User:Zhenra-Khal/Incarnate (5e Class)/Esotericist

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Aspect of the Esotericist[edit]

As an Esotericist, you've devoted yourself to learning more about spirits and the Incarnum they're made of, making yourself a vessel for both in the process. Much like a Wizard, you are attracted to knowledge, especially that concerning - Or held by - Ancient spirits, or those that commune with them. Your motivation for seeking this knowledge could be anything from personal power-lust to championing a cause you see as just, but your search is endless and often reckless all the same.

Pact Magic[edit]

When you reach 3rd level, you can augment your combat techniques with the ability to cast spells. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and chapter 11 of the Player’s Handbook for the Warlock spell list.

Cantrips[edit]

You learn two cantrips of your choice from the warlock spell list. You learn an additional warlock cantrip of your choice at 10th level.

Spell Slots[edit]

The Esotericist Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; All of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 8th level, you have two 2nd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 2nd-level spell.

Table: Esotericist Spellcasting

Level Vestiges Cantrips
Known
Spells
Known
Spell
Slots
Slot
Level
3rd 1 2 2 1 1st
4th 1 2 2 1 1st
5th 1 2 3 1 1st
6th 2 2 3 2 1st
7th 2 2 4 2 2nd
8th 2 2 4 2 2nd
9th 3 2 5 2 2nd
10th 3 3 5 2 2nd
11th 3 3 6 2 2nd
12th 3 3 6 2 2nd
13th 4 3 7 2 3rd
14th 4 3 7 2 3rd
15th 4 3 8 2 3rd
16th 4 3 8 2 3rd
17th 4 3 9 2 3rd
18th 4 3 9 2 3rd
19th 4 3 10 2 4th
20th 4 3 10 2 4th


Spells Known of 1st Level and Higher[edit]

At 3rd level, you know two 1st-level spells of your choice from the warlock spell list.

At 5th, 9th, 11th, 13th, 17th and 19th levels, you learn an additional warlock spell of your choice of 1st level and higher; At 7th and 15th levels, you may learn a spell from either the Warlock spell list, or a spell that can be granted by a Vestige ( See below). A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 11th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots. If the spell you are replacing is the one you learned at 7th or 15th level, you can replace it with a warlock spell, or with a spell that can be granted by a Vestige.

Spellcasting Ability[edit]

Constitution is your spellcasting ability for your warlock spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 Constitution modifier.

Spell attack modifier = your proficiency bonus + your Constitution modifier.

Spirit Pact[edit]

At the end of a Long Rest, when you Weave your Veils, you can also choose a Vestige to form a pact with and bind yourself to, until the end of your next Long Rest. Each Vestige is a spirit, with its own personality, motivations, and goals, that you are making a pact with in order to grant you power and knowledge. A particular Vestige may choose not to form a pact with you if it disagrees with what you plan to use its power for, or if it dislikes another Vestige you have made a pact with. If a Vestige decides it no longer agrees with the terms of your pact - Such as if you deceived the spirit and it discovers your trickery - It can attempt to escape the binding, though you can restrain it by succeeding a Charisma saving throw against your own Veilweaving save DC; If more than one spirit is struggling against your will, you suffer disadvantage on this save. If this succeeds, after 1 hour, the spirit can, and likely will, try to escape again, forcing you to make the save to contain it. Each time the spirit forces you to make a save to keep it bound, the DC increases by 2. Once a Vestige escapes its bindings, that individual spirit probably won't bind with you again, unless you make significant offerings in apology, though you may still be able to find another Vestige of the same sort.

Each Vestige you form a pact with grants you access to a Veil, as well as limited access to an expanded list of spells, though you cannot cast these spells in the same way as your other spells (See Minor Arcanum, below). Veil granted by your Vestiges do no count against your Veils Known, nor do you gain a benefit if you already know the Veil in question, but, unless the Vestige granting the Veil is currently struggling against your control, any Veil granted by a Vestige cannot be dispelled, and the Veils in question have their Essentia Capacity increased by +1, allowing you to Invest Essentia into them, and spend additional points of Essentia when you invoke their Mysteries, even if you do not yet possess the Invest Essentia feature. Spells granted by your Vestige likewise do not count against your number of spells known.

