User:Zhenra-Khal/Spellbreaker (5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 8-31-2020
Status: In Progress
Editing: Clarity edits only please
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Class Features[edit]

As a Spellbreaker, you gain the following class features.

Hit Points[edit]

Hit Dice: 16 per Spellbreaker level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 16 + your Constitution modifier

Proficiencies[edit]

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Arcana, Acrobatics, Athletics, Investigation, Perception, Stealth, Survival.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) two shortswords or (b) two simple melee weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A longbow and a quiver of 20 arrows


Table: The Spellbreaker

Level Proficiency
Bonus
Features Infusions
Known
Infused
Items
1st +2 Runic Magic, Skystep, Runic Talents
2nd +2 Fighting Style, Runic Infusion 3 1
3rd +2 Spellbreaker Focus 3 1
4th +2 Ability Score Adjustment 4 1
5th +3 Extra Attack, Sorcerous Frenzy 4 1
6th +3 Ability Score Adjustment 5 2
7th +3 Spellbreaker Focus feature 5 2
8th +3 Ability Score Adjustment 6 2
9th +4 Runic Anticipation 6 2
10th +4 Runic Adept 6 3
11th +4 Spellbreaker Focus feature 7 3
12th +4 Ability Score Adjustment 7 3
13th +5 - 7 3
14th +5 Spellbreaker Focus feature 8 4
15th +5 Runic Savant 8 4
16th +5 Ability Score Adjustment 8 4
17th +6 Spellbreaker Focus feature 9 4
18th +6 Runic Master 9 5
19th +6 Ability Score Adjustment 9 5
20th +6 10 5

Runic Magic[edit]

At 1st level, you learn to manipulate the raw magic around you. While Wizards build spells and store them away in their minds for later, and Sorcerers draw from deep wellsprings of magic within themselves, you manipulate the ambient magic present in your immediate surroundings, completely on the fly. This gives you a somewhat unlimited power supply, but you can only access a small portion of it at a time, by charging a tiny artifact known as a Brilstone. These glittering arcane crystals are cut, inscribed with runes, and forged into inlays on special Runic Gauntlets, which Spellbreakers are taught to make and use.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your Runic Magic; Your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a Spellbreaker ability refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Spellbreaker ability you use, and when making an attack roll with one.

Runic Magic save DC = 8 + your proficiency bonus + your Intelligence modifier.

Runic Magic attack modifier = your proficiency bonus + your Intelligence modifier.

Mana[edit]

While you have an effectively infinite supply of magic, you can only utilize a small portion of it at once. Mana is this energy, or rather, the portion of it you can utilize. All Spellbreakers, regardless of level, have 50 Mana at any given time, but this can be upgraded via the use of some amulets. Each Warspell you cast, as well as your Skystep ability, costs an amount of Mana; If there isn't enough Mana remaining in your reserve to finish casting the ability, it imply fizzles. However, you can, as an action, Recharge your mana, restoring it to full capacity.

Special Amulets of Mana can be used to increase a Spellbreaker's maximum amount of Mana while worn.

Runic Gauntlets[edit]

The majority of your magic is channeled through your Runic Gauntlets. Each Gauntlet is attuned to one of 11 elements, each equipped with a Cantrip, a Warspell, and a Sorcery; Gauntlets are magic items that must be attuned to by a Spellbreaker in order to be used, and only one Gauntlet of an element may be attuned to at a time. Upon gaining your first level as a Spellbreaker, you gain one Common Runic Gauntlet attuned to the element of your choice; Thereafter it cannot be changed, but you can find or make gauntlets of the other elements.

Gauntlets come in Common, Uncommon, Rare Very Rare, and Legendary rarities. Each rarity contains more powerful - But more costly - Versions of the corresponding Warspell and Sorcery. The Cantrip granted by a Runic Gauntlet scales with your character level as normal, but is only accessible while attuned to and wearing a Gauntlet of the corresponding element.

Warspells[edit]

Warspells are a Spellbreaker's bread and butter - Basic offensive spells that cost mana, but can be used quickly; They charge up quickly, but cost a lot of energy at once. Like all spells, these cannot be cast while wearing armor you're not proficient with, and cannot be cast with your hands full.

These are closest in form to a normal caster's Cantrips, and in fact count as Cantrips, requiring somatic components, for the purposes of interacting with things like an Eldritch Knight's Blade Magic ability or the Illusionist's Bracers. However, they also count as light ranged weapons, using your Intelligence modifier for attack and damage rolls, in place of Dexterity - Thus, if you possess the Extra Attackfeature, whenever you take the Attack action, you can Attack twice using a Warspell instead of a normal weapon; Or you could use the Eldritch Knight's Blade Magic ability to cast a normal Cantrip and follow it up with a Warspell, and you can even engage in Two-Weapon Fighting with Warspells as your weapons. However, you can't use Warspells to make attacks of opportunity, since you can't normally make Attacks of Opportunity.

In addition to the Warspells granted by your Runic Gauntlets, all Spellbreakers know the Arcane Spark Warspell (Affectionately referred by veteran Spellbreakers to as "Noodle"), as it is the rudimentary pulse of raw energy that, when channeled through a Gauntlet, becomes a traditional Warspell.

Sorceries[edit]

Sorceries are to Warspells what a Wizard's spells are to his cantrips; They're not always available, but they have a much larger impact. While Warspells cost a lot of Mana up front, but charge quickly, Sorceries charge slowly off of direct ambient magic, and take awhile to become available again because of this - Thus, Sorceries cost no Mana to cast, but have a Cooldown period after casting before they can be cast again.

