Multiclassing in Vifel - The Chosen One

by Rutherfordio

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The Chosen One
Level(s) Fragmancer Features Myoshidius Features Transcendental Features
1st Frangerian Technology, Fragmancer Paradigm Will Points, Skillslinger, Mission Focus Planar Magic, Mana Exchanges, Herald of the Planes
2nd Trigger Reflex Mental Combat/
Fighting Style
Education in Cosmology
2nd, 6th, 10th, 14th, 18th Philosopher's Notes Objectivity Aberrant Explorer
3rd, 6th, 9th, 12th, 15th, 18th Rewired Brain Virtuoso's Prowess Otherworldly Influence
5th Workaholic Extra Attack Mana Creation
11th Academic Arcanism Combat Specialist Planar Grace
20th Scientific Master Virtuoso's Ceiling Energy Resistance

The Chosen One

Across all Vifel, there's a legend of a person called "The Chosen One", who is the unifier of the nations, the master diplomat and hero. Due to the friction between the cultures of the 3 continents, they believe only the Chosen One can make them agree, because only him has the knowledge of all 3 cultures and understands all sides of the battle. The truth is, anyone can be the Chosen One.

Multiclassing

To become a chosen one, you need to choose one of the three Vifel classes: Fragmancer, Myoshidius or Transcendental and then multiclass into the other two. Optionally, you can just multiclass into one of them, to be a partial chosen one. This special multiclass that you make as the Chosen One has different rules than those on the PHB and can only be made between the classes of Vifel.

Needless to say, the two types of multiclass are mutually exclusive. You can't take normal levels in classes after becoming a chosen one and vice-versa.

This special multiclass still follows the same pre-requisites of the common multiclass. If your character needs 13 in a certain score to gain a level in another class, you can't take features of another class without meeting those requirements first.

Features at 1st-Level

At the first level, choose one of the three classes: Fragmancer, Myoshidius or Transcendental, this class will determine your Hit Dice, your first level proficiencies, first level features, starting equipment and the subclasses that you can choose are the ones available for that class.

For example if you choose Fragmancer, you'll have a 1d8 Hit Dice, all starting Fragmancer proficiencies, Fragmancer equipment, the Frangerian Technology class feature and the Fragmancer Paradigm subclass features.

Features at Higher Levels

After the first level, you may choose any feature that you'd gain from your initial class and exchange it for another feature of the same level from the other classes (Fragmancer, Myoshidius or Transcendental), as long as you've met the multiclass prerequisites for your class and the class of the feature you're choosing.

The Chosen One table details which features can be exchanged for each other features. Only features in the same line can be exchanged for each other.

Choosing any feature from a class different than the one you started qualifies your character as the Chosen One.

You can't exchanges features from your class for those of a class you didn't meet the prerequisites.

Repeating Feaures

Features that repeat accross several levels may be changed at each level that it repeats. For example on the 2nd-level you can choose Objectivity but on 6th-level choose Philosopher's Notes.

Class Referencing

Any features that you choose that references one of the three classes you can consider instead that it references the class of the Chosen One. The same works for features that use your level in one of the classes, you use instead your levels in the Chosen One.

However not all mentions of the class should be replaced. If a feature mentions for example a spell list, you can't replace it by the Chosen One spell list because there isn't one.

Any scenarios that don't fit in this rule, ask your GM how to proceed.

Chosen One Subclasses

By 3rd level, if you've already become a partial or complete Chosen One, you gain access to special subclasses that can only be accessed through multiclassing.

The following table shows these special subclasses and the prerequisites to choose each of these subclasses. The Prerequisite column shows the classes that you need to have in your multiclass to be able to select the special subclass. The first class mentioned in the column has to be the class that you select at first level.

For example, for the Class Prime subclass, you'll need to start as a Myoshidius and then have at least one feature from the Transcendental class by 3rd level (the level that you choose the subclass).

