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Asher


Hit Points

Hit Dice: d8 per Asher level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier

Proficiences

Armor: Light
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Arcana, Nature, Religion, Sleight of Hand, Deception, Perception, Medicine and Insight

Overview & Creation

Level Proficiency Bonus Features Asher's Rebuff Asher's Counterspell Cantrip's Known 1st 2nd 3rd 4th 5th
1st +2 Asher's Rebuff, Strange Momentum 1d4 - 3 - - - - -
2nd +2 Spell Pull, Asher's Counterspell 1d4 1 3 2 - - - -
3rd +2 Cryptic Aversion 2d4 2 3 3 - - - -
4th +2 Ability Score Improvement 2d4 2 4 3 - - - -
5th +3 Redirecting Force 3d4 3 4 3 2 - - -
6th +3 Arcane Reaction x1 3d4 3 4 4 2 - - -
7th +3 Cryptic Aversion feature 4d4 4 4 4 3 - - -
8th +3 Ability Score Improvement 4d4 4 4 4 3 - -
9th +4 - 5d4 5 4 4 3 2 - -
10th +4 Cryptic Aversion feature 5d4 5 5 4 3 2 - -
11th +4 Crippling Rebuff 6d4 6 5 4 3 3 3 -
12th +4 Ability Score Improvement 6d4 6 5 4 3 3 3 -
13th +5 - 7d4 7 5 4 3 3 1 -
14th +5 Arcane Reaction x2 7d4 7 5 4 3 3 1 -
15th +5 Cryptic Aversion feature 8d4 8 5 4 3 3 2 -
16th +6 Ability Score Improvement 8d4 8 5 4 3 3 2 -
17th +6 - 9d4 9 5 4 3 3 3 1
18th +6 Ruinous Rebuff 9d4 9 5 4 3 3 3 1
19th +6 Ability Score Improvement 10d4 9 5 4 3 3 3 2
20th +6 Refuse 10d4 9 5 4 3 3 3 2

 


Class Features

Asher's Rebuff

As an Asher you have the ability to reproach opponents with an incredibly fast arcane strike. As a reaction to being the target of a ranged or touched based spell (not including area of effect spells such as Fireball), you can Rebuff the one that targeted you. As a reaction, the target of your Rebuff must pass a Constitution saving throw equal to your Asher Spellcasting DC. On a failed save they take damage equal to your level's Rebuff damage as seen on the Asher table, or half as much on a successful save. The target must be within 90 feet but not within line of sight if you are aware that you are being the target of a spell. You can use this ability equal to your Asher level + your Constitution modifier, to a minimum of 1, and you regain all expended Rebuff uses every short and long rest.  

Strange Momentum

As an Asher, your arcane prowess fuels your reactions and magically altered constitution within dangerous settings. As a passive, your rolled initiative in combat can never be lower than your level. If you roll lower than this number, you may instead take your level instead. In addition to this, at the end of every short rest, you may choose one score save. Until your next short rest, you have a bonus to that save equal to your half your Asher level, rounded down, to a minimum of 1.  

Spell Pull

Starting at 2nd level, whenever an enemy targets an ally within 30 ft with a spell, you may as a reaction, pull the spell so that you are the new target or center of the spell. This includes touch and area of affect based spells. You can use this ability equal to half your Asher level, rounded up, plus your Constitution modifier, to a minimum of 1.  

Asher's Counterspell

Starting at 2nd level, you have the gain the ability to cancel magic. As a reaction, you may attempt to interrupt a creature within 60 ft in the process of casting a spell. If the creature is casting a spell of 2nd level or lower, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, make an ability check using your Spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect. While this feature is similar to Counterspell, it is not. In addition to this, you can identify what level a spell being cast at is before you decide if want to use this ability. You can use this ability equal to your Constitution modifier + your proficiency bonus. The spell level at which this automatically causes to fail increases as you gain Asher levels, as seen in the Asher table.  

Cryptic Aversion

Upon reaching 3rd level, you are able to commit yourself to a specific kind of purpose that has set you down your path. Your choice grants you features at 3rd Level and again at 7th, 10th, and 15th level. Those features include aversion Spells and feats.   Each aversion has a list of associated Spells. You gain access to these Spells at the levels specified in the aversion description. Once you gain access to an aversion spell, you always have it prepared. Aversion Spells don’t count against the number of Spells you can prepare each short and long rest. If you gain an aversion spell that doesn’t appear on the Asher spell list, the spell is nonetheless a Asher spell for you.


Starting Equipment

  • Leather armor
  • (a) Three daggers or (b) a spear
  • (a) Component pouch or (b) an arcane focus
  • (a) Scholar's pack or (b) explorer's pack

 


Spellcasting

The Asher Table

  Lacking a true source of magical power and abhorring many of those who would abuse it, there are some who would seek to fight fire with fire.  

