SIGNING IN

Livspoeng

Livsterninger 1d6 per niva

Kyndigheter

WIS , CHA

Wychlaran

Niva Dyktighetsbonus Egenskaper Communal Binding Cantrips Known
1 + 2 Communal Binding Spellcasting 2 2
2 + 2 Communal Binding Spellcasting 2 2
3 + 2 Communal Binding Spellcasting 2 2
4 + 2 Communal Binding Spellcasting 2 3
5 + 3 Communal Binding Spellcasting 3 3
6 + 3 Communal Binding Spellcasting 3 3
7 + 3 Communal Binding Spellcasting 3 3
8 + 3 Communal Binding Spellcasting 3 3
9 + 4 Communal Binding Spellcasting 4 3
10 + 4 Communal Binding Spellcasting 4 4
11 + 4 Communal Binding Spellcasting 4 4
12 + 4 Communal Binding Spellcasting 4 4
13 + 5 Communal Binding Spellcasting 5 4
14 + 5 Communal Binding Spellcasting 5 4
15 + 5 Communal Binding Spellcasting 5 4
16 + 5 Communal Binding Spellcasting 5 4
17 + 6 Communal Binding Spellcasting 6 4
18 + 6 Communal Binding Spellcasting 6 4
19 + 6 Communal Binding Spellcasting 6 4
20 + 6 Communal Binding Spellcasting 6 4

Spell Slots per Spell Level

Niva Dyktighetsbonus Egenskaper 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 + 2 Communal Binding Spellcasting 2 0 0 0 0 0 0 0 0
2 + 2 Communal Binding Spellcasting 2+1 0 0 0 0 0 0 0 0
3 + 2 Communal Binding Spellcasting 2+1 1 0 0 0 0 0 0 0
4 + 2 Communal Binding Spellcasting 2+1 1+1 0 0 0 0 0 0 0
5 + 3 Communal Binding Spellcasting 2+1 1+1 1 0 0 0 0 0 0
6 + 3 Communal Binding Spellcasting 2+1 1+1 1+1 0 0 0 0 0 0
7 + 3 Communal Binding Spellcasting 2+1 1+1 1+1 1 0 0 0 0 0
8 + 3 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 0 0 0 0 0
9 + 4 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1 0 0 0 0
10 + 4 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 0 0 0 0
11 + 4 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1 0 0 0
12 + 4 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1 0 0 0
13 + 5 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 0 0
14 + 5 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 0 0
15 + 5 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 0
16 + 5 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 0
17 + 6 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
18 + 6 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
19 + 6 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1
20 + 6 Communal Binding Spellcasting 2+1 1+1 1+1 1+1 1+1 1+1 1 1 1

