D&D 5E Enigmatic Esoterica Forms

Levistus's_Leviathan

5e Freelancer
Might not be the best exact thing your looking for, but I thought the new elemental Cantrips after the Bladeborne Sorcerer were pretty neat, and reminded me of the 4E Essentials Bladesinger Bladespells.

I honestly think you could still use some of the exact names from said Bladespells and perhaps base them around the SCAG cantrips.
Thanks! I haven't played 4e, so I was not aware of any potential overlap. I did base them off of the SCAG cantrips. What names were there?
 

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Weiley31

Legend
Thanks! I haven't played 4e, so I was not aware of any potential overlap. I did base them off of the SCAG cantrips. What names were there?
Dancing Fire
Dazzling Sunray
Shadow Sever
Unseen Hand
Frostbite

The 5E SCAG cantrips were basically supposed to be 5E's take on the 4E Bladesinger Bladespells.

Dancing Fire sounds like it became Green Flame Blade by that logic.
Dazzling Sunray sounds like its Radiant.
Shadow Sever seems Necrotic.
Unseen Hand sounds like its Force.
And Frostbite is Ice.

That is what I assume by reading the names. I never played 4E, only read about it and the wiki doesn't list the exact info. As I said, I always thought to myself that one could basically just "recreate" said 4E Bladespells by taking Booming/Green Flame Blade and just picking which one to base the mechanics on, but just change it to the appropriate damage type.
 

Levistus's_Leviathan

5e Freelancer
Okay. I do have radiant, necrotic, and force versions of the SCAGtrips, but I don't think I'll rename them to those, and Frostbite is already a cantrip in 5e. Thanks for the suggestions, though!
 

Levistus's_Leviathan

5e Freelancer
Okay, just finished up the fourth form. I would really appreciate it if you could take the time to look over the subclasses and give your feedback in the survey. Here it is:

Enigmatic Esoterica Form 4: Way of the Towering Titan Monk, Deep Predator Ranger, Heather Hunter Rogue, The Dracon Warlock​

Way of the Towering Titan Monk​

Monk

Base Class:Monk
Monks who are members of the Way of the Towering Titan have learned how to harness their inner ki and combine it with their physical strength in order to grow to immense sizes, grab and crush their enemies, and destroy all structures in their path. This monastic tradition originated with giants, who used it to destroy the structures created by their humanoid and draconic enemies, however the tradition has spread to various cultures and peoples. Perhaps your monk grew up in a goliath settlement or barbarian tribe that practiced the tradition, and left for adventure after picking up the knowledge of how to practice this art. Or, you could have learned how to enhance your size by watching ogres or hill giants from a distance, being able to replicate their giantish fury on your own.

Form of the Hulking Titan​

3rd-level Way of the Towering Titan feature
Your mastery of your ki and training over the might of the titanic giants has allowed for you to assume the size of an ogre. As a bonus action, you can spend 1 ki point to become Large, if you weren't already Medium or smaller. Anything you are wearing and carrying grows to accommodate your new size. When you do so, each creature of your choice that you can see within 10 feet of you must succeed on a Strength saving throw or take bludgeoning damage equal to two rolls of your Martial Arts die and falling prone.
For 10 minutes, you remain this size. You determine any minor physical changes that happen to you during this time period, such as your skin becoming frost-giant blue or giantish tattoos appearing on your skin. You gain the following benefits during this time:
  • Once a turn, when you use your Flurry of Blows feature, you may give up one of the unarmed strikes granted by that feature to grapple a creature that is at least one size smaller than you.
  • Any creature that is at least one size smaller than you that you are grappling counts as an improvised weapon that you are proficient with, as well as counting as a monk weapon. When you use a creature as a weapon, they take half the damage dealt to the hit target.
  • Your reach is 5 feet greater than normal, and the short and long ranges of your thrown weapons are doubled
  • You gain advantage on any ability check or saving throw that uses your Strength.

Might of the Giant​

6th-level Way of the Towering Titan feature
While you are under the effects of your Form of the Hulking Titan feature any attack roll, saving throw, or roll for your Deflect Missile feature, you may replace adding your Dexterity modifier to the roll with adding your Strength modifier.
Additionally, once a turn while under the effects of your Form of the Hulking Titan feature, you deal extra damage with one weapon attack equal to your martial arts dice.

Towering Form​

11th-level Way of the Towering Titan feature
When you are under the effects of your Form of the Hulking Titan feature, you gain the following benefits:
  • When a creature provokes an opportunity attack from you, you may choose to replace your attack against them with a grapple. If your grapple succeeds, you may expend one ki point to immediately make one weapon attack with the grappled creature.
  • You gain proficiency with all heavy melee weapons, and they count as monk weapons for you.
  • Bludgeoning damage you deal to objects and structures is doubled.

