Vision Holder

by RosewickPriest

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Vision Holder

Drawing her bowstring back, a young half-elf lets the flames collect on the tip of the arrow as she aims for her quarry.

Blades locked in combat, a swordsman and a woman with a maul are surrounded by crackling electricity and sheer cold mist.

Surrounded by a wall of unnaturally-glowing yellow stones and wet to the bones, a tabaxi and a dwarf heatedly discuss something while pointing towards the books in their hands.

As far as warriors are concerned, the elements have always been helpful in their pursuits. Many such great warriors become synonimous with their preferred element, to the point where they can choose people to bless with their power.

Warriors of Legend

Ever since mortals have learned how to manipulate the elements, they have used them in combat - enhancing their weapons, creating magic items, or casting spells. And for as long as something has been used has a weapon, there have been those that have perfected its use in various ways. That's the essence of a Vision Holder, someone so proficient in wielding an element it has become a part of them. Many have held such a title, and many more will. But specific elements always seem to be chosen by people with similar personality traits - and they choose only those worthy in their own eyes.

The Fateful Day

As a Vision Holder, there's a reason you were chosen - in a critical moment, when everyone else would curse how they were powerless in front of fate, you instead strode forward. The way you went about spiting fate, the reason for it, and the lessons you learned from the experience are what caught the eye of an elemental archon, who chose to bless you with their approval, and thus with the ability to overcome your crisis. All they want is return is that you stay true to yourself.

Elemental Archon

Elemental Archons is a term coined by Vision Holders, used to refer to beings defined by their powerful connection to an element - such creatures including Chromatic and Metalic dragons, powerful elementals, woodland spirits, and even the spirits of powerful mortals long passed, such as archdruids and legendary genasi warriors. At first used more poetically, the name became widely recognised when Warlocks became more widely-known and the word "Patron" became the scholarly way of referring to their source of magic. While some considered Archons to be one and the same in concept with a Warlock's Patrons, this is untrue - a Patron requires service for the granted power, giving away more as their servants serve them. Archons, on the other hand, bestow a gift to those they deem worthy - Visions, crystallized elemental energy through which a vision Holder is connected to the same well of power as the Archon who gave them their power. Often times Archons are benevolent in nature, granting their power to those they see at rock bottom - so long as the prospective Vision Holder hadn't given up. Even if they had started digging deeper instead of trying to climb out.

Creating a Vision Holder

When creating a Vision Holder, think about your personality - what led to you being recognised? What do you do with your gift? Do you use it for your own gain or to the benefit of others? Did an archon reveal themselves in front of you, or did you simply receive a token of their approval? How did receiving your powers affect your life?

Vision Holder

Level Proficiency Bonus Features Cantrips Known Spells Known Level 1 Level 2 level 3 level 4 Bursts
1st +2 Elemental Power, Elemental Mixture - - - - - - -
2nd +2 Battle Strategy - - - - - - -
3rd +2 Preffered Style 2 3 2 - - - 2
4th +2 Ability Score Improvement 2 4 3 - - - 2
5th +3 Extra Attack 2 4 3 - - - 2
6th +3 Preffered Style feature 2 4 3 - - - 2
7th +3 Going Down 2 5 4 2 - - 2
8th +3 Ability Score Improvement 2 6 4 2 - - 2
9th +4 Elemental Retention 2 6 4 2 - - 3
10th +4 Preffered Style feature 3 7 4 3 - - 3
11th +4 - 3 8 4 3 - - 4
12th +4 Ability Score Improvement 3 8 4 3 - - 4
13th +5 - 3 9 4 3 2 - 5
14th +5 Preffered Style feature 3 10 4 3 2 - 5
15th +5 Adaptability 3 10 4 3 2 - 5
16th +5 Ability Score Improvement 3 11 4 3 3 - 5
17th +6 - 3 11 4 3 3 - 6
18th +6 - 3 11 4 3 3 - 6
19th +6 Ability Score Improvement 3 12 4 3 3 1 6
20th +6 Archon of Your Element 3 13 4 3 3 1 6

Class Features

As a Vision Holder, you gain the following class features:

Hit Points


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

Proficiencies


  • Armor: All Armor, Shields
  • Weapons: Simple Weapons, Martial Weapons
  • Tools: Choose one between (a) Cook's Utensils, (b) Alchemist Supplies, or (c) Smith's Tools

  • Saving Throws: Strength & Constitution
  • Skills: Choose 2 from Acrobatics, Athletics, Medicine, Perception, Animal Handling, Sleight of Hand and Stealth.

Equipment

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

  • (a) Any weapon & a shield or (b) any two weapons
  • 20 darts, (b) shortbow and 20 arrows, or (c) 4 javelins
  • (a) Leather Armor or (b) Chain Shirt
  • (a) Burglar's Pack or (b) Explorer's Pack
  • one set of tools you are proficient in

Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.

Multiclassing into Vision Holder

In order to Multiclass into or out of a Vision Holder, you must have at least 13 Constitution.

Proficiencies: If you multiclass into this class, you gain only some proficiencies.

Armor: Light Armor, Medium Armor, Shields;

Weapons: Simple Weapons, Martial Weapons;

Skills: Choose one from the list of proficiencies for this class.

Elemental Mixture

At level 1, you have learned to exploit the reaction between elements. Whenever you deal damage to a creature with a feature that uses your Vision Type element, you mark the creature with latent elemental energy that lasts for a number of rounds equal to your Constitution modifier + 1 (minimum of 1). If you are damaged by an attack that is elemental in nature, such as the Frostbite cantrip or a dragon's breath attack, you are infused with the latent element instead, again for a number of rounds equal to your Constitution modifier + 1 (minimum of 1). If a creature infused with an element is damaged by a different type of elemental damage, it triggers an elemental reaction. Check the end of the class description to see how elements react with each other.

Elemental Power

When you were chosen by an Elemental Warrior, you were granted a Vision - a crystal of elemental power that allows you to manipulate the element associated with your Vision. Choose one of the seven elements below:

Vision & Decree
Element Damage Type Decree
Hydro Acid "My ideals have no stains. People here bear no sins in the eyes of the gods... Only laws and the Tribunal can judge someone. They can judge even me. So praise my magnificence and purity."
Electro Lightning "This body is the noblest and most eminent of all in this world. It should hold absolute control over this world, for it represents the purest dream: the never-changing 'eternity.'"
Pyro Fire "A pilgrimage for a wish; a battle to earn a name... Burnt to cinders for a dream. If the intention yet remains, achieved thine truth you have."
Cryo Cold "Sorry... to also have you shoulder the grievances of the world. Since you could endure my bitter cold, you must have the desire to burn? Then, burn away the old world for me."
Geo Bludgeoning "The currencies that flow through this land are my flesh and blood. For thus did I become the guarantor of the people's hard work, wisdom, and future. This is the trust I have placed in them. Betray it, and you taint my blood."
Dendro Poison "The oasis of knowledge is a mirage in the desert of ignorance. But the true oasis exists, and once found, grows to be a new world. Take care not to drown in its waters of life."
Anemo Thunder "Still, the winds change direction. Someday, they will blow towards a brighter future... Take my blessings and live leisurely from this day onward."