Klassetrolldommer

Blade Ward Booming Blade|tce Control Flames|xge Create Bonfire|xge Dancing Lights Friends Green-Flame Blade|tce Guidance Gust|xge Infestation|xge Light Lightning Lure|tce Mage Hand Mending Message Mind Sliver|tce Minor Illusion Mold Earth|xge Poison Spray Prestidigitation Primal Savagery|xge Produce Flame Ray of Frost Resistance Shape Water|xge Shashkah|rcg Shocking Grasp Sword Burst|xge Thaumaturgy Thunderclap|xge True Strike Absorb Elements|xge Bless Burning Hands Catapult|xge Cause Fear|xge Ceremony|xge Chaos Bolt|xge Charm Person Chromatic Orb Color Spray Command Comprehend Languages Create or Destroy Water Cure Wounds Detect Evil and good Detect Magic Detect Poison and Disease Earth Tremor|xge Ensnaring Strike Entangle Expeditious Retreat Faerie Fire Feather Fall Find Familiar Fog Cloud Healing Word Hex Ice Knife|xge Identify Longstrider Protection from Evil and Good Purify Food and Drink ScattersprayNEW Shield Shield of Faith Sleep Snare|xge Speak with Animals Tasha's Hideous Laughter Tasha's Caustic Brew|tce Tenser's Floating Disk Thunderwave Unseen Servant Vulnerability|rcg Witch Bolt Aganazzar's Scorcher|xge Alter Self Arcane Lock Augury Barkskin Blindness/Deafness Blur Cloud of Daggers Continual Flame Crown of Madness Darkness Darkvision Detect Thoughts Dragon's Breath|xge Dust Devil|xge Earthbind|xge Enhance Ability Enlarge/Reduce Enrage|rcg Entrall Find Traps Flame Blade Flaming Sphere Gentle Repose Gust of Wind Healing Spirit|xge Hold Person Invisibility Knock Lesser Restoration Levitate Locate Animals or Plants Locate Object Magic Weapon Maximillian's Earthen Grasp|xge Mind Spike|tce Mirror Image Misty Step Protection from Poison Rope Trick Scorching Ray See Invisibility Shadow Blade|xge Shatter Silence Skywriter|xge Snilloc's Snowball Swarm|xge Spider Climb Spiritiual Weapon Tasha's Mind Whip|tce Warding Wind|xge Web Zone of Truth Blink Catnap|xge Clairvoyance Cohort|rcg Counterspell Create Food and Water Daylight Dispel Magic Enemies Abound|xge Erupting Earth|xge Fear Fireball Flashburst|rcg Fly Glyph of Warding Haste Hypnotic Patter Intellect Fortress|tce Leomund's Tiny Hut Lightning Bolt Magic Circle Moon Blade|rcg Nondetection Phantom Steed Protection from Energy Remove Curse Revivify Sending Sleet Storm Slow Speak with Dead Speak with Plants Spirit Guardians Spirit Shroud|tce Stinking Cloud Summon Fey|tce Thunder Step|xge Tidal Wave|xge Tiny Servant|xge Tongues Turn Fiend|rcg Wall of Sand|xge Wall of Water|xge Water Breathing Waterspout|rcg Water Walk Wind Wall Arcane Eye Banishment Blight Charm Monster|xge Confusion Control Water Death Ward Dimension Door Divination Fire Shield Freedom of Movement Greater Invisibility Hallucinatory Terrain Ice Storm Locate Creature Mordekainen's Faithful Hound Otiluke's Resilient Sphere Phantasmal Killer Polymorph Sickening Radiance|xge Stoneskin Storm Sphere|xge Summon Construct|tce Summon Elemental|tce Virtriolic Sphere|xge Wall of Fire Watery Sphere|xge Animate Objects Bigby's Hand Cloudkill Commune Commune with Nature Cone of Cold Contact Other Plane Control Winds|xge Dawn|xge Dispel Evil and Good Dominate Person Dream Far Step|xge Geas Greater Restoration Hallow Hold Monster Immolation|xge Legend Lore Mislead Modify Memory Passwall Placebind|rcg Planar Binding Raise Dead Rary's Telepathic Bond Scryng Seeming Skill Empowerment|xge Steel Wind Strike|xge Synaptic Static|xge Telportation Circle Transmute Rock|xge Wall of Force Wall of Light|xge Wall of Stone Arcane Gate Chain Lightning Contingency Create Homunculus|xge Disintegrate Eyebite Find the Path Flesh to Stone Forbiddance Freezing Sphere Globe of Invulnerability Guards and Wards Heal Investiture of Flame|xge Investiture of Ice|xge Investiture of Stone|xge Investigture of Wind|xge Mass Suggestion Mental Prison|xge Move Earth Otiluke's Freezing Sphere Restore Spirit|rcg Scatter|xge Sunbeam Tasha's Otherwordly Guise|tce True Seeing Wall of Ice Crown of Stars|xge Delayed Blast Fireball Dream of the Blue Veil|tce Etherealness Finger of Death Firestorm Forcecage Mirage Arcane Mordekainen's Sword Plane Shift