Ashen

by Kate (BlackheartnoIre – CarmilliaTheQuetz) and Sage T. Young (SerNurp)
Version: 1.3
You carry monstrous blood within yourself, and have learned to make use of its physical manifestations. As you grow, so too does the connection to your bloodline, and your inner monster as well.

Multiclass

  • Ability Score Multiclass Requirements: Strength or Dexterity 13, Constitution 13
  • Multiclass Proficiencies Gained: Shields, simple weapons, martial weapons.
 

QUICK BUILD

You can make an ashen quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution. Second, choose the outlander background.  

The Ashen Table

 

Class Features

As an ashen, you gain the following class features.  

Hit Points

  • Hit Dice: 1d10 per ashen level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ashen level after 1st
 

Proficiencies

  • Armor: Light armor, medium armor, and shields
  • Weapons: Simple weapons, and martial weapons
  • Tools: None
  • Saving Throws: Strength, Constitution
  • Skills: Choose either athletics or Acrobatics, and two other skills of your choice.
 

Equipment

  • You start with the following equipment, in addition to the equipment granted by your background:
  • (a) leather armor, (b) scale maille, or (c) chain maille
  • a martial weapon and a shield or (b) two martial weapons
  • a light crossbow and 20 bolts or (b) two handaxes
  • a dungeoneer’s pack or (b) an explorer’s pack.
 

Ashen Union

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Beginning at 1st level, you have grown deeper to the inner beast that haunts your bloodline. Growing closer to your inner demon you have learned how to control portions of this monstrosity to empower yourself and perhaps those around you. Your ashen union grants you an archetype feature at 1st level, and again at 3rd, 5th, 10th, 15th, and 20th level.
 

Ashen Strength

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Beginning at 1st level as an Ashen, your chimeric union has manifested throughout your body with an enhanced physique. While you are not wearing any armor, your Armor Class equals 10 + your Strength or Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Additionally, your Carrying Capacity is doubled.
 

Armament

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As an Ashen, your chimeric union has made you stronger, allowing you to morph your flesh into biological weaponry with which you are proficient in. You can form an ashen weapon as a Bonus Action on your turn, and it remains until you bring forth another armament, until you use a Bonus Action to revert back to your normal form, or when you fall unconscious. Your armaments are considered to be both manufactured weapons and natural attacks.
  Starting at 1st level, you can rapidly form your flesh to produce a weapon-like appendage in place of your arm or arms known as an Ashen Weapon, all Ashen Weapons naturally possess the Attached (2) property. You begin with two different forms each of which have a Craft Score equal to 10 + double your Proficiency bonus + your Constitution modifier + your Strength or Dexterity modifier. You can design these weapons utilizing the Blowgun, Claw, Club, Dagger, Sling, Spear, or Sword design rules found within the Weapon Crafting system of the Syrik Crafting Guide. Once these weapons are made, they cannot be changed, except when noted. Ashen Weapons made in this way cannot be Exotic in nature.
  When forming a weapon that requires ammunition or projectiles to function, you are able to produce your Constitution score in ammunition pieces for that weapon, all spent uses are restored after completing a Short or Long Rest, or by expending 1 point of Stamina. When forming such weapons, you gain a smaller Craft Score to be used only in the creation of the ammunition, this Craft Score is equal to 5+ half of your Armament Craft Score. When forming ammunition in this way, you may produce up to three different ammunition sets per one ranged weapon, with each ammunition set drawing from this Craft Score to build the base ammunition; however, the base Craft DC of ammunition formed in this way is reduced by 10.
  When forming thrown weapons, the weapon must possess the returning property or else it cannot be thrown. With the returning property, the weapon returns to your hands immediately after the attack connects.
  Your armaments are limited in quality based upon your level. Beginning at 1st level, they can be no greater than Fine quality; at 4th level and every 4 levels thereafter, the maximum quality you can make your armaments increases by one Quality grade. Whenever you attain a new level in this class you can remake any weapons formed from this feature. You gain an additional Ashen Weapon form at 7th level, and again at 14th level.
  Finally, you can as an Action, imbue a weapon with an Ashen Weapon, so long as both the imbued weapon and your armament are of the same weapon design. Providing the Weapon Properties granted by your chosen Ashen Weapon to the imbued weapon, but not the Weapon Statistics (such as damage, penetration, and critical values).
 

Devotion

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Your bloodline has been unleashed, your transformation into ashen has made you anew, to change back is nigh impossible. You cannot retrain out of this class once attained, without consequences. Leaving this class without proper actions and research is considered certain death.
 

Mutations

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Beginning at 1st level, your chimeric union has activated in you a morphing of your physiology, altering your very makeup into something different. You gain one mutation from the list of mutations below, and as you grow within this class, you gain an additional mutation every 2 levels thereafter.
  Certain mutations can only be used while you are in your horrific form. Unless otherwise noted, any Mutation with the Horrific Form tag can only be used or is only active while in this form. Those with the Passive tag are always active, regardless of what form you are in.
  Additionally, some mutations require you to expend Stamina to function, while others are simply passive features that are always active. The saving throw of any mutation is equal to 8 + your Proficiency bonus + your Constitution modifier.
  A full list of Mutations can be found HERE.
   

