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Alter-Ego-5e

A splinter of the forgotten divines, mixed and blended with other tiny slivers and grown into its own soul.
Hit Dice: d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Alter-Ego level after 1st

Proficiencies

  • Armor: None
  • Weapons: Simple Weapons
  • Saves: Wisdom, Charisma
  • Tools: One tool or musical instrument of choice
  • Skills: Choose any three

Starting Equipment

  • One simple weapon of choice
  • (a) an entertainer's pack or (b) a scholar's pack
  • (a) a set of shiftweave clothing or (b) one to four prosthetic limbs (you are missing the limbs chosen) or (c) a spellshard
  • The tool or musical instrument you selected for proficiency, a simple outfit, and a trinket representing your divine nature.

Alternatively, you may start with 5d4 x 10 gp to buy your own equipment.

LevelProf. BonusKRKR LimitClass Features
1+2––1Divine Core (Nascent), Mnemonic Structures
2+241Karmatronic Resonance, Karmaphagy
3+252Divine Core (Larval), Divine Synthesis
4+262Ability Score Increase
5+372Arcanophagy
6+372Core Reinforcement (1 point)
7+382Ability Score Increase
8+392Additional Mnemonic Structure
9+4103Divine Core (Mature)
10+4113Ability Score Increase
11+4113Greater Divine Synthesis
12+4123Euxophagy
13+5133Ability Score Increase
14+5143Core Reinforcement (2 points)
15+5154Divine Core (Evolved)
16+5164Ability Score Increase
17+6174Arcanophagy (Greater)
18+6184Additional Mnemonic Structure
19+6194Ability Score Increase
20+6205Divine Core (Ascendant)

Divine Core (Nascent): The spark of the divine grows within, granting some amount of protection. While not wearing armor, you may determine your armor class as 10 + your dexterity modifier + your charisma modifier. You also gain advantage to saving throws against being charmed or poisoned.
Divine Core (Larval) At 3rd level, your divine core has started taking shape. You select a direction for it to grow toward, gaining abilities as it develops and matures; this selection may not be changed later.

  • Affection – Sacrificial Affection: Whenever a creature you can see that is within 30 feet of you takes a short rest, you may spend your own hit dice to heal it, as if it had spent its own. You apply your charisma modifier instead of your constitution modifier to determine the healing performed, and you heal for an amount equal to your charisma modifier.
  • Envy
  • Growth – Your maximum hit points increases by +2 for each level you take in this class, and you have resistance to poison damage.
  • Sanity
  • Virtue

Divine Core (Mature) At 9th level, your divine core has matured properly, bestowing upon you it's true power.

  • Affection – Devotion: Whenever a creature other than you within 30 feet takes damage, you may spend a reaction to reduce that damage by 1d10 + your charisma modifier + your alter-ego level. You suffer damage equal to the roll of the d10, which may not be reduced in any way.
  • Envy
  • Growth – Reactive Growth: When your hit points reduced to half or less of your normal hit point maximum, you may choose to begin rapidly healing. At the start of each of your turns for the next minute, you regain 5 hit points. After you use this ability, you must complete a long rest to use it again.
  • Sanity
  • Virtue

Divine Core (Evolved) At 15th level, the fusion of mortal and divine causes an evolution in your body and soul, taking a strange step in its growth.

  • Affection – Bad Romance: As an action, you may create a 60ft cone of destruction originating from yourself. Each creature within this cone must make a constitution saving throw, taking 8d8 force damage on a failed saving throw, or half as much damage on a successful one. A creature killed by this ability is crushed into a 1 inch by 1 inch cube, regardless of its original size. You may use this ability once, regaining the ability to use it after you complete a long rest. You may use bad romance additional times before taking a long rest, by sacrificing hit dice, dealing 2d8 force damage for every hit die sacrificed (to a maximum number of hit dice sacrificed at one time equal to one fourth your level, rounded down).
  • Envy
  • Growth – Uncontrolled Growth: Whenever healing would bring you above your maximum hit points, you may choose to have your maximum hit points increased by the amount healed over your normal hit point maximum. You may increase your maximum hit points up to twice your normal hit point maximum, and your hit point maximum returns to normal after completing a short rest.
  • Sanity
  • Virtue

Divine Core (Ascendant)

  • Affection
  • Envy
  • Growth – You do not lose the maximum hit point increase from your uncontrolled growth whenever you take a short or long rest, instead your maximum hit points are decreased to your current hit point total if it is above your normal maximum hit point total.
  • Sanity
  • Virtue

Divine Synthesis: At 3rd level, your divine core has matured enough to provide you with sufficient magical energy to handle most of your body's needs. You requires a quarter of the food and water as normal for your race, and half the amount of sleep. At 11th level, you no longer require outside sources of food or water, do not need to sleep or breathe, and you no longer age (magically or otherwise) and cannot die of old age.