Resurrection Sequester Symbol Teleport Whirlwind|xge Abi-Dalzim's Horrid Wilting|xge Animal Shapes Antimagic Field Antipathy/Sympathy Control Weather Dominate Monster Earthquake Feeblemind Glibness Illusory Dragon|xge Incendiary Cloud Maddening Darkness|xge Mind Blank Power Word Stun Blade of Disaster|tce Foresight Imprisonment Invulnerability True Polymorph Weird Wish blade ward|xphb dancing lights|xphb friends|xphb guidance|xphb light|xphb mage hand|xphb mending|xphb message|xphb minor illusion|xphb poison spray|xphb prestidigitation|xphb produce flame|xphb ray of frost|xphb resistance|xphb shocking grasp|xphb thaumaturgy|xphb true strike|xphb bless|xphb burning hands|xphb charm person|xphb chromatic orb|xphb color spray|xphb command|xphb comprehend languages|xphb create or destroy water|xphb cure wounds|xphb detect evil and good|xphb detect magic|xphb detect poison and disease|xphb ensnaring strike|xphb entangle|xphb expeditious retreat|xphb faerie fire|xphb feather fall|xphb find familiar|xphb fog cloud|xphb healing word|xphb hex|xphb identify|xphb longstrider|xphb protection from evil and good|xphb purify food and drink|xphb shield|xphb shield of faith|xphb sleep|xphb speak with animals|xphb tasha's hideous laughter|xphb tenser's floating disk|xphb thunderwave|xphb unseen servant|xphb witch bolt|xphb alter self|xphb arcane lock|xphb augury|xphb barkskin|xphb blindness/deafness|xphb blur|xphb cloud of daggers|xphb continual flame|xphb crown of madness|xphb darkness|xphb darkvision|xphb detect thoughts|xphb enhance ability|xphb enlarge/reduce|xphb find traps|xphb flame blade|xphb flaming sphere|xphb gentle repose|xphb gust of wind|xphb hold person|xphb invisibility|xphb knock|xphb lesser restoration|xphb levitate|xphb locate animals or plants|xphb locate object|xphb magic weapon|xphb mirror image|xphb misty step|xphb protection from poison|xphb rope trick|xphb scorching ray|xphb see invisibility|xphb shatter|xphb silence|xphb spider climb|xphb web|xphb zone of truth|xphb blink|xphb clairvoyance|xphb counterspell|xphb create food and water|xphb daylight|xphb dispel magic|xphb fear|xphb fireball|xphb fly|xphb glyph of warding|xphb haste|xphb leomund's tiny hut|xphb lightning bolt|xphb magic circle|xphb nondetection|xphb phantom steed|xphb protection from energy|xphb remove curse|xphb revivify|xphb sending|xphb sleet storm|xphb slow|xphb speak with dead|xphb speak with plants|xphb spirit guardians|xphb stinking cloud|xphb tongues|xphb water breathing|xphb water walk|xphb wind wall|xphb arcane eye|xphb banishment|xphb blight|xphb confusion|xphb control water|xphb death ward|xphb dimension door|xphb divination|xphb fire shield|xphb freedom of movement|xphb greater invisibility|xphb hallucinatory terrain|xphb ice storm|xphb locate creature|xphb otiluke's resilient sphere|xphb phantasmal killer|xphb polymorph|xphb stoneskin|xphb wall of fire|xphb animate objects|xphb bigby's hand|xphb cloudkill|xphb commune|xphb commune with nature|xphb cone of cold|xphb contact other plane|xphb dispel evil and good|xphb dominate person|xphb dream|xphb geas|xphb greater restoration|xphb hallow|xphb hold monster|xphb legend lore|xphb mislead|xphb modify memory|xphb passwall|xphb planar binding|xphb raise dead|xphb rary's telepathic bond|xphb seeming|xphb wall of force|xphb wall of stone|xphb arcane gate|xphb chain lightning|xphb contingency|xphb disintegrate|xphb eyebite|xphb find the path|xphb flesh to stone|xphb forbiddance|xphb globe of invulnerability|xphb guards and wards|xphb heal|xphb mass suggestion|xphb move earth|xphb otiluke's freezing sphere|xphb sunbeam|xphb true seeing|xphb wall of ice|xphb delayed blast fireball|xphb etherealness|xphb finger of death|xphb forcecage|xphb mirage arcane|xphb plane shift|xphb resurrection|xphb sequester|xphb symbol|xphb teleport|xphb animal shapes|xphb antimagic field|xphb antipathy/sympathy|xphb control weather|xphb dominate monster|xphb earthquake|xphb befuddlement|xphb glibness|xphb incendiary cloud|xphb mind blank|xphb power word stun|xphb foresight|xphb imprisonment|xphb true polymorph|xphb weird|xphb wish|xphb