List of Chosen One Subclasses

Subclass Name Prerequisite
Psychologist Fragmancer, Myoshidius
Servantry Paradigm Fragmancer, Myoshidius, Transcendental
Class Prime Myoshidius, Transcendental
Mavencraft Myoshidius, Fragmancer
The Elemental Chaos Transcendental, Fragmancer
The Far Realm Transcendental, Fragmancer, Myoshidius

Psychologist Paradigm

Prerequisite: Fragmancer as starting class, at least one Myoshidius feature.

Studies of the Mind

Starting at 3rd level when you choose this paradigm, you understand better how humanoid minds work. You gain access to 2 spells: Detect Thoughts and Suggestion. You have a number of 2nd-level spell slots equal to your proficiency modifier, that you can only use to cast these spells.

Additionally, when making Persuasion, Deception or Insight checks against humanoids, you may replace your Charisma and Wisdom modifiers with Intelligence.

Sociologist

Starting at 8th level, you acquire some useful knowledge about how people act while part of a larger group. When you cast Suggestion or Detect Thoughts, an affected creature makes their saving throw at disadvantage if there are at least 2 other creatures friendly to them within 3m/10ft of them.

Additionally, you have advantage on Persuasion and Deception checks against groups of 5 or more humanoids.

Mind Shaper

Starting at 14th level, you learned how the mind works and, to some extent, you learned how to manipulate them like you do with natural elements. You gain access to 2 spells: Rary's Telepathic Bond and Modify Memory. You also gain two 5th-level spell slots, that you can only use to cast these spells. You can also cast Rary's Telepathic Bond as a ritual.



Servantry Paradigm

Prerequisite: Fragmancer as starting class, at least one Myoshidius and one Transcendental feature.

Automatic Casting

At 3rd level you gain the ability to make a useful gadget that can help you or one ally of yours. Using any set of tools of your choice, you can construct a gadget (a tiny object) that you can give to anyone.

When you create the gadget you choose one invocation that you can cast (with a casting time of 1 action or 1 bonus action) and spend its casting (without actually casting).

You also define a specific triggering situation. The gadget can only be activated (with a reaction) when that situation happens. When activated it then casts the chosen invocation. The person carrying it chooses any targets of the invocation as if they were casting it.

After activated, the gadget ceases to function and loses all effects. After a short or long rest, you can construct another, but you can only have one functioning gadget at a time.

Automated Tasks

At 3rd level you add a 1st-level spell to your list of Unbound invocations: Unseen Servant. You can cast this spell as a ritual to not spend the use of the invocation.

Additionally, if you and your unseen servant are more than 60ft apart, the spell doesn't end, but instead you become unable to issue any new commands to the servant for the rest of the spell's duration.

Creation Automation

At 8th level you add a 3rd-level spell to your list of Unbound invocations: Tiny Servant. For you, this spell can also be cast on small objects. Additionally, whenever you cast the spell, any summoned servants become proficient in all skills and tools that you are proficient in.

Master of Automatons

At 14th level your Tiny Servant invocation improves and can be cast using a 4th-level spell slot instead.

Animatron

At 14th level you also add a 5th-level spell to your list of Unbound invocations: Animate Objects.

Class Prime

Prerequisite: Myoshidius as starting class, at least one Transcendental feature.

Artistry Aura

At 3rd level, you've perfected your skills to such a divine level that you started to irradiate an artistry aura.

Whenever you have expertise with a given skill, you can give yourself a penalty on ability checks with that skill in exchange to granting a bonus on ability checks with that skill to other creatures. Both the penalty and the bonus are equal to your proficiency bonus.

Your artistry aura has a range of 3m/10ft. Any creature inside this range that you can see may benefit from the aura's bonus, if you allow the creature to do so.

You have complete control of your artistry aura. You can activate or deactivate its effects at will (using an action), and you can choose if the penalty and the bonus are applied to all your expertise skills or just a subset of them.

At 3rd level when you choose this mission focus you also gain proficiency with one skill of your choice.

The Class Prime group has 4 possible upgrades for you to choose from:

Knowledgeable

You gain one proficiency of your choice.

Proficiency Honing

Choose one skill in which you have proficiency. You gain expertise with that skill.