Flash of Reality

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Beginning at 2nd level, you have are able to show a glimpse of your true form, albeit briefly as an Action. Each creature of your choice that's within 30 feet of you, must make an Intelligence saving throw against your Mutation save DC or suffer 1d6 points of Psychic damage and become Shakened. Alternatively, you can use this feature as a Reaction when a creature within 30 feet of you would make an Ability check or Attack roll, to cause that creature to suffer a 1d4 penalty on the result of their check or attack.
  When you reach 6th level, and every four levels thereafter, the Psychic damage increases by 1d6. At 10th level, the condition increases to that of the Frightened condition. You can use this feature once, gaining a 2nd use at 10th level, and you regain all spent uses after you complete a Long Rest. Alternatively, you can use this feature without expending a use by expending 4 points of Stamina.
   

Monstrous Fortitude

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Beginning at 2nd level, your monstrous body is able to recover quicker than others, with short bursts of rapid recovery, allowing you to withstand more than most in a fight. You can as a Bonus Action expend up to your Proficiency bonus in Hit Dice healing as if you had completed a Short Rest. You gain no other benefit from this partial short rest. Additionally, whenever you would complete a Short Rest, you recover 1 spent HD and may spend this HD as a part of the same Short Rest.
  You can use this feature once, gaining an additional use at 7th level, and again at 13th level. You regain all uses of this ability after you complete a Long Rest. Alternatively, you can expend 2 points of Stamina to activate this feature, even when you are out of uses.
   

Horrific Form

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Beginning at 3rd level, your connection to your inner monster has grown allowing you to call upon your unique bloodline to unleash the beast within. As an Action, you can transform into your horrific form, altering your appearance and granting you powerful abilities so long as the form is maintained. Your horrific form is further expanded as you attain your Ashen Union, thus bonding yet further with your heritage.
  While in your horrific form, the following rules apply:
  • Your game statistics remain the same while transformed, with the following exceptions. When you transform, your current and Maximum HP increases by 2 + your Constitution modifier for each level of Ashen you possess . When you revert to your normal form, your maximum HP immediately drops back to normal, and should your current HP be above your Maximum HP, it is immediately reduced to your maximum HP.
  • The exact appearance of your horrific form as well as additional benefits gained while in this form are based upon your Ashen Union feature.
  • If you drop to 0 Hit Points while in this form, you revert to your humanoid form, and suffer from the Stunned condition until the start of your next turn.
  • You retain the benefit of any features from your class, species, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
  • While in your monstrous form, you cannot cast or concentrate on spells, unless otherwise specified.
  • After one minute in this form, you begin to lose control of your horrific form. When you would lose control, make a DC 15 Charisma saving throw at the start of each of your turns. On a successful save, you return to your humanoid form or may continue to act this round in your monstrous form, albeit at the risk of once more losing control. On a failed save, you lose control of your horrific form, and must attack the closest creature to you. In case of a tie, choose at random. If there aren't any creatures nearby, the GM decides what your character does.
  • To willingly end this form early, you must succeed on the above Charisma save, as if you were trying to resist the beast within.
You can use this feature twice, regaining spent uses after you complete a Long Rest. Alternatively, you can spend 4 points of Stamina to activate this feature, you may do so, even while out of uses.
   

Ability Score Improvement

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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.
  Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
   

Monstrous Versatility

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Beginning at 4th level, whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of the beast within:
  • Replace an armament you know with another armament available to ashen.
  • Replace a mutation you know with another mutation available to ashen.
   

Extra Attack (1)

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

Rapid Transformation

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Beginning at 5th level, you can transform into your Horrific Form as a Bonus Action on your turn instead of as an Action. When you do so, the duration of your Horrific Form until you must roll to maintain control of your form is halved. Additionally, you gain an additional use of your Horrific Form feature.
   

Magical Fury

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Beginning at 6th level, your natural attacks count as magical and either cold iron or silver for the purpose of overcoming resistance and immunity to attacks and damage.
At 10th level and again at 14th level, you can choose to treat your attacks as Cold Iron or Silver (whichever was not chosen earlier) or Adamantine for the purpose of overcoming resistance and immunity to attacks and damage.
   

Shifting Form

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Beginning at 6th level, you can as a Bonus Action rapidly mutate, taking on a single Mutation of your choice that you qualify for that you do not already possess. You gain this mutation for a number of hours equal to half of your Proficiency bonus. You can use this feature once, regaining its use after you complete a Long Rest. You gain an additional use of this ability at 9th level, and every 3 levels thereafter. You can use this feature even while out of uses by expending 2 points of Stamina.
  At 6th level you can only have one shifting form mutation active at a time. Upon reaching 14th level, you can have a second Shifting Form mutation active. You choose which mutation you lose when activating this feature while already benefiting from your maximum shifting form mutations.
   

