Megalutero

Class Features

As a Megalutero, you gain the following class features.

Hit Points

Hig Dice: 1d10 per megalutero level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per megalutero level after 1st

Proficiencies

Armor:All armor, shields

Weapons: Simple weapons, martial weapons

Tools:

Saving Throws: Constitution

Skills: Choose two from Acrobatics, Arcana, Athletics, History, Insight, Investigation, and Perception.

Equipment

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

The Megalutero
The Megalutero
Spell Slots per Spell Level
LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th
1st+2Megalutero Arcana, Ethereal Prism, Eldritch Society2------
2nd+2Fighting Style, Spellcasting232----
3rd+2Megalutero Might, Eldritch Society feature333----
4th+2Ability Score Increase343----
5th+3Extra Attack3542---
6th+3Arcane Meditation3542---
7th+3Eldritch Society feature, War Magic3643---
8th+3Ability Score Improvement3743---
9th+4-38432--
10th+4Spell Surge48432--
11th+4Improved War Magic49433--
12th+4Ability Score Improvement410433--
13th+5Improved Ethereal Prism4114331-
14th+5Eldritch Society feature4114331-
15th+5To Be Determined4124332-
16th+5Ability Score Increase5134332-
17th+6-51343331
18th+6Greater Spell Surge51443331
19th+6Ability Score Improvement51543332
20th+6Spell Surge and Greater Spell Surge Improvements51643332

Ethereal Prism

At 1st level, you have the capability to detect and measure the caster level and type of magic of those around you. As a bonus action, your eyes flash with magical energy as your senses wake to the profound energies of the Weave. Until the end of your next turn, you know if each creature you can see within 60 feet of you has any type of spellcasting feature or trait, their caster level and the source of their magic (Wis, Int, Cha).

Note: This feature neither reveals hidden enemies nor lets you see through walls.

You can use this feature a number of times equal to your Megalutero spellcasting modifier. Regain all expended uses upon finishing a long rest.

In addition to all this you gain the ability to cast Detect Magic once without expending a spell slot, and you regain the ability to do so when you finish a long rest. At 2nd level you may add the spell Detect Magic to your known spells.

Megalutero Arcana

At 1st level, you learn to draw from the weave mystical essence and envelop your weapons and armors with pure energy. You can use this ability a number of times equal to your Megalutero spellcasting ability modifier, but can only use one Megalutero Arcana ability at a time. You regain any expended uses when you finish a long rest.

Aegis

You can use a bonus action to project your magic onto a creature you can see within 30 feet of you other than yourself. For the next minute that creature is under your aegis and receives a bonus to their armor class. This bonus increases their AC by +1. The aegis ends if you or the creature end a turn more than 120 feet away from one another, or you lose consciousness. A creature can only benefit from one aegis at a time.

This bonus to AC increases to +2 when you reach 7th level increases to +3 when you reach 14th level and +4 when you reach 20th in the Megalutero class.

Note: While projecting Aegis you cannot be affected by an allies Aegis.

Enspell

You can use a bonus action to infuse a non-magical weapon in your hand with your magic. This weapon is enspelled and counts as a spellcasting focus for you for the next minute. While enspelled the weapon is considered magical and adds a +1 bonus to attack rolls and damage rolls. The enspell ends if you lose possession of the weapon for longer than 1 minute. A weapon can only benefit from one enspell at a time.

These bonuses to hit and damage increase to +2 when you reach 7th level +3 when you reach 14th and +4 when you reach 20th in the Megalutero class.

Eldritch Societies

1st level you choose an Eldritch Society that trained you in the ways of the Megalutero: The Fotian Gi, The Fysia, The Mageia Seiria, The Skia Dikastirio, or The Skotadi. Your choice grants you features at 2nd, 3rd, 7th, and 14th levels. Your choice also determines your spell list.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Megalutero Might

Starting at 3rd level, you learn to infuse even more energy to your preferred weapon or a companion's armor.