Ability Score Increase: (as standard)

LevelsKarmaphagy UsesKarmaphagy DieArcanophagy Die
2~511d4
5~1121d41d6
12~1831d61d8
19~2041d61d8

Karmaphagy: Once as a reaction, when a creature you can perceive makes a d20 roll, you may roll a d4 and apply the result as a penalty to that roll; until the end of your next turn, You may apply that same result as a bonus to a single d20 roll you make, and you count as having eaten a filling meal. You must complete a short or long rest to use this ability again. Your uses of this ability and the die use increase as you gain levels in this class, as shown on the table.

Arcanohpagy: At 5th level, when you use karmaphagy against a spell attack roll, you may roll a d8 instead of a d4 when applying the penalty. You may also spend a use karmaphagy when making a saving throw against a spell to roll your karmaphagy die and add that result to your saving throw.

Arcanophagy (Greater): At 17th level, you may expend a use of karmaphagy to cast counterspell as if using an 8th level spell slot. If successful, you may roll a karmaphagy die and gain temporary points of resonance equal to the result that you may invest immediately. These temporary resonance disappear after 1 minute.

Euxophagy: At 12th level, you become able to feed upon the immense resonance in legendary actions. Whenever a creature you can perceive uses a legendary resistance, you gain a 1d6 inspiration die that you may spend on any save you make within the next minute. In addition, if a creature you can perceive uses a legendary action, you gain 3 temporary points of resonance that you may invest immediately. These temporary resonance disappear at the end of your next turn.

Karmatronic Resonance Starting at 2nd level, you gain a pool of resonance that may be invested in your mnemonic structures, with the maximum amount of resonance that may be invested into any one structure shown on the table above. At 6th and 14th levels, the maximum amount of resonance you may invest in a structure of the same type as your core increases by 1 each time. Any amount of resonance up to the maximum limit may be invested and redistributed from any one single structure to any one single other structure once per turn on your turn.


Mnemonic Structures

Creating a mnemonic structure requires completing a long rest, and then meditating for 10 minutes to craft and imbue it with your divine will. You may craft up to your maximum number of structures in a single sitting. After it is formed, a mnemonic structure stays formed until it is shattered (by certain effects that some structures possess) or you choose to disassemble it. Outside magic on the level of destroying an artifact may be able to shatter a mnemonic structure, though the cases of such are rare.
At 1st level, you may have up to 3 mnemonic structures of any type. Each time your divine core improves (to larval at 3rd, matured at 9th, and evolved at 15th), you may have 1 additional mnemonic structure, if it is of the same type as your divine core. At 8th and 18th levels, you increase the maximum number of mnemonic structures you may have of any type by 1 each time.
The save DC of your mnemonic structures is equal to 8 + your proficiency bonus + your charisma modifier.

Alluring Nightingale (Virtue)

This mnemonic structure enhances your inner beauty (or at least allows you to pretend you have some). You may use the invested resonance in place of your ability score modifier when making animal handling, intimidation, and persuasion checks.
Karmaphagy: You may spend a use of your karmaphagy as an action to target one creature you can perceive. That creature must make a charisma saving throw or be charmed by you for as long as you concentrate, up to 1 minute. If you attack the charmed creature, it may attempt another saving throw against the effect once per turn, however it unaware it has been charmed by you regardless of success or failure.

  • Nascent – You gain proficiency in one of the affected skills, or expertise if you are already proficient in the chosen skill.
  • Larval – You gain expertise in the chosen skill, or you may instead choose two skills to gain proficiency.
  • Matured – You gain proficiency in all three skills, and choose one with which to gain expertise.
  • Evolved – You gain expertise in all three skills.
Armament Platonic (General)

This mnemonic structure is quasi-physical and takes the appearance of any one-handed weapon you desire when crafting it. This weapon deals magical physical damage, and 1d8 points of your choice of bludgeoning, piercing, or slashing damage (chosen when first shaped), and you are proficient in its use. At 5th level, you may make two attacks with the armament platonic as if you had the extra attacks class feature if you did not already have it.