Begrudging Acceptance

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Beginning at 7th level, you have become to accept the inner workings of your beast, perhaps not fully, but enough that you can begin to control the rapid bloodlust of your horrific form, allowing you to blend your union into an unstoppable force.
  You can resist the beasts control for longer than normal, increasing the duration of your horrific form until you must roll to maintain control to 10 minutes. Additionally, while in your horrific form, you gain the ability to Dash as a Bonus Action towards a hostile creature that you can see.
   

Magic Resilience

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Beginning at 9th level, you add your Constitution modifier as an Insight bonus on all saving throws made against Magical or Supernatural effects.
   

Disturbing Change

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Beginning at 11th level, whenever you enter into your Horrific Form, you let loose a wave of dread, all creatures of your choice that can see you within 120 feet must make a Wisdom saving throw against your Mutation save DC or suffer from the Frightened condition for 1 minute, gaining a new save to end this condition early at the end of each of their turns.
A creature that fails this save by 5 or more instead suffers from the Panicked condition for 1 round before transitioning into the Frightened condition for the remaining 9 rounds, but otherwise receives the new save at the end of each of their turns to end this effect early.
  Additionally, whenever you would activate your horrific form, the base duration is increased to 1 hour instead of 10 minutes before you must roll to see if you maintain control, and the checks required to maintain control are given every 1 minute instead of every round.
  Finally, your acceptance of this union has eased within you an understanding of your bond, you gain Advantage on the Constitution save made to resist your inner beast.
   

Relentless Wrath

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Beginning at 13th level, whenever you would take the Attack action, any attacks that you make, that successfully hit the target, prevent your target from taking Reactionary Attacks until the start of your next turn.
Additionally, you gain Advantage on any save or check made to resist being Stunned or being forcefully moved or held in place, and whenever you would be forcefully moved or Stunned, you can spend 2 points of Stamina to make a Constitution saving throw against the result of the relevant check or the DC of the triggering effect, on success, the effect is negated.
   

Retaliation

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Beginning at 14th level, you gain the ability to as a Reaction make an Attack of Opportunity against a creature that has made an attack against you, so long as the triggering creature is in reach or close range of your attack.
   

Vicious Strike

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Beginning at 17th level, whenever you would confirm a critical hit against a creature you can choose to modify the attack with one of the following effects:
  • The attack’s damage is maximized.
  • You cause the critically hit creature to suffer from one of the conditions until the end of your next turn: Blinded, Burdened, Confused, Deafened, Muted, Sickened, or Wounded.
  • Your target is subject to a free Disarm, Grapple, Shove, or Sunder attempt.
   

Unleashed Union

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Upon reaching 20th level you have unlocked the true secrets of your inner monster, forming an undying bond between yourself and your monstrous bloodline, granting you the following benefits:
  • You can always end your horrific form early without needing a check to maintain control, and you may choose to willingly let your beast take hold, if you do so, you regain a single use of your Monstrous Fortitude and Shifting Form features, but otherwise suffer the drawbacks of falling to your monstrous instincts.
  • You can choose to benefit from a single Horrific Form tagged mutation, even while not in your Horrific Form. You are able to change this mutation whenever you would complete a Long Rest.
  • Your type changes from Humanoid into Monstrosity, granting you immunity to any spell or effect that targets only Humanoids, additionally, while in your horrific form, you gain immunity to both Fear and Charm effects.
     

Ashen Union

Different ashen are bound to their inner monsters, with these monsters taking on different forms and styles based upon the union shared between the ashen and their beast. The union you choose to emulate reflects your inner beast.

Apex

You are the offspring of an apex monster, a beast of tremendous might and terror that is ever growing inside your body, mind, and soul. Though the beast seeks to take hold, causing an endless struggle for control, you have adapted to this beast, overcoming many of the hurdles, you have shown the beast within you are no mere prey, but an apex predator, and you will not be challenged.
  Your ashen weapons take on the form of natural attacks such as bites, tentacles, claws, flung spikes, stingers, and so on, while your horrific form appears like that of a terrifying monstrosity, of great size and power.

Apex Features

LevelFeature
1st Apex Adaptability
3rd Endure
5th Evolutionary Beast
10th Bestial Fury
15th Unwavering
20th Monstrosity
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Apex Adaptability

At 1st level, your body grows and learns at a faster rate allowing you to adapt to most environments and places harsher to a normal individual. After spending an hour getting used to a given area you gain the following benefits, you lose these benefits when you are outside of the given terrain.  
Improvise
  • Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
  • You can also speak, read, and write two additional languages of your choice.
 
