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 Diacrosia Education in Cosmology
2nd, 6th, 11th, 15th Philosopher's Notes Objectivity Aberrant Explorer
3rd, 5th, 9th, 13th Rewired Brain Virtuoso's Prowess Otherworldly Influence
5th Workaholic Extra Attack Mana Creation
10th Platinum-Iridium Ward Ability Score Improvement Repel Evil and Good
13th Academic Arcanism Determination Burst Planar Grace
17th Multi-Tool Unwind Breaching Arcana
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 Features

Features that repeat across 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).

You don't need to choose one of these special subclasses, you can always go back to the base classes and choose a subclass from there.

List of Chosen One Subclasses

Prerequisite Subclass Name
Fragmancer, Myoshidius Psychologist Paradigm
Fragmancer, Transcendental Servantry Paradigm
Fragmancer, Myoshidius, Transcendental Arcbinder Paradigm
Myoshidius, Fragmancer Kineticist
Myoshidius, Transcendental Class Prime
Myoshidius, Fragmancer, Transcendental Mavencraft
Transcendental, Fragmancer The Elemental Chaos
Transcendental, Myoshidius Warrior's Rest
Transcendental, Fragmancer, Myoshidius The Far Realm

List of Common Subclasses

Prerequisite Subclass Name
Fragmancer Virtualization Paradigm
Fragmancer Purification Paradigm
Fragmancer Invocator's Paradigm
Fragmancer Forensics Paradigm
Fragmancer Fragmentalist's Paradigm
Myoshidius Clyper
Myoshidius Seran
Myoshidius Binshwer
Myoshidius Bewitcher
Transcendental Herald of The Astral Plane
Transcendental Herald of The Feywild
Transcendental Herald of The Shadowfell
Transcendental Herald of Mount Celestia
Transcendental Herald of The Abyss
Transcendental Herald of Mechanus

Psychologist Paradigm

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

Studies of the Mind

Starting at 3rd level your understanding of how humanoid minds function allows you to manipulate thoughts and behavior with greater precision. You gain access to 2 spells: Detect Thoughts and Suggestion. You have a number of 2nd-level spell slots equal to your proficiency bonus, that you can only use to cast these spells.

Additionally, when making Persuasion, Deception or Insight checks against a humanoid, you can use your Intelligence modifier in place of your Charisma or Wisdom modifier.

Sociologist

Starting at 7th level, your study of group dynamics gives you insight into how individuals behave within social structures. Whenever you cast a Fragmancer invocation that forces creatures to make saving throws, those creatures make the saving throws with disadvantage if they are within 10 feet (3 meters) of at least three creatures friendly to them.

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

Mind Shaper

At 15th level, your mastery over the mind allows you to manipulate it as though it were a tangible element.

You gain access to the 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 may also cast Rary's Telepathic Bond as a ritual.

Servantry Paradigm

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

Automatic Casting

At 3rd level you gain the ability to create a gadget imbued with magic to assist yourself or an ally. Using a set of tools of your choice, you can construct one gadget (a Tiny or Small object) over the course of 10 minutes. The gadget can be held or carried by any creature. Depending on the gadget’s nature, the DM may require you to use specific tools to construct it.

When you create the gadget, you expend the use of one invocation with a casting time of 1 action or 1 bonus action (without casting it). You also define a triggering condition, which determines when the gadget activates.

Triggering the Invocation. The creature holding the gadget can use its reaction to activate it when the defined condition occurs. When activated, the gadget casts the expended invocation. The creature holding the gadget makes any decisions related to the spell, including choosing targets, and must maintain concentration if required. If the creature loses concentration, drops the gadget, or stows it away, the spell ends.

Once the invocation’s duration ends, the gadget becomes inert and loses all magical properties. You can create another gadget after a short or long rest, but you can only have one active gadget at a time.

Automated Tasks

At 3rd level, you add the 1st-level spell Unseen Servant to your list of Unbound Invocations. You can cast this spell as a ritual, preserving your use of the invocation.

Additionally, your Unseen Servant no longer vanishes if it's more than 18 meters (60 feet) away from you, it only becomes incapable of receiving new commands from you.

Creation Automation

At 7th level you add the 3rd-level spell Tiny Servant to your list of Unbound Invocations. For you, this spell can also target Small objects (changing their hit dice to d6s). Additionally, any Tiny Servants you summon with this spell become proficient in all skills and tools that you are proficient in.

The spell can target a gadget with a stored invocation. A servant created in this way can trigger its own invocation by itself.