Mastery of Colossal Strength​

17th-level Way of the Towering Titan feature
When you use your Form of the Hulking Titan feature, you may become Huge, instead of large. While you are large, your reach increases by 5 feet.
Additionally, if you miss with an attack roll or fail with an ability check that adds your Strength modifier, you may expend two ki points to reroll that attack roll or ability check. You may use this feature once a turn.

Deep Predator Ranger​

You have spent much time training your body in diving and becoming an inescapable, underwater hunter, mastering the tactics used by sharks and other fierce watery predators. This has not only given you the physical properties of one who dwells underwater, but also makes you be more comfortable underwater than you are on the surface world and gives you magical powers over controlling and swiftly moving through water. A Deep Predator is a diving hunter that thrives in the deepest parts of the ocean and are masters of surviving in those watery depths.

Deep Predator Magic​

3rd-level Deep Predator feature
You learn an additional spell when you reach certain levels in this class, as shown in the Deep Predator Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Deep Predator Spells​

Dweller of the Depths​

3rd-level Deep Predator feature
You gain a swimming speed of 30 feet. If you already had a swimming speed, it increases by 15 feet.
Additionally, you do not provoke opportunity attacks while swimming, and suffer no negative effects from swimming more than 100 feet under the surface of the water and automatically succeed on your Constitution saving throw against exhaustion caused by swimming for an hour or more.

Deep Menace​

3rd-level Deep Predator feature
Due to your ability to be a powerful tracker of prey underwater, you have the ability to focus your hunting prowess completely on another creature, disturbing them and fixating completely on slaying them. As a bonus action, you may designate a creature within 90 feet of you as your Stalked Prey, forcing them to make a Wisdom saving throw against your ranger spell save DC. On a failed saving throw, they are frightened of you until this feature ends or until they succeed on the Wisdom saving throw, which they can repeat as an action action. If they are more than 90 feet away from you at the end of their turn, they may repeat the saving throw against being frightened, ending the effect on a success.
Once on your turn when you hit your Stalked Prey with a weapon attack, the attack deals an extra 1d6 damage of the weapon's type. Additionally, when your Stalked Prey uses movement to swim or fly, you may interrupt their turn to move to up to your speed, and must move to a space closer to the Stalked Prey than you were before you used this reaction. If you end this movement within the reach or range of a thrown weapon, you may also make one opportunity attack as part of this reaction.

Depth Spotter​

7th-level Deep Predator feature
While you are submerged in water, you and creatures of your choice within 30 feet of you gain 60 feet of darkvision. Any creatures that would be effected by this feature that already have darkvision have its range increased by 30 feet.
Additionally, creatures of your choice within 30 feet (including you) of you can hold their breath for twice the typical length of time.

Terror of the Depths​

11th-level Deep Predator feature
Your Stalked Prey automatically fails the initial saving throw of your Deep Menace feature.

Diving Predator​

15th-level Deep Predator feature
While frightened of you, your Stalked Prey automatically misses with the first attack roll they make against you, taking your reaction to force them to miss. Additionally, the damage of your Deep Menace feature increases to 2d6.

Heathen Hunter Rogue​

Your reputation for prowess in stealth and assailing has spread across the realms, causing a church or cult to have discovered your talents and take an interest. Representatives of this faith have approached you and recruited you as their zealous hitman, training you in their credence and teaching you how to use some magic that has been bestowed upon their church's leaders and devout. They may have recruited you to spy on their rivals, investigate possible traitors inside their creed, or even slay enemies of the church. This connection to a faith grants you magical powers that assist you in doing the dirty work of your church.

Assassin's Vow​

3rd-level Heathen Hunter feature
When you choose this archetype, you choose your Assassin's Vow, which can be either Anointed or Unified. This vow determines your spell list, spellcasting ability, and many other magical aspects of your sworn affiliation with your patron dogma. You keep this vow for the rest of your career as a Heathen Hunter, or until you change your Vow at your DMs discretion, typically depending on story aspects of the campaign.
Anointed Assassin. As an anointed assassin, you have sworn your Assassin's Vow to the clergy of a church devoted to a deity or demipower that has enough divine power to bestow spells upon clerics. You gain the following benefits.

Cantrips​

You learn the word of radiance cantrip. Choose one other cleric cantrips of your choice. You know and can cast those cleric cantrips. You gain an additional cleric cantrip at 10th level.