Adapt
  • Difficult terrain doesn't slow you down.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
 
Overcome
You gain an additional benefit when you reach 7th level in this class.
  • Your walking speed increases by 10 feet, and you gain a Climb and Swim speed equal to your Walking speed. You gain an additional benefit when you reach 10th level in this class.
  • All forms of movement that you possess have their speeds increased by 10 feet, and you gain Proficiency in a single skill or tool of your choice for as long as you are in the given terrain.

Endure

At 3rd level, whenever you enter into your horrific form, choose one damage type that you are not already resistant to. You gain resistance to that damage type while in your horrific form. You can spend 2 points of Stamina to gain a second additional damage resistance while in that use of your horrific form.
Additionally, you can as a Reaction to being subject to a damaging attack or ability grant yourself Resistance to that damage type for 1 minute by spending 2 Stamina. This effect fades early if you are Incapacitated. You can use this feature a number of times equal to your Proficiency bonus, regaining spent uses after you complete a Short or Long Rest.

Evolutionary Beast

At 5th level, your body learns to better withstand trauma and is capable of reducing the damage that you would receive. While in your Horrific Form you gain resistance to all Physical damage types.
  Additionally, your ashen weaponry can utilize Exotic Weapon crafting rules, and you may call forth a single Ashen Weapon as a Reaction whenever you would be subject to an attack roll, an initiative check while not Surprised, or a saving throw.

Bestial Fury

At 10th level, you can unleash your inner beast. While in your horrific form, you can spend 2 points of Stamina whenever you would take the Attack Action to make an additional attack during that Attack Action.

Unwavering

At 15th level, whenever you would be subject to an Intelligence, Wisdom, or Charisma saving throw that has partial effects on success, you instead suffer no effects on success.

Monstrosity

At 20th level, while in your horrific form, your size category is increased by one step, granting you an additional 1d4 points of damage on all martial attacks that you make and Advantage on Strength ability checks and saves. Alternatively, you can spend 2 points of Stamina to instead grow 2 size categories, doing so grants you 2d6 points of additional damage on all martial attacks that you make, as well as Advantage on Strength ability checks and saves.
  Additionally, your natural attacks benefit from Large size natural attack rules, as given under mob rules. Finally, while in your horrific form, whenever you would defeat a hostile creature, you regain 1d12 + your Constitution modifier in Hit Points.
   

Chimera

Your memories awaken, having realized the true nature of the beast within, you recall having suffered a terrible wound, one that ended your life, but so too do you recall a spirit of someone you had a deep connection with that resides now by your side as a Spirit passenger, whatever brought them to your side, you are yet unsure, but what you do know your Spirit passenger is here to guide you through your new life. Though your body is now stronger and more resilient it has come at a great loss, one in which you are still unsure of the true measure of.
  Your ashen weapons take on the form of spectral armaments formed by the spirit that guides you. While your horrific form is a combination of your own form and that of the spirit that has bonded with you, a molding of two souls.

Chimera Features

LevelFeature
1st Bonding of Two Souls, Bound Spirit
3rd Phantom
5th Knowing Oneself
10th Deepening Trance
15th Chimera’s Potential
20th Together As One
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Bonding of Two Souls

At 1st level, you are able to manifest your bond between yourself and your phantom in unique ways. Whenever you would activate your Horrific Form feature, you can choose to manifest your Phantom at the same time using the same action into a space within 10 feet of your position. Alternatively, while your phantom is inside your consciousness, you can call upon them in times of great need, as a Reaction to being subject to an attack roll or saving throw, you can have your Phantom make the save or become the target of the attack in your place, you may use this feature, once, regaining its use after completing a Short or Long Rest.  

Bound Spirit

At 1st level, you have formed a bond with a spiritual entity known as a phantom that empowers you with your ashen might, allowing you to call upon the powers of your spiritual union. Your bound spirit has its own personality ideals, and goals, but so too do they wish for you to succeed, it is this delicate bond that you walk, though you are able to instill your desires unto your spirit, it does not come without consequence. Your bound spirit’s Phantom form is given in more detail under the Phantom feature.  
Spiritual Spellcasting
Your bonded spirit grants you the ability to cast spells from the chosen spirits spell list. You have a number of spell slots for the indicated spell level as shown on the phantom spell list table below, you can cast these spells at a level equal to your Proficiency bonus or the minimum level to cast the chosen spell, whichever is higher.
At the start of your turn, you can regain a single spell slot from this feature by expending 1 point of Stamina per half spell level of the desired spell, rounding up, doing so costs no action on your part. You regain all castings of these spells when you would complete a Long Rest.
  Your Spellcasting ability modifier for these spells is your Constitution modifier, and your spell save DC is equal to your Mutation save DC.  
Spiritual Emotion
Choose one of the following spiritual emotions: Anger, Dedication, Despair, Fear, Greed, Hatred, Jealousy, Lust, Pride, Remorse, Whimsy, or Zeal. Your spirit is naturally of this state and returns to this state whenever you complete a Long Rest; however, certain actions may change this state, adjusting the benefits that you normally gain, these occur whenever your spirit would feel one of the other spiritual emotions strongly enough to transition temporarily into that type of spirit, at GM discretion.
  Additionally, you can instill your desired emotion unto your bound spirit temporarily as a Bonus Action, doing so causes your spirit to take on the new spiritual emotion for 1 minute; however, you suffer 2d6 points of unmitigable Psychic damage from the emotional backlash of your spirit.
  Found HERE is a list of the following spiritual emotions and their features: Anger, Dedication, Despair, Fear, Greed, Hatred, Jealousy, Lust, Pride, Remorse, Whimsy, and Zeal.