Inspection Gadgetry

At 7th level you also become capable of maintaining up to two active gadgets at a time.

Master of Automatons

At 15th level your Tiny Servant invocation improves. It's now cast as a 4th-level spell.

Master of Gadgets

At 15th level your mastery over gadgetry increases. You can now maintain up to three active gadgets at a time.

Arcbinder Paradigm

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

An Arcbinder Fragmancer wields an energy arc that emanates from their gauntlet to capture creatures. Once captured, creatures are transported into an extradimensional space within the gauntlet, where they remain suspended in stasis. While trapped, these creatures can be siphoned to grant temporary abilities or bonuses to the Fragmancer.

Jailer

At 3rd level, your gauntlet gains the Binding Arc ability. As part of the Grapple action, you can target a creature within 9m (30 ft). This functions like a normal grapple, except it uses the arc to extend the range. On a success, the creature becomes grappled by the arc. While it remains grappled, you can repeat the Grapple action to pull the target 1.5m (5 ft) towards you.

If a creature is Grappled by your Binding Arc and within 1.5m (5ft) of you, you can use an action to force it to make a Charisma saving throw against your spell save DC. On a failed save, the creature is transported into an extradimensional space inside your gauntlet, where it becomes Petrified, suspended in stasis.

Once you successfully capture a creature in this way, you cannot capture another until you finish a Long Rest. The maximum number of creatures you can hold in the gauntlet is equal to the maximum number of elements you can program. If your gauntlet already contains the maximum number of creatures, a target automatically succeeds its Charisma saving throw against being transported.

You can release a creature from the gauntlet as an action. It appears in an unoccupied space nearest to the location where it was originally captured.

Siphoning Power

As an action, you can siphon one of the following bonuses from a trapped creature:

Copycat. You gain proficiency in two skills or languages known by the trapped creature.

Bias. Your invocations deal additional force damage equal to your proficiency bonus against creatures of the same type as the trapped creature.

Analysis. Gain the ability to analyze the trapped creature. While this bonus is active, you may use a bonus action to learn information about the trapped creature. You ask a question and your DM provides a general answer without precise numbers, adhering to the tone of the game.

You can only siphon one bonus per creature per day, and each bonus ends after you finish a Long Rest.

Expropriate

At 7th level, you can strip a trapped creature of its belongings. As an action, you may transport some or all of a creature’s possessions from the gauntlet to unoccupied spaces within 1.5m (5 ft) of you.

Additionally, you can steal a trapped creature’s identity by transforming into an illusionary copy of it, as an action. This illusion does not alter your abilities, stats, or senses—it only affects your appearance. The transformation lasts until your next Long Rest or until you dismiss it as an action.

Finally, while your Analysis bonus is active, you can probe the memories of a trapped creature. When you use your bonus action to learn information, you can force the creature to make an Intelligence saving throw against your spell save DC. On a failed save, you look into their memories. On a success, the creature becomes immune to this ability until you finish a Long Rest.

Perfect Prison

At 15th level you add the 7th-level spell Forcecage to your list of Unbound Invocations.

Kineticist

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

The Kineticist is a combatant who studies Mechanics — the branch of physics concerned with motion and forces — and applies its principles to devastate enemies on the battlefield.

Additional Tattoo Effects

You gain two new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Arrow Tattoo. Double the distance of your push effects until the end of the turn.

Trumpet Tattoo. Choose any number of creatures within 20ft (6m). Until the end of the turn, these creatures become taunted and must make opportunity attacks against you if capable.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

Swift. Your walking speed increases by 1.5m (5ft).

Inerrant. You gain a +1 bonus to melee weapon attack rolls.

Momentum. When you successfully shove a creature, it is pushed an additional 1.5m (5ft) and takes 1d10 bludgeoning damage.

Hamper. You reduce falling damage by 4d6.

Velocious Strikes

At 3rd level, your expertise in motion allows you to channel momentum into your attacks and defense. You gain a velocity modifier, based on your highest available speed, which is 0 if your speed is 9m (30ft) and it increases by 1 for each additional 1.5m (5ft) of movement above 9m (30ft).

If you've spent at least 9m (30ft) of movement in a turn, your melee weapon attacks deal additional damage equal to your velocity modifier until the end of that turn.

Additionally, as a bonus action, you can spin in place by expending 9m (30ft) of movement. When you do so, add a bonus to your AC equal to your velocity modifier until the end of the turn.

