Forcebender
Hit Dice: 1d6
HP Bonus: Ld2+L*CON
TP: 300
Choose a target you can see and convert a portion of its mass into pure energy, resulting in a nuclear detonation. A massive explosion happens within a 1000ft radius of the target, dealing 200d10 Radiant/Heat damage to everything caught in the blast, knocking back all objects 2000ft for 100d10 Bludgeoning/Kinetic damage. Furthermore, the weather effect changes to Nuclear Fallout, which applies 5 stacks of Irradiated 20d10 (6) to all combatants at the start of every round.
Whenever you trigger an elemental reaction under Elementalist, you gain 1 Force Fragment. Force Fragments (FF) are used in special abilities granted by the Forcebender class.
By breaking the bonds of gravity, you are always under the effects of the Fly spell. Your DEX saves can never roll below average.
[1 FF]: As an ability action, distort the fabric of spacetime at a location, dealing 14d10 Spatial damage in a 5ft radius AOE at a point you see within 60ft. This spawns a singularity that pulls all creatures within a 30ft radius of the point towards it at a STR save against your spell save DC. The singularity persists for 3 rounds, or until you end it early.
By breaking the bonds of magnetism, you gain the ability to telekinetically control metal objects. Your AC gains a bonus equivalent to your spellcasting modifier against metal weapons; double this bonus if against metal projectiles.
[2 FF]: As an ability action, until the start of your next round, all loose metal objects within 60ft of you are pulled towards your outstretched palm. Any metal projectiles fired in the air lose their momentum and are pulled to your palm. At the start of your next turn, you may fire the collected objects in a 15ft-wide line AOE 100ft in a direction of your choice, dealing a variable amount of damage.
By breaking the bonds of the weak force, you gain the ability to irradiate the ground you walk upon. As a free action, you may project a radioactive aura within a 60ft radius of you. All creatures within line of sight of you within the radius gain 1 stack of Irradiated 12d10 (6) at the start of your turn.
[3 FF]: As an ability action, fire a beam of high-energy neutrinos at a target within 120ft, with a to-hit of d20+Proficiency+INT and dealing 15d10 Radiant damage that bypasses all materials except lead, allowing you to shoot through most walls.
By breaking the bonds of the strong force, your attacks gain the ability to affect targets at the level of their very atoms. All attacks you make with your Arcane Foci gain an additional +25% quantum damage. Any quantum damage you deal bypasses all DEF and PC unless it resists Quantum.
[4 FF]: As an ability action, through changing the molecular properties of a target, you can implant a weakness to a certain element into its armor. Choose a damage type the target has no positive resistance to– for 3 rounds, the target is afflicted with the magic debuff Quantized, granting it -50% RES to the chosen damage type.
[5 FF]: At the cost of 2 ability actions, strongly alter the effects of gravity on up to 6 targets of your choice that you can see within 120ft. If targeting allies, you can choose to weaken the bonds of gravity, granting them the effects of the Fly spell for 1 round. You can choose to strengthen the bonds of gravity, granting them immunity to knockback and prone for 1 round. If targeting enemies, you can choose to weaken the bonds of gravity, causing them to float into the air and be unable to move using traditional means for 1 round. You can choose to strengthen the bonds of gravity, knocking them prone and inflicting Bound (V) 20d10 at a STR save against a DC of 30.
[4 FF]: At the cost of an ability and a tactical action, gain precise control of all metal objects within a 100ft radius of you, freely moving them and placing them as you wish. All allies that fire metal projectiles until the start of your next turn gain a bonus to-hit equivalent to your spellcasting ability modifier. Enemies can also be freely moved and placed if they are mostly comprised of metal; they must make a WIS save against a DC of 30 to resist.
[3 FF]: At the cost of an ability and a tactical action, scan the area around you within a 200ft radius with neutrinos. Until the start of the next round, you see all creatures and objects through walls that are not lead-reinforced.
[2 FF]: At the cost of an ability and a tactical action, you manipulate quantum uncertainty to reposition as many targets and objects as you want within 120ft of you. An unwilling creature must succeed on a WIS save against your spell save DC to resist this spell. You teleport each target to an unoccupied space that you can see within 120ft of you.
[6 FF]: As an ability action, you harvest the energy released through the creation of new elements. For 1 round, whenever an elemental reaction happens, all party members gain 1d2 UP.
[8 FF]: At the cost of two ability actions and a tactical action, channel the power of your control over gravity and electromagnetism to gather everything together on the battlefield. All objects and creatures (except allies) within a 200ft radius of you are sucked towards a point of your choosing with a STR save against 20 + Proficiency + your spellcasting modifier. Different effects and damage rolls will apply as a result. Until the start of your next turn, the singularity created by your Great Attractor allows single-target attacks directed at it to affect everything in the singularity.
HP Bonus: Ld2+L*CON
TP: 300
Proficiencies
Same as ElementalistRequirements
- (Class Bond) Elementalist: You must have fully unlocked every ability of the Elementalist class.
- (Item) Exotic Matter Synthesizer: You must have obtained a device that can create exotic matter.
Abilities
Ultimate Ability: Mass-Energy Equivalence
Rarity: Exotic | UP: 100 | ZP: 2 | ZL: 3 | Cost: 6 TPChoose a target you can see and convert a portion of its mass into pure energy, resulting in a nuclear detonation. A massive explosion happens within a 1000ft radius of the target, dealing 200d10 Radiant/Heat damage to everything caught in the blast, knocking back all objects 2000ft for 100d10 Bludgeoning/Kinetic damage. Furthermore, the weather effect changes to Nuclear Fallout, which applies 5 stacks of Irradiated 20d10 (6) to all combatants at the start of every round.