Phantom

At 3rd level, your ashen union formed from your soul and the bonded spirit allows you to manifest your spirit as a phantom companion to aid you in combat, as you harbor the soul of this phantom entity in your consciousness, you can hold it there to maintain its power or manifest it as an ectoplasmic entity. Your phantom has the same alignment as you do, and it can speak all of the languages that you can. Your phantom companion naturally hides itself within your consciousness, providing you with the powers of its spiritual emotion for as long as it is held within; however, you can manifest your phantom companion as an Action on you Turn to send it forth from your consciousness into the material in a space within 10 feet of your position, likewise, you can return your companion to your consciousness as an Action.
  A phantom that is held within your consciousness is completely invisible, and possesses the Incorporeal condition; however, it cannot move, and whenever your mind would be read or spoken to telepathically, it’s mind is likewise read or entered into the conversation. A phantom slain while held within your consciousness, causes you psychic backlash, dealing you a number of d10s in Psychic damage equal to your companion’s Proficiency bonus.
  A fully manifested phantom is considered a Summoned creature from the Ethereal Plane. It cannot die, Instead it simply dissipates upon being reduced to 0 Hit Points, and reforms after you spend 8 hours of work in a rebinding ritual and the expenditure of 25 gp worth of rare herbs and incense per Ashen level you possess, reforming them to your body, and allowing them to act once more. While dissipated in this way, you lose access to the Bonding of Two Souls, Bound Spirit, Chimera’s Potential, and Together As One features.
  While manifested, you lose access to your Bound Spirit feature, instead your manifested phantom companion gains access to it. Your phantom is friendly to you and obeys your commands. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your phantom acts on its own. Your phantom has abilities and game statistics determined in part by your Ashen level.
  • Your phantom uses your Proficiency bonus rather than its own. In addition to the areas where it normally uses its Proficiency bonus, a phantom also adds its Proficiency bonus to its AC and to its damage rolls.
  • Your phantom gains Proficiency in two skills of your choice. It also becomes proficient with all saving throws.
  • Your phantom uses your uses of any Bound Spirit features and draws upon your Stamina when using such features.
  • Your phantom cannot wield weapons nor can it wear armor unless the equipment is made for Incorporeal creatures, such as via the Ghost Touch enchantment.
  • For each Ashen level you gain after 3rd, your phantom gains an additional hit die and increases its hit points accordingly.
  • Your phantom’s hit points are not restored when returned to your consciousness, instead it must be healed as normal, it is able to take and complete Short or Long Rests as normal, even while in your consciousness.
  • Whenever you gain the Ability Score Improvement class feature, your phantom’s abilities also improve. Your phantom can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your phantom can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Knowing Oneself

At 5th level, while your phantom is held within your subconscious you are able to enter the ethereal plane as an Action on your turn. For the next minute you are under the effects of the Incorporeal condition and gain the Incorporeal Movement feature, allowing you to move through creatures and objects as if they were Difficult Terrain.
  If you end your turn inside a creature or object, you suffer 1d10 Force damage and are shunted to the closest available space. You can use this feature a number of times equal to half of your Proficiency bonus, regaining spent uses after completing a Long Rest. Additionally, your Phantom improves, gaining the benefits of the Improved Phantom feature.

Deepening Trance

At 10th level, you can as a Bonus Action flash your senses into the veil, granting you Blindsight out to 20 feet x your Proficiency bonus. You are able to see into the Ethereal Plane and can see Invisible creatures with this vision. This vision remains for 1 hour, or until you end it early as a Bonus Action. You can use this feature a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest. Additionally, whenever you would roll a natural 1 on a Death Saving Throw, you suffer only 1 failure instead of 2.

Chimera’s Potential

At 15th level, whenever a living creature within 30 feet of you would die you can as a Reaction gain Temporary Hit Points equal to half of your level in the Ashen class. Additionally, you can as an Action spend 4 points of Stamina and target a single creature touched that has been dead no longer than 1 year, and ask it a single question, as if casting the Speak With Dead spell. Finally, your Phantom feature improves, gaining the benefits of the Greater Phantom feature.

Together As One

At 20th level, both you and your Phantom benefit from your Bound Spirit feature individually, regardless on if your Phantom is manifested or not. Your Phantom now utilizes their own Stamina pool and has their own uses of the given abilities, rather than drawing from your uses and stamina.
   

