Equipoised (5e Class)

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The Equipoised

Wielding the power of inverse forces, the equipoised utilise the elements in conjunction, opposing the perceived laws of nature by combining contrary powers, such as fire and ice, heaven and earth, and life and death to produce extraordinary reactions. The equipoised obtain their powers from nature itself; they draw power from the balance of all that exists, preserving order, chaos, good, and evil, although some are known to swear insubstantial allegiance to particular sides. Nevertheless, all equipoised acknowledge this: life cannot exist without death, good cannot exist without evil, order cannot exist without chaos, and the world cannot exist without balance.

Warriors of Congruity

The equipoised attempt to preserve the balance of the world, yet not to the detriment of their personal harmony. They will wear armor, but they will not wield weapons. They will harness the elements, but they will not utilise magic. The equipoised believe in harmony, even harmony to the detriment of one's happiness ofttimes, for the world's ostensible desires are of greater importance than fleeting emotions. An equipoised that utilises their powers for purposes other than preserving some manner of balance is known as a discordant, which are typically disparaged by other equipoised.

Creating an Equipoised

When creating an equipoised, consider your beliefs and ideals. Do you pursue balance out of a personal desire to right what you perceive to be the world's wrongs? Do you viciously hunt evil due to a belief that is currently excessive, only to one day hunt good for the same purpose? Perhaps you wish to forge the world into a world of pure good and virtue, for the possibility that a world of pure evil and malice exists? "Balance" is not defined incontrovertibly among all equipoised, so consider what your character believes to be an ideal world.

Quick Build

You can make an equipoised quickly by following these suggestions. First, Strength and Intelligence should be your highest ability scores, followed by Constitution. Second, choose the hermit background. Third, choose the scale mail and the diplomat's pack.

Class Features

As a Equipoised you gain the following class features.

Hit Points

Hit Dice: 1d10 per Equipoised level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Equipoised level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: None
Tools: None
Saving Throws: Strength, Dexterity
Skills: Two of your choice

Equipment

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

  • (a) Padded armor or (b) Scale mail
  • (a) Diplomat's pack or (b) Scholar's pack
  • A balance scale
  • If you are using starting wealth, you have 3d4 x 10 in funds.

Table: The Equipoised

LevelProficiency
Bonus
Features
1st+2Equilibrium, Path of Parity
2nd+2<!-Class Feature2->
3rd+2<!-Class Feature3->
4th+2Ability Score Improvement
5th+3
6th+3
7th+3
8th+3Ability Score Improvement
9th+4
10th+4
11th+4
12th+4Ability Score Improvement
13th+5
14th+5
15th+5
16th+5Ability Score Improvement
17th+6
18th+6
19th+6Ability Score Improvement
20th+6

Equilibrium

You are adept at utilising opposing forces in synchrony. As an action, you can combine two of the following forces to create a powerful result. You begin with the forces of Fire, Ice, Earth, Wind, Health, and Ailment. At 6th level, you gain the forces of Nature, Metal, Body, and Mind. At 11th level, you gain the forces of Light, Darkness, Creation, and Destruction. At 17th level, you gain the forces of Life, Death, Order, and Chaos. The effect is determined by the chosen combination, as displayed on the table below. Unless stated otherwise, your conjunctions require one action. Some of your conjunctions require saving throws. The DC for these equals 10 + your Strength modifier + your Intelligence modifier.