Opportunity Parry

At 9th level, you gain the ability to skillfully parry weapon attacks. When a creature makes an opportunity attack against you, you can use your reaction to contest their attack with your own weapon attack roll. If your attack roll equals or exceeds theirs, their attack misses, and you hit them instead.

You also gain an additional reaction per turn, which can only be used for parrying attacks.

Kinetic Discharge

At 14th level, your mastery of motion allows you to convert stored potential energy into a powerful kinetic blast. As an action, you can spend all your remaining movement to release a shockwave.

All creatures within 9m (30ft) must make a Strength saving throw. On a failed save, a creature takes full damage and is pushed 3m (10ft) away from you. On a successful save, it takes half damage and is not pushed.


Shockwave DC = 12 + 1 for every 1.5m (5ft) of

movement you already used this turn

Shockwave Damage = 1d10 force damage for every 5ft

(1.5m) of movement you spent with this ability


Class Prime

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

Additional Tattoo Effects

You gain two new tattoo effects. These tattoos don't count towards your maximum number of tattoos.

Finger Tattoo. You point to a creature, instigating a coordinated attack against it. Choose any creatures within 9m (30ft) of you. Each makes an Investigation (Intelligence) check opposed by the target's Deception (Charisma) check. On a success, a creature gains advantage on its next attack roll against the target before the end of its next turn.

Clown Tattoo. You boop your nose with playful flair, confounding those around you. All creatures within 9m (30ft) that can see you must make a Perception (Wisdom) check to interpret the gesture. The half of creatures (rounded up) with the highest results successfully touch their noses, avoiding the effect. The remaining half is shackled by imaginary chains, becoming Restrained for 1 minute.

A creature Restrained in this way can use its action on its turn to break free of the illusion, ending the effect early.

Upgrades

At 4th, 10th, 15th and 18th levels you choose one of the upgrades below. You can repeat upgrades.

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). (See Artistry Aura below for details.)

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

Artistry Aura

At 3rd level, your unparalleled skill mastery radiates as an aura that enhances the abilities of others.

Your artistry aura has a range of 3m (10ft) and you can activate or deactivate it as an action.

When you activate your aura, choose any number of skills in which you have expertise. You take a penalty equal to your proficiency bonus on ability checks made with these chosen skills.

While the aura is active, creatures within its range may gain a bonus equal to your proficiency bonus on ability checks using those same skills. You decide which creatures benefit from the bonus.

You can use an action to change the selected skills affected by the aura.

Divine Virtuosity

At 9th level, your expertise transcends the mortal realm.

Choose one skill in which you have expertise. Your proficiency bonus is now tripled (instead of doubled) for ability checks made with that skill.

When your artistry aura is active, you may double the penalty on the chosen skill. If you do, your aura gains a new effect of applying a penalty to creatures within its range while it's active. This penalty is equal to your proficiency bonus and you choose which creatures are affected by it.

Boons of the Ambrosial

At 14th level, choose two saving throws in which you are already proficient. You gain expertise with those saving throws, allowing you to add double your proficiency bonus.

These saving throws also become eligible to be affected by your artistry aura.

Mavencraft

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

The Mavencraft is a master artisan who transcends conventional forging, weaving the essence of the planes into weapons, armor, and magical tools. Through extraordinary craftsmanship, you imbue your creations with abilities that can only be achieved through planar materials.

Masterwork

At 3rd level, you learn to create items with powerful augmentations. After a short or long rest, you can create an augmented item or choose an existing item to apply an augmentation. You can only do this again after your next long rest.

There can be a number of augmented items equal to your proficiency bonus. If you exceed this limit, you must remove an augmentation from an existing item.

Additionally, you always know the location of your augmented items if they are on the same plane of existence.

Below is a list of the available upgrades, each representing one augmentation you can apply and requiring a special material to craft. Whether crafting from scratch or upgrading an item, you must have the appropriate material with you. The availability of those materials are up to your DM's discretion.

You can only choose each upgrade below once.

Blade of the Beastlands

Material required: The leg of a Praying Mantis from the Beastlands [50gp]

You can add the Finesse property to a weapon.

Fang of Ysgard

Material required: A shard of Ysgardian iron [50gp]

You can add the Light property to a weapon that does not already have the Heavy property.

Feathery Weapon of Arborea

Material required: A feather from a celestial eagle of Arborea [50gp]

You can add the Thrown property to a weapon. The range is determined by the DM, based on the size and nature of the weapon.

Clockwork Gear of Mechanus

Material required: A gear from Mechanus [50gp]

You can remove the Loading property from a weapon.