  • Nascent - An armament platonic may have one of the following features: finesse, reach, thrown 20/60, versatile (1d10). Alternatively, you may make it a two-handed ranged weapon with a range of 80/320ft. It never requires ammunition and you may summon it to your hand as an item interaction or a bonus action on your turn.
  • Larval - An armament platonic deals additional damage equal to the invested resonance.
  • Matured - An armament platonic deals 1d12 points of damage. If it has the versatile property, the damage when used with two hands is 2d8.
  • Evolved - An armament platonic gains a bonus to attack rolls equal to the invested resonance.
Celestial Raiment (General)

This mnemonic structure may be formed around an existing suit of armor to grant you proficiency with that armor, or it may be shaped around yourself. In this latter option, you may use the invested resonance in place of your dexterity modifier when determining your armor class.

  • Nascent – If the armor would reduce your speed or bestow disadvantage to any skill checks, you may ignore those penalties.
  • Larval – Upon taking damage, you may spend your reaction to reduce the damage taken by 1d6 + the invested resonance.
  • Matured – At the start of each of your turns, you gain temporary hit points equal to the invested resonance, which last until the start of your next turn.
Dancer's Grace (Envy)

You are filled with all the prowess of a master performer as you shape this structure within your soul. You may use the invested resonance in place of your ability score modifier when making acrobatics, strength, and performance checks.
Karmaphagy: You may use your karmaphagy in response to a creature you can perceive using the dash, dodge, or withdraw action. That creature must make a dexterity saving throw, falling prone on a failure, and its speed is reduced to 0ft until the start of its next turn. If the saving throw is a success, the creature's speed is still reduced by 10 feet until the start of its next turn. On either result, your movement speed increases by 10ft until the end of your next turn.

  • Nascent – You gain proficiency in one of the affected skills, or expertise if you are already proficient in the chosen skill.
  • Larval – You gain expertise in the chosen skill, or you may instead choose two skills to gain proficiency.
  • Matured – You gain proficiency in all three skills, and choose one with which to gain expertise.
  • Evolved – You gain expertise in all three skills.
Divine Menace (Virtue)

This mnemonic structure disrupts the flow of magic, and causes unsettling ripples in the souls of mortals. With some practice, you can even make sense of these ripples returning to you. You may cast detect magic at will, requiring no action or components, and it lasts as long as you concentrate on it.
Karmaphagy: As an action, you may spend a use of karmaphagy to target a creature you can perceive within 60 feet of you that is maintaining concentration on a spell. That creature must make a concentration check against your mnemonic structure save DC and suffers the effects of your karmaphagy when doing so, losing concentration on that spell on a failure, as normal.

  • Larval – You can perceive magically invisible creatures within the area of your detect magic, though they are still otherwise invisible to you.
  • Matured – You no longer need to concentrate on your detect magic, and you can see magically invisible creatures within the area of your detect magic as if they were not invisible.
Expeditious Maturation (Growth)

This mnemonic structure enhances your body, perhaps at the cost of your mentality, though you may extend its effects unto others. Whenever a creature within 30 feet of you spends hit dice as part of a short rest, it heals additional hit points equal to your proficiency bonus. A creature may only benefit from this ability once per short rest.
As an action, you may cause the plant life surrounding you in a radius of 10ft per point of invested resonance to rapidly grow and become rough terrain for 1 minute. This ability will create plant life if there is not already some available, and it disappears once the duration ends. This rough terrain does not affect you and is immobile. Using this ability again while the effect is still active causes the previous use to end early.

  • Nascent – You gain the powerful build trait, and the maximum intelligence modifier you may apply to checks and skills is 2.
  • Larval – You become large sized; you gain advantage on all strength-based checks and saving throws, your weapon attacks deal +1d4 points of damage and the maximum dexterity modifier you may apply to your armor class is 2.
  • Matured – You may spend eight hours to cast plant growth to enrich the land. You may not select the 1 action casting time option. The maximum intelligence modifier you may apply to checks and skills is 0.
  • Evolved – You become huge sized; you gain a +5 bonus to all strength-based checks and saving throws, your weapon attacks deal +2d6 points of damage, your reach increases by 5 feet, and your maximum hit points increase by 10 per point of invested resonance. The maximum intelligence modifier you may apply to checks and skills is -2, and the maximum dexterity modifier you may apply to your armor class is 0.
Human Observation (Sanity)

This structure reveals the workings of human thought to your divine mind, granting knowledge of instincts and emotions to better influence or harm creatures. You gain proficiency in insight, or expertise if you are already proficient, and you may use the invested resonance in place of your ability score modifier when making insight checks. As a bonus action, you may attempt an insight check against a single creature you can perceive that is within 30 feet of you. The target make a deception check against your insight check, and if you are successful, you gain expertise on attack rolls against that creature for as long as you maintain concentration, up to 1 minute.
Karmaphagy: You may spend a use of karmaphagy as part of using human observation on a target. For as long as you maintain concentration, targets of your observation take a penalty to attack and damage rolls against you equal to your karmaphagy die.