Sorceries otherwise function just like normal spells - They cannot be cast while wearing armor you're not proficient with, require somatic components, and cannot be cast with your hands full.

Elemental Bond[edit]

At the end of a long rest, a Spellbreaker can spend 10 minutes in meditation with a single Runic Gauntlet of their choice. Once the ritual is completed, until the Spellbreaker finishes a long rest, they gain the Elemental Bond associated with that Gauntlet. However, during this time, the Spellbreaker cannot remove the gauntlet in favor of swapping to a different gauntlet.

Runestones[edit]

Similar to Sorceries, but independent of Gauntlets, are Runestones, carved and engraved Brilstones that can be attuned to and tapped into to unleash their ingrained power. These are usually defensive or utilitarian abilities, such as invisibility or flight. Runestones otherwise function exactly like Sorceries; However, Runestones are independent of what Gauntlet the Spellbreaker is using, and a Spellbreaker can only attune to one Runestone at a time.


Skystep[edit]

Another signature Spellbreaker ability is the Skystep - A mana-fueled, fast-but-short-lived form of limited flight, achieved by simply using raw magical force to push themselves away from the planet they're standing on. More or less, a Spellbreaker gains a Fly speed of 30ft; However, they can only travel up to 5ft horizontally for every 15ft traveled vertically, and every foot of movement costs 1 Mana. Skystep can, of course, be used to avoid a fall, but inevitably, a Spellbreaker will eventually fall with no Mana left in their reserves. However, a Spellbreaker can use the sputtering remains of their mana to reduce the damage of any fall by 50%.

Runic Talents[edit]

At the end of a long rest, a Spellbreaker can spend 10 minutes choosing to focus their runic magic on specific Runic Talents in order to customize and specialize their abilities until their next long rest. A Spellbreaker can choose up to 3 Runic Talents at a time, one from each category of Mind, Body and Spirit talents. Each talent has an associated Talent Point cost; The total Talent Point cost of Spellbreaker's chosen Talents cannot at any time exceed 6 points. A Spellbreaker can, of course, choose fewer than 3 Talents, or choose to spend fewer than 6 collective Talent Points among them.

A level prerequisite in a Runic Talent refers to Spellbreaker level, not character level; Likewise, an elemental prerequisite in a Runic Talent requires that the Spellbreaker have been attuned to a Runic Gauntlet of a specific element and level of rarity at some point before they can choose that Talent.

Mind Talents[edit]

Focused Mana[edit]
Runic Fluency[edit]
Prerequisites:
Arcane Tracking[edit]
Prerequisites:
Spellslinger[edit]
Prerequisites:
Runic Harmony[edit]
Prerequisites:


Body Talents[edit]

Runic Fervor[edit]
Eldritch Agility[edit]
Prerequisites:
Dark Scavenging[edit]
Prerequisites:
Finders Keepers[edit]
Prerequisites:
Titanic Fortitude[edit]
Prerequisites:


Spirit Talents[edit]

Shimmering Escapist[edit]
The Void Consumes[edit]
Prerequisites:
Recklessness[edit]
Prerequisites:
Astral Recovery[edit]
Prerequisites:
Vital Stone[edit]
Prerequisites:


Fighting Style[edit]

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

  • Archery
You gain a +2 bonus to attack rolls you make with ranged weapons. (This includes your Warspells.)
  • Defense
While you are wearing armor, you gain a +1 bonus to AC.
  • Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Blind Fighting (UA)
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you.
  • Close-Quarters Shooter (UA)
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. (This applies to Warspells).
  • Interception (UA)
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Mariner (UA)
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Unarmed Fighting (UA)
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.
  • Arcane Warrior (UA)
You learn two cantrips of your choice from the Wizard spell list. They count as Spellbreaker spells for you, and Intelligence is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Wizard spell list.


Runic Infusion[edit]

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known[edit]

When you gain this feature, pick three Spellbreaker Infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Spellbreaker table.

Whenever you gain a level in this class, you can replace one of the Spellbreaker infusions you learned with a new one.

Infusing an Item[edit]

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your Spellbreaker infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Spellbreaker table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.


Spellbreaker Focus[edit]

At 3rd level, you choose to specialize in a specific form of magical combat. Your choice grants you features at 7th level, and again at 11th, 14th, and 17th levels.

Expanded Spellbreaker Focus[edit]


Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Sorcerous Frenzy[edit]

Beginning at 5th level, whenever you use your Action to cast a Sorcery, you can use your Bonus Action to cast a single Warspell. You can also use this ability to cast a single Warspell on an effect created by a Sorcery you're about to cast, before the Sorcery is resolved, allowing you to freeze or ignite your Boulderfall using Ice Lance or Fireburst, or toxify or electrify your Tornado using Toxic Spray or Arc Bolt, for examples.

Runic Anticipation[edit]

Beginning at 9th level, when you use the Ready action to ready a Sorcery, Warspell, or Runestone, doing so only costs your Bonus Action, not your Action. As normal for readying a spell, doing so requires your Concentration


Runic Adept[edit]

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to one additional magic item, to a maximum of 4; However, this additional magic item must require attunement by a Spellbreaker.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.


Runic Savant[edit]

At 15th level, your skill with magic items deepens more:

  • You can attune to two additional Spellbreaker magic items, increasing your total number of attunement slots to 5.
  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.


Runic Master[edit]

Starting at 18th level, you can attune to up to three additional Spellbreaker-specific magic items, increasing your total number of attunement slots to 6.



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