Force TypeFireIceEarthWindHealthAilmentNatureMetalBodyMindLightDarknessCreationDestructionLifeDeathOrderChaos
FireYou unleash a trail of fire that pursues a target within 120 feet. The creature must make a Dexterity saving throw. On a failed save, they suffer 3d10 fire damage, or half as much on a successful save. A flammable object along the path is ignited if it is not being worn or carried.You rapidly decrease the body temperature of a creature within 60 feet, forcing them to make a Constitution saving throw. The creature suffers 2d6 cold damage, followed by 2d6 fire damage, as you suddenly spike their heat to dangerous levels. Their movement speed is reduced by 10 feet, and they suffer disadvantage on Strength saving throws. On a successful save, they suffer half the damage and no additional effects.You conjure a small wave of lava-like energy to strike your target. Choose one creature within 50 feet. That creature, along with creatures within 10 feet, must make Dexterity saving throws. On a failed save, they suffer 2d8 fire damage, as well as 2d8 bludgeoning damage, or half as much on a successful save. Additionally, a 10-foot radius centered on the target becomes difficult terrain until the end of your next turn.You create a whirlwind of fire in an unoccupied space within 100 feet. The whirlwind can be up to 10-feet tall and 5-feet wide, and it remains in that space for a number of rounds equal to your Intelligence modifier. A creature other than you who ends their turn within 5 feet of the whirlwind must pass a Strength saving throw or be pulled 5 feet into its space, taking 2d6 fire damage and 2d6 wind damage on a failed save. A creature who enters or ends their turn in that space suffers the same damage.You sacrifice a mote of your welfare to burn away the pain of a creature you touch. If that creature is not vulnerable to fire damage, they recover a number of hit points equal to 2d8 + your Intelligence modifier. If they are vulnerable to fire damage, they instead suffer an amount of fire damage equal to 2d8 + your Intelligence modifier.You seal the wounds of a creature within 60 feet with especially painful flame. The targeted creature must make a Constitution saving throw. On a failed save, they suffer 2d6 fire damage and cannot recover hit points for 1 minute. On a successful save, they suffer no damage and cannot recover hit points until the end of their next turn.You generate a bonfire that spreads over time. Choose an unoccupied space within 60 feet. You create a bonfire up to 10-feet tall in that space, igniting any flammable objects within. At the beginning of each of your turns, the bonfire expands by 10 feet in every direction for a maximum number of rounds equal to your Intelligence modifier, after which it disappears. Creatures who enter or end their turn in the bonfire suffer 6d8 fire damage. When the bonfire expands, creatures within range must pass a Dexterity saving throw or suffer the aforementioned damage. When you create the bonfire, you can choose any number of creatures to automatically pass the saving throws and suffer no damage.You conjure a flaming sword that slices an opponent. Make a melee weapon attack against one creature within your reach using your Intelligence. You are treated as proficient with this attack. On a hit, the target suffers 4d8 magical slashing damage, as well as 4d8 fire damage.As a bonus action, you temper the raw power of yourself or a willing creature within 30 feet with flame. They suffer 2d6 fire damage, but they gain a bonus to all damage rolls equal to your Strength modifier + your Intelligence modifier for 1 minute. Additionally, their melee weapon attacks deal an additional 2d8 fire damage.You tap into the mind of another creature within 60 feet that you can see to sear away their mind's frailty. If the creature is unwilling, they must make an Intelligence saving throw. On a failed save, they are removed of the charmed or frightened condition if they are affected by it, and they gain advantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. A willing creature can choose to automatically fail the saving throw.You unleash a searing beam of sunlight upon a creature within 300 feet that you can see. Make a ranged attack roll using your Intelligence. You are treated as proficient with this attack. On a hit, the creature suffers 6d8 fire damage, as well as 6d8 radiant damage. Additionally, they must pass a Constitution saving throw or become blinded until the end of their next turn.You release an inferno of hellfire upon a creature within 120 feet. That creature and creatures within 30 feet of your target must make Dexterity saving throws. On a failed save, they suffer 8d10 fire damage, as well as 2d10 psychic damage. Additionally, they must spend their next turn doing nothing, as the blaze of Hell strikes fear of damnation into their mind.You harness the flames akin to a forge to strengthen armor or a weapon over a 1-hour ritual. You select a nonmagical weapon or suit of armor. After the ritual, a weapon becomes a fireproof +2 magical weapon with a flaming blade, head, or tip, granting it an additional 4d8 fire damage. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. You can cause the flames to disappear or reappear at will, no action required. You cannot select a bow, blowgun, or crossbow, but you can enchant up to 20 pieces if ammunition at a time. A suit of armor becomes a fireproof +2 magical suit of armor, granting the wearer an immunity to fire damage. You are treated as proficient with equipment affected by this conjunction.You unleash a swift burst of blue flame upon a creature within 30 feet. That creature must make a Dexterity saving throw or suffer 20d6 fire damage, or no damage on a successful save. A creature reduced to 0 hit points by this conjunction is reduced to ash.You create a blazing draconic creature of pure flame in an unoccupied area within 30 feet. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the dragon, it defends itself from hostile creatures but otherwise takes no actions. The creature utilises the statistics of a young red dragon with a creature type of elemental, rather than dragon. Additionally, the creature can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 1d12 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 1d12 fire damage at the start of each of its turns. The dragon of flame remains for 1 minute, after which it disappears.You grasp a creature, and they are overcome with the green flames of the netherworld. Make a melee attack against a creature within your reach using your Intelligence. You are treated as proficient with this attack. On a hit, they suffer 10d8 fire damage, as well as 10d8 necrotic damage. Additionally, they must make a Constitution saving throw. On a failed save, their hit point maximum is reduced to their number of remaining hit points (e.g. a creature with 150 hit points takes 120 damage and fails the save, reducing their hit point maximum to 30). A creature reduced to 0 hit points by this conjunction dies instantly. An undead creature is unaffected by this conjunction.You call upon a cloud of fiery smoke, centered on a point you can see and spreading to a radius of 360 feet. The air becomes toxic and difficult to breathe, the area rapidly increases in temperature, and flammable objects become prone to spontaneous combustion. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 5d6 poison damage and becomes poisoned for 1 minute. You must maintain concentration on this conjunction. For every round that you maintain this concentration, the storm produces additional effects on your turn.