Choose one of the following options:

Discharge Blast

When you hit a creature with a ranged weapon under the effect of your Enspell feature you can cause the ammunition to explode with mystical energy dealing the same damage type to all creatures nearby.

When you do so, spend a spell slot and the creature and each other creature within 10 feet must make a Dexterity saving throw. A target takes 2d4 damage on a failed save, or half as much damage on a successful one.

At Higher Levels: When you cast this ability with a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.

Fortify

When you use your reaction to cast the Shield spell you gain temporary hitpoints, equal to your spellcasting modifier plus half your Megalutero level rounded down. These temporary hit points last for the duration of the shield spell.

Sovereign Aegis

When an allied creature within 30 feet that is affected by your Aegis is attacked you may use your reaction to spend a spell slot to strengthen their defenses. The creature gains a bonus to AC equivalent to the spell slot expended for the duration of Aegis.

The strain of maintaining the Sovereign Aegis is so great that you cannot move. If you move or are moved 5 feet then Sovereign Aegis is broken (but Aegis will remain).

Successive Blow

When you hit a creature with a melee weapon attack with a weapon that is under the effect of your Enspell feature, you can spend one spell slot to deal additional damage to the target.

The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 6d6. The weapon must be wielded with both hands to use this ability.

Weave Exposure

When you hit a creature with a one-handed melee weapon under the effect of your Enspell feature you may spend a spell slot to make the creature vulnerable to one type of elemental damage (acid, cold, fire, lightning, necrotic, poison, psychic, radiant, thunder) until either the start of your next turn or the creature takes elemental damage.

Maintaining weave exposure takes your full attention preventing you from taking any action, bonus action, reaction, or movement.

NOTE: Vulnerability will cancel resistance but immunity trumps vulnerability.

Ability Score Improvement

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Arcane Meditation

At 6th level, when you take a short rest you can choose to recover half the expended uses of your Megalutero Arcana (rounded down but not less than 1). You can use this feature again when you complete a long rest.

War Magic

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Ability Score Improvement (lvl 8)

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.

Spell Surge

At 10th level, choose one 3rd level (or lower) spell from your Eldritch Society's spell list. You can cast this spell once at 4th level without expending a spell slot. You can't use this feature again until you finish a long rest.

Starting at 20th level, you can use this feature twice between rests.

Improved War Magic

Beginning at 11th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

Ability Score Improvement (lvl 12)

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.

Improved Ethereal Prism

At 13th level, you can see through the fabric of the world.

Your sight gives you permanent Detect Magic to 120ft, you can also cast Identify spell without consuming a spell-slot and without any material components.

If someone cast's a spell where you can see it you know the level, the spell's school, caster's class, modifier and the spell name.

To Be Determined

This feature is yet to be determined. Please post suggestions in https://discord.gg/7FMJKrN (the Incarnate Gaming LLC Discord Server).

Ability Score Improvement (lvl 16)

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.

Greater Spell Surge

At 18th level, choose one 4th level (or lower) spell from your Eldritch Society's spell list. You can cast this spell once at 6th level without expending a spell slot. You can't use this feature again until you finish a long rest.

At 20th level, you can use this feature twice between rests.

Ability Score Improvement (lvl 19)

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.

Eldritch Societies

An Eldritch Society trains the individual in they way they are to go, lest they depart from that way.

The Fotian Gi

When you choose this Eldritch Society at 1st level, you augment your martial prowess with magical abilities. This initiation will later influence your Megalutero spellcasting feature and grant you access to sorcerer's spell list.

Bonus Proficiency & Languages

At 1st level, you gain proficiency in the Survival skill. Additionally, you learn to speak, read, and write Primordial.

Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd 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.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from the Sorcerer spell list. You learn additional spells chosen from The Sorcerer Spell List as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from the Sorcerer spell list. You learn an additional cantrip of your choice from the Sorcerer spell list at 3rd, 10th, and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Charisma is your spellcasting ability for your Fotian Gi spells, since you learn your spells through raw connection to the natural elements. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spells Known of 1st level and higher

You know Three 1st-level spells of your choice from sorcerer spell list.