At 3rd level, you can bind to a single Vestige, but as your powers grow, you find you can be a vessel for more than one spirit at once - You can form a pact with an additional Vestige at 6th, 9th and 13th levels, up to a maximum of 4 at one time.

====<Vestige Name>====
<Short description>

'''Spells Granted:'''
*'''''Cantrip:''''' ''<Cantrip>''
*'''''1st-Level:''''' ''<Spell 1>, <Spell 2>''
*'''''2nd-Level:''''' ''<Spell 1>, <Spell 2>''
*'''''3rd-Level:''''' ''<Spell 1>, <Spell 2>''
*'''''4th-Level:''''' ''<Spell 1>, <Spell 2>''

'''Veil Granted:''' ''<Veil>''

'''Conflicting Vestiges:''' <List of conflicting Vestiges, separated by commas>

Vestige of Air[edit]

This Vestige is a spirit of elemental air, granting you power over maelstrom and breeze.

Spells Granted:

  • Cantrip: Lightning Lure
  • 1st-Level: Feather Fall, Jump
  • 2nd-Level: Gust of Wind, Warding Wind
  • 3rd-Level: Gaseous Form, Call Lightning
  • 4th-Level: Storm Sphere, Freedom of Movement

Veil Granted: Wind Cloak

Conflicting Vestiges: Earth

Vestige of Earth[edit]

This Vestige is a spirit of elemental earth, granting you power over mountain and pebble.

Spells Granted:

  • Cantrip: Magic Stone
  • 1st-Level: Earth Tremor, Mage Armor
  • 2nd-Level: Maximillian's Earthen Grasp, Earthbind
  • 3rd-Level: Meld into Stone, Erupting Earth
  • 4th-Level: Stone Shape, Stoneskin

Veil Granted: Earthshaper Sash

Conflicting Vestiges: Air

Vestige of Fire[edit]

This Vestige is a spirit of elemental fire, granting you power over flame and heat.

Spells Granted:

  • Cantrip: Produce Flame
  • 1st-Level: Burning Hands, Searing Smite
  • 2nd-Level: Scorching Ray, Pyrotechnics
  • 3rd-Level: Fireball, Melf's Minute Meteors
  • 4th-Level: Wall of Fire, Fire Shield

Veil Granted: Mantle of Flame

Conflicting Vestiges: Water

Vestige of Water[edit]

This Vestige is a spirit of elemental water, granting you power over sea and stream.

Spells Granted:

  • Cantrip: Frostbite
  • 1st-Level: Create or Destroy Water, Fog Cloud
  • 2nd-Level: Blur, Hold Person
  • 3rd-Level: Tidal Wave, Water Walk
  • 4th-Level: Control Water, Watery Sphere

Veil Granted: Helm of the Deep

Conflicting Vestiges: Fire

Vestige of Shadow[edit]

This Vestige is a spirit of elemental darkness, granting you power over shadow and death.

Spells Granted:

  • Cantrip: Chill Touch
  • 1st-Level: False Life, Bane
  • 2nd-Level: Blindness/Deafness, Darkvision
  • 3rd-Level: Speak with Dead, Bestow Curse
  • 4th-Level: Death Ward, Phantasmal Killer

Veil Granted: Void Shroud

Conflicting Vestiges: Light

Vestige of Light[edit]

This Vestige is a spirit of elemental light, granting you power over radiance and vision.

Spells Granted:

  • Cantrip: Sacred Flame
  • 1st-Level: Faerie Fire, Guiding Bolt
  • 2nd-Level: Continual Flame, Moonbeam
  • 3rd-Level: Daylight, Crusader's Mantle
  • 4th-Level: Guardian of Faith, Sickening Radiance

Veil Granted: Diadem of Purelight

Conflicting Vestiges: Shadow

Vestige of The Warrior[edit]

This Vestige is a fighting spirit, granting you power over steel both blunt and sharp.