Spells Known of 1st-Level and Higher​

You know three 1st-level cleric spells of your choice, two of which you must choose from the necromancy, evocation or conjuration schools on the cleric spell list.
The Spells Known column of the Heathen Hunter Spellcasting table shows when you learn more cleric spells of 1st level or higher. Each of these spells must be a necromancy, evocation or conjuration 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots, and it must be a necromancy, evocation or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Dedicated Domain​

Choose a divine domain from the cleric class that aligns with your patron church's faith. When you choose a cleric spell to learn, instead of being restricted to specific schools of magic, you may choose to learn a spell of any level from that domain's list of Domain Spells, as long as it is of a level that you can cast.

Spellcasting Ability​

Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through dedication to your church's dogma. 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 cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier



Unified Assassin. As a unified assassin, you have sworn your Assassin's Vow to the members of a cult dedicated to some entity or quasideity that can bestow arcane power upon their followers in order to create warlocks. You gain the following benefits.

Cantrips​

You learn the friends cantrip. Additionally, choose one other warlock cantrips of your choice. You learn and can cast those warlock cantrips. You gain another warlock cantrip at level 10.

Spells Known of 1st-Level and Higher​

You know three 1st-level warlock spells of your choice, two of which you must choose from the enchantment, necromancy or conjuration schools on the warlock spell list.
The Spells Known column of the Heathen Hunter Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an enchantment, necromancy or conjuration 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells 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, and it must be an enchantment, necromancy or conjuration spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Esoteric Patron​

Choose an otherworldly patron from the warlock class that aligns with your patron cult's otherworldly leader. When you choose a warlock spell to learn, instead of being restricted to specific schools of magic, you may choose to learn a spell of any level from that expanded spell list, as long as it is of a level that you can cast.

Spellcasting Ability​

Charisma is your spellcasting ability for your warlock spells, since your spells are granted by your otherworldly master. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting​

3rd-level Heathen Hunter feature
You gain the ability to cast spells. See Spells Rules for the general rules of spellcasting.

Cantrips​

You learn and can cast the guidance cantrip.

Spell Slots​

The Heathen Hunter Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots 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.

Heathen Hunter Spellcasting​

��
1st2nd3rd4th
Rogue
Level
Cantrips
Known
Spells
Known
— Spell Slots per Spell Level —
3rd332
4th343
5th343
6th343
7th3542
8th3642
9th3642
10th4743
11th4843
12th4843
13th49432
14th410432
15th410432
16th411433
17th411433
18th411433
19th4124331
20th4134331

Guidance of the Devout​

3rd-level Heathen Hunter feature
When you cast the guidance cantrip on yourself, its casting time is a bonus action.
Additionally, you may cause the next attack roll you make with a melee weapon before the spell ends to add the spell's bonus. You may use this benefit twice, gaining additional uses at the following rogue levels: 5th, 9th, 13th, and 17th.

Zealot's Fury​

9th-level Heathen Hunter feature
When you make a spell attack roll at advantage, if the spell deals damage, you may add your Sneak Attack damage dice to the damage that spell deals to one person.
You may use this feature an amount of times equal to your spellcasting ability modifier, regaining all expended uses when you finish a long rest.

Guided Strikes​

13th-level Heathen Hunter feature
When you cast guidance as a bonus action, you gain advantage on the next attack roll you make against a creature within the range of the melee weapon you are currently holding.

Covenant-Bound​

17th-level Heathen Hunter feature
You gain an additional benefit determined by your Assassin's Vow.
Anointed Assassin. You gain the following feature.

Channel Divinity​

You gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You have with three such effects: Harness Divine Power, Turn Undead and an effect determined by your Dedicated Domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Channel Divinity: Turn Undead​

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Channel Divinity: Harness Divine Power​

You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). You may use this Channel Divinity option twice, regaining all expended uses when you finish a long rest.
Unified Assassin. You gain the following feature.

Pact Magic​

Your patron cult has allowed you to cast spells even more effectively than before. When you finish a short rest, you regain one expended spell slot of 4th-level or lower.

The Dracon Warlock​

Your otherworldly patron is a powerful draconic figure, possibly Tiamat, Bahamut, Sardior, the Vestige of Asgorath, a great wyrm, a powerful half-dragon sorcerer, or some other powerful entity of draconic nature.
When you make the pact with this draconic patron, you choose a color of dragon to be associated with, granting you specific features and spells based on that choice. This type that you are associated with must be part of your patron's aspect, such as being connected to a red or green dragon with your patron being Tiamat, and similar connections.
In order to determine the draconic type, you may either roll on the Draconic Type Patron table or choose.

