains berserk until destroyed or fully healed.ActionsSlam: Melee Weapon Attack: +8 to hit, reach 5 feet, one target. Hit: 2d10+5 bludgeoning damage.STONE GOLEMAC: 17HP: 178Speed: 30 FeetSTR: 22 (+6)DEX: 9 (-1)CON: 20 (+5)INT: 3 (-4)WIS: 11(+0)CHA: 1 (-5)Damage Immunities: Poison, PsychicDamage Resistances: Nonmagical Physical DamageCondition Immunities: Charmed, Exhaustion, Paralyzed, Frightened, Poisoned, PetrifiedLanguages: Cant speak, but understands the languages of its creatorBerserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. A golem remains berserk until destroyed or fully healed.ActionsSlam: Melee Weapon Attack: +10 to hit, reach 5 feet, one target. Hit: 3d8+6 bludgeoning damage.

IRON GOLEMAC: 20HP: 210Speed: 30 FeetSTR: 24 (+7)DEX: 9 (-1)CON: 18 (+4)INT: 3 (-4)WIS: 8(-1)CHA: 1 (-5)Damage Immunities: Poison, Psychic, FireDamage Resistances: Nonmagical Physical DamageCondition Immunities: Charmed, Exhaustion, Paralyzed, Frightened, Poisoned, PetrifiedLanguages: Cant speak, but understands the languages of its creatorBerserk: Any turn the golem begins with 60 HP or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. A golem remains berserk until destroyed or fully healed.ActionsSlam: Melee Weapon Attack: +13 to hit, reach 5 feet, one target. Hit: 3d8+7 bludgeoning damage.