Artistry Reach

Increase the range of your artistry aura by 1,5m/5ft.

Counter Effect

You can add a +1 bonus to ability checks that are being affected by your artistry aura's penalty.

Mavencraft

Prerequisite: Myoshidius as starting class, at least one Fragmancer feature.

Masterwork

Starting at 3rd level, you can create items with higher quality that what is found commonly on markets and smiths. You gain two benefits:

  • You have advantage on any ability checks made during the process of crafting an item;
  • You have advantage on Charisma checks made to convince people that your items are worth up to two times its market price (which is the price you find in the PHB or DMG).

Additionally, when you craft an item, you can augment it, adding or removing properties from it. You can only apply one augment on an item that you craft. At 18th level, you become able to apply up to two augments.

The Mavencraft group has 12 possible upgrades for you to choose from, that represent the possible augments that you can apply on items. You can only choose each upgrade once.


Item: Weapon

You can add the Finesse property.

Item: Weapon

You can add the Light property (if the weapon isn't Heavy).

Item: Weapon

You can add the Reach property.

Item: Weapon

You can add the Throw property (Your GM decides the range and/or damage).

Item: Weapon

You can add the Versatile property (Your GM decides the damage).

Item: Weapon

You can remove the Heavy property.

Item: Weapon

You can remove the Loading property.

Item: Weapon

You can remove the Two-Handed property.

Item: Armor

You can add a magic effect that makes the wearer proficient on a saving throw of your choice (you decide when you finish crafting).

Item: Armor

You can remove the Strength requirement.

Item: Armor

You can remove the disadvantage on Stealth checks.

Item: Spellcasting Focus

You can add a magic effect that makes the user proficient on a saving throw of your choice (you decide when you finish crafting).

Elemental Chaos

Prerequisite: Transcendental as starting class, at least one Fragmancer feature.

Center of Chaos

The Elemental Chaos is the center of the cosmology, and the connecting point between all elementals planes, where the elements dissolved into a single mix of colliding energies.

A tempestuous sea of ever-changing terrain and clashing elements, with stability only enforced in isolated locations, the Elemental Chaos is ruled by the primordials.

The primordials, or Dawn Titans, were god-like beings made of manifest entropy and elemental energy. They were elemental lords that ruled over certain areas of the Elemental Chaos, and they are the entities of this plane that may choose you as herald. The most powerful primordials were a group of 6: Grumbar the Lord of the Earth, Istishia the Lord of Water, Kossuth the Lord of Fire, Azuth the Weave's Magister, Bazim-Gorag the Chaosbearer and Dendar the Night Serpent. Besides them, there were several other minor primordials such as: Akadi the ruler of Sky Home, Borem of the Boiling Mud, Bwimb, Dur-baagal, Rorn of the Rages, Telos and many others.

Vifel Lore

Based solely on Vifel lore and not Forgotten Realms lore, the Elemental Chaos is the center of the cosmology, and the material plane serves almost as a second true neutral plane, along with the Outlands.

Additionally, the Vifel Cosmology has 3 primary elemental planes of magic in the center: The planes of Veles, Nug and Kora, each representing, respectively: arcane, eldritch and divine magic; And the usual planes of Earth, Water and Fire descend from each of those three planes, respectively. Air is a lesser plane that roots from the Water plane.

Lastly, Azuth is the primordial of Veles, Bazim-Gorag is the primordial of Nug and Dendar is the primordial of Kora.

Planar Spells

Starting at 3rd level, your connection to the plane of pure entropy grants you access to certain spells.

Planar Spells
 Level  Spell
3 Earth Tremor, Gust of Wind
5 Wall Of Sand, Wall Of Water
9 Wall Of Fire, Wall Of Force
13 Wall Of Light, Wall Of Stone
17 Wall Of Ice, Prismatic Wall

Mana Exchange: Planar Guardian

When choosing this subclass at 3rd level, you define the type of creatures that you can summon as your Planar Guardian, which is any type of creature that can be found on the Elemental Chaos and any of the elemental planes:


all kinds of elementals, oozes, djinnis, sprites and mephits, along with githzerai and slaadi, but also some creatures that are specific to a single plane like Xorns, Salamanders, Nereids, Magmins, Aarakocras, Remorhazes, Belkers and several others.