Draconic Type​

1d10Draconic TypeAssociated Damage Type
1BlackAcid
2BlueLightning
3BrassFire
4BronzeLightning
5CopperAcid
6GoldFire
7GreenPoison
8RedFire
9SilverCold
10WhiteCold

Expanded Spell List​

1st-level The Dracon feature
The Dracon lets you choose from an expanded list of spells when you learn a warlock spell. The Dracon Expanded Spells table shows the dracon spells that are added to the warlock spell list for you, along with the spells associated in the table with your patron’s type.
Spell LevelDragon SpellsBlack SpellsBlue SpellsBrass SpellsBronze SpellsCopper SpellsGold SpellsGreen SpellsRed SpellsSilver SpellsWhite Spells
1stabsorb elementstasha's caustic brewwitch boltsleepthunderwavetasha's caustic brewburning handsray of sicknessburning handsfrost fingersfrost fingers
2nddragon's breathmelf's acid arrowfire bolt (lightning damage)aganazzar's scorcheralter selfmelf's acid arrowpyrotechnicsblindness/deafnessscorching rayice cubefreezing bolt
3rdelemental weaponwater breathinglightning boltfeign deathlightning boltslowwater breathingwater breathingfireballblizzardblizzard
4thpolymorphvitriolic spherestone shapewall of firegravity sinkholevitriolic spherewall of firewatery spherewall of fireice stormice storm
5thgeaswall of acidwall of lightingimmolationwall of lightningwall of acidcontagiondominate personimmolationcone of coldcone of cold

Dracon Magic​

1st-level The Dracon feature
Based on what type of draconic patron you have, you gain an extra cantrip, based on the damage type associated with your draconic patron. The cantrip may be from any spell list, and counts as a warlock spell for you, but it must deal damage of the type associated with your Draconic Type.

Dragon Cantrip​

Draconic TypeDamage Type
BlackAcid
BlueLightning
BrassFire
BronzeLightning
CopperAcid
GoldFire
GreenPoison
RedFire
SilverCold
WhiteCold

Avatar of the Dracon​

1st-level The Dracon feature
Starting at level 1, you may surround yourself in an illusory aspect of a dragon of your associated draconic type. You may use a bonus action to summon this avatar, which lasts for one minute, until you choose to end it (no action required), or until you are knocked unconscious. While this avatar is active, you gain the following features:
  • While not wearing medium or heavy armor, you may add your Charisma modifier to your Armor Class.
  • You gain resistance to the damage type associated with your draconic patron's type.
  • You grow long, draconic claws where your fingernails previously were, which count as simple melee weapons that you are holding that deal slashing damage equal to 1d6 + your Charisma modifier. Attack rolls made with these claws add your Charisma modifier, instead of your Strength modifier. You may make a melee attack against a creature within 5 feet of you as a bonus action.
You may use this feature once, regaining the ability to do so when you finish a short rest.

Draconic Boon​

3rd-level The Dracon feature
When you choose your Pact Boon at this level, you gain a slight change to it connected to your draconic patron's theme.
Pact of the Chain. While your familiar is in the form of a pseudodragon, it is the same color as your draconic type, and it has the following action:
Breath Weapon (Recharge 6). The pseudodragon exhales draconic energy in a 10-foot cone. Each creature in that line must make a Dexterity saving throw against your warlock spell save DC or take 3d6 damage of your patron's type.
Pact of the Blade. Your draconic claws count as your pact weapon, even when you already have summoned your pact weapon. Additionally, when you hit a target with your claws, the weapon deals an extra 1d6 damage of your associated patron's type.
Pact of the Tome. You gain an additional cantrip that deals the damage type associated with your draconic damage type.
Pact of the Talisman. While under the effect of your Avatar of the Dragon, the creature that is wearing the talisman gains resistance to the damage type connected to that feature. If you are wearing the talisman, you gain immunity to that damage type.

Draconic Empowerment​

6th-level The Dracon feature
When you deal damage of your associated draconic type, you add your Charisma modifier to the damage.

Frightening Presence​

10th-level The Dracon feature
You become immune to the frightened condition. Additionally, when a creature attempts to frighten you, you may use your reaction to force them to make a Wisdom saving throw against your warlock spell save DC. On a fail, they become frightened of you for 1 minute or until you damage them.

Wings of the Dracon​

14th-level The Dracon feature
You grow phantasmal draconic wings while your Avatar of the Dragon feature is active, granting you a flying speed equal to your walking speed. Additionally, you may use your Avatar of the Dragon feature an unlimited amount of times.
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