Ascendant (5e Class)

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Ascendant

Ascendants are cursed or blessed with the ability to transform their body to gain the powers of monsters. Some of them sought this power themselves, and obtained it through occult rituals or pacts with powerful beings, others were subjected to such rituals by others or received the power as a blessing or curse from a powerful being. No matter how they obtained the power, most ascendants are outcasts from society due to their monstrous abilities, and many of them ultimately gain the ability to transform completely.


Creating an ascendant

How has you character received this power? Why do they seek to pursue it further? An ascendant may be the result of a divine blessing, or an occult ritual, or many other things - consider the impact this has on their relation to society, and consider how this relation may change as their appearance grows closer and closer to that of their monstrous heritage.

Quick Build

You can make an ascendant quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Acolyte background. Third, choose Light Crossbow and Dungeoneer's Pack.

Class Features

As a ascendant you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor
Weapons: simple weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Perception and Religion,.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a Scholar's Pack or (b) a Dungeoneer's Pack or (c) Explorer's Pack
  • Leather armor, any simple weapon and two daggers
  • If you are using starting wealth, you have 4d4x10gp in funds.

Table: The ascendant

LevelProficiency
Bonus
TransformationsFeatures
1st+22Heritage, Transformations
2nd+22Ascendancy Path
3rd+23
4th+23Ability Score Improvement
5th+33Multiattack
6th+34Empowered Transformations, Transformation Improvement
7th+34Heritage Feature
8th+34Ability Score Improvement
9th+45Legendary Ascendnant (x1)
10th+45Transformations Improvement
11th+45Multiattack Improvement
12th+46Ability Score Improvement
13th+56Legendary Ascendnant (x2)
14th+56Heritage Feature
15th+57Transformations Improvement
16th+57Ability Score Improvement
17th+67Legendary Ascendnant (x3)
18th+68Heritage Feature
19th+68Ability Score Improvement
20th+68True Ascendant

Heritage

At 1st level you choose your ascendancy heritage from the following (all detailed at the end of the class description):

Your heritage grants you a list of transformations, which improves and grows when you reach 6th level, and again at 10th and 15th level, as well as features at 1st, 7th, 14th and 18th level.

Transformation

You are able to transform, gaining traits from your heritage. Choose 2 transformations from the transformation list granted by your heritage. These transformations are either permanent, or can be performed as a bonus action, as determined by the transformation’s description. Unless otherwise stated, a transformation that isn’t permanent lasts 1 minute or until you choose to end it (no action required).You cannot perform a transformation until 1 minute has passed since the last time you performed it.

Some of your transformations require your target(s) to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Transformation save DC = 8 + your Proficiency Bonus + your Strength modifier

Ascendancy Path

Each ascendant seeks the powers granted by transformation for a different reason, and this reason alters their transformations. At 2nd level you choose one of the following paths:

Might

Your natural weapons become particularly ferocious, improving the damage die by two steps in the following order: d4->d6->d8->d10->d12->2d6.

Protection

When a creature within your reach attacks a creature other than you, you can use your reaction to make an opportunity attack against that creature.

Control

When other creatures make a saving throw against an effect from your transformation or heritage feature, you can choose a number of them up to your Constitution modifier. Those creatures automatically succeed in the saving throw, and take no damage if they would have taken half.

Avoidance

While you benefit from a transformation or heritage feature that increases your speed or grants you a type of speed, you can take the disengage or dash action as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Multiattack

At 5th level you become unerringly swift with the attacks granted by your transformations. When you take the Attack action, you can perform 2 different attacks from those granted by your transformations.

At 11th level, you can instead perform 3 attacks in the same way.

Empowered Transformations

Starting from 6th level, attacks you gain from Effortless Transformations are considered magical for the purpose of overcoming resistance and immunity to non-magical damage and attacks.

Legendary Ascendant

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

True Ascendant

At 20th level, you can enter the state of a True Ascendant as a bonus action, allowing you to completely assume the form of your heritage for 1 minute. When you do so, you can choose any number of transformations on the list granted by your heritage to gain the benefits of for the duration of the state, performing them as part of the same bonus action if required. You can use this feature once, and regain use of it when you finish a long rest.

Draconic Heritage

An ascendant with draconic heritage follows the path of some of the most ancient, powerful and legendary creatures in all the realms, but this also corrupts them with a growing lust for wealth and treasure, and a desire to make a lair to hoard it in.

One with the Dragons

You learn Draconic, and choose a type of dragon to be your heritage, which changes some features granted by this heritage. Your transformations make the affected body parts look like parts of your type of dragon. At the end of a Long rest, you can change your choice of dragon type.