You gain the following features:

  • You can infuse a weapon attack with Elemental energy. If the attack hits, you deal your Vision's associated elemental damage instead of the weapon's normal damage type, and it counts as magical for the purposes of overcoming resistances. You choose to use this feature before you make the attack, and if the attack misses, the use is wasted. You can use this feature a number of times equal to your Constitution Modifier (minimum of 1), and gain all expended uses on a Short Rest.
  • You can use your bonus action to infuse yourself with your Vision's element or end any elemental infusion you previously had affecting you.

Vision Types and Decrees

A vision type refers to the elemental origin of a Vision Crystal, and the Decree is similar to the Tenets of a Paladin's Oath - but unlike a Paladin's Oath, Decrees are purely poetic in nature. They are a flowery way of describing the general type of personality a Vision Holder expresses, and the manifestation of the willpower they impressed an Archon with. Many Vision Holders who become familiar with the history of the Holders before them either adopt a different Decree that suits them more specifically, or compose their own to pass down with their legends. Still, individual as they may be... none can deny there are patterns among the elements and those wielding them.

Hydro

Hydro, the Vision of Water, is wielded by those that are unshakeable in their convictions. Like water, they let nothing stop them in their path forever, their belief only pooling in greater amounts the more resistance they meet. Like the water they draw power from, they often flow with purpose and power, carving all in their path with everything from blade, to wit, to kindness. Hydro Holders see themselves as a model of purity, holding themselves to a standard meant to be upheld to perfection. At worst, they hold those around them to the same standard, or see them as lesser for not meeting it. Like a clean mountain stream, they may be beatiful and healing. Like the deep, cold oceans, they may harbor monsters and power beyond comprehension. Prideful and confident, those that move with a Hydro Holder benefit from their ability to move forward, and those that oppose them eventually get swept up in the current. The only ways to prevent being swept aside is to yield and cut your losses, or to completely destroy the Hydro Holder so that nothing remains - a task often impossible to achieve without divine intervention.

Electro

Electro, the Vision of Lightning, belongs to those of resolute will and determined action. Like how lightning strikes swiftly and with full power, an Electro Vision Holder is straightforawd and uncompromising with their goal. Unlike a Hydro Holder, however, Electro Holders share a common dream - eternity. All their actions are aimed at cementing their exploits in the history books, at bringing about permanent change in systems, or protecting the old traditions that have endured for generations or longer. That often makes them a rigid and stubborn opponent to face, powerful not for the damage they can cause, but for how enduring they are in their beliefs. Tirelessly working towards their goals, an Electro Holder spares no expence, and that often includes themselves. Experienced Holders of this element know to rest their body, let the energy recharge so they may point it towards their next goal, though even the oldest among them will often overexert themselves sooner or later for the sake of their "eternity".

Pyro

Pyro, the Vision of Fire, chooses those that burn. Passionate souls motivated by emotions and whims, even when life rains on their flames and leave them smoldering. A Pyro Holder always dreams big, chasing after said dreams with zeal. Like the fire they wield, they light up their surroundings, warm the people around them, protect from darkness that brings fear, and often consume all they reach, in one way or another. The fuel is very rarely something truly physical - even with love for a person or concept it's still the feeling itself, not the object that fans the flames. Pyro Holders should still take care however - Fire consumes everything in it's path, and they are not immune... most of the time, anyways.

Cryo

Cryo, the Vision of Ice, comes to those that have endured it. Not in a physical sense - despair is colder than any winter, and overcoming it tests nothing short of one's will to live. Those that wield a Cryo Vision are often scarred, traumatized by events in their past that at least partially molded their present. This has made them self-sufficient and independant, capable of clearing most obstacles only with the power of their own will. But this lone wolf mentality is a double-edged blade - Cryo Holders are prone to keeping others at an arm's length, either emotionally or physically, of their own will or due to circumstances out of their control. Perhaps it's due to this tendency towards isolation that Cryo Visions display an interesting, if possibly paradoxical, phenomenom - to its holder's touch, the Vision emits a comforting warmth, for Cryo Archons that give a Vision most often do so in an effort to comfort those they choose.

Geo

Geo, the Vision of Earth, is earned by those that get struck by a lemon and immediately start planning a lemonade stand. Cunning, wisdom and a willingness to work hard to reap a reward is what defines a Geo Holder. Like a mountain, Geo Visions take time and dedication to be earned, and a Geo Archon requires that their prospective holders fulfill a contract or test first in order to gauge their qualities. In this sense, Geo Archons are often the most likely to appear to their Holders directly. Often times, a Geo Holder excels in a field and dedicates their efforts to it, looking five moves ahead in everything they do. Honesty in conduct is a must for them, as the land is the glue that connects everything - even the deepest oceans have a bottom made of sand and rock. Should that ground be unreliable, everything stands to crumble.

Dendro

Dendro, the Vision of Plantlife. Sometimes known as the Vision of Nature, those in possession of it are often of scholarly backgrounds. Voraciously curious and eager to learn, Dendro Holders aim to improve their knowledge of the world or a specific subject. While such goals can often align themselves with other Vision, one key difference that makes a Dendro Holder is how far their pursuit of knowledge can go - and just how far they're willing to go. As Dendro Archons are powerful plant spirits - ancient treants, archdruids, and even sentient forests - they are rarely conscerned with societal morals, instead respecting their chosen holders' thirst for knowledge. And being dedicated to the great cycle of life and it's many secrets means that questions of death often arise and become another object of study.

Anemo

Anemo, the Vision of Air. Those carrying the wings of Anemo are those who work the hardest for the people they care about, chaining themselves to duty others would consider too heavy for anyone. Anemo Archons see this, and in an effort to alleviate the weight on their chosen's shoulders, they gift them the winds themselves. An Anemo Holder doesn't necessarily yearn for freedom, seeing their chosen chains as something that someone must do either way - a neverending mission without an end goal in sight, much like the journeys of a wanderer who follows the wind. But again like the winds, Anemo wielders are never alone - their missions often fueled by love for those around them, and in turn strengthening the bonds they make.

Vision

A Vision is a crystal used to manipulate a specific element. It is indestructible and bound to the Vision Holder that receives it, only being usable by them but not physically bound to them. Once a Vision Holder dies, their Vision becomes grey in color and is inert. Sometimes an inert Vision may reawaken when it is found by a person who exhibits the same or very similar ambitions to the original Holder, binding to the new person.

Fighting Style

At 2nd level, you've started building your battle style. Choose a fighting style from the following list. You can't take a fighting style more than once:

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

Close-Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

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

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

Great Weapon Counter: While wielding a weapon with the Heavy property, you gain a +2 bonus to your weapon damage rolls against any creature that damaged you since the end of your last turn.

Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Simplicity: You gain a +1 bonus to attack and damage rolls with simple weapons. When you roll maximum damage on a simple weapon's damage die you can roll the die again and add the result to the damage.

Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Preferred Style

At the 3rd level, you have become familiar enough with your preference in weaponry that you have made it into a distinguishing feature. Choose between Duelist, Heavy Weapons, Bowmaster, Spellslinger, and Shafted Weapons. Your choice grants you features at 3rd level, and again at the 6th, 10th and 14th levels.

Elemental Bursts

Also at third level, you have gotten used to manipulating the element you've been granted in new ways. Choose 2 Elemental Bursts from the list detailed at the end of this class document.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

Extra Attack

At 5th level, you can attack twice instead of once when you take the Attack action on your turn.

Going Down

At 7th level, you let gravity do some damage for you. When you start falling from more than 10 feet height, you can use your reaction to slam your weapon and body down towards the ground. You take half damage from the fall, and all creatures in a 5-foot-radius around you when you land must make a Dexterity Saving throw or take the other half of the fall damage.

Elemental Retention

At 9th level, you've started pushing the limits of your magic capabilities by utilizing your Vision. When infusing your weapon with Elemental energy, you no longer expend a use of this feature if you miss with the attack.

Elemental Burst (Level 11)

At 11th level, you gain a new Elemental Burst. You can also exchange one of the Elemental Bursts you already knew with a knew one for which you meet the prerequisites.

Elemental Burst (Level 13)

At 13th level, you gain a new Elemental Burst. You can also exchange one of the Elemental Bursts you already knew with a knew one for which you meet the prerequisites.

Adaptability

At 15th level, you don't let an elemental attack catch you off-guard twice. While infused with an Element, you gain resistance to attacks that deal damage of the same elemental type. Additionally, when you or an ally triggers an Elemental Reaction on a creature, you gain advantage on your attack rolls against that creature until the start of its next turn.

Elemental Burst (Level 17)

At 17th level, you gain a new Elemental Burst. You can also exchange one of the Elemental Bursts you already knew with a knew one for which you meet the prerequisites.

Archon of Your Element

At 20th level, you've achieved the pinnacle of this mix of elemental and martial mastery. You can use your bonus action on your turn to regain all expended Vision Holder features that are regained on a short rest. Once you use this feature once, you must spend a long rest before you can use it again.

Duelist

Duelists favor using one-handed weapons - most popular being the longsword, rapier and shortsword, but maces and handaxes also being commonplace. Priding themselves on grace and speedy strikes, the Duelist is quick on their feet and quicker on their actions, best suited for single combat and locking down a target.

One-handed Specialist

When you choose this Preferred Style at 3rd level, you gain the ability to bond with a single weapon among the following: longsword, shortsword, rapier, scimitar, handaxe, club, mace, or warpick. You can bond to a new weapon from this list over a short rest. While bonded to a weapon, you can summon it to your free hand as a bonus action if it's on the same plane of existence as you, and can shunt it to a pocket dimension as a bonus action.

Swift Double

Also at 3rd level, when you take the attack action on your turn to attack with your bonded weapon, you can choose to lower your movement speed by 10 feet for the rest of your turn. Doing this allows you to make an additional attack with your bonded weapon at disadvantage as a bonus action. This attack counts as part of the attack action for features that affect attacks made as part of the Attack action. You can only use this feature if you have at least 10 feet of movement remaining on your turn.

Seizing the Initiative

Starting at 6th level, you've sharpened your understanding of the flow of a fight. You have a bonus to your initiative rolls equal to your proficiency bonus. Additionally, when you hit a creature that hasn't taken its turn yet for the first time, you deal extra damage of your Vision Element type equal to your Constitution modifier.

Forceful Grace

Starting at 10th level, you've improved on the technique of striking swiftly. When you use the Swift Double feature on your turn, you can force creatures attacked by you during the turn to make a Wisdom Saving Throw against your Elemental Burst DC. On a fail, they have disadvantage on attacking creatures other than yourself until the start of your next turn.

Deadly Dance

Starting at 14th level, elemental enhancement has become second nature to your bladework. When you use your Swift Double feature, you can choose to empower the feature. You ignore the movement speed penalty, and your attacks during this turn deal your Vision Element type damage instead of the normal damage for your weapon. Additionally, if at least one attack you make while under this effect successfully hits an enemy, you heal for a number of hit points equal to your Constitution modifier × the number of attacks that successfully hit. If you're not missing any hit points when using this feature in this way, or you if you gain more healing than you have missing hit points, you gain the excess healing as temporary hit points instead.

Once you use this feature in this way, you must complete a short rest before you can use it again.

Heavy Weapons

Greatswords, mauls, greataxes, Warhammers - hefty momentum-based weapons are your bread and butter. They don't need to be the fastest if you can hit hard, and the power you put behind every strike is not be underestimated.

Look Ma, Two Hands

When you choose this Preferred Style at 3rd level, you gain the ability to bond with a single weapon among the following: greatsword, greataxe, maul, battleaxe, greatclub, morningstar, or warhammer. You can bond to a new weapon from this list over a short rest. While bonded to a weapon, you can summon it to your free hand as a bonus action if it's on the same plane of existence as you, and can shunt it to a pocket dimension as a bonus action.

Path Clearing

Also at 3rd level, you've learned how to conserve the momentum of an attack to maximize it on impact. At the start of your turn, you can use your bonus action to take a stance with your bonded weapon that lasts for 1 minute. Until the end of the minute, or until you end the stance as a free action at the start of any of your turns after the first, you gain the following effects:

  • Your speed is halved;
  • Your weapon attacks with your bonded weapon made with two hands are improved - if you roll below half the dices maximum number on any of the damage dice, you treat the roll as if it landed on half the max number for the damage die (consult the table below);
  • At the end of the effect, your speed for that turn becomes 0, and you deal maximum damage with the first attack you make that hits until the end of your current turn.

Additionally, your attacks with your bonded weapon and Elemental Bursts deal double damage to structures and constructs.

Average Damage
Damage die Half damage
d8 4
d10 5
d12 6
d6 3

Fell-Handed

At 6th level, after using an Elemental Burst, your next attack with your bonded weapon also causes a wave of elemental energy to explode from your strike. Instead of making an attack, you use your Attack action to cause every creature in a 15-foot-cone originating from you to make a Dexterity saving throw, taking two rolls of your weapon's damage die as your Vision Elemental type on a failed save and half damage on a fail. This doesn't benefit from the effects of the Path Clearing stance if you are under the effects of it when using this feature.

Sturdy Footing

At 10th level, the power you exhibit in wielding your weapon has extended to other aspects of your physicality. You gain proficiency in the Athletics skills and add double your proficiency modifier to your Strength (Athletics) checks, and you have advatage on Strength saves made to resist being forcefully moved.

Elemental Charge

At 14th level, your concentration technique used to conserve momentum is now enhanced by your elemental prowess. While under the effects of the Path Clearing stance, your attacks do your Vision Element damage type instead of their normal damage. Additionally, the first attack you make after the stance ends deals an additional weapon die of damage.