Cantrips

  At 1st Level, you know three Cantrips of your choice from the Asher spell list. You learn an additional Asher Cantrip of your choice at 4th Level and another at 10th level.  

Preparing and Casting Spells

  The Asher 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 Short or Long Rest.   You prepare the list of Asher Spells that are available for you to cast, choosing from the Asher spell list. When you do so, choose a number of Asher Spells equal to your Constitution modifier + half of your Asher level (minimum of one spell, rounded down). 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 Short or Long Rest. Preparing a new list of Asher Spells requires time spent in ritual preparation: at least 1 minute per Spell Level for each spell on your list.  

Spellcasting Ability

Constitution is your Spellcasting Ability for your Asher Spells, since the power of your magic relies on your ability to finesse and bear arcane energy. You use your Constitution whenever a spell refers to your Spellcasting Ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Asher spell you cast and when Making an Attack roll with one.   Spell save DC = 8 + your Proficiency Bonus + your Constitution modifier Spell Attack modifier = your Proficiency Bonus + your Constitution modifier  

Spellcasting Focus

You can use an arcane focus as a Spellcasting focus for your Asher Spells.  

Asher Spell List

Cantrips

  • Fire Bolt
  • Toll the Dead
  • Prestidigitation
  • Ray of Frost
  • Shillelagh
  • Message
  • Light
  • Mending
  • Shape Water
  • Thunderclap
  • Control Flames
  • Mage Hand
 

1st Level Spells

  • Absorb Elements
  • Cause Fear
  • Burning Hands
  • Identify
  • Mage Armor
  • Shield
  • Sleep
  • Thunderwave
  • Magic Missile
  • Hellish Rebuke
  • Detect Magic
  • False Life
  • Feather Fall
  • Grease
  • Fog Cloud
  • Protection from Good and Evil
  • Find Familiar
  • Comprehend Languages
 

2nd Level Spells

  • Shadow Blade
  • Arcanist's Magic Aura
  • Detect Thoughts
  • Maximilian's Earthen Grasp
  • See Invisibility
  • Scorching Ray
  • Shatter
  • Earthbind
  • Warding Wind
  • Misty Step
  • Blindness/Deafness
  • Magic Weapon
  • Ray of Enfeeblement
 

3rd Level Spells

  • Enemies Abound
  • Wall of Sand
  • Counterspell
  • Magic Circle
  • Fireball
  • Water Breathing
  • Phantom Steed
  • Flame Arrows
  • Thunder Step
  • Dispel Magic
  • Slow
  • Haste
  • Protection from Energy
  • Lightning Bolt
 

4th Level Spells

  • Banishment
  • Polymorph
  • Private Sanctum
  • Elemental Bane
  • Fire Shield
  • Phantasmal Killer
  • Control Water
  • Locate Creature
  • Stoneskin
  • Charm Monster
  • Storm Sphere
  • Confusion
  • Watery Sphere
  • Black Tentacles
 

5th Level Spells

  • Teleportation Circle
  • Far Step
  • Immolation
  • Synaptic Static
  • Conjure Elemental
  • Arcane Hand
  • Control Winds
  • Steel Wind Strike

 


Subclass Options

Absolver

Absolver's act as the bulwark of society against those who would use magic to destroy civilization. Specializing in witch hunting and dismantling cults, Absolvers are uniquely prepared to be on the front line of any anti occult crusade.
Asher Level Spells
3rd Faerie Fire, Detect Poison & Disease
5th Knock, Flaming Sphere
9th Phantom Steed, Glyph of Warding
13th Faithful Hound, Sickening Radiance
17th Wall of Force, Geas

Guardian of the Mundane

Starting at 3rd level, you gain proficiency martial weapons, medium armor and shields.

Resolute Vigilance

Starting at 3rd level, if you have been the target of an enemies ranged attack or ranged spell attack or spell save between the end of your last turn and the start of your current turn, you have advantage on concentration saves till the start of your next turn.

Resentful Strikes

Starting at 7th level, when you take an Attack action, you may make an additional attack. Once per turn you may also roll your Asher's Rebuff die on a hit and deal that much force damage in addition. You can use Asher's Rebuff this way as many times equal to your proficiency bonus. You regain these uses at the end of your next long rest.

Median Executor

Starting at 11th level, your Dexterity modifier bonus to A.C. limit for wearing armor increases by 2. In addition to this, you are now proficient with heavy armor.