Dragon’s Breath

As an action, you can momentarily transform your lungs and exhale destructive energy. Your dragon type determines the size, shape, and damage type of the exhalation, and the range is 15ft. At 5th level the range increases to 30ft, at 11th it increases to 60ft and at 17th level it increases to 90ft.

When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your dragon type. The DC is 8 + your Proficiency modifier + your Constitution modifier. A creature takes 3d8 damage on a failed save, and half as much damage on a successful one. This damage increases by 1d8 after every 2 further levels you gain in ascendant.

You can use this feature once, and regain use of it once you finish a short or long rest. Additionally, as a bonus action you can roll 1d6, and if the result is a 5 or 6, you regain use of this feature. You can only regain a use this way a number of times up to your Constitution modifier, until you finish a long rest.

DragonBreath WeaponDamage Type
Black, Copper5ft. line (Dex. save)Acid
Blue, Bronze5ft. line (Dex. save)Lightning
Brass5ft. line (Dex. save)Fire
Red, GoldCone (Dex. save)Fire
White, SilverCone (Con. save)Cold
GreenCone (Con. save)Poison

Dragon Adept

Starting from 7th level, you can change your dragon type as an action. (Any active transformations that are affected by dragon type change to match your new type). You can do this once, and regain use of this feature at the end of a short or long rest.

Dragon’s Spirit

Starting from 14th level, as an action, you can force each creature of your choice within 120 ft. that is aware of you to make a Wisdom saving throw. Each creature that fails the save is frightened for 1 minute, and can repeat the save at the end of each of their turns, ending the effect on itself on a success. If a creature succeeds on the save or the effect otherwise ends for it, they cannot be affected by this feature for the next 24 hours. You can do this a number of times equal to your Strength modifier (minimum 1), and regain spent uses at the end of a Long Rest.

Legendary Dragon

Starting from 18th level, as a reaction at the end of another creature’s turn, you can take the Search action, or attack with your tail or wings, if you have them. You can do this a number of times up to your Strength modifier (minimum 1), and regain spent uses when you finish a short or long rest.


Transformations

Dragon’s Body Prerequisite: 6th level You double in size in all dimensions, multiplying your weight by 8 and increasing your size by 1 category (medium to large, for example), as your body distorts to give you the stature of a dragon.. Your natural weapons grow with you, dealing an additional 1d4 damage. Starting from 15th level, the increase in size happens twice, increasing your size by two categories, and the damage bonus improves to 1d8. You cannot be enlarged by Enlarge/Reduce while using this transformation.

Dragon’s Claws Your hands become claws, which are natural weapons. If a hand is free, you can make a claw attack with it, and if both hands are free they count as separate attacks for the purpose of your Multiattack feature, when you get it. You are proficient in this attack, add your Strength modifier to attack and damage rolls and it deals 1d10 Slashing damage.

Dragon’s Constitution Gain temporary hit points equal to your Constitution modifier + your ascendant level.

Dragon’s Flesh You permanently gain resistance to the type of element the damage your weapon breath deals. Beginning at 15th level, you instead gain immunity to that type.

Dragon's Guise You mimic the dragon's ability to change shape, gaining the effect of Disguise Self.

Dragon’s Legs Your legs grow and distort into that of your type of dragon, granting you speed equal to your walking speed of a type(s) determined by your dragon type, as well as any other traits in the table below. Starting at 6th level, your speed also increases by 10ft.

DragonSpeed Type
Black, Green, Bronze, GoldSwim, You can breathe water as well as air
Blue, BrassBurrow
Red, CopperClimb
WhiteIcewalk: You don’t need to make an ability check to when moving across or climbing icy surfaces, and difficult terrain comprised of ice and snow does not cost extra movement
Silver-

Dragon’s Mind Prerequisite: 6th level You gain proficiency in your choice of 2 of the following skills: Deception, Persuasion, History. Additionally, double your proficiency bonus for checks using those skills. If your dragon type is Silver, you can also choose the Arcana skill.

Dragon’s Scales You grow permanent scales the colour of your dragon type, and your AC becomes equal to 10 + your Dexterity modifier + your Constitution modifier while not wearing armour.

Dragon’s Sense Prerequisite: 6th level Your ears distort into that of a dragon’s, gaining proficiency in the Perception and Insight skills, if you don’t already have them, and doubling your proficiency bonus for Wisdom (Perception) and Wisdom (Insight) checks, so long as you can hear.

