Wednesday, 30 August 2017

5e: Class Preview, The Reliquarist

Today I want to talk about a new class I'm working on for D&D Fifth Edition. Now that I have a blog and a growing audience, it seems like the smart move is to develop the class with consumer participation, much as Wizards of the Coast have been doing with their Unearthed Arcana articles.

With that in mind, I'm going to lay out what I have for the class so far and ask for your comments and, if you're open to it, assistance with playtesting the class. If you would like to playtest the Reliquarist in your home game, I'd ask that you message me to let me know so I know to expect your feedback.

To provide feedback or let me know you want to playtest the class, either post to the comments, or reach out via twitter or curiouscat.me/spilledale.

The Reliquarist

Reliquarists are hunters and collectors of magical treasures. To that end, they join adventuring parties and risk everything to plunder ancient ruins. Reliquarists are specialists, better able to understand and eke out the capabilities of the items to which they attune. 

Before their heroic career begins, a Reliquarist discovers a powerful artefact known as a Relic and attunes themselves to that item (or items). As they become more skilled and their time attuned to the Relic grows, so too do the Relic's own powers.


The Reliquarist

Level Prof. Bonus Class Features Rituals Ritual Level
1
+2
Intuitive Mastery, Occult Secrets, Personal Relic
2
+2
Shrewd Action
3
+2
Relic Enhancement
1
2nd-level
4
+2
Ability Score Improvement
1
2nd-level
5
+3
Extra Attack, Superior Attunement
2
2nd-level
6
+3
Relic Feature
2
2nd-level
7
+3
Relic Enhancement
3
3rd-level
8
+3
Ability Score Improvement
3
3rd-level
9
+4
Powers of Detection
4
3rd-level
10
+4
Stubborn Survivor
4
3rd-level
11
+4
Relic Enhancement
5
4th-level
12
+4
Ability Score Improvement
5
4th-level
13
+5
Relic Feature
6
4th-level
14
+5
Construct Reliquary
6
4th-level
15
+5
Relic Enhancement, Superior Attunement
7
5th-level
16
+5
Ability Score Improvement
7
5th-level
17
+6
Relic Feature
8
5th-level
18
+6
Reliquary Improvement
8
6th-level
19
+6
Ability Score Improvement
9
6th-level
20
+6
Relic Feature
9
6th-level


Class Features

As a reliquarist, you gain the following class features.

Hit Points

Hit Dice: 1d8 per reliquarist level.
Hit Points at 1st Level: 8 + your Constitution modifier.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per reliquarist level after 1st.

Proficiencies

Armor: Light armor, shields.
Weapons: Simple weapons.
Tools: Thieves’ Tools.
Saving Throws: Intelligence, Wisdom.
Skills: Choose two from Athletics, Arcana, History, Insight, Investigation, Nature, Perception, Persuasion, and Religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a spear and a shield or (b) two handaxes.
  • (a) a dungeoneer’s pack or (b) an explorer’s pack.
  • a light crossbow and 20 bolts, studded leather armor, two daggers, thieves’ tools, and a component pouch

Intuitive Mastery

Starting at 1st level, you are considered proficient with any magic item to which you are attuned, even if you are not normally proficient with items of its type.

Personal Relic

At 1st level you select your relic, a magic item to which you are bound that defines your future growth as a reliquarist. Your relic choice grants you features at 1st level and then again at 6th, 13th, 17th, and 20th level.

You are attuned to your relic, which cannot be attuned to anyone else while you live or your spirit remains willing to be resurrected. The relic does not count against your normal allowance of attuned magic items.

A relic is always sentient and has Intelligence, Wisdom, and Charisma scores of 10. Its special purpose is simply to aid the creature to whom it is attuned (you), so the relic and yourself are never in conflict. It can only communicate with you, and does so by transmitting emotion when you carry or wield it. The relic has hearing and normal vision out to 30 feet.

If you are ever separated from your relic, you can summon it to your location across any distance and even planar boundaries.

Some Relic features require saving throws. A creature's saving throw against your Relic features is 8 + your Proficiency + your Intelligence bonus.

Work with your Dungeon Master to establish a story about how your relic came to be in your possession.

