Levistus's_Leviathan
5e Freelancer
Welcome to the novel Enigmatic Esoterica! I am developing a DMs Guild product similar to Xanathar's Guide to Everything and Tasha's Cauldron of Everything that will be named Levistus's Codex of Curiosities. I will be (and have been) making other subclasses and content for this product in different threads, but from this point on I will be taking some inspiration from how Wizards of the Coast introduces content through Unearthed Arcana. This will be called "Enigmatic Esoterica," as shown in the title, and will function similarly to Unearthed Arcana. This post will have all the content of this first form, with a survey for it at the end.
I would very much appreciate it if you were to fill out the survey and give your thoughts. Later posts in this thread from me will be for other Enigmatic Esoterica forms. Thanks for reading!
Enigmatic Esoterica Form 1
Path of the Juggernaut
For barbarians who follow the Path of the Juggernaut, unlike other barbarians, they are just as capable in combat with heavy armor as they are while unarmored or wearing medium armor. They turn their bodies into battering rams, shoving creatures and smashing through walls when running at full speed during their battle rages.
Armored with Steel
When you choose this path at level 3, you gain proficiency with heavy armor and ignore the armor restrictions for the Rage and Fast Movements features.
Charge
Also at level 3, you gain the ability to shove through and harm creatures you charge into. While raging, an amount of times on your turn equal to your proficiency bonus, if you have moved at least 10 feet in a straight line before reaching the space of a creature no more than one size larger than you, if you have enough movement to make it to the opposite side of the creature's space, you may force the creature to make a Strength or Dexterity saving throw (their choice). The DC for this saving throw is equal to 8 + your proficiency bonus + your rage damage bonus + your Strength modifier. A creature that is prone makes this saving throw at disadvantage, and a creature that cannot move automatically fails on a Dexterity saving throw against this feature.
On a failed saving throw, you pass directly through the creature's space, they take bludgeoning damage equal to your Strength modifier + your Rage Damage bonus, and they are shoved 5 feet in any direction of your choice. On a successful Strength saving throw, they take half damage, are not moved, and you stop moving. On a successful Dexterity saving throw, they move 5 feet in any direction of their choice, take no damage, and you move through their space.
If you use this feature on your turn, it counts as if you had attacked a creature for the purpose of sustaining your rage. Once your rage ends, you take damage equal to your barbarian level plus your Strength modifier.
Fast
Starting at 6th level, you gain the ability to make the Dash action as a bonus action on your turns while raging. Additionally, your walking speed increases by 10 feet.
Sieging Charge
At level 10, you may charge through walls and better harm objects. While raging, if you move at least 20 feet in a straight line directly perpendicular to a wall wearing heavy armor, you may make a Strength (Athletics) check, the DC being the Armor Class of the material the wall is made out of in order to break through. The wall is broken unless it is made out of wood or stone and thicker than 1 foot, is made of mithral and thicker than 2 inches, is made of iron or steel and thicker than 1 inch, or is adamantine and thicker than 1/2 inch.
Additionally, while raging, you deal double damage to objects and structures.
Unyielding Juggernaut
Beginning when you gain this feature at 14th level, your brute strength allows you to better harm others that you have charged through. When you hit a creature that that has failed a saving throw against your Charge feature this turn with a melee weapon attack, the damage for the melee weapon attack deals an extra damage dice.
Moon Domain
Clerics of the deities of the moon(s) - such as Selune, Artemis, Sehanine Moonbow, Eilistraee, Knonsu, Selene, and others - are typically fairly rare in most realms and worlds. Due to the obscurity of their deities, they are commonly wanderers, wardens, and sages of the realms. Their deities are often lesser deities, usually associated with healthy change, watchfulness, or the night. These moon deiteis are generally worshipped by hunters, barbarians, astrologers, druids, sages, lycanthropes, shifters, and others who gaze upon the night's sky. Whether benevolent or tyrannical, these deities and their clerics are the bleak light that faintly illuminate the slumbering world.
Moon Domain Spells
Cleric Level Spells 1st faerie fire, sleep 3rd moonbeam, see invisibility 5th catnap, spirit guardians 7th freedom of movement, sickening radiance 9th dream, geas Bonus Proficiencies
At 1st level, you gain proficiency with heavy armor and martial weapons.
Watchfulness of the Moon
Also at 1st level, dim light does not impose disadvantage on Wisdom (Perception) checks dependent on sight for you. Additionally, you have advantage on Wisdom (Perception) checks you make for sight in dim light are made at advantage.
Channel Divinity: Crescent Ward
At level 2, as an action, you can expend a Channel Divinity to create an aura of warding energy around you that lasts for 1 minute. While this aura is active, every creature of your choice within 30 feet of you (including you) are protected with a ward of shimmering light. Attack rolls made against a target with this ward are made at disadvantage. Once an attack hits a warded creature, they lose the ward.
Moon's Resilience
Starting at 6th level, you gain resistance to radiant damage and cannot be charmed.
Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
Moon's Eternity
When you gain this feature at 17th level, you gain the following benefits:
- You gain immunity to radiant damage.
- You no longer need to sleep and magic cannot put you to sleep. When you would normally sleep as part of a long rest, you instead do light activity.
- You, and all allies within 100 feet of you, regain all hit dice at the end of a long rest.
- Once on each of your turns when you deal radiant damage to a creature, you may force them to make a Wisdom saving throw against your cleric spell save DC. On a failed saving throw, they become unconscious until the end of your next turn or until they take damage.