Bowmaster

When a long-ranged attack needs to be made, Bowmasters shine as the people you need. Specialized in both close- and long-range marksmanship with bows and crossbows, Bowmasters have been known to rain almost as much elemental chaos as Spellslingers.

High-Strung

When you choose this Preferred Style at 3rd level, you gain the ability to bond with a single weapon among the following: shortbow, longbow, light crossbow, heavy crossbow, or hand crossbow. You can bond to a new weapon from this list over a short rest. While bonded to a weapon, you can summon it to your free hand as a bonus action and can shunt it to a pocket dimension as a bonus action.

Firearms

If your DM uses firearms, you can choose a single firearm with which you are proficient to use as your bonded weapon. You can then use all the features of this subclass in the same way as you would with the weapons listed above.

Weak Point

Also at 3rd level, you make sure that you get the most out of every arrow and bolt. When you take the attack action on your turn, you can choose to make only one attack on your turn to gain certain benefits: you score a critical hit on a roll of 19-20, and when you score a critical hit you deal additional elemental damage equal to your Constitution modifier.

Charged Shot

At 6th level, you can infuse your arrows with Elemental power more efficiently. When you use your Charged Shot feature, you concentrate Elemental energy on the tip of your arrow, changing the damage type of your ranged attacks with your bonded weapon from piercing to your Vision's Elemental type.

Followup Shot

At 10th level, you've understood the true meaning behind the saying "No kill like overkill". When you reduce a creature to 0 hitpoints with a bonded weapon attack, if the attack deals more damage than the creature had remaining hit points, the next attack you make with your bonded weapon deals additional damage equal to the difference (For instance, if you deal 10 points of damage to a creature that had 5 hit points left, your next attack deals an additional 5 damage). If you miss the attack, you lose the extra damage.

One Arrow to Rule Them All

At 14th level, you've successfully mastered a way to get around the concentration needed to make a charge shot. When you use your Charged Shot feature, you can choose to expend two pieces of ammunition instead of one. On a successful hit you roll the weapon's damage twice.

Spellslinger

Spellslingers have foregone the use of weapons in favor of concentrating on the magical aspects of being a Vision Holder, whether because of physicality or simple preference. While certainly capable of armed combat, their focus on elemental power has enabled them to be the most magically-attuned among the Vision Holders - and also the most elementally diverse, for they need not only learn spells of their Vision's Element.

Tricks and Snaps

When you choose this Preferred Style at 3rd level, you gain the ability to bond with a single weapon among the following: whip, quarterstaff, sling, darts, or dagger. You can bond to a new weapon from this list over a short rest. While bonded to a weapon, you can summon it to your free hand as a bonus action, and can shunt it to a pocket dimension as a bonus action. Additionally, if you choose darts as your bonded weapon, you can use one as a melee weapon, you can bond with up to ten darts at the same time, and summon more than one to your hand at a time.

Magic Might

Also at 3rd level, you gain the ability to somewhat surpass the elemental limitations of your Vision. When you damage creatures with spells from your Spellslinger spell list, you apply that spell's elemental type as a latent element on the damaged creature(s).

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips.

You learn two cantrips depending on your Vision Elemental Type, as shown in the table below. At 10th level, you learn a 3rd cantrip, which is whatever remains from the list. These cantrips deal your Vision Type damage instead of the damage mentioned in their description.

Vision Cantrips
Element Cantrips
Hydro Primal Savagery, Acid Splash, Shape Water
Electro Shocking Grasp, Lightning Lure, Dancing Lights
Pyro Fire Bolt, Produce Flame, Control Flames
Cryo Frostbite, Ray of Frost, Mind Sliver
Geo Chill Touch, Mold Earth, Mending
Dendro Thorn Whip, Poison Spray, Druidcraft
Anemo Booming Blade, Thunderclap, Gust
Spell Slots.

The Spellslinger Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

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

Spells Known of 1st-Level and Higher.

You know three 1st-level druid spells of your choice.

The Spells Known column of the Spellslinger Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability.

Constitution is your spellcasting ability for your druid spells, since you learn your spells through experimentation and training. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Elemental Bonus

Starting at 6th level, your propensity for elemental magic has led you to have a new understanding for the fine details of the arcane - meaning you're able to weave more power into a spell. When casting a spell of 1st level or higher that deals damage, you can add bonus damage of your Vision Elemental type equal to your spellcasting modifier. You can use this feature a number of times equal to your Constitution modifier, regaining all uses on a long rest. You choose to add this damage before making the attack roll, or before the target creatures make a saving throw. If the spell attack misses, or the creature succeeds the save and takes no damage, you don't expend the use of the feature.

Spread Out Force

At 10th level, you've trained yourself in spreading out the effects of spells over a wider area. When you cast a damaging cantrip that targets a single creature and requires you make an attack roll, you can choose to instead spread the effects over an area around the original target. Every creature of your choice within 10 feet of the target creature is also subject to the spell, and you roll a separate attack roll for each target. On a hit, you deal half the damage you roll with the spell.

Juiced Up

Starting at 14th level, you start turning danger into an advantage. Whenever you deal damage of your Vision Elemental type while infused with a latent element, you can choose to end the infusion. Doing so grants you a number of temporary hit points equal to the damage you deal with the attack or feature that triggers this feature. These temporary hit points last until the start of your next turn. You can use this feature a number of times equal to your spellcasting modifier and regain all uses on a long rest.

Shafted Weapons

Polearms are among the most popular weapons - easier to produce than a sword, generally easy to learn, but devastating in the right hands. Those Vision Holders that use them know this, and are sure to make it everyone else's problem. And when they really want to make it someone else's problem, then there's no helping their targets.

Out of Reach

When you choose this Preferred Style at 3rd level, you gain the ability to bond with a single weapon among the following: spear, halberd, pike, glaive, javelin, or trident. You can bond to a new weapon from this list over a short rest. While bonded to a weapon, you can summon it to your free hand as a bonus action if it's on the same plane of existence as you, and can shunt it to a pocket dimension as a bonus action.

Coming Through

Also at 3rd level, you use the length of your preferred weapon to charge like a corkscrew through your enemies. As an action, you can move half your current speed in a straight line without provoking opportunity attacks. All creatures in your path must make a Dexterity save against your Elemental Burst DC. On a failure, you roll your bonded weapon's damage and push the creatures 5ft to the left or right (your choice) of the line you travelled. After taking this action your speed becomes 0 until the start of your next turn.

Swept Up by a Storm

At 6th level, you've proven how much it hurts to hit with your weapon's whole length. When you take the attack action on your turn, you can replace one of your attacks with a spinning sweep around you. Every creature within your weapon's reach around you must make a Dexterity saving throw against your Elemental Burst DC. On a fail, the creatures take your weapon's damage as your Vision Type Elemental damage.

Throw & Follow

At 10th level, you've trained how to move to your weapon over small distances, instead of summoning it to your hand. If you haven't yet taken the Attack action on your turn, you can use your bonus action to throw your bonded weapon at a point within its throwing range if it has the thrown property, or within 30 feet if it doesn't, then teleport to the chosen point. If there is a creature at the chosen point, you make a weapon attack roll with your bonded weapon as part of the bonus action, damaging and pushing the creature 5 feet away on a hit and landing in front of it on a miss. After you use this feature, your speed becomes zero and you can only make one attack if you take the Attack action. You can use this feature a number of times equal to your Constitution modifier and regain all expended uses on a long rest.

