Build and run your Dungeons & Dragons 5e campaign on World Anvil!

START NOW

Homebrew

Initiate

hit dice: d6
hit points at 1st level: 6
hit points at higher levels: d6
armor proficiencies: Trained in unarmored defense
weapon proficiencies: daggers, staffs, +1 based on starting elemental proficiency
tools:
saving throws: Trained in Fortitude Trained in Reflex Expert in Will
skills: trained in Channeling
starting equipment:
-
spellcasting:
Your Level Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th
1 22
2 23
3 332
4 333
5 4332
6 4333
7 53332
8 53333
9 53333 2
10 53333 3
11 53333 3 2
12 53333 3 3
13 53333 3 3 2
14 53333 3 3 3
15 53333 3 3 3 2
16 53333 3 3 3 3
17 53333 3 3 3 3 2
18 53333 3 3 3 3 3
19 53333 3 3 3 3 3 1*
20 53333 3 3 3 3 3 2*
class features:

Channeling

  Channeling is different from other types of spellcasting. It follows it's own rules different from other spellcasters. Your link to the true power is what allows you to modify reality. You need to link yourself to the source of your power before you can channel energies. However, once you are linked, your magic do not require any sort of component (material, somatic,verbal,etc.) . You can cast spells using the Channel activity.   Each day, you can cast a number of spells depending on your Level. You must know the spells to cast them, The number of spells you can cast each day is called your spell slots.   Some of your spells require you to attempt a chanelling attack roll to see how effective they are, or have your enemies roll against your channelling DC (typically by attempting a saving throw). Since your key ability is Charisma AND intelligence, your spell attack rolls and spell DCs use your Charisma+ intelligence modifiers.  

Heightening Spells

When you get spell slots of 2nd level and higher, you can fill those slots with stronger versions of lower-level spells. This increases the spell’s level to match the spell slot. You must have a spell in your spell repertoire to cast it at a higher level.    

Cantrips

Cantrips are considered spell Levels 0 and functions like any other spell levels.  

True power specialization

As an initiate you start with the elementalist specialization and one extra specialization of your choosing. Some spells have specific effects when you are specialized in their school. Also, you may only use the full extend of your elemental powers in your specialized schools. if a spell is not part of one of your specialization, then you can only use the minimal elemental rank required to calculate the variable components of a spell.  

elemental specialisation

As an initiate, you start with 2 elemental ranks in your specialized element (air,earth, fire,water,light,darkness) and ineherit a flaw in your counter element (see the true power elemental wheel). Every level, you gain 1 point in your starting specialized element and 1 elemental points to place in any other elements. Note that your counter element can never be augmented in this way. There is no limit to the amount of ranks you decide to invest in an element.
Also, you may only use the full extend of your elemental powers in your specialized schools. if a spell is not part of one of your specialization, then you can only use the minimal elemental rank required to calculate the variable components of a spell.  

Initiate feat

Chose an initiate feat of your level or lower.    

over channel

You can now use the overchannel skill and are concidered trained . Overchannel serves 2 purposes. you can cast a spell without expending a spell slot or you can increase the spell level of a spell cast with a spell slot.

casting without spell slots

DC : (20+spell level *3) critical success: you cast the spell successfully without any ill effects success: you cast the spell successfully but your over cast status effect increases by 1 (-2 to channelling and overchannel skill until long rest) Failure : your spell fails and your over cast status effect increases by 1 (-2 to channeling and overchannel skill until long rest) Critical failure : You burn yourself out of the true power, you may no longer connect to the true power permanently  

increasing a spell level

You can attempt to increase the spell level of a spell you are casting normally. DC= (15 + increased spell levels *3) critical success: you cast the spell successfully without any ill effects success: you cast the spell successfully but your over cast status effect increases by 1 (-2 to channelling and overchannel skill until long rest) Failure : your spell fails and your over cast status effect increases by 1 (-2 to channeling and overchannel skill until long rest) Critical failure : You burn yourself out of the true power, you may no longer connect to the true power permanently
subclass options:

Feats

lv1

extra specialisation

+1 specialisation can be taken multiple times  

elemental Affinity

+2 rank to your primary element  

concentration

+2 to concentration checks not to loose your link to the true power  

extra currecular knowledge

you are now trained in an extra skill. you become expert at lv 8 and master at lv 16  

lv2

quicker connection

it takes one less action to connect to the true power. can be taken multiple times  

obfuscation

hide your channeling by succeeding a channeling dc = 10+spell lvx2 and tacking 1 extra action to cast your spell  

multiweave

you may cast a second spell even while you concentrate to maintain an other can be taken multiple times  

elemental flaw compensation

When calculating if you meet the minimal requirements for a spell that uses your elemental flaw, count as being rank 2    

lv5

Power-heightened Senses

When you are connected to the True power, you get a +2 bonus to perception checks  

Sense Residue

You have the ability to sense the lingering effects of a spell cast in a location within the last X hours ( where x is = to the spell level that was cast) . Make a Channeling skill check DC 10 + spell lv*2 to know what was the effect of the spell that was cast.   Critical success : you learn the spell that was cast. Success: you learn the general effect of the spell that was cast Failure : you fail to identify the spell Critical failure: you exert yourself trying to understand the spell and gain over cast +1 status    

Tie off Weave

You tie off your weave leaving them in place without needing to hold your concentration.   Action : 3 prerequisite : any weave with the concentration duration to remove your spell, you must be able to see it. tie off duration : 1 day / character level * spell lv (0.5 for cantrips).  

Linking

You are able to link with another user of the True Power and now count as a single entity by spending 2 actions. The higher Character Level always leads the link at first. In case of a tie, you may chose who takes the lead. Changing leader takes 2 actions. The leader choses which character spends a spell slot to cast a spell. The characters add their elemental ranks together to calculate spell effects. Linked characters move at half speed and must stay within 10 feet of each other If any characters gets damage, they must hold their concentration as normal The leaders level is the maximum number of people that can be included in a link. if the link is broken unwillingly, all characters in the link gains Over cast status effect times 3.    

lv10

improved elemental affinity

+3 rank to primary element  

improved elemental flaw compensation

+2 rank to elemental flaw  

improved Power-heightened Senses

bonus is +5  

Improved Tie off Weave

As tie off weave, however you can now tie off instantaneous effects. You must succeed a channelling skill check DC 15 + spell lv*2 .   Critical success : the weave is tied off and takes effect again the round after the effect ends success : the weave is tied off and takes effect again the round after the effect ends however the duration of the tie is now character LV / rounds Failure : you do not manage to tie off the weave correctly and the instantaneous spells ends Critical failure: The spell backfires and you can Over cast +2  

lv15

Craft True power items

prerequisite : improved tie off weave , linking You can now craft Basic True power items. see true power item article for more information.  

Master elemental flaw compensation

+2 to elemental flaw  

Master elemental affinity

+3 Rank to primary element  

lv20

improved Craft True power items

able to craft advanced True power items
LevelAbilities
1Channeling, True power specialisation, elemental specialisation, Initiate feat
2Initiate feat
32nd-level spells,
4true power specialization
53rd-level spells, over channel,
6 ,initiate feat
74th-level spells, expert channeler
8true power specialization
95th-level spells, expert over channel
10initiate feat
116th-level spells, alertness, initiate weapon expertise
12true power specialization
137th-level spells, defensive robes, weapon specialization
14initiate feat
158th-level spells, , master channeller,
16true power specialization
179th-level spells, resolve
18initiate feat
19initiate’s channelling mastery, legendary initiate,
20initiate feat, true power specialization

World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

  • Speed up prep with a whole library of community statblocks you can copy (and edit!)
  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

GET STARTED TODAY!

Take the first step. Create your account. Your world and characters await!

100+ RPG systems