Klasseegenskaper

Niva 1

Communal Binding
Spellcasting

Niva 10

Repurpose Construct

Niva 12

Ability Score Improvement

Niva 13

Unweave (3 uses)

Niva 14

Wychlaran Praxis Feature

Niva 16

Ability Score Improvement

Niva 18

Wychlaran Praxis Feature

Niva 19

Ability Score Improvement

Niva 2

Bonded Casting
Communal Channeling

Niva 20

Coven

Niva 3

Wychlaran Praxis

Niva 4

Ability Score Improvement

Niva 5

Place Magic

Niva 6

Unweave (1 use)

Niva 7

Wychlaran Praxis Feature

Niva 8

Ability Score Improvement

Niva 9

Unweave (2 uses)

Kasterutvikling

Kasterutvikling: full

Cantrip-utvikling

Niva 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Cantrips Kjent 2 2 2 3 3 3 3 3 3 4 4 5 4 4 4 4 4 4 4 4

Kyndigheter

Armor

light

Weapons

simple

all swords

Skills

Startutstyr

Alternativt kan du starte med: 4d4 × 10|4d4 × 10|Starting Gold

Klasseegenskaper

Communal Binding (Level 1)

A wychlaran can perform a 1-hour ritual to create a bond between themself and a number of willing creatures. Excluding the wychlaran performing the ritual, the maximum number of creatures that can be included in the ritual is listed in the Communal Binding column in the Wychlaran Class Table. The Communal Binding number increases only with levels in the wychlaran class.

The communal bond lasts until the lead wychlaran performs a new binding ritual or through death. The communal bond is severed for all bonded creatures if the wychlaran dies, and for each individual bonded creature if they die. The ritual can be performed as part of a short or long rest, so long as the wychlaran does not cast spells while performing it. A wychlaran can't perform the Communal Binding ritual more than once every 24 hours.

When the Communal Binding ritual is completed, each bonded creature, including the wychlaran, contributes a number of d3s equal to their proficiency bonus to a communal pool. These dice are used when invoking the communal bindings' effects (see below) and tracked by the wychlaran who performed the ritual. The pool replenishes fully once all bonded creatures have completed a short rest.

The Communal Binding is a spiritual event and not considered magical, and is not affected by dispel magic or similar effects. The communal pool is destroyed if the lead wychlaran dies or participates in a new Communal Binding.

Communal Pool Uses

  • As a bonus action on their turn, any of the bonded creatures can remove one die from the communal pool and add it to their next attack roll, damage roll, or ability check. They must choose the die's use when it is taken from the pool, and before rolling the pool die.

  • As a reaction when one of the bonded creatures makes a saving throw, that creature and/or the lead wychlaran who can see them can remove one die (each) from the pool and add it to the saving throw. They must do so after the saving throw has been rolled, but before determining the result.

  • As long as there is at least one die in the communal pool, a wychlaran can add that die to any saving throws made to maintain concentration without expending the die.

Multiple Wychlaran

No creature, including a wychlaran, can be part of multiple bindings. A wychlaran can be part of a binding performed by another wychlaran; in this case, only one communal pool is formed, and it is controlled by the wychlaran leading the ritual. The binding of a second wychlaran increases the pool die size from d3 to d4, and the binding of a third wychlaran to a d6. Additionally, multiple wychlaran can never have the same Communal Channeling option active simultaneously within the same Communal Binding.

Severed Bonds

  • When a communal binding is severed as a result of the lead wychlaran's death, all participants suffer a 1d3 penalty to their attack rolls, ability checks, and saving throws, and cannot participate in another Communal Binding until they finish a long rest. The communal pool is also destroyed.

