Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Epic Levels, or Prestige Classes?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="RangerWickett" data-source="post: 8423250" data-attributes="member: 63"><p>Here's an example of one of the ten prestige classes in <strong>Adventures in ZEITGEIST</strong>. Each of them is just three levels, and is linked to one of the 'character themes' that highlight ongoing social trends in the setting. The hope is that they don't require you to distort your character creation at all.</p><p></p><p><strong>Applied Astronomist</strong></p><p>The myriad motes shining in the night sky influence the world through subtle magic, and with the proper study that magic can be grasped and harnessed. Skyseers, familiar with sensing the patterns of the stars, can learn to wield this magic in battle, enhancing themselves, conjuring otherworldly destructive forces, or shifting the environment to be more like those of these wandering planes.</p><p></p><p><strong>Prerequisite:</strong> Skyseer Vision feat, proficient in Arcana and Nature, character level 7th, must be able to name and identify all the planets detailed in Chapter Five</p><p></p><h4>Features</h4><p><strong>Hit Dice:</strong> 1d6 per applied astronomist level.</p><p><strong>Hit Points:</strong> 1d6 (or 4) + your Constitution modifier per applied astronomist level.</p><p></p><p><strong>Spellcasting.</strong> Add the following spells to all of your classes’ spell lists: <em>augury, clairvoyance, contact other plane, divination, guidance, guiding bolt</em>. Whenever you gain a level in this class, it grants or advances your choice of bard, cleric, druid, sorcerer, or wizard spellcasting, or warlock Pact Magic and Mystic Arcanum. This advancement includes spell slots, spells prepared, and spells known.</p><p></p><p><strong>Stargazer (1st level).</strong> You gain darkvision with a range of 60 feet, or if you already have darkvision, its range is extended by 60 feet. The range increases to one mile under starlight or moonlight. You cannot be blinded.</p><p></p><p><strong>Touching the Wheel of Heaven (1st level).</strong> Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena.</p><p></p><p>After a long rest, if you were able to spend an hour watching the night sky in the past day, roll two times on the following table to determine which planes you are able to connect to. Reroll duplicates. This connection determines the effects of some of your powers. The connection lasts until you take another extended rest, but no more than 24 hours.</p><p></p><p><strong>Table: Planar Connections</strong></p><p></p><p>1d8: Roll two times each day.</p><p>1 – Jiese, plane of fire.</p><p>2 – Caeloon, plane of air.</p><p>3 – Av, plane of dreams.</p><p>4 – Ostea, plane of water.</p><p>5 – Urim, plane of earth.</p><p>6 – Mavisha, plane of journeys.</p><p>7 – Ascetia, plane of time.</p><p>8 – Amrou, plane of wards.</p><p></p><p> <strong>Heavenly Flare (1st level).</strong> As an action, you can choose one plane you are attuned to and one creature you can see within 60 feet. You manifest a flare of starlight which deals 2d6 radiant damage to that creature and inflicts an additional effect based on the plane you chose. The damage increases to 3d6 if your character level is 11 or higher, and 4d6 at level 17 or higher. A saving throw against your spell DC negates the damage and extra effect. The type of saving throw depends on which plane you choose.</p><p></p><p>{Table won't format well. Here's an excerpt:}</p><p></p><p><strong>* Jiese:</strong> (Dex save) The target catches on fire. A creature that is on fire take 1d10 fire damage at the end of each of its turns until it spends an action to put itself out. The damage increases 2d10 when you reach 17th level.</p><p><strong>* Caeloon:</strong> (Dex save) Erratic winds impose disadvantage on the target’s attack rolls until the end of your next turn.</p><p><strong>* Av:</strong> (Wis save) The target is charmed until the end of your next turn.</p><p><strong>* Ostea:</strong> (Con save) If the target has blood, choose a creature within 60 feet of you to heal an amount equal to the damage you dealt.</p><p>{there are four more options}</p><p></p><p><strong>Follow Yonder Star (2nd level).</strong> You can let the stars guide your movement and protect you. At the start of your turn you can call upon the stars. This does not require an action. Until the end of your next turn your enemies miss with their opportunity attacks that target you or your allies. You cannot use this power again until you take a long rest.