Fiend

Descendant of fiends you are a child of sin and despair, forged through the beating hearts of the damned, your soul has awoken to the reality of your inner demons, granting you the guile and might of beings older than the gods themselves.
  Your ashen weapons take on the form of fiendish weaponry formed through the infernal or abyssal forges of your bond. While your horrific form is an alteration of your base form, grown more fiendish, drawn to the bond that was sealed within your soul.

Fiend Features

LevelFeature
1st Fiendish Spellcasting, Sin Touched
3rd Breakthrough
5th Fallen Star, Possession
10th Words of Corruption
15th Black Blood
20th Damnation
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Fiendish Spellcasting

At 1st level, your union between fiend and mortal has granted you an albeit limited ability to cast spells You have a number of spell slots for the indicated spell level as shown on the Fiend spell list table below, you can cast these spells at a level equal to your Proficiency bonus or the minimum level to cast the chosen spell, whichever is higher.
  You can regain a single casting of a spell on your turn by expending 1 point of Stamina per half spell level of the desired spell, rounding up, allowing you to cast it once more, doing so costs no action on your part. You regain all castings of these spells when you complete a Long Rest.
  Your Spellcasting ability modifier for these spells is your Constitution modifier, and your spell save DC is equal to your Mutation save DC.  
Spell List
While you are channeling your fiendish heritage, you are able to cast the following spells at the indicated levels, using your Fiendish Spellcasting feature above.  
LevelSpell LevelSpell SlotsSpells Known
1st 1st 2 Armor of Agathys, Charm Person, Demon Flesh, Disguise Self, Summon Entity.
3rd 2nd 2 Corpse Explosion, Darkness, Invisibility, Vision of Entropy.
5th 3rd 2 Fear, Gaseous Form, Magic Circle, Spit Venom.
7th 4th 2 Banishment, Necrotic Grasp, Wrack.
9th 5th 2 Charnel House, Planar Binding, Telekinesis.
 

Sin Touched

At 1st level, you detect as Evil and are considered both your base type and subtype and an Evil Outsider (Fiend) for all such effects. You gain the ability to use Corruptive effects with ease. You have Advantage on any check or save made against Corruption, and whenever you would normally gain a Corrupted Affliction, you can instead roll a Constitution saving throw against the same DC that caused you to gain the Corruption, or DC 10 + your Corruption Threshold, whichever is greater.
  Should you die, your soul is claimed by the fiendish entity that has lain claim to your soul. Attempts at Resurrecting you have the DC increased by 5, likewise, Resurrection quests must enter the domain of the keeper of your soul. However, because of your fiendish union and the strength granted to you through it, you require one additional Death Saving Throw fail before you would die.

Breakthrough

At 3rd level, your fiendish bond has broken through to the surface, showing the world what you truly are. You gain Devilsight out to 60 feet or increase your Devilsight vision range by 30 feet. Whichever is a greater increase. Additionally, while in your Horrific Form you gain a fly speed equal to that of your base walking speed.
  Outside of your horrific form, you can use a Reaction whenever you would fall or jump to call Unfurl your wings and gain a fly speed equal to your base walking speed until the end of your next turn. You can use this feature a number of times equal to your Proficiency bonus and can spend 1 point of Stamina without expended a use of this ability. You regain all expended uses after you complete a Long Rest.
  When you would reach 7th level, whenever you would Unfurl your wings, they remain until you choose to hide them once more as a free action; additionally, when you do so, choose a number of creatures equal to your Proficiency bonus, these creatures gain a fly speed equal to your base walking speed for 1 minute as spectral fiendish wings hold them aloft.  

Fallen Star

At 5th level, whenever you would willingly fall, reducing the fall distance you have fallen, you may choose to propel yourself further with greater speed and force, causing all creatures within a 15 ft. radius of your landing space to make a Dexterity saving throw against your Mutation save DC or suffer a number of d8s in Force damage equal to your Proficiency bonus and fall Prone. A successful save halves the damage and negates the Prone condition. You may use this feature by expending 2 points of Stamina.
  Additionally, whenever you would spend Destiny, you can choose to instead roll twice, and take the more favorable result. If you do so, you must make a Constitution save, DC 15, or gain 1d4 points of Corruption. Alternatively, you may choose to instead double the amount of Villain Points your Destiny use would accrue instead, when doing so, the effects of these Villain Points may be spent for fiendish actions relating to your soul-keeper.

Possession

At 10th level, you have learned how to utilize your fiendish gifts, propelling your consciousness into a humanoid creature of your choice that you can see within 30 feet. The target of this ability must make a Charism saving throw against your Mutation save DC or become Possessed by you.
  A creature so possessed receives a new save to regain control and shunt you out to a space within 5 feet whenever they would take damage, an emotional breakthrough would occur, every 8 hours or whenever they would complete a Long Rest, whichever comes first.
  You can use this ability once, regaining spent uses after you complete a Long Rest.