  • When a communal binding is severed as a result of a bonded creature's death, only the lead wychlaran and that creature suffer the 1d3 penalty, but neither party suffers any Communal Binding restrictions.

Spellcasting (Level 1)

Wychlaran spellcasting is a combination of learned knowledge and deep connection with spirits and the land itself. The origin of wychlaran arcane capabilities lies in learned magics such as those practiced by wizards but has evolved over time, and has been tempered with wisdom and passed down in oral traditions and complex rituals. While wychalaren have access to a wide breadth of spells, individuals specialize their knowledge and the rituals needed to form a spiritual connection and change their daily spells are more demanding and therefore more limited on a day-to-day basis. See Spells Rules for the general rules of spellcasting and the Wychlaran Spells Listing for your spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the wychlaran spell list spell list, as well as the guidance and resistance cantrips. You learn additional wychlaran cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wychlaran Class Table.

Preparing and Casting Spells

The Wychlaran Class Table shows how many spell slots you have to cast your wychlaran 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 wychlaran spells that are available for you to cast, choosing from the wychlaran spell list. The first time you do so, choose a number of wychlaran spells equal to your wychlaran level + your Wisdom modifier (minimum of one spell). Subsequently, this total increases as your Wychlaran level or your Wisdom modifier increase, but you can only change a limited number of spells on the list per day as described below. Your prepared spells must be of a level for which you have spell slots.

You can change a number of prepared spells equal to your Wisdom modifier when you finish a long rest, Preparing a new list of wychlaran spells requires time spent in ritual connection with the spirits or with the land: at least 1 minute per spell level for each spell on your list.

For example, if you are a 3rd-level wychlaran, you have two 1st-level and one 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. With a Wisdom modifier of +3, you can change 3 of the prepared spells on the list whenever you finish a long rest, they need not be the same spells you changed the previous day. The first time you prepare spells after leveling up to 4th level, you prepare one additional spell of your choice from the wychalaran spell list.

The Spell Slots Per Level columns indicate the number of spell slots available to cast per long rest, along with any bonded spell slots you may have available. The "+1" on this list represents the number of bonded spell slots available to you.

Spellcasting Ability

Intelligence is your spellcasting ability for your witch spells, as your power comes from your study of the dark arts. 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 witch spell you cast and when making an attack roll with one.

Spell

Spell

Ritual Casting

You can cast a wychlaran spell as a ritual if that spell has the ritual tag and you have it prepared.

Spellcasting Focus

You can use sword, quarterstaff, or a wychlaran mask as a spellcasting focus for your wychlaran spells.

Bonded Casting (Level 2)

Starting at 2nd level, you can extend the benefits of certain spells to those you share a Communal Binding with. Casting in this manner is more strenuous than working normal spells, and only specific spells and separate spell slots can be used for Bonded Casting.

When you use Bonded Casting on your turn, you can take no other actions, bonus actions, or reactions during that turn.

When you use Bonded Casting to cast a spell targeting a creature with whom you share a Communal Binding, you may choose for that spell to affect any number of other creatures that are part of that Communal Binding.

Bonded Spell Slots

The Wychlaran Class Table shows how many bonded spell slots you have to cast your wychlaran spells of 1st level or higher. These spell slots can also be used for regular casting, but your regular spell slots cannot be used for Bonded Casting.

You regain all expended bonded spell slots when you finish a long rest. You can never gain more bonded spell slots than is listed on the Wychlaran Class Table, and items or features which add or restore spell slots do not add or restore bonded spell slots unless specified.

Bonded Spells

The Bonded Casting Spells table shows spells that can be used for bonded casting. You always have these spells prepared and they do not count against the number of spells you can prepare.

Bonded Recovery

Once per day, when you finish a short rest, you can choose expended bonded spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wychlaran level (rounded up).