Dragon’s Sight You gain darkvision 60ft., if you don’t already have it. At 6th level the darkvision improves to 90ft., and at 10th level the darkvision improves to 120ft. and you also gain blindsight 10ft., which improves to 30ft. At 15th level.

Dragon’s Tail Prerequisite: 10th level If you aren't wearing armour, you grow a dragon's tail, which is a natural weapon that can be used to make an attack as a bonus action with a reach of 15ft that you are proficient with and add your Strength modifier to attack and damage rolls, dealing 2d8 bludgeoning damage. The tail is prehensile, and can be used like an additional hand to grapple or use items, but not to perform the somatic component of spells, hold a shield, or wield a weapon.

Dragon’s Teeth Your head distorts to give you a dragon's maw, which is a natural weapon you can use to make a Bite attack. You are proficient in the attack, and add Strength to attack and damage rolls. The attack deals 1d8 bludgeoning damage, plus 1d4 elemental damage of your breath weapon’s damage type. At 6th level, the elemental damage increases to 1d6, at 10th level the elemental damage increases to 1d8 and the attack has a reach of 10 feet as the transformation spreads to your neck, and at 15th level the bludgeoning damage increases by 1d8.

Dragon’s Will Prerequisite: 10th level You gain proficiency in your choice of Charisma or Wisdom saving throws. From 15th level on, you instead gain proficiency in both saving throws.

Dragon’s Wings Prerequisite: 6th level Dragon wings sprout from your back, granting you a flying speed equal to your walking speed. At 15th level, this improves to double your walking speed. At 10th level, these wings become strong enough to become a natural weapon. As an action, you can beat them ferociously to force each creature within 10 feet of you to make a Dexterity saving throw. Each creature that fails takes bludgeoning damage equal to 3d6 + your Strength modifier and is knocked prone. At 15th level, the damage improves to 3d8.

Elemental Heritage

Elementals are legendary creatures akin to forces of nature, heralding from the elemental planes. As such, an elemental ascendant will often grow increasingly detached from the world around them, reflecting the neutral nature of their heritage.

One with the Elements

When you choose this feature at level 1, choose a type of elemental: Earth, Wind, Air or Water. This choice determines some of the traits you gain from your transformations and features, as well as the appearance your transformation gives you. Additionally, elementals of the same type will recognise you as one of their own, often making them less likely to attack you and more amenable to your presence, so long as you benefit from at least one transformation from this heritage. You can change your choice of elemental when you finish a long rest.

Elemental Magic

You can draw upon the energies of the elemental planes to produce magic, allowing you a limited ability to cast spells. You gain the ability to use a cantrip determined by your element. Additionally, you have 1 1st level Spell Slot, and can use it to cast a spell from the list determined by your element. Charisma is your spellcasting ability for these, and any other spell you gain the ability to cast from this Heritage. Every 4 further levels you gain as an ascendant, the spell slot increases by 1 level, to a maximum of 5 when you reach 18th level.

You regain this spell slot when you finish a short or long rest. Additionally, as a bonus action you can roll 1d6, and if the result is a 5 or 6, you regain the spell slot. You can only regain a use this way a number of times up to your Charisma modifier (minimum 1).

Fire
CantripProduce Flame
1st
2nd
3rd
4th
5th
Earth
CantripMold Earth
1st
2nd
3rd
4th
5th
Wind
CantripGust
1st
2nd
3rd
4th
5th
Water
CantripShape Water
1st
2nd
3rd
4th
5th

Elemental Wall

Starting from 7th level, you have learned to control the elements to shape the terrain around you. The form this wall takes is determined by your element, and the effect is as if you had cast a certain spell: Wall of Fire for Fire, Wall of Sand for Earth, Wind Wall for Wind, and Wall of Water for Water. You can do this once, and regain use once you finish a Short or Long Rest.

14th level feature

Starting from 14th level

Legendary Action

Starting from 18th level, you can spend 1 ascendancy point as a reaction at the end of another creature’s turn to...


Transformations

Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information

Undead Heritage

Some flavour

Necromantic

You gain proficiency in your choice of the Religion or Arcana skills, and while you benefit from at least one Undead Heritage Transformation, you are immune to disease, as your body is imbued with undeath.

Necromantic Spellcasting

You learn to use necromantic magic.

Cantrips

You learn one wizard cantrip and one necromancy cantrip (from any class), and you learn an additional cantrip necromancy cantrip at 7th level, and an additional wizard cantrip at 18th level.