The Spells Known column of The Megalutero Table show when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Elemental Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by The Fotian Gi's elemental power.

When you place your enspell on an object or aegis on a creature an intense aura of vacillating colors surround it.

Fotian Gi Enspell

When you enspell your weapon's it roars with primordial strength and you may choose one of the following damage types: acid, cold, fire, lightning. While your weapon remains enspelled it deals that damage type instead of its normal damage type.

When you hit with an attack with this weapon you can choose to remove the enspell from the weapon. When you do, the creature you hit must succeed on a Constitution saving throw against your spell save DC or it loses any resistance (but not immunity) it had to the damage type you had chosen. This effect persists until the end of your next turn.

Fotian Gi Aegis

When a creature hits an ally under your aegis you can use your reaction to remove the aegis. When you do, choose acid, cold, fire, lightning. That ally has resistance to that damage type for the next minute.

Elemental Alignment

At 7th level, your intimate working of elemental magic has imbued you with abilities related to one specific element. You gain one of the following features of your choice.

Air

Your base movement speed increases by 10 ft. and you have advantage on initiative rolls.

Earth

You have 1 additional hit points per Megalutero level. Each time you gain a level in this class you gain an additional 1 hit points.

Fire

You have Darkvision out to a distance of 120 feet and have proficiency with Dexterity saving throws.

Water

You can breathe air and water and have a swim speed equivalent to your walking speed. Additionally, you have advantage on saving throws against being Restrained or Grappled and ability checks made to resist or escape a grapple.

Elemental Attunement

At 14th level, you learn to harmonize with the element you chose when you took the Elemental Alignment feature. You can cast a spell associated with your chosen element and listed below without expending a spell slot. You cannot lose concentration on the spell by taking damage. You can use this feature again when you complete a long rest.

Air: Dance of Air

Earth: Dance of Earth

Fire: Dance Fire

Water: Dance Water

Elemental Master

Once you reach Megalutero 20th level you may choose a second element.


Credits

A huge thank you to Yasuragi for the core of this class. You provided most all of the details and we only had to tweak a few balance things.

The Fysi

Megalutero in The Fysi are drawn together by their reverence for the natural world. Members of this Eldritch Society become a Megalutero to protect sacred lands and creatures.

Bonus Proficiency Fysi

At 1st level, you gain proficiency in the Nature skill and your choice of poisoner's kit or herbalism kit.

Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd 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.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from the Druid spell list. You learn additional spells chosen from The Druid Spell List as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from The Druid spell list. You learn an additional cantrip of your choice from the Druid spell list at 3rd, 10th and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Wisdom is your spellcasting ability for your Fysi spells, since you learn your spells through raw connection to the natural elements. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spells Known of 1st level and higher

You know three 1st-level spells of your choice from the Druid spell list.

The Spells Known column of The Megalutero Table show when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an druidic focus as a spellcasting focus for your Druid spells.

Fysian Mark

Starting at 3rd level, the effects of your mystic marks are enhanced by The Fysi esoteric practices.

When you place your enspell on an object or aegis on a creature a verdant green aura surrounds it.

Fysi Enspell

When you deal damage with your enspelled weapon you can choose to deal poison damage instead of the normal damage type.

When you deal damage to a creature using an enspelled weapon you can choose to remove your enspell from that weapon. When you do, roots spring from the ground and tether the creature to the earth. The creature must succeed on a Strength saving throw against your spell save DC or the creature is Restrained until the end of their next turn.

Fysi Aegis

When an ally under the effect of your aegis fails a saving throw, you can use your reaction to remove your aegis from that ally. When you do the aegis transmutes to vital energy and washes over the ally. The ally may re-roll the saving throw with advantage.

Nature's Mark

At 7th level, you can cast the spell Polymorph (targeting only yourself) without spending a spell slot. You must finish a long rest before you can do so again.