Round 2. A rain of a lava-like substance falls from the cloud. Each creature and object under the cloud takes 8d6 fire damage. Round 3. You call large orbs of flame from the cloud to strike up to six points of your choice beneath the cloud. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 15d6 fire damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. Round 4. Searing flame rains down from the cloud. Each creature under the cloud takes 5d6 fire damage. Round 5-10. Scorching heat waves assault the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 4d6 fire damage and must make a Constitution saving throw at the beginning of each of their turns. On a failed save, they gain one level of exhaustion. Ranged weapon attacks in the area are impossible. The blazing gales count as a severe distraction for the purposes of maintaining concentration on spells. Finally, the intense waves of heat automatically disperse fog, mists, and similar phenomena in the area whether mundane or magical.

You create a ball of grey flame to launch at an opponent within 120 feet. Roll a d6. The result determines the color and effect of the flame. A roll of 1 alters the ball to become red, causing an opponent struck by it to suffer an additional 8d6 fire damage and catch fire. They suffer 1d12 fire damage at the beginning of each of their turns until someone takes an action to douse the fire. A roll of 2 alters the ball to become blue, causing an opponent struck by it to suffer an additional 10d6 fire damage and suffer disadvantage on Strength or Dexterity-based rolls for 1 minute, as their muscles rupture from the intense heat. A roll of 3 alters the ball to become purple, causing an opponent struck by it to suffer an additional 4d6 fire damage, as well as an additional 4d6 psychic damage. Additionally, they suffer disadvantage on Intelligence or Wisdom-based rolls for 1 minute, as the cruel flame corrupte their mind. A roll of 4 alters the ball to become white, causing an opponent struck by it to suffer an additional 4d6 fire damage, as well as an additional 4d6 radiant damage. Additionally, they become paralyzed for 1 minute, as the sacred flame binds them with their own sins. A creature paralyzed by this conjunction can make a Constitution saving throw at the end of each of their turns, ending the effect on a successful save. A roll of 5 alters the ball to become black, causing an opponent struck by it to suffer an additional 4d6 fire damage, as well as an additional 4d6 necrotic damage. Additionally, they become blinded and deafened for 1 minute, as the corrupt flame disables their senses. A roll of 6 causes the ball to remain grey, but amplifies its power, dealing an additional 12d6 fire damage and treating the damage roll as though it rolled its maximum value. Following your roll, make a ranged attack using your Intelligence. You are treated as proficient with this attack. On a hit, a creature suffers 8d6 fire damage, as well as the effects of your previous roll.
IceYou rapidly decrease the body temperature of a creature within 60 feet, forcing them to make a Constitution saving throw. The creature suffers 2d6 cold damage, followed by 2d6 fire damage, as you suddenly spike their heat to dangerous levels. Their movement speed is reduced by 10 feet, and they suffer disadvantage on Strength saving throws. On a successful save, they suffer half the damage and no additional effects.You conjure a sharp spear of ice and launch it at an adversary within 90 feet. Make a ranged attack using your Intelligence. You are treated as proficient with this attack. On a hit, the target suffers 1d12 piercing damage, as well as 3d8 cold damage. Additionally, their movement speed is reduced by 10 feet.You conjure a pool of water below a creature within 100 feet that you can see. The pool of water is marginally larger than the targeted creature, and deep enough to submerge most of their body. The creature sinks into the water and must make a Strength saving throw to escape. On a failed save, they are restrained and cannot take any actions. At the beginning of your next turn, an iceberg erupts from the waters, striking the creature for 3d6 bludgeoning damage, as well as 3d6 cold damage. Following this, they are freed from the water, and the pool and iceberg disappear. On a successful save, they do not become restrained, and the water promptly disappears.You create a blizzard with a 30-foot radius centered on a space within 240 feet that you can see. Upon its creation, creatures within the radius must make a Constitution saving throw. On a failed save, they suffer 2d6 cold damage, as well as 2d6 wind damage. The area within the radius is treated as difficult terrain, and ranged weapon attacks that would enter the radius suffer disadvantage on their attack roll. A creature that enters or