Words of Corruption

At 10th level, you learn how to read, write, speak, and understand Zeigltol and whenever you would speak this language, you do not suffer any ill effects, nor do you produce any, unless you wish it. Whenever you would cast a spell or utilize Sigil Magic, you can transform the casting of that spell or sigil to instead be formed through the language of destruction, if you do so, the spell or sigil becomes a Corruption spell; however, you can alter the spell or sigil in one of six ways, as follows:
  • If the spell deals damage, it deals an additional amount of damage equal to your Proficiency bonus in d6s.
  • The spell has its range doubled.
  • The spell has its Area of Effect increased by 5 feet.
  • The spell can be cast as a Bonus Action, if it would normally be cast as an Action, or as a Reaction at the start or end of a creature’s turn if it would normally be cast as a Bonus Action.
  • The spell’s duration is doubled.
  • The spell summons an additional creature of the given type, all creature’s summoned in this way are considered Outsider (Fiends) and gain the Fiendish template.
  • Black Blood

    At 15th level, your blood turns black and thick, suffusing you with a fell pallor that radiates through your body like a disease. Whenever you would be healed, you may choose a creature within 15 feet of your position, that creature receives half of the healing that you are healed by as bonus healing. This can only occur once per source of healing, regardless of multiple bouncing triggers.
      Additionally, you gain Advantage on saves made to resist Poison and Disease and gain Resistance to Poison damage. Finally, whenever you would use your Monstrous Fortitude feature, you gain Fast Healing equal to your Proficiency bonus for 1 minute.

    Damnation

    At 20th level, whenever you would kill a creature, you may choose to claim their soul, damning it to the fiendish realm from which your bond originates. You gain Temporary Hit Points equal to that creature’s Hit Dice + its Constitution modifier and are immediately subject to a single casting of the Lesser Restoration spell, cast at 2nd level. Additionally, you regain a single use of your Horrific Form and Monstrous Fortitude features.
    Finally, you may choose to empower yourself further with this soul, if you do so, roll a DC 15 Charisma save against Corruption, or gain 1d4 points of Corruption. Regardless on the results of this save, you regain a single spell slot of a level equal to or lower than that creature’s Proficiency bonus.
       

    Hunter

    Mutated and transformed by the bounds of alchemical or transmutative magics you are unlike your kin, still bound to mortal form, you have learned how to use your fell mutations to better yourself and utilize the gifts of your enhanced blood to act as predator not prey.
      Your ashen weapons take on the form of ancient, alchemical bonded weaponry, forged with runes and elemental power. While your horrific form supernaturally charges your base form, albeit with alchemical energy flowing throughout your body.

    Hunter Features

    LevelFeature
    1st Expanded Armaments, Hunting Lore
    3rd Tools of the Trade
    5th Mutative Element
    10th Rapid Action
    15th Mutation Burst
    20th Hunter’s Eye
    Show spoiler

    Expanded Armaments

    At 1st level, you have expanded your repertoire of armaments formed through your ashen union, you are now able to create ashen weaponry utilizing the Axe, Blackpowder Blunderbuss, Blackpowder Pistol, Blackpowder Rifle, Crossbow, Flail, Hammer, Mace, Pick, or Whip design rules found within the Weapon Crafting system of the Syrik Crafting Guide. These are in addition to the design rules of the base armament feature.
      Additionally, your armaments improve further, each gain the Rating 2 benefit of the weapon for free, and half the cost of upgrading to Rating 3; finally, you gain an additional benefit based upon the type of ashen weapon utilized, as shown on the table below:
    Weapon TypeEffect
    Axes, Claws, Spears, and Swords Whenever you would critically hit with an axe, claw, spear, or sword, you can expend 1 point of Stamina to heal for the amount of base weapon damage dealt.
    Blowguns and Slings Blowguns or Slings you utilize produce 4 projectiles each shot, gaining the Burst-Fire (4) property for free.
    BP Blunderbusses BP Blunderbusses you utilize alter the cone angle to 90 degrees; the same as spells.
    BP Pistols and BP Rifles BP Pistols and BP Rifles you utilize provide double the normal amount of ammunition produced.
    Clubs, Flails, Hammers, and Picks Whenever you would critically hit a creature with a club, flail, hammer, or pick, you can spend 1 point of Stamina to cause the target to suffer from the Confused condition for 1d4 rounds; gaining a Wisdom save against your Mutation DC at the end of each of their turns to end this condition early.
    Crossbows Whenever you would critically hit with a crossbow, you can expend 1 point of Stamina to cause the bolt to continue through the original target into a new one along the line of fire. The next target of your choice within the range used of the original attack is subject to the same attack as the original target.
    Daggers Daggers you utilize that possess the thrown property gain the Barrage property for free, splitting into a number of additional projectiles equal to half of your Proficiency bonus.
    Whips Whips can be used to take the Use An Object Action and an Item Interaction once a round each, for free, utilizing the whip’s reach, and your Strength score. They are unable to wield weapons or shields effectively but can throw weapons within reach. The actions taken must be reasonably capable of being performed with a whip.