Example Planar Guardians
 Level    CR   Creature Source
1 1/4 Mud Mephit MM p. 216
4 1/2 Magmin MM p. 212
6 1 Fire Snake MM p. 265
8 2 Githzerai Monk MM p. 161
10 3 Flail Snail VGtM p. 144
12 4 Black Pudding MM p. 241
14 5 Adult Oblex MToF p. 218
16 6 Invisible Stalker MM p. 192
18 7 Water Elemental Myrmidon MToF p. 203
20 8 Green Slaad MM p. 277

Arcane Studies

Starting at 5th level, you mixed your knowledge of the planes with the technical knowledge of Frangere, to become an expert in the elements. For you, any of the spells in your list of Planar Spells have a casting time of a bonus action.

Elemental Disorder

At 10th level, you learn the Chaotic Shaft* cantrip. Whenever you deal damage to a creature with both rays of the spell, you cause an elemental disorder around the creature. The creature gains resistance to the type of damage of the first ray but vulnerability to the type of damage of the second (including to the damage of the ray). Both the resistance and vulnerability remain until the start of your next turn.

Elemental Supremacy

At 17th level, you start to become a primordial yourself. You gain the following benefits:

  • Your creature type becomes elemental;
  • You learn to speak, read and write Primordial, Aquan, Ignan, Auran and Terran;
  • You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks;
  • You are immune to the poisoned condition.

Far Realm

Prerequisite: Transcendental as starting class, at least one Fragmancer and one Myoshidius feature.

Remote Reality

The Far Realm is a plane outside of the cosmology, some consider even outside of time and space. It is the land of madness, that gave birth to such horrible creatures like mind flayers, beholders and all types of aberrations. It's also the place where eldritch magic was strongest and old gods were rulers. The plane of madness is also very inhospitable and would corrupt and twist any creatures that would step into its domain, transforming them into


terrifying aberrations.

Among the entities that could choose you as their herald, there are:

  • Elder Evils, like Bolothamogg, Piscaethces, Zargon and The Eldest;
  • Great Old Ones, like Dendar, Ghaunadaur, Hadar and Tyranthraxus;
  • and Eldritch Old Gods like The Great Cthulhu, Nyarlathotep, Azathoth and Yog-Sothoth.

Beyond Comprehension

Some entities of the Far Realm can bestow knowledge so great that a common creature can't withstand. Sometimes just the sight of the physical bodies of those entities is enough to inflict madness into anyone.

When you select this plane at 3rd level, your character might have been exposed to something that their mind couldn't process, and they can have a flaw of your choice from the Indefinite Madness table (DMG p. 260). Up to your GM, your character can also have an additional skill, proficiency or some hidden information, that represents what your character assimilated in their last moments of sanity.

You can select another flaw at 17th level, when you gain your last feature and the power of the Far Realm is at its peak, flowing through you.

Mana Exchange: Planar Guardian

When choosing this subclass at 3rd level, you define the type of creatures that you can summon as your Planar Guardian, which is any type of creature that can be found on the Far Realm: mind flayers, aboleths, beholders, slivers, kaorti and all types of aberrations, along with some more out-of-place creatures, that found their way somehow to this lost land like carrion crawlers, death tyrants, gricks, krakens, mimics, bodytakers, sibriexes and juiblexes.

 Level    CR   Creature Source
1 1/4 Star Spawn Grue MPMotM p. 227
4 1/2 Podling VRGtR p. 227
6 1 Choker MPMotM p. 76
8 2 Carrion Crawler MM p. 37
10 3 Grell MM p. 172
12 4 Chuul MM p. 40
14 5 Otyugh MM p. 248
16 6 Gauth MPMotM p. 133
18 7 Grick Alpha MM p. 173
20 8 Hoard Mimic FTD p. 204

Mana Exchange: Insanity

At 3rd level, you gain a new option of Mana Exchange that you can use, that restores spell slots instead of spending them. During a short rest, you can make a ritual to connect with the plane of madness.