Trained For This

At 14th level, you've mastered the way of your polearm, and you can channel great focus through the length of the weapon. As a bonus action on your turn, you can enter a trance-like state of enhanced martial prowess, giving you the following features:

  • you have advantage on the first attack you make on a turn;
  • your weapon attacks with your bonded weapon deal additional Vision Type Elemental damage, equal to half your Vision Holder level;
  • you gain an additional 15 feet of movement speed;
  • you gain an additional 5 feet of range with your bonded weapon.

This effect lasts for 1 minute, until you fall unconscious, or until you end it as a free action on your turn. You have one use of this feature, and you regain all expended uses on a long rest.

Elemental Reactions

It is due to the influence of a Vision that latent elemental energy can exist - an elemental attack fueled by a Vision is special precisely because of the source of the power. However, this is a double-edged sword - the influence of the Vision also causes elemental energy to remain latent in the Holder, waiting to overload when elements clash. Below is a list of what every element's reaction is with one another.

Causing an elemental reaction onto a creature causes all latent elemental energy to disappear from the target creature. For the purposes of clarity, "you" refers to the creature that triggers an elemental reaction, and "the target" refers to the creature that the reaction was triggered upon. Effects that scale off level use the level of the creature that triggers a reaction. If the creature has no level, use CR instead. Effects that require a DC use your Elemental Burst DC. If you have no Vision Holder levels, the DC = 8 + Constitution modifier + proficiency bonus and are also reffered to as Elemental Burst DC.

Elemental Reactions
Combination Reaction Name Effect
Bludgeoning/Force + any element Crystallize Infusing the target with both Bludgeoning/Force Latent Energy and any other latent energy, you can choose a creature within 5 feet of the target to gain 1d4 + half your level (rounded down) temporary hit points that last for 1 minute. While these hit points are present, the creature that has them has resistance to the element that was mixed with the latent Bludgeoning/Force energy. Mixing Bludgeoning/Force with Bludgeoning/Force grants resistance to psychic damage instead of bludgeoning/force. The temporary hit points increase by 1d4 at level 5(2d4), and again at 9th level(3d4), 13th level(4d4), and 17th level(5d4).
Thunder (latent energy) + any element Swirl Infusing the target with both thunder Latent Energy and another elemental damage type causes a wave of elemental energy to swirl around the creature. Every creature in a 5-foot-radius around the target must make a Dexterity Saving Throw, taking 1d4 thunder damage + 1d6 of the triggerring damage type and no damage on a success. If thunder damage triggers this reaction, creatures are also deafened for 1 round on a failed save. The damage increases by 1d4+1d6 at 5th level (2d4+2d6), and again at 9th(3d4+3d6), 13th(4d4+4d6), and 17th level(5d4+5d6).
Cold + Acid/Fire/Radiant Melt The target must make a Constitution Saving Throw, taking an extra 1d10 Cold damage if it was the triggerring element, or 1d12 Acid/Fire/Radiant if that is the triggerring element, on a fail. This damage increases by 1d10/1d12 at 5th level(2d10/2d12), then again at 9th level(3d10/3d12), 13th level(4d10/4d12), and 17th level(5d10/5d12).
Acid (latent element) + Fire/Radiant/Necrotic damage Corrode The target must make a constitution saving throw. On a fail, it takes 1d4 acid damage, and if the target has a resistance to the triggerring Fire/Radiant/Necrotic damage, this resistance is nullified for the attack. The acid damage increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
Fire + Lightning Overload The target and each creature within 5 feet of it must make a Strength Saving Throw. On a failed save, the creatures take 1d6 fire damage and are pushed away 5ft. If the target creature fails the save, it's moved 5ft in a direction of your choice. The fire damage increases by 1d6 at 5th level(2d6), and again at 9th(3d6), 13th(4d6), and 17th level(5d6).
Cold + Lightning Superconduct The target and up to two other creatures infused with lightning or cold latent energy within 15ft of the target must make a Constitution saving throw, taking 1d6 lightning damage on a fail. The lightning damage increases by 1d6 at 5th level(2d6), and again at 9th(3d6), 13th(4d6), and 17th level(5d6).
Poison + Radiant Irradiate The target makes a Constitution saving throw. On a fail, it takes 1d10 poison damage and sheds dim green light in a 5-foot-radius until the end of your next turn. Glowing prevents it from benefitting from being invisible, and gives disadvantage on stealth checks. The poison damage increases by 1d10 at 5th level(2d10), and again at 9th(3d10), 13th(4d10), and 17th level(5d10).
Poison + Necrotic Necrosis The target must succeed on a Constitution saving throw or it takes 1d8 necrotic damage and is unable to regain health until the start of your next turn. The necrotic damage increases by 1d8 at 5th level(2d8), and again at 9th(3d8), 13th(4d8), and 17th level(5d8).
Poison + Cold Slowdown The target must succeed on a Wisdom Saving throw, taking 1d8 poison damage on a failed save, losing 10 feet of movement, and being unable to take reactions until the start of your next turn. The poison damage increases by 1d8 at 5th level(2d8), and again at 9th(3d8), 13th(4d8), and 17th level(5d8).
Poison (latent element) + Fire/Acid/Lightning Ignite The target must succeed on a Constitution saving throw or be lit on fire for 1 minute or until the fire is put away as an action by the affected creature or another creature within 5 feet of it. While on fire in this way, the creature takes 1d4 fire damage at the start of each of its turns. The damage increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
Combination Reaction Name Effect
Cold (latent) + Psychic Brain Freeze The target must make a Constitution saving throw or take 1d4 damage of the triggerring type, and subtract 1d4 from its next Intelligence, Wisdom or Charisma save. The damage increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
Fire + Radiant Immolate The target must make a Constitution saving throw or take 1d8 Fire damage, and the next time the target is hit by an attack that deals Bludgeoning, Piercing or Slashing damage it takes an extra 1d12 Fire damage. The initial damage increases by 1d8 at 5th level(2d8), and again at 9th(3d8), 13th(4d8), and 17th level(5d8).
Acid + Lightning Dissociate The target must make a Constitution saving throw or take 1d4 of the trigerring damage type, and on its next turn the target can only take an Action, Bonus Action, or move (its choice). The damage increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).
Poison + Psychic Nausea The target must make a Constitution saving throw or take 1d4 damage of the triggerring type, and subtract 1d4 from its next Strength, Dexterity or Constitution save. The damage increases by 1d4 at 5th level(2d4), and again at 9th(3d4), 13th(4d4), and 17th level(5d4).

Elemental Bursts

Below is a list of Elemental bursts that you can learn as you gain levels. You learn 2 Elemental Bursts at level 3, and gain more at certain levels, as shown in the "Elemental Bursts" Column of the Vision Holder Class table. When you gain a level in this class, you can exchange one Elemental Burst with another one from this list that you meet the prerequisites for.