At 20th level, you can use this feature twice before regaining its use by completing a long rest.

Font of Life

At 14th level, you can use a bonus action and spend a spell slot to create an aura of regeneration. When you do, you and each creature within 30 feet of you regain your Megalutero level + 1d12 hit points per level of spell slot.

You can't use this feature again until you finish a long rest.

Nature's Mark (lvl 20)

At 7th level, you can cast the spell Polymorph (targeting only yourself) without spending a spell slot. You must finish a long rest before you can do so again.

At 20th level, you can use this feature twice before regaining its use by completing a long rest.


Credits

A huge thank you to Yasuragi for the core of this class. You provided most all of the details and we only had to tweak a few balance things.

The Mageia Seiria

Careful study and experimentation has led the Mageia Seiria to specialize in learning not just their own fields of expertise, but also those of their brothers.

Bonus Proficiency Mageia Seiria

At 1st level, you gain proficiency in the Arcana skill and one type of artisan's tools of your choice. If you already have proficiency in Arcana, then you gain expertise.

Spellcasting

Starting at 2nd level, you gain the ability to cast 1st level spells and higher.

Spell Slots

The Megalutero Table shows how many spell slots you have to cast your spells of 2nd 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.

For example, if you know the 1st-level spell Find Familiar and have a 1st-level and a 2nd-level spell slot available, you can cast Find Familiar using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level Megalutero spells of your choice from The Wizard Spell List. You learn additional spells chosen from the Wizard spell list as indicated in the spells known column of The Megalutero Table.

Cantrips

You learn two cantrips of your choice from the Wizard spell list. You learn an additional cantrip of your choice from the Wizard spell list at 3rd, 10th and 16th levels. These cantrips count as Megalutero spells for you.

Spellcasting Ability

Intelligence is your spellcasting ability for your Mageia Seiria spells, since you learn your spells through rote study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw for a Megalutero spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency + your Intelligence modifier

Spells Known of 1st level and higher

You know three 1st-level spells of your choice from the Wizard spell list.

The Spells Known column of The Megalutero Table show when you learn more Wizard spells of your choice. Each of these spells must be of a level for which you have spell slots.

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Megalutero spells.

Mageia Seiria Mark

Starting at 3rd level, the effects of your Megalutero Arcana are enhanced by The Mageia Seiria's secret lessons.

When you place your enspell on an object or aegis on a creature, a faint blueish crystalline aura surrounds it.

Mageia Seiria Enspell

When you deal damage to a creature with your enspelled weapon you can choose to remove your enspell from the weapon. When you do, the creature must succeed on a Strength saving throw against your spell save DC or be pushed up to 15 feet away and knocked Prone.

Mageia Seiria Aegis

When a creature deals damage to an ally under the effect of your aegis you can use your reaction to remove the aegis from your ally. When you do, you teleport up to 30 feet and may make a weapon attack against the creature.

Mageia Seiria Savant

At 7th level, through diplomacy, espionage, or occult experimentation you have learned spells belonging to other school's of magic. Choose two spell's from any Eldritch Society, including this one. The spells you choose must be of a level you can cast, as shown on the Megalutero table.

You may choose two additional spells at level 20.

Mageia Seiria Recovery

Starting at 14th level, you have learned to regain some of your magical energy by reflecting on esoteric truths and formulas. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Megalutero level (rounded down), and none of the slots can be 6th level or higher.

Mageia Seiria Savant (lvl 20)

At 7th level, through diplomacy, espionage, or occult experimentation you have learned spells belonging to other school's of magic. Choose two spell's from any Eldritch Society, including this one. The spells you choose must be of a level you can cast, as shown on the Megalutero table.

You may choose two additional spells at level 20.


Credits

A huge thank you to Yasuragi for the core of this class. You provided most all of the details and we only had to tweak a few balance things.


Credits

A huge thank you to Yasuragi for the core of this class. You provided most all of the details and we only had to tweak a few balance things.