Decide on a value from 1 up to your max spell level, that'll be your mana modifier. Then you choose a willing creature (which can be you) and one of the following effects:

  • Restore a spell slot of a level equal to your mana modifier to that creature;
  • Restore a number of 1st-level slots equal to your mana modifier.

You can't choose a value for your mana modifier if it causes you to restore more spell slots than the maximum allowed.

After that, the maddening forces of the Far Realm fall upon the creature. The creature rolls 2 dice, picks the lowest of both numbers, them sums your mana modifier to it. The size of those dice starts at d2 when your mana modifier is equal to 1, and increase by one size for each number after that, respectively d3, d4, d6, d8, d10, d12, d20 and d100.

The creature gains an effect from the table below based on the result rolled. As your mana modifier increases, the consequences of the madness become more and more unbearable.

Maddening Effects
Result Effect
2 Nothing
3 The creature can't benefit from Short Rests for 4 hours
4-5 The creature becomes blinded (50%) or deafened (50%) for 4 hours
6-8 The creature becomes blinded, deafened, and can't speak for 4 hours
9-10 The creature becomes incapacited for 4 hours
11-12 The creature becomes paralyzed for 4 hours
13-14 The creature gains 2 level of exhaustion
15-16 The creature gains 3 levels of exhaustion
17 The creature gains 4 levels of exhaustion
18 The creature gains 5 levels of exhaustion
>18 The creature gains 6 levels of exhaustion

Aberrant Mind

At 5th level, your character learns to speak Deep Speech and gains Telepathy with a range of 9m/30ft.

Forbidden Knowledge

At 10th level, the madness starts to take over your mind, but it allows you to access the infinite knowledge of the elder evils. Whenever you make an Intelligence check, you can treat a d20 roll of 12 or lower as a 13. However, whenever you make one, you take 1d10 psychic damage.

Elder Corruption

At 17th level, you become fully corrupted by the power of the Far Realm. You gain the following benefits:

  • Your creature type becomes aberration;
  • You gain a flying speed of 30 ft. and can hover;
  • Your true form now becomes covered in shadowy blots and eyes, and tentacles grow from all over your body;
  • Your telepathy's range increases to 30m/100ft;
  • You can use your action to polymorph into a Small or Medium humanoid, or back into your true form. Your statistics, other than your size, are the same in each form. You revert to your true form if you die;

Example Scenario

As an example, let's make a character. We'll make a level 6 Chosen One, mixing features from all three classes. First of all our character needs to meet the prerequisites of all 3 classes. We need at least 13 in Intelligence (Fragmancer), in Constitution (Myoshidius) and in Wisdom (Transcendental).

First Level

At first level we'll choose the Myoshidius. This gives us a 1d10 Hit Dice, and all myoshidius proficiencies:

  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Calligrapher's supplies, one musical instrument of your choice
  • Saving Throws: Strength, Constitution
  • Skills: Choose any three

It also gives us the Myoshidius 1st level features which are the Will Points and Skillslinger features.

Finally, it also gives us access to Myoshidius subclasses and due to how we built the character, we also gain access to one Chosen One subclass.

Higher Levels

At 2nd level, we'll exchange the Mental Combat feature from the Myoshidius class for the Trigger Reflex feature from the Fragmancer class. At this point the character is considered a partial Chosen One.

At 3rd level, we'll exchange the Virtuoso's Prowess feature for the Otherworldly Influence feature from the Transcendental class. At this point the character is considered a complete Chosen One.

At 3rd level, the character completed the prerequisites to a special Chosen One subclass, the Class Prime. So we'll choose the Class Prime Mission Focus.

At 5th level, we'll exchange the Extra Attack feature for the Mana Creation feature from the Transcendental class.

And finally at 6th level, we'll keep both the Objectivity and Virtuoso's Prowess features from the Myoshidius class.

 

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