Fundamental Forces
Level 1 | CC: Forcebender | Rarity: Mythic | Cost: 1 TPWhenever you trigger an elemental reaction under Elementalist, you gain 1 Force Fragment. Force Fragments (FF) are used in special abilities granted by the Forcebender class.
Not Bound by Law
Level 2 | Rarity: Exotic | Cost: 4 TPBy breaking the bonds of gravity, you are always under the effects of the Fly spell. Your DEX saves can never roll below average.
Gravitational Pull
Level 3 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[1 FF]: As an ability action, distort the fabric of spacetime at a location, dealing 14d10 Spatial damage in a 5ft radius AOE at a point you see within 60ft. This spawns a singularity that pulls all creatures within a 30ft radius of the point towards it at a STR save against your spell save DC. The singularity persists for 3 rounds, or until you end it early.
Custom Quest Trait
Level 4 | CC: ForcebenderMagnetic Presence
Level 5 | CC: Forcebender | Rarity: Exotic | Cost: 3 TPBy breaking the bonds of magnetism, you gain the ability to telekinetically control metal objects. Your AC gains a bonus equivalent to your spellcasting modifier against metal weapons; double this bonus if against metal projectiles.
Magnetic Vacuum
Level 6 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[2 FF]: As an ability action, until the start of your next round, all loose metal objects within 60ft of you are pulled towards your outstretched palm. Any metal projectiles fired in the air lose their momentum and are pulled to your palm. At the start of your next turn, you may fire the collected objects in a 15ft-wide line AOE 100ft in a direction of your choice, dealing a variable amount of damage.
Radioactive
Level 7 | CC: Forcebender | Rarity: Exotic | Cost: 2 TPBy breaking the bonds of the weak force, you gain the ability to irradiate the ground you walk upon. As a free action, you may project a radioactive aura within a 60ft radius of you. All creatures within line of sight of you within the radius gain 1 stack of Irradiated 12d10 (6) at the start of your turn.
Custom Quest Trait
Level 8 | CC: ForcebenderNeutrino Beam
Level 9 | Rarity: Exotic | Cost: 3 TP[3 FF]: As an ability action, fire a beam of high-energy neutrinos at a target within 120ft, with a to-hit of d20+Proficiency+INT and dealing 15d10 Radiant damage that bypasses all materials except lead, allowing you to shoot through most walls.
Starforged
Level 10 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 2 TPBy breaking the bonds of the strong force, your attacks gain the ability to affect targets at the level of their very atoms. All attacks you make with your Arcane Foci gain an additional +25% quantum damage. Any quantum damage you deal bypasses all DEF and PC unless it resists Quantum.
Quantum Restructuring
Level 11 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[4 FF]: As an ability action, through changing the molecular properties of a target, you can implant a weakness to a certain element into its armor. Choose a damage type the target has no positive resistance to– for 3 rounds, the target is afflicted with the magic debuff Quantized, granting it -50% RES to the chosen damage type.
Custom Quest Trait
Level 12 | CC: ForcebenderGravitational Flux
Level 13 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[5 FF]: At the cost of 2 ability actions, strongly alter the effects of gravity on up to 6 targets of your choice that you can see within 120ft. If targeting allies, you can choose to weaken the bonds of gravity, granting them the effects of the Fly spell for 1 round. You can choose to strengthen the bonds of gravity, granting them immunity to knockback and prone for 1 round. If targeting enemies, you can choose to weaken the bonds of gravity, causing them to float into the air and be unable to move using traditional means for 1 round. You can choose to strengthen the bonds of gravity, knocking them prone and inflicting Bound (V) 20d10 at a STR save against a DC of 30.
Magnetic Puppetry
Level 14 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[4 FF]: At the cost of an ability and a tactical action, gain precise control of all metal objects within a 100ft radius of you, freely moving them and placing them as you wish. All allies that fire metal projectiles until the start of your next turn gain a bonus to-hit equivalent to your spellcasting ability modifier. Enemies can also be freely moved and placed if they are mostly comprised of metal; they must make a WIS save against a DC of 30 to resist.
Neutrino Radar
Level 15 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 2 TP[3 FF]: At the cost of an ability and a tactical action, scan the area around you within a 200ft radius with neutrinos. Until the start of the next round, you see all creatures and objects through walls that are not lead-reinforced.
Custom Quest Trait
Level 16 | CC: ForcebenderQuantum Tunneling
Level 17 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 2 TP[2 FF]: At the cost of an ability and a tactical action, you manipulate quantum uncertainty to reposition as many targets and objects as you want within 120ft of you. An unwilling creature must succeed on a WIS save against your spell save DC to resist this spell. You teleport each target to an unoccupied space that you can see within 120ft of you.
Nuclear Fusion
Level 18 | REQ: Fundamental Forces | Rarity: Exotic | Cost: 3 TP[6 FF]: As an ability action, you harvest the energy released through the creation of new elements. For 1 round, whenever an elemental reaction happens, all party members gain 1d2 UP.
Custom Quest Trait
Level 19 | CC: ForcebenderGreat Attractor
Level 20 | REQ: Fundamental Forces | Rarity: Mythic | Cost: 4 TP[8 FF]: At the cost of two ability actions and a tactical action, channel the power of your control over gravity and electromagnetism to gather everything together on the battlefield. All objects and creatures (except allies) within a 200ft radius of you are sucked towards a point of your choosing with a STR save against 20 + Proficiency + your spellcasting modifier. Different effects and damage rolls will apply as a result. Until the start of your next turn, the singularity created by your Great Attractor allows single-target attacks directed at it to affect everything in the singularity.
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