Occult Secrets

Also at 1st level, you acquire a ritual book that contains the detect magic and identify spells. You can cast these spells as rituals while the ritual book is in hand.

At 3rd level and every odd-numbered level thereafter, you may choose one additional spell that has the ritual tag from any class’s spell list, adding the spell to your ritual book. The maximum level of a ritual you choose is determined by your class level, as shown in the ritual level column of the Reliquarist class table.

Regardless of which class’s spell list a spell you choose comes from, when you cast it your spellcasting ability is Intelligence.

If you come across a spell in written form, such as a magical spell scroll or a wizard’s spellbook, you might be able to add it to your ritual book. The spell’s level can be no higher than level shown in the ritual level column of the Reliquarist class table, and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Shrewd Action

Starting at 2nd level, your actions are informed by your awareness of your own weaknesses as well as your strengths and those of your allies. You can take a bonus action on each of your turns in combat. This action can be used only to Disengage, interact with an object, or switch places with an adjacent allied creature who can see or hear you, is intelligent enough to understand your desire to shift into their space, and is willing.

Relic Enhancement

At 3rd level, 7th level, 11th level, and 15th level, your relic grants an additional benefit while wielded, chosen from the following lists:

Relic Accessory

  • +2 to one of your ability scores (to a maximum of +4).
  • Advantage on one saving throw of your choice.
  • Resistance to one damage type of your choice.
  • The relic gains the features of an uncommon wondrous item, subject to common sense and DM approval.

Relic Armour

  • +1 to your Armour Class (to a maximum bonus of +3).
  • Advantage on one saving throw of your choice.
  • Resistance to one damage type of your choice.
  • The relic gains the features of an uncommon set of magic armoursubject to common sense and DM approval.

Relic Weapons

  • +1 to your attack and damage rolls while wielding relic, to a maximum bonus of +3.
  • +1d6 damage (your choice of damage type).
  • The relic gains the features of an uncommon magic weapon subject to common sense and DM approval.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Superior Attunement

Also at 5th level, your superior understanding of magic items allows you to master their use. You can now attune up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

Powers of Detection

At 9th level, you have advantage on Investigation ability checks, as well as advantage (+5) to your passive Investigation and Perception in relation to discovering hidden doors and switches, concealed guardians, traps, and the presence of illusions.

Stubborn Survivor

By 10th level, your experience of dungeon delving in pursuit of magic treasures has honed your reflexes and toughened you up. If you are not already proficient, you add half your proficiency bonus to your Constitution and Dexterity saving throws. Additionally, any time you are subjected to an area effect that allows you to make a Constitution or Dexterity saving throw to take only half damage, you roll that saving throw with advantage if you are more than half way from the area’s middle to its nearest edge.

Construct Reliquary

Starting at 14th level, you gain proficiency with carpenter’s tools and woodcarver’s tools. If you are already proficient with one or both, you may select an alternative type of artisan’s tools. You also learn how to construct a reliquary, a container to house your relic. You can have more than one reliquary, but can only carry one on your person. Constructing a reliquary takes a minimum of a week’s worth of downtime and costs 500 gp.

Your reliquary absorbs residual magic from your relic. If another magic item other than your relic is stored in the reliquary for the duration of a short rest, that magic item gains the benefit of a single relic enhancement until your next short rest. If you store another magic item in the reliquary for the duration of a long rest, that magic item gainst the benefit of a single relic enhancement until your next long rest.

No matter how many of your reliquaries contains a magic item, only one magic item can be enhanced at a time, or none. You choose if an item gains a relic enhancement and if so which item.

If someone else places an item inside one of your reliquaries or removes an item from it, you know immediately that this has occured.

Reliquary Improvement

From 18th level, up to two magic items can be enhanced by your reliquary at once.

Relics

Each reliquarist chooses a relic, a powerful magic item or set of linked magic items which is intrinsically bound to them and grows in power as they do.

Reliquarists come by their relics in all manner of ways. Some inherit a relic passed down through a family line or become a relic’s guardian as the successor to an ancient tradition. Others seek out a relic, solving the mystery of its whereabouts where all others failed. A few are gifted their relics by deities or other powerful entities, always with some great purpose in mind. Then there are those treasure hunters who simply chance upon a relic and whose destinies are forever changed.