For example, if you're a 4th-level wychlaran, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Communal Channeling (Level 2)

Starting at 2nd level, you can use your action to channel energies among those who are part of your Communal Binding, and are within 30 feet of you when the channeling begins. The channeling lasts for 1 minute. It ends early if you are knocked unconscious or you use an action on your turn to end it. When you begin channeling, you choose one of these options:

  • Commanding Channeling. You take tighter control of the Communal Binding. For the duration of the channeling, only you can use dice from the Communal Pool. Once on each of their turns, other creatures within the Communal Binding can deal additional damage equal to your Charisma modifier to a creature or creatures damaged by one of the bonded creature's spells or attacks.

  • Protective Channeling. You raise the defenses of the bonded creatures. When you begin channeling and at the start of each of their turns, this feature grants temporary hit points to all other creatures that are part of your Communal Binding. The number of temporary hit points is equal to your Communal Binding number. When a creature loses these temporary hit points, you take psychic damage equal to half your Communal Binding number, rounded down. If multiple creatures lose these hit points simultaneously, the total damage you take is capped at your Communal Binding number for that instance. Damage you take from Protective Channeling ignores resistance and immunity, but does not cause you to make saving throws to maintain concentration.

  • Psychic Channeling. You form a strong telepathic connection with the bonded creatures. For the duration of the channeling, all creatures within your Communal Bond can communicate telepathically, regardless of distance. The connection formed enables the affected creatures to perform more complex maneuvers by giving them awareness of what their comrades are about to do. Additionally, as a bonus action on their turn, a bonded creature can use the senses of another bonded creature instead of their own until the end of their own turn. For example, a human can gain a dwarf's darkvision.

Wychlaran Praxis (Level 3)

At 3rd level, you choose the set of teachings and customs you practice in your daily life as a wychlaran. The choice of praxis informs all aspects of your powers, from additional spells you learn from spirits, to how you lead your communal binding, to the way you use constructs. The Praxis of Tradition is the time-honored path for most hathrans, while the Praxis of Power is the nonconformist path typically taken by durthans.

Ability Score Improvement (Level 4)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Place Magic (Level 5)

Starting at 5th level, you are able to draw on the magic of the land itself to help you cast your magics. While you are located in Rashemen, you can cast any wychlaran ritual spell without having it prepared.

Additionally, once per short rest, you can cast one wychlaran spell you don't have prepared using an appropriate spell slot.

Unweave (1 use) (Level 6)

The years of resistance and opposition to the Thayan wizards have taught the wychlaran to combat magic.

Starting at 6th level, you can use your action to cast dispel magic at its lowest level, or your reaction to cast counterspell at its lowest level, without using a spell slot, any components, or having the spell prepared.

Additionally, if the spell or effect you are attempting to unweave is of the necromancy or enchantment schools and requires you to make an ability check as part of casting dispel magic or counterspell, you can add your proficiency bonus to the ability check.

You may use this feature once and regain any expended uses when you finish a short rest. You gain additional uses of Unweave at 9th and 13th levels in this class.

Wychlaran Praxis Feature (Level 7)

At 7th level, you gain another feature from your Praxis.

Ability Score Improvement (Level 8)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Unweave (2 uses) (Level 9)

You gain an additional use of Unweave at 9th level in this class.

Repurpose Construct (Level 10)

Starting at 10th level, ancient Raumatharian knowledge of constructs allows you to make use of existing constructs. When you defeat a construct and it is not entirely destroyed, you can attempt to magically re-purpose it to serve you. You can't attempt to repurpose a construct with a Challenge Rating greater than half your wychlaran level (rounded up).

The repurposing attempt takes 1 minute, during which you must remain within 5 feet of the construct and can't cast any spells. At the end of the minute, make a Wisdom (Arcana) check with a DC equal to 10 plus the construct's Challenge Rating. On failure, the construct is not re-animated and can't be targeted by this feature again.

On a success, you gain control of the construct, with the following changes: the construct no longer has its knowledge or personality, it has only half of its average hit points and can never regain hit points by any means short of a wish spell. It has an Armor Class 2 points lower than listed in its stat block. The construct acts immediately after you in initiative, and can move, dodge, and use any reactions on its own, but taking other actions requires you take a bonus action to command it to do so on its turn.