Archer
The archetype of the archer hones their skill in martial combat even further with ranged weapons. Those who practice this archetype of fighting are masters with all ranged weapons and have deadly accuracy and piercing strikes. Unlike Arcane Archers, who blend arcane power with attacks with bowed weapons, an Archer is not as restricted with the weapons and focus on accuracy and aim more than magical effects from their arrows.
Keen Sight
When you choose this archetype at 3rd level, you gain proficiency in either Perception and Insight, if you weren't already. If you were already proficient in either skill, when you make an ability check for that skill, you add twice your proficiency bonus for the roll.
Archer's Eye
Also at 3rd level, you gain the ability to more effectively shoot ranged weapons. As a bonus action on your turn, you may enter a state of extreme focus and precision with your ranged weapons. While this feature is active, an amount of times on your turn equal to half your proficiency bonus before making an attack with a ranged weapon, you may choose to add 1d10 to the next attack or damage roll you make with that weapon on this turn. You may not use this feature more than one time on any attack.
This feature lasts for 10 minutes or until you lose concentration. You may use this feature an amount of times equal to your Wisdom modifier (minimum of once), regaining all uses when you finish a long rest.
Unfettered
Starting at level 7, you cannot gain disadvantage on any attack roll made with a ranged weapon against a creature within 5 feet of you.
Additionally, you may make opportunity attacks with an attack from a ranged weapon.
Constant Readiness
At 10th level, when you roll initiative with no uses of your Archer's Eye feature left, you regain one use.
Honed Focus
When you gain this feature at level 15, you no longer have to concentrate on your Archer's Eye feature.
Swift Shots
Beginning at 18th level, on your turn as a bonus action, you make make one attack with a ranged weapon you are holding.
The Arcane One
SurveyYour otherworldly patron is a powerful archmage, sorcerer, or other arcane caster, such as Mystra, Mystril, Karsus, a Lich, and the like. Due to this, your patron does not need to be literally "otherworldly," in the sense that they live on another world, but they are "otherworldly" by being higher in intelligence, social standing, arcane power, and forethought. No matter your patrons identity or origin, they have enough power to transform you and grant you power as well.
Expanded Spell List
Spell Level Spells 1st magic missile, shield 2nd nystul's magic aura, rope trick 3rd glyph of warding, sending 4th faithful hound, secret chest 5th bigby's hand, teleportation circle Spellcasting
When you reach 1st level, you gain the ability to cast even more spells than before. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.
Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level and another at 14th level.
Spell Slots
The Arcane One Spellcasting table shows how many additional spell slots you gain to cast your warlock spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher from this feature or the Pact Magic feature. You regain all expended spell slots from this feature when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher
You know two1st-level warlock spells of your choice.
The Spells Known column of the Arcane One Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be warlock spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you take a long rest, you can replace one of the warlock spells from this feature you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your additional spells, as these extra spells are granted by your patron.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Arcane One Spellcasting
(Apologies on the formatting for the spellcasting table, I can't seem to find a way to make it more normal looking.)
Warlock Level Cantrips
KnownSpells
Known—Spell Slots per Spell Level— 1st 2nd 3rd 4th 5th 1st 2 2 2 — — — — 2nd 2 3 2 — — — — 3rd 2 3 3 — — — — 4th 2 4 3 — — — — 5th 2 5 4 2 — — — 6th 2 5 4 2 — — — 7th 2 6 4 3 — — — 8th 2 7 4 3 — — — 9th 2 7 4 3 2 — — 10th 3 8 4 3 2 — — 11th 3 9 4 3 3 — — 12th 3 9 4 3 3 — — 13th 3 10 4 3 3 1 — 14th 4 11 4 3 3 1 — 15th 4 11 4 3 3 2 — 16th 4 12 4 3 3 2 — 17th 4 13 4 3 3 3 1 18th 4 13 4 3 3 3 1 19th 4 14 4 3 3 3 2 20th 4 15 4 3 3 3 2 Arcane Boon
At level 3, your pact boon is changed by your patron's potent arcane magic, becoming unique and different from other warlocks. You gain a benefit based on what pact boon you have chosen.
Pact of the Chain. As an action while your familiar is summoned and within 120 feet of you, you may change its form into any other form of your choice.
Pact of the Blade. While you are holding your pact weapon, you gain a +1 bonus to attack and damage rolls with it, unless it is already a magic weapon with a bonus to attack and damage rolls. If you gain the Improved Pact Weapon invocation, your pact weapon gains a total +2 bonus to attack and damage rolls.
Pact of the Tome. When you get this pact boon, you write 2 wizard spells into your Book of Shadows of a level you have warlock spell slots for. You learn two more spells this way at the following levels: 5th, 9th, 13th, and 17th level. While holding your Book of Shadows, you may cast these spells without knowing them.
Pact of the Talisman. The wearer of this talisman gains the effects as if they were attuned to a brooch of shielding while wearing it, without requiring attunement.
Arcane Recovery
At 6th level, once per day when you finish a short rest, you can choose expended spell slots from your Spellcasting feature to recover. The spell slots can have a combined level that is equal to or less than half your warlock level (rounded up)..
For example, if you’re a 4th-level warlock, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Empowered Casting
At level 10, once on your turn, you may add your Charisma modifier to one damage roll you make with a warlock spell.
Spell Resistance
Starting at 14th level, you have advantage on saving throws against spells.
Additionally, you have resistance against the damage of spells.
I would very much appreciate it if you were to fill out the survey and give your thoughts. Later posts in this thread from me will be for other Enigmatic Esoterica forms. Thanks for reading!
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