Some Elemental Bursts have prerequisite you must meet before you can take them, such as a minimum level or a specific Preferred Style subclass. You can learn the invocation at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class. You can't take the same Elemental Burst more than once. Some Elemental Bursts require a saving throw, which is calculated in the following way:

  • DC = 8 + proficiency modifier + Constitution modifier.
Elemental Bursts
Name Requirements Effect
Unbindable Anemo Vision You ignore difficult terrain, have advantage on all checks to escape a grapple, manacles, or rope bindings, and advantage on saving throws against being paralyzed.
Trackless Sprint Level 9 You can use the Dash action as a bonus action, and if you Dash on your turn you also gain the benefits of the Disengage action.
Elemental Armor - You can cast the False Life spell on yourself at will as a 1st-level spell, without expending a spell slot or material components.
Improved Elemental Armor Level 9, Elemental Armor You can cast the Armor Of Agathys spell on yourself at will as a 2nd-level spell, without expending a spell slot or material components. If you cast the spell in this way, you deal your Vision Type elemental damage when hit instead of the normal cold damage.
Wall of Thorns Dendro Vision You can create a wall of thorny vines that is 5 feet tall, 15 feet long and 5 feet wide as an action at a point within 30 feet of you. The wall acts as 3/4 cover, is considered difficult terrain, and deals 5 Vision Type elemental damage for every 5 feet of movement through it, and if there are creatures in the wall's space when it's created, they are pushed back 5 feet away. The wall withers away after 1 minute, has a vulnerability to fire damage, and has hit points equal to 5 x your Constitution modifier. You can use this feature a number of times equal to your Constitution modifier, and regain all uses on a short rest.
Momentum Bowmaster, Level 7 When you score a critical hit on an attack that deals your Vision Type damage, your next attack deals additional damage of your Vision Type equal to your Constitution modifier.
Decoy Trap Level 6, Bowmaster/Spellslinger As a bonus action, you can choose a point you can see within 20 feet to create a medium-sized Decoy that uses elemental energy to distract creatures in a 15-foot-radius around it. The Decoy is a construct and has hit points equal to 4 x your Vision Holder level. It persists for 1 minute, and when a creature hostile to you starts its turn or moves within 15 feet of the Decoy, it must make a Wisdom Saving throw or suffer disadvantage on attacks that target any creature other than the Decoy. Once its duration ends, or it's been destroyed, it explodes in a 10-foot-radius. Every creature within the radius must make a Dexterity saving throw, taking 3d8 of your vision type damage on a failed save, or half as much on a success. You can use this feature twice, and regain all expended uses on a short rest.
Amber Ruins Geo Vision, Level 5 You can create structures made out of dense amber as an action. When you use this feature, you choose a point you can see within 20 feet, and a 15ft x 3ft x 3ft column arises. The column is solid, has resistance to all damage types and immunity to psychic damage, and 50 hit points. It arises from the ground upwards, and you can choose to make its ascent slow or fast. If slow, creatures in the space of the column can choose to be pushed aside 5 feet in a direction of their choosing or to ascend with the column. If Fast, creatures in the column's space must make a Dexterity saving throw or take 1d8 of damage of your Vision Type. Only two colums can exist at a time, and when creating a third column, the oldest one turns to fine dust.
Empowered Geo Vision, 9th level Whenever a feature deals your Vision Type Elemental damage, you can choose to deal either Bludgeoning or Force Damage.
Sunfire Pyro Vision, 9th level Whenever a feature deals your Vision Type Elemental damage, you can choose to deal either Fire or Radiant Damage.
Dodgeshot Bowmaster, 6th level As a reaction when a hostile creature moves within 5 feet of you, you can use your reaction to move 5 feet away from it, then make an opportunity attack as if it were the triggering creature that moved away from you. This movement however can trigger an opportunity attack as normal.
Elemental Bursts
Name Requirements Effect
Strong Armed Heavy Weapons, level 9 You can ignore the Two Handed propery of your bonded weapon (if it has one), however every attack after the first one you make on your turn is done at disadvantage.
Two Weapon Duelist Duelist, level 9 While wielding your bonded weapon, you can use your bonus action to conjure a copy of the weapon with your vision's elemental powers. The weapon looks like your bonded weapon, is the same type of weapon, and deals your Vision Type elemental damage instead of the usual Bludgeoning, Piercing, or Slashing damage. If your bonded weapon has magical effects, they aren't copied. The copy lasts for a number of turns equal to your Constitution modifier, disappearing at the end of your turn. While wielding both your bonded weapon and the copy, you can engage in two-weapon fighting even if your bonded weapon (and therefore also the copy) doesn't have the Light property. Once you use this feature, you can't do so again until you finish a short rest.
Protective Circle Cryo/Electro Vision As an action on your turn, you can summon spikes of elemental power around you that circle in an area within 5 feet of you that move with you. A creature must make a Dexterity saving throw if it takes an action or bonus action while within 5 feet of you. On a fail, it takes 1d6 of your Vision Type elemental damage. The damage increases by 1d6 at 5th level(2d6), and again at 9th(3d6), 13th(4d6), and 17th level(5d6).
Water Spirit Hydro Vision, level 5 You gain the ability to move in the water like it's your own home. You can breathe underwater for up to an hour at a time before needing to surface for air, gain a swim speed of 30 feet, or if you already have a swim speed from another source you gain an extra 20 feet to it. Additionally, while underwater or in rain, you have advantage on skill checks made to hide.
Elemental Friends level 6 You learn the Find Familiar spell and can cast it without expending material components or a spell slot once per short rest.
Mineral Expert Geo Vision You innately know what type of mineral an object you are observing is made of, and have advantage on checks made to haggle on the price of a mineral such as a gemstone.
Breathing Technique Spellslinger/Heavy Weapons, Level 9 You learn the Dragon's Breath spell and can cast it as a 3rd level spell. You can only target yourself with it, and the damage type is determined by your Vision Type. You can cast this spell in this way once per short rest rest, and you can also cast it with any spell slots you have. This spell counts as a spellslinger spell for you, and doesn't go against the number of Spellslinger spells you know.
Alchemy Proficiency with alchemist's suplies Once per long rest, you can use your alchemist supplies to create either a small flask of concentrated elemental liquid, or four pills. The flask contains 4 doses, and a creature in possession of a flask can use its bonus action to coat one weapon or piece of ammunition in the liquid. When the creature makes an attack with the weapon or piece of ammunition and hits, it deals an extra 1d10 damage of your Vision Type. A creature in possession of one or more of the pills can consume it as a bonus action, and for the next one minute it has resistance to damage of your Vision Type. Both the flask and pills last until fully used or until your next long rest, after which they turn inert.
Smithing Proficiency with Smith's Tools During a long rest, you can take one weapon and infuse it with elemental power. Within the next 24 hours, a creature wielding the weapon can use its bonus action to change the weapon's damage type to your Vision's elemental type. Once activated, this effect lasts for a number of rounds equal to your Constitution modifier +1 (minimum of 1).