The construct is held together by magic and falls apart after 8 hours or earlier if you repurpose a different construct. Additionally, it can be destroyed by the dispel magic spell or similar effects as a spell equal to its Challenge Rating.

Once you've successfully repurposed a construct, you can't do so again until you finish a short rest.

Ability Score Improvement (Level 12)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Unweave (3 uses) (Level 13)

You gain an additional use of Unweave at 13th level in this class.

Wychlaran Praxis Feature (Level 14)

At 14th level, you gain another feature from your Praxis.

Ability Score Improvement (Level 16)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Wychlaran Praxis Feature (Level 18)

At 18th level, you gain another feature from your Praxis.

Ability Score Improvement (Level 19)

When you reach 4th 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.

If your DM allows the use of feats, you may instead take a feat.

Coven (Level 20)

At 20th level, your Communal Binding can empower whole communities.

  • There is no longer a limit to the number of creatures that can be part of your Communal Binding.

  • When at least 6 other creatures are part of your Communal Binding, the Communal Pool has unlimited dice.

  • When at least 6 other creatures are part of your Communal Binding, other wychlaran within the binding can also use the pool as though they were the binding's leads.

Having a 4th, 5th, or 6th wychlaran as part of your Communal Binding can now increase the Communal Pool die to a d8, d10, and d12 respectively.

Multiklassing

Multiklassekrav

{"wis":13}

Oppnådde Kyndigheter

Armor light
Weapons sword

Underklasser

Underklasse-egenskaper

Praxis of Power (Durthan)

Secret Ways (Level 3)

When you adopt the Praxis of Power at 3rd level, you become proficient in the Deception and Stealth skills.

Communal Channeling Enhancements (Level 3)

Your Praxis of Power leads you to focus on harnessing personal power from your channeling. You learn to improve your communal channeling in subtle ways. An enhancement to each channeling option is available for you starting when you adopt this Praxis at 3rd level. You choose one of these options when you gain this feature, a second at 9th level, and the third at 11th level.

Draw Power

Commanding Channeling Enhancement.

While your Commanding Channeling is active, as a reaction when you deal damage, you can add the number of communal pool dice up to your communal binding number to the damage dealt by one of your attacks or wychlaran spells.

Draw Protection

Protective Channelling Enhancement

While your Protective Channeling is active, as a reaction when you take damage from an enemy, you can reduce the temporary hit points on any number of willing creatures in your Communal Binding to 0, and then reduce the damage you take by the same amount. The affected bonded creatures can't gain temporary hit points by any means until the start of your next turn.

Masterplan

Psychic Channelling Enhancement

When you roll initiative and you are not surprised, you can use your reaction to immediately begin your Psychic Channeling. Additionally, you may switch the initiatives of willing bonded creatures, including yourself, in any way you see fit.

Demonstrate Power (Level 7)

Starting at 7th level, you can use the power you exude to dissuade others from hostile action. As an action, you can expend a spell slot of any level and attempt to threaten a creature with your arcane power.

If the creature's Challenge Rating is equal to or less than the level of slot expended, the creature refuses to take any action harmful to you and your allies for 24 hours and leaves the area unless it is in its lair or residence.

If however, the creature's Challenge Rating is higher than the level of the expended spell slot, for the next minute, you can use your reaction to the first hostile action by the creature against you or your allies to cast a spell with the previously expended spell slot; the spell must have a regular casting time of 1 action, be of the same or lower level as the expended slot, and target only that creature.

Personal Guardian (Level 14)

Starting at 14th level, when you successfully repurpose a construct with a Challenge Rating of 7 or higher, you can repurpose it as a shield guardian for yourself. The repurposed construct is subject to all penalties of the Repurpose Construct feature, including inability to regain hit points, but uses the shield guardian statistics instead of the original construct's. The shield guardian is bound to you and does not require a control amulet. Unlike a standard repurposed construct, the shield guardian lasts until it is reduced to 0 hit points, is dispelled, or you repurpose a different construct.

Place Power (Level 18)

Starting at 18th level, when you finish a long rest in Rashemen, you can commune with the Rashemi spirits to begin the day with the gate and meteor swarm spells prepared. These spells count as wychlaran spells for you, and don't count against the number of spells you can prepare.