Absolve Them

Starting at 15th level, you may use a bonus action to increase your AC by +2. In addition to this, if you have successfully hit an enemy with an melee attack since the start of your last turn, the DC for your Asher's Rebuff save increases by +2 for every successful hit, to a maximum of +4. This feature, once activated, lasts 1 minute. Once you use this feature, you cannot use it again until the end of your next long rest.  

Defiler

There are many who are, for whatever reason, unable to tap into the greater dark magics of the world. However, among them those who are not only capable but willing scar their very essence for the granted power of the defilement of the gods and life itself.
Asher Level Spells
3rd Healing Word, Hideous Laughter
5th Spider Climb, Lesser Restoration
9th Vampiric Touch, Life Transference
13th Blight, Summon Greater Demon
17th Infernal Calling, Mass Cure Wounds

Profane Neutrality

Starting at 3rd level, as an action you can target an undead or monstrosity within 30 feet and line of sight to make a Wisdom save against your Spellcasting DC. It has advantage on this save if it is in combat against you. Upon a successful save, this ability has no effect. On a successful save, the target is otherwise indifferent towards you and your allies. This lasts for 1 minute. Once you use this ability you cannot use it again until you finish a short or long rest. You gain a 2nd use of this ability at 9th and a 3rd use at 17th level.

Fleeting Hope

Starting at 3rd level, as a bonus action you can target a creature within 60 feet and it must make a Charisma save against your Spellcasting DC. On a successful save, this ability has no effect. On a failed save, the next attack it makes against you has disadvantage and you gain temporary Hit Points equal to your Asher level. You can use this ability as many times equal to your proficiency bonus. To regain expended uses you must finish a short or long rest.

Give It Up

Starting at 7th level, upon using Asher's Counterspell, you may as a second reaction subject the creature targeted by the Asher's Counterspell to make a Constitution save. If they make a successful save, this ability has no effect. On a fail you regain a spell slot equal to half the level of the spell countered, rounded down. You can use this ability as many times equal to your proficiency bonus. To regain these uses you must finish a long rest.

Lash Out

Starting at 11th level, as a bonus action you can target a creature you see within 60 feet. Roll your Asher's Rebuff damage dice and that creature must make a Dexterity save with disadvantage. On a fail, the target takes the total of the Asher's Rebuff damage rolled. On a successful save, they take half damage. You can use this ability as many times equal to your Constitution modifier. To regain these expended uses you must finish a long rest.

Wicked Gifts

Starting at 15th level, as a reaction after using Asher's Rebuff you may designate up to 6 creatures within 60 feet. They regain temporary Hit Points equal to the damage dealt by the last Asher's Rebuff. Once you use this feature, you cannot use it again until you finish a short or long rest.  

Martyr

Countless prisoners and advocates each day are condemned to death for their actions. However, there are some who are given the chance to pay their sentences through tribulation and among them are the martyrs.
Asher Level Spells
3rd Expeditious Retreat, Zephyr Strike
5th Mind Spike, Blur
9th Remove Curse, Fly
13th Hallucinatory Terrain, Dimensional Door
17th Dispel Good and Evil, Cone of Cold

Radical Disposition

Starting at 3rd level, you gain proficiency with martial weapons. In addition to this, you gain +5 movement speed. Also, as a reaction can impose disadvantage on an enemy within 30 feet if they make an attack against an ally. Once you use this ability you cannot use it again until you finish a short or long rest. You gain a 2nd use of this ability at 9th and a 3rd use at 17th level.

Frenzied Intervention

Whenever you use the Spell Pull feature, you may move up to half your movement speed as apart of the reaction. This movement does not trigger opportunity attacks. An ally must be within 30 feet for you to use this ability.

Erratic Approach

Starting at 7th level, whenever you take damage from a creature within 30 feet, you may use Asher's Rebuff on that creature as a reaction. You can use this ability as many times equal to your proficiency bonus. To regain these uses you must finish a long rest.

With Me

Starting at 11th level, whenever you are at or below half your total Hit Points, you may as a bonus action or reaction, designate a target within 30 feet. This creature must make a Constitution saving throw against your Spellcasting DC. On a successful save, it takes force damage equal to half your Asher's Rebuff damage. On a failed save, it has disadvantage on Constitution saves for 1 minute and takes force damage equal to your Asher's Rebuff damage. Once you use this feature, you cannot use it again until you finish a long rest.

Super Hot

Starting at 15th level, whenever you use a Rebuff you can roll your one of your hit dice up to 4 times. When you do, you take force damage equal to to the half the total rolled by the hit dice and the Rebuffed enemy takes the total damage rolled. If you are within 10 feet of the Rebuffed enemy, you take no damage instead. If this ability should put you at 0 Hit Points or less, it puts you at 1 Hit Point instead.


Created by

Nulk.

Statblock Type

Class Features

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