Spells Granted:

  • Cantrip: Green-Flame Blade
  • 1st-Level: Wrathful Smite, Shield
  • 2nd-Level: Branding Smite, Flame Blade
  • 3rd-Level: Blinding Smite, Elemental Weapon
  • 4th-Level: Staggering Smite, Elemental Bane

Veil Granted: Adamant Pauldrons

Conflicting Vestiges: The Deceiver, The Healer

Vestige of The Deceiver[edit]

This Vestige is a spirit of trickery, granting you power over illusion and charm.

Spells Granted:

  • Cantrip: Vicious Mockery
  • 1st-Level: Charm Person, Disguise Self
  • 2nd-Level: Invisibility, Gift of Gab
  • 3rd-Level: Enemies Abound, Major Image
  • 4th-Level: Charm Monster, Greater Invisibility

Veil Granted: Illusion Veil

Conflicting Vestiges: The Warrior, The Scholar

Vestige of The Traveler[edit]

This Vestige is a spirit of exploration, granting you power over distance and the wild.

Spells Granted:

  • Cantrip: Create Bonfire
  • 1st-Level: Longstrider, Snare
  • 2nd-Level: Locate Animals or Plants, Pass Without Trace
  • 3rd-Level: Leomund's Tiny Hut, Phantom Steed
  • 4th-Level: Freedom of Movement, Mordenkainen's Private Sanctum

Veil Granted: Blink Shirt

Conflicting Vestiges: The Beast, The Scholar

Vestige of The Scholar[edit]

This Vestige is a spirit of knowledge, granting you power over divination and information.

Spells Granted:

  • Cantrip: Guidance
  • 1st-Level: Detect Evil and Good, Identify
  • 2nd-Level: Augury, Detect Thoughts
  • 3rd-Level: Clairvoyance, Glyph of Warding
  • 4th-Level: Arcane Eye, Divination

Veil Granted: Keeneye Lenses

Conflicting Vestiges: The Deceiver, The Traveler

Vestige of The Beast[edit]

This Vestige is a spirit of the wild, granting you power over the beast within and those you meet.

Spells Granted:

  • Cantrip: Primal Savagery
  • 1st-Level: Animal Friendship, Speak with Animals
  • 2nd-Level: Beast Sense, Summon Beast
  • 3rd-Level: Conjure Animals, Spirit Guardians
  • 4th-Level: Dominate Beast, Polymorph

Veil Granted: Suneater Pelt

Conflicting Vestiges: The Traveler, The Healer

Vestige of The Healer[edit]

This Vestige is a spirit of sympathy, granting you power over life and restoration.

Spells Granted:

  • Cantrip: Spare The Dying
  • 1st-Level: Cure Wounds, Detect Poison and Disease
  • 2nd-Level: Lesser Restoration, Prayer of Healing
  • 3rd-Level: Aura of Vitality, Revivify
  • 4th-Level: Aura of Life, Death Ward

Veil Granted: Lifebond Vestments

Conflicting Vestiges: The Beast, The Warrior


Minor Arcanum[edit]

At 3rd level, you gain the ability to request a minor power from your Vestige, in the form of a special Minor Arcanum spell. In doing so, you expend one Pact Magic slot in order to cast one 1st-level spell granted to you by one of the Vestiges you currently have an active pact with. Once you do so, you must finish a Long Rest before you can use your 1st-level Minor Arcana again.

At 6th level, you gain a 2nd-level Minor Arcanum, allowing you to cast one of the 2nd-level spells granted by one of your Vestiges by expending a Pact Magic slot. You gain a 3rd-level Minor Arcanum at 9th level, and a 4th-level Minor Arcanum at 13th level. You regain the use of all of your Minor Arcanum at the end of a Long Rest.