The Herald’s Armour

The herald’s armour is a set of gleaming half plate said to once have belonged to the celestial messenger of a deity of supreme good.

The Herald’s Protection

At 1st level, you gain the champion’s armour, a set of magical half plate. While wearing it you are resistant to Radiant damage. In addition, when you take any type of damage other than bludgeoning, piercing, radiant, or slashing, you can spend your reaction to gain resistance to that damage type until the end of your next turn.

Holy Weapon

Beginning at 6th level when you are wearing the herald’s armour, you can spend an object interaction to either form a blade of radiant energy in a free hand, a bow of radiant energy in both free hands, or channel that energy through a weapon you carry.

When you form a blade of radiant energy, you may use it to make melee attacks against adjacent creatures, dealing 2d4 radiant damage plus your Strength or Dexterity bonus, whichever is higher.

When you form a bow of radiant energy, you may use it to make ranged attacks with a range of 150/600, dealing 2d4 radiant damage plus your Dexterity bonus.

When you channel the energy into an existing weapon, any bludgeoning, piercing, or slashing damage it deals becomes radiant damage instead. Any bonus damage a magic weapon deals through its enchantments retains its own type, but weapons that normally deal bonus necrotic damage do not do so while channeling radiant energy from the herald’s armour.

Heart of the Herald

From 13th level, you have advantage on saving throws against the charmed and frightened conditions while wearing the herald’s armour.

Wings of Light

Starting from 17th level, you gain a fly speed of 40 feet while wearing the herald’s armour. If you are ever knocked prone or paralyzed while flying, you descend to the ground as though under the effects of feather fall. When you fly, wings of radiant light sprout from the armour’s back plate.

Ultimate Armour

At 20th level, the herald’s armour transforms into a set of full plate. In addition, you regain 10 hit points at the beginning of each of your turns on which you have less than half of your maximum hit points.

The Watcher’s Pavese

A tower shield emblazoned with an eye-shaped insignia, the Watcher’s Pavese was forged by githzerai craftsmen for a great zerth warrior.

Floating Guardian

At 1st level, you gain the watcher’s pavese, a magical shield that grants half cover (+2 to your AC and Dexterity saving throws) while wielded.

You can activate the watcher’s pavese as a bonus action or deactivate it as a free action.

After activating the shield, it floats in an adjacent space of your choice within 5 feet and grants three-quarters cover (+5 to AC and Dexterity saving throws) against area effects, ranged attacks that have to pass through the shield’s space, and melee attacks from creatures that are adjacent to the watcher’s pavese.

You may move the watcher’s pavese to any other adjacent space as a bonus action.

If you or the watcher’s pavese are ever moved more than 5 feet away from each other, the shield automatically moves as near as it can to your current location.

Third Eye

From 6th level, you can see through the watcher’s pavese as though its eye were your own, allowing you to look round corners. While wielding or looking through the shield, you have advantage on Perception checks and can see through magical darkness out to 120 feet.

Watchful Warding

Starting at 13th level, when an allied creature within 30 feet is hit by an attack, you can spend your reaction to teleport the watcher’s pavese to their location, granting a +5 bonus to their AC. The watcher’s pavese then immediately returns to its original space.

Blinding Gaze

Beginning at 17th level, as a bonus action you can teleport the watcher’s pavese adjacent to a hostile creature within 30 feet of your location. The target must make a Wisdom saving throw or look into the shield’s eye and be magically blinded until the end of its next turn.

See the Unseen

At 20th level, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Additionally, while wielding or looking through the shield, you have truesight out to 120 feet.

Mazia’s Masks

Made in antiquity by a powerful archmage named Mazia, the seven “Courtly Masks” each depict a caricature of a figure that might be found within a royal court.

Sevenfold Courtly Masks

At 1st level, you choose one of the seven masks. You acquire one additional mask at 6th, 13th level, and 17th level, immediately gaining access to all level-based features of the new mask for which you qualify.

You can switch between masks as an action.