  • Nascent – Against a target of your observation, you gain a bonus to all ability checks equal to the invested resonance.
  • Larval – Against a target of your observation, your weapon attack rolls score a critical hit on a result of 19 or 20.
  • Matured – You may maintain observation on up to two creatures at once.
  • Evolved – You may maintain observation on up to three creatures at once.
Hunger and Consumption (Growth)

This structure represents an endless hunger, inflicting that same need on you if you choose to shape it and allowing you to absorb the life-force from others. Once per round when you deal weapon damage to a creature within 15 feet of you, you may heal yourself 2 hit points worth of damage, increasing this healing by the amount of invested resonance.
Karmaphagy: As an action, you may make a melee spell attack against one creature you can perceive that is within 15 feet of you. On hit, you deal necrotic damage equal to two rolls of your karmaphagy die, healing yourself for the same amount.

  • Nascent – You gain a bite attack as a natural weapon, which is an unarmed strike that deals 1d4 points of necrotic damage. You use your constitution modifier for attack and damage rolls with this bite attack.
  • Larval – Whenever you deal necrotic damage to a creature, you heal 1 hit point.
  • Matured – As Larval, but instead healing hit points equal to the invested resonance. Your bite attack deals 1d6 points of necrotic damage and ignores resistance.
Mental Pollution (Sanity)

This mnemonic structure is filled with toxic impulses, impure thoughts, and violent urges. Though your mind is (mostly) barred from its influence, those that attempt to touch your mind very much risk finding this instead. When targeted by an effect that deals psychic damage, can inflict the charmed or frightened conditions, or otherwise reads or touches your mind, you gain advantage to your saving through (if any), and may choose to deal 2d4 points of psychic damage to the source of the effect, plus 1d4 additional psychic damage per point of invested resonance.

  • Larval – If you are affected by a charmed or frightened condition, you may instead act as if under the effects of a confusion spell, targeting the creature you are charmed or frightened by instead of a random creature on a roll of a 7 or 8.
  • Matured – As Larval, but you may roll the d10 twice and take the preferred result. The dice dealt by mental pollution's psychic damage are instead d6s.
  • Evolved – You are immune to the effects that might trigger mental pollution, though you can still choose to deal psychic damage when targeted by such an effect.
Masochistic Nature (Affection)

This mnemonic structure bares your soul for all to see, and corrupts those around you to wish to take advantage of that vulnerability. As a bonus action, you may roll 1d4+1, and creatures of your choice that you can perceive and are within 30 feet of you may add the result to their attack rolls against you until the end of their next turn; if the chosen creatures do not attack you by the end of their next turn, they take 3d6 points of psychic damage, and they are aware of this fact. Creatures you have charmed toward yourself are immune to this effect.

  • Nascent – You reduce the damage taken from those affected by your masochistic nature by the amount of invested resonance.
  • Larval – You may use the invested resonance in place of your ability score modifier when making saves against any effect caused by creatures affected by your masochistic nature.
  • Matured – You gain resistance to all damage inflicted by creatures affected by your masochistic nature.
  • Evolved – You are immune to any conditions inflicted by creatures affected by your masochistic nature.
Parasite (Growth)

This structure leeches off others, solely benefiting you. Even the kindest individuals become selfish under its influence. Whenever you roll as part of a group (such as for initiative with your allies, or a saving throw against an effect that targets multiple creatures), you may roll your karmaphagy die. You gain a bonus to your roll equal to the result, but all allied creatures rolling with you apply the result as a penalty to their own roll. Karmaphagy: Whenever a creature you can perceive that is within 60 feet of you benefits from healing, you may spend a use of karmaphagy to gain that healing for yourself instead, preventing the target from receiving that healing.