Cookout Proficiency with cook's utensils During a long rest, you can use your cook's utensils and mundane food items (such as rations or raw ingredients) to create restorative meals. You make a number of meals equal to your Wisdom modifier, and you determine the effect of each meal when creating it. A creature in possession of one of the meals can spend 10 minutes to eat it. A single meal can have one of the effects from the following: restore 1d8 + 4 hit points; lose 1 level of exhaustion; gain an additional 5 feet of movement for 1 hour; gain a bonus to Wisdom (Perception) and Intelligence (Investigation) checks equal to the cook's Wisdom modifier (minimum of 1) until the next long rest. The meals can last for a number of days equal to your Constitution modifier, after which they spoil.
Tongues of the Elements - You can speak, read and write Primordial and its four dialects. When speaking and writing in Primordial, you use the script and dialect most closely related to your Vision's element - Pyro and Electro use Ignan, Cryo and Hydro use Aquan, Geo and Dendro use Terran, and Anemo uses Auran.
Extended Reach Duelist/Heavy Weapons, 9th level You can use your bonus action to extend the length of your blade with Elemental energy. Until the end of your next turn, you gain an extra 5 feet of reach with your bonded weapon, and when you hit a creature that is at least 10 feet away with a melee attack, the damage dealt is of your Vision Type. You can use this feature twice, and regain all expended uses on a long rest.
Elemental Bursts
Name Requirements Effect
Zone of Power level 13 You can use your action to create a 30-foot sphere of Elemental empowerment centered on the point where you are standing. You choose the effect of this sphere when you take this EB, from one of the following: The sphere lasts for 1 minute, and creatures of your choice that start or end their turn in the area take 1d8 damage of your Vision Type (the same creature takes damage twice if it both starts and ends its turn in the area); Creatures of your choice in the area must succeed on a Wisdom Saving Throw or be stunned until the end of their next turn; Creatures of your choice in the area heal for a number of hitpoints equal to your level + twice your constitution modifier; Creatures of your choice in the area have either advantage or disadvantage on attacks (You pick separately for each creature); Creatures of your choice within the area must succeed a Dexterity Saving Throw, taking 6d12 damage of your Vision elemental type on a fail, or half as much on a success. You can use this EB once per short rest.
Magic Blasts Spellslinger You can choose a spellcasting focus that is not a weapon (such as a book, wand, etc.) as your bonded weapon. While wielding it, you can make a ranged spell attack as part of your attack action. This attack deals 1d6 of your Vision Type damage, has a range of 30 feet, and benefits from your Extra Attack feature.
Improved Magic Blasts Spellslinger, Magic Blasts EB, level 7 Your magically-woven attacks become more potent as you train them further. The attacks from your Magic Blasts feature now deal 1d8 + your spellcasting modifier Vision Type Damage on hit, and your range increases to 50/100 feet.
Stacking Power Spellslinger, Magic Blasts EB, level 7 You've trained up a method of empowering your attacks when you hit conscutively. When you hit with one of your Magic Blast attacks, you gain a Mark of Power, which lasts for 1 minute, up to a maximum of 3 Marks. While you have any number of marks, you can expend all of them to empower one of your Magic Blasts attacks: whether the attack hits or not, the target creature and all creatures in a 5x(the number of Marks)-foot-area around the target must make a Dexterity Saving Throw, taking 1d8 of your Vision Type damage + an additional 1d6 for every Mark of Power over 1.
Waterway Hydro Vision, 5th level You can create a 30-foot-long, 10-foot-wide, 15-foot-deep line of moving water on a surface large enough to support a body of water of that size. The water moves at a speed of your choice up to 15 feet per turn, counts as difficult terrain for creatures with a swim speed, and you can move through it without penalty. The water and the hole in the ground magically disappear after an hour, or when you use this feature again.
Elemental Favour Spellslinger, level 6 The spells Bane and Bless are added to the list of spells you can learn, and you choose one of the two to learn without it counting against the number of spells you know per level.
Fire in the Hearth Pyro Vision As a free action you can use your Vision to cause a 30-foot-sphere, centered on you, to warm up to a comfortable temperature. All creatures within the area suffer no negative effects from extreme cold, such as during a blizzard or while deep underwater. Additionally, you can create a magical campfire in a 5ft by 5ft cube, choosing its color. The fire cannot hurt living creatures, but can still be used to cook food such as meat, as well as provide heat and light.
Frozen in Their Step Level 6, Cryo Vision You've refined a technique for slowing down your foes. As an action, you can blast a 20-foot cone originating from you with cold air strong enough to freeze the moisture in the air, forcing every creature in the area to make a Constitution saving throw. On a failure, a creature takes 1d8 damage of your Vision Type and has its initiative score lowered by the number rolled, and on a success they take half damage and suffer no other effects. The decrease in initiative score lasts until the end of the creature's next turn. The creature only takes one turn per round in this way, even if their lowered initiative would put them after the user of this EB.
Plantlife Expert Dendro Vision You can cast Speak With Plants once per day without expending a spellslot. Additionally, any checks you make to identify and care for plants are done with advantage, and you can add your Constitution modifier to Charisma checks made to interact with sentient plant creatures.
Lightning Fast Electro Vision, level 5 Using your Vision to meld with lightning, you gain an additional 15 ft of movement so long as you aren't wearing heavy armor.
Sixth Sense Electro/Anemo Vision, Level 6 Using electrical currents or air pressure, you gain Blindsight out to a range of 15 feet. This allows you to know the location of invisible creatures within range of your blindsight.
Cold Storage Cryo Vision Whenever you have mundane or magical items on you that can expire with time, such as a Goodberry fruit or food made with the Cookout EB, you double the time that it takes for the item to expire.
Skyfarer Anemo Vision, 9th level As a bonus action, you can grant yourself a flying speed of 30 feet so long as you arent wearing medium or heavy armor. The flying speed lasts for 10 minutes. Once you use this feature once, you can't do so again until you finish a long rest.
Purified Water Hydro Vision, 6th level You gain advantage on checks made to resist the poisoned condition, as well as Constitution checks made to injest alcohol and other substances with similar effects, and you can also expend a use of your Elemental Power weapon infusion to purify all items within a 5-foot-cube of mundane and magical poisons.
Elemental Bursts
Name Requirements Effect
Hypercharge Electro Vision, 9th level As an action, you choose yourself or a creature within touch, imbuing it with electricity. For the next 1 minute, the creature's speed is doubled, it makes dexterity saving throws with advantage, and its melee attacks made with metal weapons or unarmed attacks deal an extra 2d6 lightning damage on hit. You can use this feature twice per short or long rest, and can't use it on the same creature more than once until it finishes a short or long rest.
Arctic Rush Cryo Vision, 6th level As an action, you can make a path of perfectly smooth ice in a straight line between you and a point you can see on ground within 30 feet. You must have solid ground to the point to create the path, otherwise it stops at the first instance of difficult terrain. When you create the path, a creature on the path must make a dexterity saving throw or fall prone and be moved 5 feet to the side of the path, after which you slide along the path to the point without provoking opportunity attacks. You can't use this feature if you have moved more than half your movement speed during your turn, and after using it your speed is halved for the rest of your turn. The ice remains for 1 minute. You can use this feature a number of times equal to your constitution modifier (minimum of once), regaining all uses on a long rest.
