Syphonist (5e Class)

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The Syphonist

A tall man walks down a twilight-dimmed street, dressed in a suit and tie with a pocket watch in his hand. As he steps on the flagstone path, he clutches the watch close to his heart, as a red-hot glow emerges from it. He evokes a powerful cry, and a scorching stream of sparks and fire bursts from his free palm, burning the sickening, undead creatures that stand before him to a horrid crisp. A single tear rolls down the man's face, but his emotions simply fuel the fire.

The flames flicker and dim, leaving nothing but ash and burnt corpses in their wake. After the deed is done, a wave of regret washes over the man. What was a single tear now turns into a waterfall of emotion, a river of sadness and shame. As the man cries out to the gods to fix what he has done, he hears one simple phrase replying to his pleas.

"Nothing can fix what has been done, but something can be done to prevent it from happening again."

Syphonists are powerful, emotional spellcasters that channel the arcane energies of a specific plane through an item called a "Syphon". These items correlate in someway to the environment of that plane, although are very rarely taken from the plane itself. These items also hold a strong personal and emotional significance to the individual, which shows in their magics and abilities.

Magical Paroxysms

To a Syphonist, rage and sadness is just the genesis for powerful spells and magics. They channel their emotions through their Syphon, creating fantastical effects and dangerous blasts of passion and splendor. Syphonists use these bursts of thaumaturgical fervor to defeat their foes, acting as what one might call an "Arcane Barbarian". The residual emotion on their Syphon is what allows them to go into this arcane rage of sorts, bringing all the memories related to it full force in their mind and turning those emotions and pains into various different spells and effects. Perhaps the item was a gift from a long dead parental figure that they looked up to. Perhaps it was used for something that they can't seem to forget, like a crime. Or maybe it's just a lucky charm that they've had for a large part of their lifetime.

Creating a Syphonist

As you create a Syphonist, think about what significance their Syphon has to them, and how that affects them daily. What event brought you to this emotional high, and how does the item connect to it? Were you forced into a situation you still grieve about to this day, or perhaps did you lose a loved one? Are the emotions tied to it actually quite positive, such as your first kiss or an achievement you're proud of? Was this item with you during the event, or does it just bring back memories of it?

Talk to your DM about how much of everyone's backstory will come into play. Will the campaign be role-play heavy, or will it just be a lootfest? Your emotions and personality are crucial to the performance of a character like this, make your time count.


Quick Build

You can make a Syphonist quickly by following these suggestions. First, charisma should be your highest ability score, followed by wisdom. Second, choose the Haunted One background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Syphonist you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapons
Tools: None
Saving Throws:
Skills:

Equipment

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

    Table: The Syphonist

    LevelProficiency
    Bonus
    Features—Spell Slots per Spell Level—
    1st2nd3rd4th5th6th7th8th9th
    1st+2<!-Class Feature1->2
    2nd+2<!-Class Feature2->3
    3rd+2<!-Class Feature3->42
    4th+2Ability Score Improvement43
    5th+3432
    6th+3433
    7th+34331
    8th+3Ability Score Improvement4332
    9th+443331
    10th+443332
    11th+4433321
    12th+4Ability Score Improvement433321
    13th+54333211
    14th+54333211
    15th+543332111
    16th+5Ability Score Improvement43332111
    17th+6433321111
    18th+6433331111
    19th+6Ability Score Improvement433332111
    20th+6433332211

    <!-Class Feature->

    <!-Class feature game rule information->

    <!-Use semi-colons for subheaders->

    <!-Subclass Feature->

    <!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

    Ability Score Increase

    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->


    <!-Class Option 1->

    <!-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->

    <!-Class Option 2->

    <!-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->

    Spell List

    You know all of the spells on the basic spell list and additional spells based on your subclass.

    1st Level

    <!-1st level spell list->

    2nd Level

    <!-2nd level spell list->

    3rd Level

    <!-3rd level spell list->

    4th Level

    <!-4th level spell list->

    5th Level

    <!-5th level spell list->

    Multiclassing


    Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

    Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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    gollark: Sorry, intermediate.
    gollark: This is just something something mean value theorem.
    gollark: It's absolutely possible to do boring rote-ish questions with more fundamental content though.
    gollark: They use the same content as A-level but are actually very thinky.
    gollark: Have you seen STEP and the MAT?
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