  • Larval – Whenever you take damage from a creature you can perceive, you may spend your reaction to reduce the damage taken by 1d6 + the invested resonance. You may only use this ability if you are adjacent to a creature other than your attacker, and that creature takes this damage for you. If this other creature is friendly to you, you may instead reduce the damage you take by 2d8 + twice the invested resonance.
  • Matured – As a bonus action, you may deal damage to any number of friendly creatures of your choice within 30 feet of you. This damage is equal to the invested resonance, and you receive healing equal to half the total damage dealt by this ability. Damage dealt in this manner cannot be healed until the affected creature(s) complete a long rest.
Perfect Body (Virtue)

This mnemonic structure enhances your unfortunately still mortal body, helping it to match the divine nature of your soul. You may use the invested resonance in place of your strength, constitution, or dexterity modifier when making saving throws with these ability scores.
Karmaphagy: When you are affected by a negative condition, disease, poison, or magical affliction, you may spend a use of karmaphagy as a reaction to instead negate that condition, disease, poison, or magical affliction.

  • Larval – Your maximum hit points increase by +1 per character level.
  • Matured – If you would be reduced to 0 hit points, you may instead choose to be reduced to 1 hit point instead. After using this ability once, your perfect body structure shatters, and you must reshape it before it may be used again. Any resonance that was invested is lost until you complete a short rest, after which you have access to it again.
  • Evolved – As matured, but it does not shatter unless you fail a charisma saving throw (DC = damage taken + 5 for each time it has been used since your last long rest).
Presence Concealment (Affection)

By shaping this structure into your soul, you gain knowledge of all the best ways to avoid the eyes of others. You may use the invested resonance in place of your ability score modifier when making deception, sleight of hand, and stealth checks.
Karmaphagy: You may spend a use of karmaphagy to become invisible and silent to a number of creatures of your choice equal to the invested resonance. This invisibility lasts for as long as you concentrate, up to 1 minute, and your invisibility and silence does not drop if you attack or cast a spell, unless an affected creature is targeted and only against the targeted creatures.

  • Nascent – You gain proficiency in one of the affected skills, or expertise if you are already proficient in the chosen skill.
  • Larval – You gain expertise in the chosen skill, or you may instead choose two skills to gain proficiency.
  • Matured – You gain proficiency in all three skills, and choose one with which to gain expertise.
  • Evolved – You gain expertise in all three skills.
Sadistic Nature (Envy)

Upon shaping this structure, you become far more receptive to enjoy the suffering of others, ally or foe. You may activate or deactivate the effects of this structure once per turn on your turn without spending an action. While active, you may increase the damage your weapon attacks deal by 1d4 + the amount of invested resonance, and your armor class is equal to 8 + the invested resonance (overriding any other effects on you).
Karmaphagy: While sadistic nature is active, you may increase the penalty inflicted by your karmaphagy by 1, but also reduce the bonus you receive by 1.

Smothering Adoration (Affection)

Too much love can be quite the heavy burden, but you pile it upon others regardless. As an action, you may select any number of creatures other than yourself that you can perceive within 30 feet. The chosen creatures gain a +1 bonus to armor class and temporary hit points equal to the invested resonance, but have all of their movement speeds each reduced by 10 feet (to a minimum of 10 feet).
Karmaphagy: When using karmaphagy, you may instead grant a bonus to the roll made equal to your karmaphagy die; both you and the target take damage equal to 2 rolls of your karmaphagy die, and this damage cannot be reduced in any way. Using karmaphagy in this manner does not consume a use of the ability.

Vow of Purity (Virtue)

This mnemonic structure represents the distance between the divine and the mortal, making you difficult to approach, let alone touch. The area within a 15 ft radius of you is considered difficult terrain by creatures hostile to you, and a creature within this area that attacks you must succeed on a wisdom saving throw or suffer disadvantage on its attack roll.

  • Nascent – As an action, you may make a melee spell attack against a creature you can perceive that is within 15ft of you. On hit, that creature is pushed directly away from you until it is 15 feet away from you, or it hits an obstacle, taking 1d4 points of force damage for every 5 feet it travels or would have traveled, and an additional +2 damage for every 5 feet it is pushed through your vow of purity.
  • Larval – The radius of your vow of purity increases by 5 feet, and you may target up to 2 creatures that you can perceive with your Nascent ability, and they are pushed an additional 5 feet per point of invested resonance.
  • Matured – The radius of your vow of purity increases by 5 feet, and you may target up to 3 creatures that you can perceive with your Nascent ability.
  • Evolved – The radius of your vow of purity increases by 5 feet, and you may target any number of creatures that you can perceive with your nascent ability.
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Page last modified on February 04, 2022, at 09:22 AM