Alternatively, or if you are not in Rashemen, when you finish your long rest, you can commune with the local spirits. The DM chooses one spell of 7th or 8th level from any spell list that is relevant to either the theme or the former inhabitants of the region and you begin the day with this spell prepared; it counts a wychlaran spell for you, and does not count against the number of spells known. For example, communing with the spirits of the Plane of Fire may result in preparing the fire storm spell, while communing with the spirits of a storm giant kingdom might result in control weather. In the unlikely event that the location you're in has never been inhabited—such as a demiplane—this ability may yield no additional spells.

Praxis of Tradition (Hathran)

Praxis of Tradition (Level 3)

The Praxis of Tradition focuses on the protection and leadership of your people.

You gain praxis spells at the wychlaran levels listed in the Praxis of Tradition Spells table. You gain both standard and Bonded Casting spells from your praxis. Once you gain a praxis spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a praxis spell that doesn't appear on the wychlaran spell list, the spell is nonetheless a wychlaran spell for you.

Fortitude (Level 3)

When you adopt the Praxis of Tradition at 3rd level, you learn traditional meditation techniques that fortify the body and spirit. Your hit point maximum increases by 3, and increases by 1 again whenever you gain a level in this class.

Communal Channeling Enhancements (Level 3)

You learn to improve your communal channeling in subtle ways. An enhancement to each channelling option is available for you starting when you adopt this Praxis at 3rd level. You choose one of these options when you gain this feature, a second at 9th, and the third at 11th level.

Voice of Reason

Commanding Channeling Enhancement.

While your Commanding Channeling is active, and you use a communal pool die on another creature, instead of using one die, you can use a number of dice equal to half your Communal Binding number (rounded up).

Soothing Presence

Protective Channelling Enhancement

While your Protective Channeling is active, the number of temporary hit points granted increases by your communal pool die. Additionally, you are resistant to psychic damage, including that dealt by your communal channeling.

Burden of Leadership

Psychic Channelling Enhancement

While your Psychic Channeling is active, as reaction at the start of your turn, you can choose to switch places in initiative with one bonded creature that has a lower initiative than you. The change in initiative lasts until the end of the combat. Once used, this feature can't be used again until the next time you roll initiative.

Declare Presence (Level 7)

Starting at 7th level, the weight of your presence is felt not only by the people of Rashemen, but by any intelligent creature. As an action, you speak your name and title (as appropriate) outloud. Your voice can be heard up to 60 feet away, including through nonmagical barriers such as stone up to 5 feet thick. For the next 10 minutes, you have advantage on Charisma checks made to interact with any creature that heard your declaration that has an Intelligence of 4 higher and speaks at least one language. Additionally, if you are surprised during this period, you do not lose the ability to use your reaction as a result of being surprised.

Protective Construct (Level 14)

Starting at 14th level, you are able to use a construct under your control to protect your allies. As a reaction when a creature you can see is hit by an attack, you command your construct to intercept the attack. The construct must use its reaction to do so. If the construct is within 5 feet of the target, it takes twice the attack's damage. If the construct is more than 5 feet away, it may move up to its speed as part of its reaction.

Place Wisdom (Level 18)

Starting at 18th level, when you finish a long rest in Rashemen, you can commune with the Rashemi spirits to begin the day with the shapechange and true resurrection spells prepared. These spells count as wychlaran spells for you, and don't count against the number of spells you can prepare.

Alternatively, or if you are not in Rashemen, when you finish your long rest, you can commune with the local spirits. The DM chooses one spell of 7th or 8th level from any spell list that is relevant to either the theme or the former inhabitants of the region and you begin the day with this spell prepared; it counts a wychlaran spell for you, and does not count against the number of spells known. For example, communing with the spirits of the Plane of Fire may result in preparing the fire storm spell, while communing with the spirits of a storm giant kingdom might result in control weather. In the unlikely event that the location you're in has never been inhabited—such as a demiplane—this ability may yield no additional spells.