    Hunting Lore

    At 1st level, you gain Proficiency in one of the following skills: Arcana, History, Nature, Religion, or Tactics. If you are already proficient in the chosen skill, you instead gain Expertise. Additionally, whenever you would gain information against a creature from a successful ability check, you gain one additional piece of information about the target.

    Tools of the Trade

    At 3rd level, your training in the ways of a hunter has granted you a modicum of the alchemist's power, allowing you to rapidly form alchemical weapons and items, albeit limited in duration, via infused reagents. Each day when you would complete a Long Rest, you create a number of infused reagents equal to your Proficiency bonus + your Constitution modifier. It is clear these infused reagents are limited in use and thus are worthless to any shop keep.
      These infused reagents count as a wild reagent of Major Basic rarity (0Σ), they can be used in recipes found in the Recipe Book as part of completing a Long Rest to create temporary alchemical items, these items are only potent until your next Long Rest, and otherwise function like normal items of their given type.
      Additionally, any reagent not used as part of the Long Rest can be used as a Reaction on your turn to create an alchemical item. When made in this way they only remain potent until the end of your next turn. These reagents improve as you gain levels within the ashen class. At level 4 your reagents improve to Common (1Σ) rarity, at level 8 they are treated as Uncommon (4Σ) rarity, and at level 15 they are counted as Rare (10Σ) rarity.
    Recipe Book
    The ashen has a number of innate alchemical recipes they know. Starting at level 3 choose 4 alchemical items, oils, poisons, or potions, or combination thereof which ingredients call for a reagent no greater than Major Basic. You know these recipes and can use them in combination with your Infused Reagents.
      Every two Ashen levels thereafter you learn one additional recipe, which must use reagents with a rarity no greater than the max rarity your infused reagents can create.
      Additionally, whenever you would gain a level in this class, you may choose one recipe you already know and replace it with a new recipe following the same restrictions.

    Mutative Element

    At 5th level, your ashen union unlocks within you the ability to call upon the elemental powers to imbue yourself and your armaments. You can as a Bonus Action activate a mutative element to call upon the power of Acerbatus (Psychic), Fulgur (Lightning), Globus (Thunder), Grando (Cold), Ignis (Fire), Luminatio (Radiant), Nitesco (Force), or Umbra (Necrotic) to imbue your martial attacks with the chosen element. Granting all martial attacks made with that element an additional 1d6 points of damage. With the damage type being tied to the element tied to the chosen power, as shown above in parenthesis.
      This bonus damage remains for 1 minute, or until ended early as an Item Interaction on your turn and can be called upon a number of times equal to half of your Proficiency bonus. You can call upon this power without expended a use of this ability by spending 2 points of Stamina.

    Rapid Action

    At 10th level, you can take an additional Bonus Action on your turn by expending 4 points of Stamina.

    Mutation Burst

    At 15th level, your ashen union allows you to call upon the elemental powers to channel a burst of their inner power. You can as an Action unleash a blast of mutative element producing either a 15 ft. Burst, 20 ft. Cone, 60 ft. Line, or a 20 ft. Radius sphere at a point within 150ft that you can see.
      All hostile creatures within the area of effect must make a saving throw against your Mutation Save DC or suffer a number of d8s in damage equal to double your Proficiency bonus. The damage type is the same as the chosen element, a successful save halves the damage. The radius, range, and save type of the chosen effect are given on the tables below:
    Element TypeDamageSave Type
    Acerbatus Psychic Intelligence
    Fulgur Lightning Dexterity
    Globus Thunder Constitution
    Grando Cold Constitution
    Ignis Fire Dexterity
    Luminatio Radiant Wisdom
    Nitesco Force Strength
    Umbra Necrotic Wisdom
    You can use this feature a number of times equal to half of your Proficiency bonus, regaining spent uses after you complete a Long Rest. You can call upon this power without expended a use of this ability by spending 4 points of Stamina.

    Hunter’s Eye

    At 20th level, your ashen union has grown to the inhuman eldritch depths of the forsaken realms, allowing you to see what truly is, and that which should remain forgotten. You gain the following benefits:
    • You gain the ability to Telepathically communicate with any creature that you can see or hear within 500 feet of your position, they can respond freely via their thoughts, but cannot initiate this communication.
    • You have True Sight out to a range of 60 feet.
    • Any creature successfully identified via your Hunting Lore feature provides you with a +1 increase to your Critical Multiplier with any attack made against that creature. This benefit remains until you complete a Long Rest and must be reidentified to apply again to the same creature.
    • You can understand, speak, read, and write one additional language of your choice and Deep Speech. If you already understand Deep Speech, you gain two additional languages of your choice instead.

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