ends their turn within the radius must make the saving throw as displayed above. The blizzard remains for a number of rounds equal to your Intelligence modifier, after which it disappears.You conjure a fleeting crystal of ice that attaches itself to a creature within 30 feet of your choice. That creature is cured of one condition of their choice that is currently afflicting them. This does not affect creatures at 0 hit points. The crystal then disappears.You partially freeze a creature within 60 feet that you can see. That creature must make a Constitution saving throw. On a failed save, they suffer disadvantage on Dexterity-based ability checks and saving throws. Additionally, their movement speed is halved. A creature with a resistance or immunity to cold damage is unaffected. These effects remain for 1 minute. On a successful save, their movement speed is reduced by 10 feet until the end of their next turn.You conjure a dark cloud that floats above a creature within 120 feet. The cloud causes thundersnow, assailing the target with lightning, hail, and snow. At the beginning of each of their turns, they suffer 3d8 cold damage, as well as 2d6 bludgeoning damage, 2d8 thunder damage, and 6d6 lightning damage. Additionally, their movement speed is reduced by 10 feet for the duration. The cloud remains for a number of rounds equal to your Intelligence modifier. You must maintain concentration on the cloud.You create a chilling sword that pursues a creature within 60 feet. The sword flies towards the target, unleashing a flurry of slashes and thrusts. Make a ranged attack using your Intelligence. On a hit, the creature suffers 3d6 magical slashing damage, as well as 2d6 magical piercing damage and 4d6 cold damage. The sword promptly shatters into mist-like particles.You create a shell of ice that protects you from harm. For a number of rounds equal to your Intelligence modifier, or until you choose to end it, your AC becomes 22, and your speed is reduced by 10 feet. Additionally, as a bonus action, you can withdraw into your shell, gaining a +4 bonus to your Armor Class and becoming prone. Whilst the shell remains, when a creature misses you with a melee attack, they suffer 3d6 piercing damage, as well as 3d6 cold damage, as the shell's sharp ice spikes punish them. After the duration ends, the shell melts.You attempt to freeze the mind itself of a creature within 80 feet that you can see. The foe must make a Wisdom saving throw. On a failed save, their Intelligence, Wisdom, and Charisma is reduced to 3, and they cannot cast spells or ready actions for 1 minute. On a successful save, they are unaffected. The foe can make the Wisdom saving throw at the end of each of their turns, removing the effect on a successful save.You create a mirror of ice that reflects an exceptionally bright light, forcing all creatures of your choice that can see you to make Constitution saving throws. On a failed save, they are blinded for 10 minutes. Additionally, their movement speed is reduced by 15 feet. On a successful save, they are blinded for 1 minute.You invoke the night to debilitate your opponents, creating a shroud of magical darkness that removes all light in a 60-foot radius centered on a point that you can see. Hostile creatures within the radius are always treated as surprised, and their movement speed is reduced by 25 feet. Additionally, a creature without darkvision is blinded, and when they make an attack with disadvantage, they must roll three dice and select the lowest roll. A creature that enters or ends their turn within the darkness suffers 5d8 cold damage. The darkness remains for 1 minute, or until it is disabled as a bonus action.
Earth
Wind
Health
Ailment
Nature
Metal
Body
Mind
Light
Darkness
Creation
Destruction
Life
Death
Order
Chaos

You can utilise this feature a number of times equal to your Strength modifier + your Intelligence modifier, regaining all expended uses upon finishing a short or long rest.

Path of Parity

Each equipoised must make a decision very early in their life: will they utilise their powers to protect the world's balance as they are decreed, or will they wield their conjunctions for their own personal benefit? It is your time to decide. Choose between the Harmonious and the Discordant, both detailed at the end of the class description. Your choice grants you features at 1st level, and again at 6th level, 14th level, and 18th level.

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.

<!-Class Feature->

<!-Class feature game rule information->


Harmonious

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Discordant

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing

Ascribable to the essence of the equipoised, you cannot multiclass into or out of this class.

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