Assassin’s Mask.
While you wear the assassin’s mask, you are proficient in Deception, Stealth, and Thieves’ Tools. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you gain the Rogue’s Sneak Attack feature, dealing 1d6 extra damage. Your Sneak Attack damage increases by a further 1d6 at 6th, 13th, and 17th level.

General’s Mask.
While you wear the general’s mask, you are proficient in Athletics, Intimidation, and Land Vehicles. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can spend your action to allow one allied creature within 30 feet who can hear you to make a single attack using an unarmed attack, melee weapon, loaded ranged weapon, or single target cantrip. At 6th level, up to two allied creatures within range can make an attack when you use this feature.

High Priest’s Mask.
While you wear the high priest’s mask, you are proficient in Medicine, Religion, and Persuasion. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you have a single spell slot with which you can cast a 1st-level spell from the cleric spell list. You choose which spell you know for the day the first time you put on the magister’s mask after taking a long rest, but you can also change the spell after taking a short rest. At 6th level, you can use your slot to prepare a 2nd-level spell. At 13th level, you can prepare a 3rd-level spell. Finally at 17th level, you can prepare a 4th-level spell.

Jester’s Mask.
While you wear the jester’s mask, you are proficient in Acrobatics, Insight, and Performance. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can use your acrobatics or performance to distract enemies as an action. All hostile creatures within 30 feet of you must make a Wisdom saving throw. On a failed save, they suffer disadvantage on attack rolls, ability checks, and saving throws and cannot apply their Dexterity bonus to their AC (if applicable) until the beginning of your next turn. Once you use this feature, you can’t use it again until you finish a short rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Magister’s Mask.
While you wear the magister’s mask, you are proficient in Arcana, History, and Medicine. At 13th level, wearing the mask also grants advantage on checks using those skills.

In addition, while wearing the mask you have a single spell slot with which you can cast a 1st-level spell from the wizard spell list. You choose which spell you know for the day the first time you put on the magister’s mask after taking a long rest, but you can also change the spell after taking a short rest. At 6th level, you can use your slot to prepare a 2nd-level spell. At 13th level, you can prepare a 3rd-level spell. Finally at 17th level, you can prepare a 4th-level spell.

Minister’s Mask.
While you wear the minister’s mask, you are proficient in Deception, History, and Insight. At 13th level, wearing the mask also grants advantage on checks using those skills and tools.

In addition, while wearing the mask you can speak for a minute or more to make all creatures within 60 feet who can hear you make a Wisdom saving throw unless you have previously discussed what you are planning to say with them. A creature that fails their saving throw is charmed by you until an hour after you part from them, or until you or your companions do anything overtly threatening or harmful. A charmed creature regards you as a respected official and trusts your guidance. Once you use this feature, you can’t use it again until you finish a long rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Sovereign’s Mask.
While you wear the sovereign’s mask, you are proficient in Insight, Intimidation, and Persuasion. At 13th level, wearing the mask also grants advantage on checks using those skills.

In addition, while wearing the mask you can project an aura of royal authority. All creatures with 60 feet who can see you must make a Wisdom saving throw. A creature that fails its saving throw is frightened by you for one minute. It may repeat its saving throw at the end of each of its turns. A creature that succeeds at its initial saving throw is immune to this effect for the next 24 hours. Once you use this feature, you can’t use it again until you finish a long rest. At 13th level, targeted creatures have disadvantage on their saving throw.

Mazia's Gaze

Starting at 6th level, you can see, hear, and smell though any of your masks that you are not currently wearing, as long as it is on the same plane of existence as you. While you are looking through a mask your actual body has the blinded and deafened conditions, and you cannot smell anything in your actual location—you can’t take advantage of any racial trait relating to a keen sense of smell, for instance.

While using one of your masks to see in this way, you cannot fall prey to an effect that works only when you meet a hostile creature’s gaze.

Many Eyes Make Sight Work

From 13th level, while at least one mask other than the one you’re wearing is carried in a place on your person where its eyes can “see” your surroundings, you have advantage on Wisdom (Perception) checks, even while you are sleeping.

One-Person Masquerade

Beginning at 17th level, you can magically switch between masks as a bonus action. The one you wish to wear appears on your face and the one it is replacing (if any) takes its replacement’s previous location, wherever that might be.

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