Sidereal Blade of the Astral Plane

Material required: A pinch of astral dust [50gp]

When augmenting a weapon, you can spend 2 Will points to remove the Heavy property.

Shard of the Mount Celestia

Material required: A fragment of crystal imbued with planar radiance [100, 500 and 1000 gp, respectively]

When augmenting a weapon, you can spend 4, 7, or 10 Will points to make it deal an additional 1d6, 2d6, or 3d6 radiant damage on hit, respectively.

Heartwood of the Feywild

Material required: A curved splinter from the heart of a dryad’s tree [100gp]

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

Plate of the Outlands

Material required: A brick fabricated in Sigil [50gp]

You can remove the Strength requirement from an armor.

Twilight Cloth of the Shadowfell

Material required: A bolt of cloth woven from Shadowfell mist [50gp]

You can remove the disadvantage on Stealth checks from an armor.

Ice Shard of Cania

Material required: A shard of ice from the frozen wastes of Cania [200 or 1000 gp, respectively]

When augmenting an armor, you can spend 6 or 10 Will points to grant resistance to 2 or 4 damage types of your choice, respectively.

Dreamstone of Dal Quor

Material required: A charged dreamstone from Dal Quor [100gp]

You can add a magical effect to a spellcasting focus, granting the user proficiency in one saving throw of your choice.

Empowering Augmentations

Starting at 9th level, the weapons that you augment count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Additionally, you can activate a special effect on your augmented weapons. As a bonus action, all augmented weapons within 9m (30 ft) gain a +1 bonus to attack and damage rolls until the start of your next turn. Once you use this feature, you must finish a short or long rest before you can use it again.

When you use this feature, you may also spend Will points to increase the bonus: increase to +2 for 1 Will point, or to +3 for 2 Will points.

Overpowering Augmentations

Starting at 14th level, any creature wearing armor you augmented gains the following benefits:

  • +1 bonus to their Armor Class;
  • +2 bonus to Athletics and Strength saving throws;
  • +3 to Initiative.

Salesman of the Forge

Also at 14th level, you gain a keen eye for craftsmanship. You have advantage on checks to appraise weapons and armor and detect their imperfections.

You can also cast the Identify spell at will, without using a spell slot or requiring components.

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

In the World of Vifel, the Elemental Chaos is the center of the cosmology, acting as the ultimate plane of entropy and creation. Unlike traditional lore, the Material Plane in Vifel serves as a second true neutral plane, balancing the interplay between elemental forces alongside the Outlands.

Additionally, the Vifel Cosmology has 3 primary elemental planes of magic: 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 types 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.

Improving Your Planar Guardian

You also gain new options that you can choose to enhance your Planar Guardian:

New Ability: Elemental Hunter

(Costs 1 spell slot)


The guardian’s elemental attacks that acid, cold, fire, lightning or thunder ignore damage resistance.

New Ability: Energy Billows

(Costs 2 spell slots)


When the guardian deals acid, cold, fire, lightning or thunder damage to a creature, you can use your reaction to push the target 3m (10ft) in any direction.

Mana Exchange: Elemental Power

Starting at 3rd level, you gain a Mana Exchange option that allows you to restore expended spell slots by sacrificing your elemental power.

During a short rest, you may choose one or more damage types (up to your proficiency bonus). When you or your guardian deal damage of the chosen types, the damage is halved. Restore one spell slot for each damage type that you chose.

You can restore a number of spell slots equal to your proficiency bonus using this feature. Once you have restored the maximum number of slots, you must complete a long rest before using this feature again.

Arcane Studies

At 6th level, your understanding of planar magic allows you to control elements with remarkable speed. When you cast a spell from your list of Planar Spells, its casting time becomes a bonus action.

Elemental Disorder

At 11th level, you learn the Chaotic Shaft* cantrip (if you don't already know it). After you hit a creature with both rays of the spell, you create an elemental disorder around them. The creature gains resistance to the type of damage dealt by the first ray but vulnerability to the type of damage dealt by the second ray. Both effects persist until the start of your next turn.

Elemental Supremacy

At 18th level, the entropy of the Elemental Chaos completeley envelops you and your guardian. Your creature type becomes elemental and neither you nor your guardian can be knocked prone.

Additionally, whenever you and your guardian are within 12m (40ft) of each other, and one of you deals acid, cold, fire, lightning, or thunder damage to a creature, the other gains 12 temporary hit points. These temporary hit points last until the start of your next turn.