</p><p></p><p><strong>Space Travel (2nd level). </strong>Each day you gain movement options or bonuses from the two planes you are connected to.</p><p>{again, table wouldn't copy-paste, so here's a sampling}</p><p></p><p><strong>* Urim: </strong>You ignore the first 5 ft. of forced movement whenever you’d be moved. You may automatically resist being teleported or knocked prone.</p><p><strong>* Mavisha:</strong> You can teleport 30 feet as an action. If you arrive in an area that provides concealment or that no other creature is observing, you can Hide without spending an action.</p><p><strong>* Ascetia: </strong>If you did not move on your previous turn, double your speed.</p><p><strong>* Amrou: </strong>Enemies treat the ground within 10 feet of you as difficult terrain.</p><p></p><p><strong>Cataclysmic Conjunction (3rd level).</strong> As an action you can cause a portion of another plane to temporarily merge with reality. Choose a plane you’re attuned to today. A 15-foot-radius burst within 60 feet of you becomes suffused with the essence of that plane.</p><p></p><p>When you use this ability, creatures in the burst must make a save against your spell DC. The chosen plane determines the type of save, as with <em>heavenly flare</em>. On a failed save, a creature takes 4d6 force damage and 4d6 radiant damage and suffers the same effect as a <em>heavenly flare</em> of that plane. A creature that succeeds its save takes half as much damage and suffers no extra effect.</p><p></p><p> For the next five minutes, that area is altered, depending on what plane you chose. You cannot use this power again until you take a long rest.</p><p></p><p>{table formatting, yadda yadda}</p><p></p><p><strong>* Caeloon:</strong> Area fills with your choice of fog (concealment), or winds up to 30 miles per hour (disadvantage to ranged weapon attacks at short range, and long range attacks are impossible), or calm air (makes the temperature comfortable and the air breathable).</p><p><strong>* Ostea:</strong> Area fills with blood to the depth of your choice, either calm or choppy – which requires a DC 5 or DC 15 Strength (Athletics) check.</p><p><strong>* Mavisha:</strong> When a creature enters the area, you can spend your reaction to have it arrive in any space along the interior perimeter of the area. When a creature leaves the area, you can spend a reaction to have it exit on any exterior space along the perimeter.</p><p><strong>* Amrou:</strong> Creatures in the area lose resistances to damage, and if they are immune to a damage type instead they have resistance to it.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8423250, member: 63"] Here's an example of one of the ten prestige classes in [B]Adventures in ZEITGEIST[/B]. Each of them is just three levels, and is linked to one of the 'character themes' that highlight ongoing social trends in the setting. The hope is that they don't require you to distort your character creation at all. [B]Applied Astronomist[/B] The myriad motes shining in the night sky influence the world through subtle magic, and with the proper study that magic can be grasped and harnessed. Skyseers, familiar with sensing the patterns of the stars, can learn to wield this magic in battle, enhancing themselves, conjuring otherworldly destructive forces, or shifting the environment to be more like those of these wandering planes. [B]Prerequisite:[/B] Skyseer Vision feat, proficient in Arcana and Nature, character level 7th, must be able to name and identify all the planets detailed in Chapter Five [HEADING=3]Features[/HEADING] [B]Hit Dice:[/B] 1d6 per applied astronomist level. [B]Hit Points:[/B] 1d6 (or 4) + your Constitution modifier per applied astronomist level. [B]Spellcasting.[/B] Add the following spells to all of your classes’ spell lists: [I]augury, clairvoyance, contact other plane, divination, guidance, guiding bolt[/I]. Whenever you gain a level in this class, it grants or advances your choice of bard, cleric, druid, sorcerer, or wizard spellcasting, or warlock Pact Magic and Mystic Arcanum. This advancement includes spell slots, spells prepared, and spells known. [B]Stargazer (1st level).[/B] You gain darkvision with a range of 60 feet, or if you already have darkvision, its range is extended by 60 feet. The range increases to one mile under starlight or moonlight. You cannot be blinded. [B]Touching the Wheel of Heaven (1st level).