Spellbook

You have a spellbook, which has one 1st-level wizard spell, and two 1st-level necromancy spells (from any class). When you learn new spells from this subclass, they are written into the spellbook, and you can copy spells from scrolls and other spellbooks into this book like a wizard. You can only copy wizard and necromancy spells into your book this way.

Preparing and Casting Spells

The Undead Ascendant Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + half your ascendant level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spells Known of 1st Level and Higher

Each level you learn a new necromancy spell of your choice, which must be of a level for which you have spell slots.

The spell you learn at 7th, 14th, and 18th level can instead come from the wizard spell list.

Spellcasting Ability

Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Level1st2nd3rd4th5th
1st1----
2nd2----
3rd3----
4th3----
5th42---
6th42---
7th43---
8th43---
9th432--
10th432--
11th433--
12th433--
13th4331-
14th4331-
15th4332-
16th4332-
17th43331
18th43331
19th43332
20th43332

Imbue Undeath

Starting from 7th level, you can use your reaction when you or a creature you can see within 60 feet dies to attempt to grant them renewed life through your necromancy. Make a spellcasting ability check against a DC of 10 + the creature's CR or class level. If you are successful,

You can attempt to use this feature a number of times up to your Intelligence modifier (minimum 1) and regain spent uses when you finish a long rest, at which point any undead created with this feature slump to the ground, lifeless once more. Undead created with this feature will also become lifeless if you successfully create a new undead with this feature.

One of the Dead

Starting from 14th level, your transformations have left you in a state close to undeath. You no longer suffer exhaustion from not sleeping, eating or drinking, but in order to benefit from a long rest you must spend the time you would have spent sleeping doing no more than light activity. Additionally, other undead recognise you as one of their own, making them less likely to be hostile or recognise you as one of the living. You can only benefit from this feature while benefiting from at least one Undead Heritage Transformation.

Legendary Action

Starting from 18th level, you can spend 1 ascendancy point as a reaction at the end of another creature’s turn to...


Transformations

Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information

Celestial Heritage

Some flavour

Initial Feature

blah blah

Divine Blessing

As an action, you can channel divine energy to

You can use this feature once, and regain use of it once you finish a short or long rest. Additionally, as a bonus action you can roll 1d6, and if the result is a 5 or 6, you regain use of this feature. You can only regain a use this way a number of times up to your Constitution modifier.

7th level feature

Starting from 7th level

14th level feature

Starting from 14th level

Legendary Action

Starting from 18th level, you can spend 1 ascendancy point as a reaction at the end of another creature’s turn to...


Transformations

Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information


Ooze Heritage

Oozes are mindless predators, and unwilling servants, theorised to simply be seemingly autonomous pieces cast off from Juiblex, one of the few creatures able to control them. An ascendant foolish, or unlucky, enough to have the heritage of ooze will often find themselves mindlessly drifting around, and may even be subject to the will of Juiblex.

Fluid Form

While you benefit from at least one Ooze Heritage Transformation, you body becomes malleable, allowing you to move through spaces as narrow as 1 inch wide without squeezing.

Create Slime

You can generate slime at will. This slime can be used in numerous ways. For instance, you can eject the slime at a creature you can see within 60 feet, forcing it to make a Dexterity saving throw or take 1d10 damage, which increases by 1d10 for every 2 further levels you gain in ascendant. You can make the slime corrosive, destroying up to 1 cubic foot of metal that isn't being worn or carried, and applying a cumulative -1 penalty to AC to metal armor, or a cumulative -1 penalty to a metal weapon that is being worn or carried, destroying the object if the penalty reaches -5. You can also make the slime slippery, and can use it to replicate the spell *grease*. The slime can be transparent or opaque, and can be many colours, from pitch black to vibrant green. It's consistency can vary from thick jelly, to flowing like water, and it can be sticky. You can use it for other purposes and to create other effects, at your DM's discretion.

You can use this feature once, and regain use of it once you finish a short or long rest. Additionally, as a bonus action you can roll 1d6, and if the result is a 5 or 6, you regain use of this feature. You can only regain a use this way a number of times up to your Constitution modifier.

Ooze Nature

Starting from 7th level, you no longer need to sleep, so long as you benefit from at least one Ooze Heritage Transformation. Instead, enter a trance-like state, becoming mindless like an ooze. You retain awareness of your surroundings in this state, and can return to consciousness at will, but doing so has the same effects as interrupting your sleep would.

