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Talisman Master


Hit Points

Hit Dice: d8 per Talisman Master level
Hit Points at first Level: 8+ con modifier
Hit Points at Higher Levels: 1d8+con modifier

Proficiences

Armor:
Weapons: Simple
Tools: Navigator
Saving Throws: Wisdom & Intelligence
Skills: Choose 3 Out Of: -History -Insight -Perception -Nature -Religion

Overview & Creation

This Class Has One Limitation And That Is You Can Not Play As Golems. The Talisman Masters are people who follow a different world idea of the elements that make up the world. They believe that there are five elements instead of four and they are Fire, Earth, Metal, Water, and Wood. Each element will have different effects and this makes the class very versatile in combat however if they don't have enough Talismans they will have nothing magic like to attack with.


Class Features

Level 1

Talisman Creation

Talisman Creation allows one to make Talismans however they can only hold a certain amount
Level Max Talismans
1 25
5 50
15 75
Talismans have Elements established to them which causes them to do different things
Element Effect
Fire 1d4 Fire Damage
Earth +1 Bludgeon Damage
Metal +1 Slashing Damage
Water 1d4 Cold Damage
Wood 1d4 Piercing Damage

Talisman Casting

Casting a talisman counts as an action. You can Cast Talismans on anyone within 55ft of you.
Level Amount Cast at once
1 1
2 2
5 3
10 4
15 5

Level 2

Multi Cast

Allows you to cast basic Talismans as many times in one action as Talisman Casting allows to different targets.  

Level 3

Choose Subclass

 

Level 4

Ability Score Increase

 

Level 8

Ability Score Increase

 

Level 12

Ability Score Increase

 

Level 16

Ability Score Increase

 

Level 19

Ability Score Increase


 


Starting Equipment

  • 5 talismans of each Element
  • 1 sickle or dagger
  • 3 darts
  • 1 Navigator tool kit
  • 1 Adventurer Pack

 


Subclass Options

Array Master

Level 3

Array Settings

If the Character that is casting the array is damaged the array is stopped. The amount of talismans you can set up in an array is determined by the skill Talisman Cast.
Type of Array Number of Talismans Used Affect
Fire 2 Enemies in a 30' radius from caster suffers 1d4 Fire damage at the end of the Round
Fire 3 Enemies in a 60' radius from caster suffers 1d4 Fire damage at the end of the Round
Fire 4 Enemies in a 60' radius from caster suffers 3d4 Fire damage at the end of the Round
Fire 5 Enemies in a 80' radius from caster suffers 4d4 Fire damage at the end of the Round
Earth 2 Hard Terrain in a radius of 30' of Caster
Earth 3 Hard Terrain in a radius of 50' of Caster
Earth 4 Hard Terrain in a radius of 80' of Caster
Earth 5 Hard Terrain in a radius of 100' of Caster
Metal 2 Everyone Gains 1AC within 10' of Caster
Metal 3 Everyone Gains 2AC within 20' of Caster
Metal 4 Allies Gains 2AC within 30' of Caster
Metal 5 Allies Gains 3AC within 30' of Caster
Water 2 Enemies in a 30' radius from caster suffers 1d4 Cold damage at the end of their Turn. Everyone in a 40' radius from caster move 5' less on their turn.
Water 3 Enemies in a 40' radius from caster suffers 1d6 Cold damage at the end of their Turn. Everyone in a 50' radius from caster move 5' less on their turn.
Water 4 Enemies in a 50' radius from caster suffers 2d4 Cold damage at the end of their Turn. Everyone in a 60' radius from caster move 5' less on their turn.
Water 5 Enemies in a 60' radius from caster suffers 2d6 Cold damage at the end of their Turn. Everyone in a 70' radius from caster move 10' less on their turn.
Wood 2 Everyone in a 30' radius from caster heals 1d4 of hp at the end of round
Wood 3 Allies in a 30' radius from caster heals 2d6 of hp at the end of round
Wood 4 Allies in a 30' radius from caster heals 3d6 of hp at the end of round
Wood 5 Allies in a 30' radius from caster heals 2d10 of hp at the end of their turn

Conjurer

Level 3

Combine Cast

Combine casting is a skill that is added with Talisman cast the amount you can combine is equal to how many you can cast at once. The initial Combo is the list below and for combos greater than two is just added on in the table below this table.
Element Combination Affect
Fire + Fire 1d6 Fire Damage
Earth + Earth +2 Bludgeon Damage to target's next attack dealing bludgeon damage
Metal + Metal +2 Slashing Damage to target's next attack dealing slashing damage
Water + Water 1d6 Cold Damage
Wood + Wood 2d4 Piercing Damage
Fire + Wood Explosion in a 10' radius from target dealing 2d4 Fire Damage
Fire + Earth 1d6 Bludgeon and 1d4 Fire damage
Fire + Metal Reduces targets AC by 1
Fire + Water Smoke screen which makes everyone have a disadvantage in attack in a 15' radius from target
Earth + Metal + 2 AC to target
Earth + Water Hard terrain 20' radius from target
Earth + Wood Hard terrain 20' radius from target and if walked through deal 1d4 Piercing Damage
Metal + Water 2d6 Cold Damage
Metal + Wood + 1 Piercing Damage to target's next Piercing Attack
Water + Wood 2d8 Piercing Damage
Element Affect
Fire + 1 to spells damage
Earth + 10' radius
Metal + 1 Physical damage
Water - 5' speed to target
Wood + 5' radius

 


Created by

ProNoob51.

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