[/B] Different planes are in ascendance or decline each day, entering or leaving conjunction with various constellations and other celestial phenomena. After a long rest, if you were able to spend an hour watching the night sky in the past day, roll two times on the following table to determine which planes you are able to connect to. Reroll duplicates. This connection determines the effects of some of your powers. The connection lasts until you take another extended rest, but no more than 24 hours. [B]Table: Planar Connections[/B] 1d8: Roll two times each day. 1 – Jiese, plane of fire. 2 – Caeloon, plane of air. 3 – Av, plane of dreams. 4 – Ostea, plane of water. 5 – Urim, plane of earth. 6 – Mavisha, plane of journeys. 7 – Ascetia, plane of time. 8 – Amrou, plane of wards. [B]Heavenly Flare (1st level).[/B] As an action, you can choose one plane you are attuned to and one creature you can see within 60 feet. You manifest a flare of starlight which deals 2d6 radiant damage to that creature and inflicts an additional effect based on the plane you chose. The damage increases to 3d6 if your character level is 11 or higher, and 4d6 at level 17 or higher. A saving throw against your spell DC negates the damage and extra effect. The type of saving throw depends on which plane you choose. {Table won't format well. Here's an excerpt:} [B]* Jiese:[/B] (Dex save) The target catches on fire. A creature that is on fire take 1d10 fire damage at the end of each of its turns until it spends an action to put itself out. The damage increases 2d10 when you reach 17th level. [B]* Caeloon:[/B] (Dex save) Erratic winds impose disadvantage on the target’s attack rolls until the end of your next turn. [B]* Av:[/B] (Wis save) The target is charmed until the end of your next turn. [B]* Ostea:[/B] (Con save) If the target has blood, choose a creature within 60 feet of you to heal an amount equal to the damage you dealt. {there are four more options} [B]Follow Yonder Star (2nd level).[/B] You can let the stars guide your movement and protect you. At the start of your turn you can call upon the stars. This does not require an action. Until the end of your next turn your enemies miss with their opportunity attacks that target you or your allies. You cannot use this power again until you take a long rest. [B]Space Travel (2nd level). [/B]Each day you gain movement options or bonuses from the two planes you are connected to. {again, table wouldn't copy-paste, so here's a sampling} [B]* Urim: [/B]You ignore the first 5 ft. of forced movement whenever you’d be moved. You may automatically resist being teleported or knocked prone. [B]* Mavisha:[/B] You can teleport 30 feet as an action. If you arrive in an area that provides concealment or that no other creature is observing, you can Hide without spending an action. [B]* Ascetia: [/B]If you did not move on your previous turn, double your speed. [B]* Amrou: [/B]Enemies treat the ground within 10 feet of you as difficult terrain. [B]Cataclysmic Conjunction (3rd level).[/B] As an action you can cause a portion of another plane to temporarily merge with reality. Choose a plane you’re attuned to today. A 15-foot-radius burst within 60 feet of you becomes suffused with the essence of that plane. When you use this ability, creatures in the burst must make a save against your spell DC. The chosen plane determines the type of save, as with [I]heavenly flare[/I]. On a failed save, a creature takes 4d6 force damage and 4d6 radiant damage and suffers the same effect as a [I]heavenly flare[/I] of that plane. A creature that succeeds its save takes half as much damage and suffers no extra effect. For the next five minutes, that area is altered, depending on what plane you chose. You cannot use this power again until you take a long rest. {table formatting, yadda yadda} [B]* Caeloon:[/B] Area fills with your choice of fog (concealment), or winds up to 30 miles per hour (disadvantage to ranged weapon attacks at short range, and long range attacks are impossible), or calm air (makes the temperature comfortable and the air breathable). [B]* Ostea:[/B] Area fills with blood to the depth of your choice, either calm or choppy – which requires a DC 5 or DC 15 Strength (Athletics) check. [B]* Mavisha:[/B] When a creature enters the area, you can spend your reaction to have it arrive in any space along the interior perimeter of the area. When a creature leaves the area, you can spend a reaction to have it exit on any exterior space along the perimeter. [B]* Amrou:[/B] Creatures in the area lose resistances to damage, and if they are immune to a damage type instead they have resistance to it. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Epic Levels, or Prestige Classes?
Top