Warrior's Rest

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

Everchanging Battlemap

Warrior's Rest is a realm of endless, dramatic landscapes, with towering mountains, deep fjords, and rolling plains. Vast floating landmasses drift through the air, crashing into each other occasionally, creating a tumultuous and ever-shifting environment.

The terrain of Warrior's Rest can be manipulated by the will of those with sufficient wisdom to provide cover and other tactical advantages for battle. Battles those which are constant, and combatants who fall in glorious battle are reborn in the next day to fight for the team that brought them down.

Living in this plane you would find entities such as Beshaba, Garagos, Uthgar, Valkur, Tempus the Lord of Battles and the Red Knight, also known as The Lady of Strategy, and other gods and entities that enjoy the heat of battle and the thrill of strategy. Any of them may call upon you as their herald, granting you powers to embody their ideals and wage war in their name.

Planar Spells

Starting at 3rd level, your connection to the plane of war and strategy grants you access to certain spells.

Planar Spells
 Level  Spell
3 Heroism, Silvery Barbs
5 Empowering Chant*, Elemental Weapon
9 Haste, Metallic Barricade*
13 Death Ward, Wall of Stone
17 Blade Barrier, Heroes' Feast

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 in Warrior's Rest: Celestials such as Valkyries, Einherjar, Archons, Guardinals, Planetars, Devas and Pegasi; Giants such as Storm Giants, Frost Giants, Fire Giants and Titans which were even bigger types of Giants; Bariaurs; Metallic, Planar and Battle Dragons; Dire and Giant Beasts in general; Golems; Githzerai and some elementals such as Storm Elementals and varied Mephits.

Improving Your Planar Guardian

You also gain new options that you can choose to enhance your Planar Guardian:

New Ability: Teamwork

(Costs 1 spell slot)


Whenever you make a weapon attack against a creature, the guardian's default action is to attack the same creature (as many times as it can) instead of taking the Dodge action.

New Ability: Survival Instinct

(Costs 3 spell slots)


The first time the guardian would drop to 0 hit points as a result of taking damage, it uses its reaction to gain temporary hit points equal to a third of its maximum hit points (rounded down). This ability cannot be used again until the guardian finishes a long rest.

Mana Exchange: Stamina

Starting at 3rd level, you gain a Mana Exchange option that allows you to restore expended spell slots by sacrificing your stamina.

During a short rest, you can expend a number of hit dice equal to half your proficiency bonus (rounded down). You can repeat this process as long as you have hit dice remaining and have not exceeded the maximum number of spell slots you can restore with this feature, which is a number of spell slots equal to your proficiency bonus. Once you have restored the maximum number of slots, you must complete a long rest before using this feature again.

Artisans' Blessing

When you choose this subclass at 3rd level, you gain proficiency with light armor and one weapon of your choice.

Tactical Wisdom

Starting at 6th level, you can add your Wisdom modifier to your initiative rolls.

Additionally, whenever you use your action to make a weapon attack, you can cast a cantrip on the same turn using a bonus action.

Shape the Battlefield

At 11th level, you gain the ability to invoke the instability of Warrior's Rest to shape the battlefield in your favor. As an action, you can raise a cube of solid material from the ground at a point you can see within 12m (40ft). The cube is a solid obstacle that blocks movement and line of sight. It's made from the same material as the ground it is raised from.

The cube has 3m (10ft.) of side, an AC of 14 and 100 (8d20+16) hit points.

You can create a number of cubes equal to your Wisdom modifier (minimum of 1). You can use a bonus action to dismiss a cube, returning the terrain to its original state.

The effects of this feature may vary based on the terrain, the materials involved, and specific scenarios. The GM has final say on how the cube interacts with the environment and creatures.

Spirit of Endless Battle

At 18th level, you channel the relentless forces of Warrior's Rest, that often end battles through cascading advantages.

Whenever you or your Planar Guardian reduces a hostile creature to 0 hit points, the creature immediately regains 1 hit point and becomes friendly to you and your allies. It then uses its strongest action to target a hostile creature or group of hostile creatures (if possible). At the end of the turn, the revived creature falls unconscious, as if knocked out by a non-lethal attack.

This feature does not affect creatures immune to being Charmed.

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. Even a glimpse of these eldritch truths can unravel your grip on reality.

Starting at 3rd level, you gain a Madness threshold, representing the fragility of your mind against the incomprehensible. Whenever you make an attack roll or ability check, if the D20 roll is equal to or higher than your Madness threshold, there's a 50% chance that you succumb to madness.