Ears to The Ground Geo Vision, 5th level You gain tremorsense out to 25 feet away from you. Additionally, you can touch a wall separating you from a room and enter a trance, during which you can hear even faint sounds (such as whispering, a fly buzzing, or a mouse's steps) in the room on the other side of the wall. However while trancing in this way, you are considered blinded and deafened to your surroundings, and your tremorsence only extends out to 10 feet from you.
Natural Ghillie Dendro Vision You have advantage on stealth checks made to hide in foliage or other plant life, can move normally through magical and mundane difficult terrain caused by plant life, and can attempt to hide even when only slightly obscured by foliage or plant life.
Parasitic Poison Dendro Vision, level 5 Plantlife sometimes feeds itself at the expense of its surroundings. When you deal damage of your Vision Type, you can choose to change the damage type from poison to necrotic, gaining a number of temporary hitpoints equal to your level in this class + your constitution modifier. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses on a short or long rest.
20-Carat Protection Geo Vision When you take Bludgeoning, Slashing or Piercing damage, you can use your reaction to reduce the damage taken by your Constitution modifier + half your Vision Holder level.
Steady Footing Geo/Dendro Vision You have advantage on saving throws and ability checks made to climb or keep your footing while on earth or stone, such as when you are climbing a canyon wall, jumping across wobbly stones, or walking along a narrow cliff ledge.
Snowcloak Cryo Vision As a bonus action, you swirl with icy wind and freezing magic. Until the end of your next turn, the area within 10 feet of you is lightly obscured by snow and mist, and when a creature ends its turn within the area, you can choose to deal cold damage equal to your Constitution modifier to it. You can use this feature a number of times equal to your Constitution modifier (a minimum of once), and regain all expended uses when you finish a long rest.
Electromagnetism Spellslinger, Electro Vision, level 4 Using electricity to generate a magnetic force, you can move metal without touching it at all. You can move any number of objects made of metal within 30 feet of you that aren't being worn or carried as a bonus action. The combined weight of the objects (in pounds) can't exceed 10 x a quarter of your Vision Holder level.
Purifying Fire Pyro Vision, level 6 As an action, you fill one creature that you can see within 60 feet of you with the fire of life. Creatures that are inside the target's body or possessing the target take fire damage equal to twice your Vision Holder level. You can cure one disease on the target or end up to one effect causing it to be blinded, charmed, deafened, paralyzed, or poisoned. The target also has advantage on Constitution saving throws until the end of your next turn, and the next time it hits with a weapon attack during that time, the attack deals bonus fire damage equal to your Vision Holder level + your Constitution modifier (minimum +1). You can use this feature twice, regaining all expended uses on a short rest.
Fresh Air Anemo Vision You can breathe safely in environments that would normally be hazardous to breath in, such as ash clouds, smoke, and the stinking cloud spell, without any negative effects.
Strike of Storm Electro/Anemo Vision, level 6 You teleport to an unoccupied space of your choice that you can see within 20 feet. You can also choose up to one creature in a line 5 feet wide originating at the space you left and ending at the space you teleported to. The target must make a Constitution saving throw. On a failed saving throw, the target takes 3d10 Lightning damage and is knocked prone. On a successful saving throw, the target takes half as much damage and is not knocked prone. You can use this feature a number of times equal to your Constitution modifier, regaining all expended uses on a long rest, and regaining one use when you knock an enemy unconscious.
Elemental Bursts
Name Requirements Effect
Naturalis Ferrum Dendro Vision You can use a bonus action to cause up to ten tree leaves, pine needles, or blades of grass to turn stiff and sharp-edged. While maintaining concentration as if concentrating on a spell, the affected plant materials count as daggers, darts, or blowgun needles (your choice), dealing your Vision Type elemental damage when they hit a creature. Creatures other than you can attack with the plants, using their own stats. If you lose Concentration, the plants remain in this state until the end of your turn, and attack made with them deal nonmagical piercing damage on a hit.
Refresh 6th level Healing magic washes out from you and over nearby allies in a rolling wave that amplifies vital energy. You and up to five other creatures of your choice within range regain a number of hit points equal to ld6 + your Constitution modifier. If you are still conscious at the start of your next turn, you and up to five other creatures of your choice within range regain hit points again in the same way. This EB has no effect on undead, constructs, or creatures that have O hit points. You can use this EB 2 times, regaining all uses on a short or long rest.
Static Charge Electro Vision You electrify an attacker's weapon as it strikes its target. As a reaction when you attack or are attacked with a melee weapon attack, you cause one of the following effects depending on who made the attack that triggered this EB. Defensive: If you were hit by the triggering attack, the attacker makes a Constitution saving throw, with disadvantage if it used a metal weapon to make the attack. On a failed saving throw, it takes 2d6 (3d6 if the triggering attack was a critical hit) Lightning damage and also drops the weapon used in the attack. Offensive: If you made the triggering attack, the target of your attack rolls the saving throw, with disadvantage if it is wearing armor made of metal. On a failed saving throw, it takes an extra 1d6 lightning damage and also can't take reactions until the start of your next turn.
Rock Ride Geo, level 7 You conjure an earthen boulder as an action, which you leap atop as part of the action and your Vision causes it to float and fly. You gain a flying speed of 30 feet for the duration. While you fly in this way, the boulder remains beneath you and can provide half cover. If you fall while flying in this way, the turns to dust immediately. In addition, if you fly at least 20 feet straight toward a target using this flying speed on your turn, you can use your bonus action to slam the target using the boulder. Make a melee spell attack against the target, with Constitution as your spellcasting modifier. On a hit, the target takes 2d6 damage of your Vision Type. The boulder lasts for 10 minutes, after Which it turns to dust. If you are still aloft when the boulder disappears, you fall as normal, unless you can stop the fall.
Spiced Spray Hydro Vision You splash acid in the eyes of your enemies to blind them. As an action you can force a creature within 15 feet of you to make a Dexterity saving throw, on a failure it takes 4d4 damage of your Vision Type and its eyes are covered in stinging liquid for the next minute. For the duration, the creature is blinded, and it or another creature has to spend an action and wash the liquid off with clean water to end the effect sooner. You can use this EB a number of times up to your Constitution modifier, regaining all uses on a long rest and 2 uses on a short rest.
Geyser Hydro Vision, level 8 You cause a massive eruption of water to blast upwards from the ground at a point within range. Creatures within 10 feet of the point must make a Dexterity saving throw or take 4d6 Vision Type damage and be knocked 60 feet into the air. On a successful save, creatures take half as much damage, and are instead knocked their choice of 10 feet away from the point or 10 feet upward. You can use this EB twice, regaining all expended uses on a long rest.
 

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