Homebrew
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 | 2 | 2 |
| 2 | 2 | 3 |
| 3 | 3 | 3 | 2 |
| 4 | 3 | 3 | 3 |
| 5 | 4 | 3 | 3 | 2 |
| 6 | 4 | 3 | 3 | 3 |
| 7 | 5 | 3 | 3 | 3 | 2 |
| 8 | 5 | 3 | 3 | 3 | 3 |
| 9 | 5 | 3 | 3 | 3 | 3 | 2 |
| 10 | 5 | 3 | 3 | 3 | 3 | 3 |
| 11 | 5 | 3 | 3 | 3 | 3 | 3 | 2 |
| 12 | 5 | 3 | 3 | 3 | 3 | 3 | 3 |
| 13 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
| 14 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| 15 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
| 16 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| 17 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 |
| 18 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 |
| 19 | 5 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 1* |
| 20 | 5 | 3 | 3 | 3 | 3 | 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
| Level | Abilities |
|---|
| 1 | Channeling, True power specialisation, elemental specialisation, Initiate feat |
| 2 | Initiate feat |
| 3 | 2nd-level spells, |
| 4 | true power specialization |
| 5 | 3rd-level spells, over channel, |
| 6 , | initiate feat |
| 7 | 4th-level spells, expert channeler |
| 8 | true power specialization |
| 9 | 5th-level spells, expert over channel |
| 10 | initiate feat |
| 11 | 6th-level spells, alertness, initiate weapon expertise |
| 12 | true power specialization |
| 13 | 7th-level spells, defensive robes, weapon specialization |
| 14 | initiate feat |
| 15 | 8th-level spells, , master channeller, |
| 16 | true power specialization |
| 17 | 9th-level spells, resolve |
| 18 | initiate feat |
| 19 | initiate’s channelling mastery, legendary initiate, |
| 20 | initiate feat, true power specialization |