When this happens, the original attack roll or ability check is replaced with a 1 (on the D20), as you snap back to reality and realize you were hallucinating or acting entirely differently than you believed.

Your Madness threshold begins at 20, meaning only a roll of 20 can trigger this effect initially. However, as your exposure to forbidden knowledge grows, your threshold decreases, making it increasingly difficult to distinguish reality from illusion.

Planar Spells

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

Planar Spells
 Level  Spell
3 Arms of Hadar, Dissonant Whispers
5 Detect Thoughts, Catnap
9 Hypnotic Pattern, Raulothim's Psychic Lance
13 Summon Aberration, Telekinesis
17 Mass Suggestion, Teleport

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 in the Far Realm: mind flayers, aboleths, beholders, slivers,

Madness Threshold and Advantage

When rolling with advantage, instead of automatically using the higher of the two rolls, you can choose a roll. You can decide this after rolling both dice, but before the GM says if you succumb to madness or not.

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.

Improving Your Planar Guardian

You also gain new options that you can choose to enhance your Planar Guardian

New Action: Mind Beset

(Costs 3 spell slots)


  • Melee Weapon Attack: Your spell attack modifier to hit, reach 1.5m (5ft), one target. Hit: The target must succeed on an Intelligence saving throw against your spell save DC or take 1d8 + 2 + PB psychic damage and be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Mana Exchange: Sanity

At 3rd level, you gain the ability to restore spell slots by sacrificing your sanity. During a short rest, you can perform a ritual to connect with the plane of madness and draw upon its power.

Choose how much of your sanity you want to sacrifice: You can choose between decreasing your Madness threshold by 1 or 2.

  • Decrease your Madness threshold by 1: Restore a number of spell slots equal to half your proficiency bonus (rounded up);
  • Decrease your Madness threshold by 2: Restore a number of spell slots equal to your proficiency bonus;

You also now have additional benefits, that last until your next long rest:

  • Your cantrips deal additional psychic damage equal to the number of spell slots restored;
  • Your guardian’s attacks deal additional psychic damage equal to the number of spell slots restored.

You can restore a number of spell slots equal to your proficiency bonus using this feature. Once you have restored the maximum number of slots, you must complete a long rest before using this feature again.

Influences from the Beyond

At 3rd level, you gain the following benefits:

  • You learn to speak Deep Speech and Undercommon;
  • You gain the ability to send messages telepathically to any creature within a range of 9m/30ft;
  • You learn one tool proficiency of your choice;
  • You gain proficiency in one skill from Arcana, History, Investigation, Nature or Religion.

Ancient Knowledge

At 6th level, you can attempt to access the infinite knowledge of the elder evils.

Forbidden Spells. Choose two spells from any class's spell list to add to your forbidden list. These spells must have a casting time of one action or bonus action and cannot exceed your maximum spell level. You can change your forbidden list whenever you finish a long rest.

Casting a Forbidden Spell. As an action, you can attempt to cast a spell from your forbidden list. To do so, make an Intelligence check with a DC of 16 + twice the spell’s level. On a success, you cast the spell as part of the same action, without expending a spell slot but providing all other requirements. The GM determines the specific skill used for the check based on the spell’s nature.

Once you successfully cast a spell from your forbidden list, you cannot cast that spell again until you finish a long rest.

You can prepare the same spell more than once and whenever you finish a long rest, you can change the spells from your forbidden list.

At 8th, 14th, 18th, and 20th levels, the number of spells on your forbidden list increases by one.

Your connection to this knowledge comes at a cost. When you gain this feature, your Madness threshold decreases by 1.

Echoes of Oblivion

At 11th level, your mind becomes a conduit for the unknowable truths of the Far Realm, granting you clarity at a perilous cost. Whenever you make an Intelligence check, you can choose to treat a roll of 12 or lower on the d20 as a 13. However, when you do so, you take 1d12 psychic damage.

Your Madness threshold decreases by 1.

Elder Corruption

At 18th level, the corruption of the Far Realm consumes you entirely, marking the culmination of your descent into madness. You gain the following benefits:

  • The range of your telepathic communication increases to 30m (100ft);
  • You gain a flying speed of 9m (30ft) and can hover;
  • You gain resistance to Force and Psychic damage;
  • Add 2 points to your Intelligence score, to a maximum of 22;

This ultimate transformation deepens your instability, and your insanity reaches its summit. Your Madness threshold decreases by 1 for the last time.

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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