Split

Starting from 14th level, as an action you can will yourself to split in two, becoming two identical copies of yourself, each half of your total weight, being appropriately smaller in all dimensions as your mass is split in two, and with half of your maximum Hit Points. Any equipment you have on you is duplicated in the process, but if it moves more than 5 feet away from you, it melts away into harmless goo moments later, which runs along the ground to attempt to rejoin your body. While you now have two bodies, they do not act independently as they are still controlled by one mind. Any action, bonus action or reaction you take can be performed by either body (but not both), and when you move, you can move either or both bodies, so long as the total movement isn't more than your speed allows. (If an action you take consists of multiple attacks, the attacks can also be performed by either body). If the bodies are more than 30 feet apart at the end of your turn, or you choose to rejoin the bodies (no action required), one of the bodies (of your choice) melts into goo (along with any duplicated equipment) and flows into the other. If one of the bodies reaches 0 Hit Points, it also melts into goo and attempts to flow across the ground or whatever surface is available, taking the most direct path to reach the other body, returning you to your original form, and inflicting any excess damage the duplicate took to your Hit Points. Once you use this feature, you cannot use it again until you finish a short or long rest.

Legendary Action

Starting from 18th level, as a reaction at the end of another creature’s turn you can make one Pseudopod attack or use Create Slime. You can do this a number of times up to your Constitution modifier, and regain spent uses at the end of a short or long rest.


Transformations

Pseudopod An additional, amorphous appendage protrudes from some part of your body, which is a natural weapon you can use to make attacks. You are proficient in this attack, and add Strength to attack and damage rolls. It deals 1d6 bludgeoning damage, plus an additional 1d4 acid damage. You cannot use this Transformation if you are wearing Medium or Heavy armor. At 6th level, the acid damage increases to 1d8, at 10th level the bludgeoning damage increases to 1d8 and the acid damage increases to 1d10, and at 15th level the acid damage increases to 2d6. When you get Multiattack at 6th level, you can create multiple appendages appendages with this Transformation, which count as separate weapons, with separate attacks for the purpose of multiattack.

Slime Flesh Prerequisite: Not wearing armor Your body becomes soft and malleable like an ooze, reducing your AC to 5 + your Constitution modifier, but doubling your Maximum HP and granting you resistance to Bludgeoning, Slashing and Piercing damage from non-magical attacks.

Ooze Resistance Prerequisite: 5th level You permanently gain resistance to one of the following damage types: Acid, Cold, Lightning, Fire. You can choose this Transformation multiple times, but must choose a different type each time. Starting from 15th level, you can choose the same type a second time to instead become immune to that damage type.

Gelatinous Form Prerequisite: 10th level Your body becomes transparent. While you aren't wearing or holding anything, you are invisible.

Corrosive Form Prerequisite: 5th level Your body becomes corrosive. Metal objects you hold or wear take a -1 penalty to AC or Attack Rolls, as appropriate, at the end of each of your turns, and are destroyed if the penalty reaches -5, as does any metal weapon that hits you or metal armor you hit with your natural weapon attacks. A creature that touches you must make a Constitution saving throw, or take 1d8 acid damage, which increases by 1d8 at 10th level, and again at 15th level.

Ooze Sight Prerequisite: 10th level You become blind and deaf, but gain blindsight of 30 feet, which increases to 60 feet at 15th level.

Ooze Immunity Prerequisite: 5th level You permanently become immune to one of the following conditions: Charmed, Frightened, Petrified, Poisoned, Paralyzed, or Exhaustion. You can choose this transformation multiple times, but you must choose a different condition each time.

Ooze Adhesion Prerequisite: 5th level Your legs melt into a puddle of slime, making you immune to the Prone condition, halving your speed, granting you a climb speed equal to your reduced speed and allowing you to move along vertical surface as if under the effect of Spider Climb. At 10th and 15th level, your speed is increased by 5 feet (after being halved). As an action, you can melt the rest of your body into the puddle, making you indistinguishable from a puddle of water or oil.

xxx Ascendant

Some flavour

Initial Feature

blah blah

Recharge Attack

As an action...

You can use this feature once, and regain use of it once you finish a short or long rest. Additionally, as a bonus action you can roll 1d6, and if the result is a 5 or 6, you regain use of this feature. You can only regain a use this way a number of times up to your Constitution modifier.

7th level feature

Starting from 7th level

14th level feature

Starting from 14th level

Legendary Action

Starting from 18th level, you can spend 1 ascendancy point as a reaction at the end of another creature’s turn to...


Transformations

Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information Transformation Prerequisite: Information

Multiclassing


Prerequisites. To qualify for multiclassing into the ascendant class, you must meet these prerequisites: 13 or more Constitution

Proficiencies. When you multiclass into the ascendant class, you gain the following proficiencies: Light Armor, Simple Weapons

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