Kryptikos
A knight approaches a building where couple of bandits have taken refuge. What would normally be a somewhat joyful occurence, this knight exudes a different prersonality. Their presence has always been mysterious to those who saw them and their true purpose here is still unknown. WLooking at the building, it almost seem as if the knight knew what was on the other side. Gently they pull out their tools to begin and pick the lock on the door, their gloves too big to handle any tool this effectively. Upon opening the door, the knights sword glows with black magic, deathly to the touch.
What follows is a battle of one unstoppable force, which some may call a death knight. Exchanging their own life force to inflict more damage, while at the same time regaining theirs upon slaying an enemy. A Kryptikos has arrived, and their workings are once again, secret.
Finishing the task, the knight leaves without word, seemingly seeking nothing more than what happened in that room. As they gracefuly leave, any onlookers show signs of partial amnesia, as to who that person was and what they were doing.
The knight, of course, returns back to their Order, in hiding. Each memeber is sworn to always hide their appearence, for the fear that being found out would mean the destruction of the Order, and at worst, the world.
Primeval Understandings
Kryptikos are old warriors, and their Heraldic Orders have gathered great understanding of the world that surrounds them. These understandings are understood by all Kryptikos, but different orders specialize in certain aspects of the world. Understandings are not magic in that sense, but the innate workings of the world.
Heraldic Order
Heraldic Orders have been formed in the past, to gather and protect the knowledge that could destroy the world if it fell into the wrong hands. These Orders act independently of each other, but might share their findings if need be.
It is common practice to be part of an actual knightly order, which may be a disguise to the actual Heraldic Order.
The Kryptikos
Level | Proficiency Bonus | Feature |
---|---|---|
1st | +2 | Innate Knowledge, Face of Few |
2nd | +2 | Primeval Understandings, Fighting Style, Anima Core |
3rd | +2 | Heraldic Order, Heraldry Shield |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Expedited Retention |
6th | +3 | Master Shaper |
7th | +3 | Heraldic Order Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Primeval Catalyst |
10th | +4 | Exemplar of the Order |
11th | +4 | Heraldic Order Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Extant Invoker |
14th | +5 | One of Many |
15th | +5 | Heraldic Order Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | The First |
18th | +6 | Primeval Apex |
19th | +6 | Ability Score Improvement |
20th | +6 | Worldsculptor |
Creating a Kryptikos
To find become a Kryptikos, one must find a Heraldic Order, which is not an easy task by any means. Once you find one, you are examined for possible innate ability to shape the world. First major decision one makes is before training even beings. The training itself is lethal to some of the weaker participants and you are not told what you will do, until you agree.
After successfuly completing the trails, one must decide to either dedicate their lives to their Heraldic Order or leave. In either case, you are sworn to silence, with the punishment being death. By nature, most members are secretive, deceitful and untrusting. Kryptikos never stop training and improving themselves, which makes patience their greatest virtue, even to their detriment. Other virtues include: camaraderie, altruism and mindfulness. Their true purpose is unkown, even to some members of the orders.
Class Features
Hit Points
- Hit Dice: 1d10 per Kryptikos level
- Hit Points at 1st Level: 10 + your Constitution Modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Kryptikos level after 1st.
Proficiencies
- Armor: All armor, shields
- Weapons: Simple weapons, Martial weapons
- Tools: Smith's Tools
- Saving Throws: Strength, Wisdom
- Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, History, Perception, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) a longbow and 20 arrows
- (a) two handaxes or (b) two javelins
- (a) a dungeoneer's pack (b) an explorer's pack
Ability Save DC
Some abilities require a Save DC. Your Save DC = 8 + your proficiency bonus + your Wisdom modifier.
Innate Knowledge
At 1st level you gain the ability to use your grasp of the universe to suit your needs. Whenever you make an ability check, you can use your Wisdom modifier in place of the actual modifier used for that skill. You can use this feature number of times equal your Wisdom Modifier, regaining all uses on a long rest.
Face of Few
At 1st level you have realized your task to secretly carry out your duty. Your true purpose and identity might not be what it seems.
While you are wearing an article of clothing or armor that covers your face creatures have disadvantage on Wisdom (Insight) checks against you.
Additionaly, creatures that try to recall information about any of your features have disadvantage on that check.
Primeval Understandings
At 2nd level you get to choose a Primeval Understanding. You gain additional Primeval Understandings at 5th, 9th, 12th, 15th.
Some orders give you the ability to learn one understanding. If you already know an understanding and you would gain the ability to learn the same one, you can replace one of those understandings with another that you could learn at that level.
Additionally, when you gain a level in this class, you can choose one of the understandings you know and replace it with another understanding that you could learn at that level.
Anima Core
Beginning at 2nd level, when you hit a creature you can use your bonus action and attempt to extract its fundamental existence and being. The creature has to make a Charisma Saving throw against your Ability Save DC. On a failure you learn the exact creature type. After gaining this insight you can add 1d4 to Attack rolls or damage rolls made against this creature type, or add it to Saving throws and checks caused by the creature. This effect lasts for 1 hour.
You can use this feature number of times equal to your Wisdom Modifier, regaining all uses on a long rest.
This dice increases as you gain levels in this class, increasing to 1d6 at 6th level and 1d8 at 14th level.
Fighting Style
At 2nd level, you adopt a Fighting Style that best reflects your training. You cannot select a Fighting Style more than once, even if a feature allows you to select another Fighting Style.
Whenever you gain a level in this class, you can switch your Fighting Style for another Fighting Style of your choice.
Arcane Warrior
You learn two Kryptikos cantrips of your choice. Wisdom is your spellcasting ability for them. When you gain a level in this class, you can replace one of these cantrips with another Kryptikos cantrip.
Defensive Fighting
So long as you are wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Dual Wielding
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the damage, though you must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the versatile or two-handed property to gain this benefit.
Protection
When a creature you can see attacks a target within 5 feet of you, you can impose disadvantage on their attack roll as a reaction. You must be holding a weapon or a shield to do so.
Versatile Fighting
While wielding a single versatile weapon and no shield, you can choose to wield your weapon one or two-handed until the start of your next turn. When wielding it one-handed you gain a +1 bonus to attack rolls and to your Armor Class. Wielding it two-handed you gain a +2 bonus to your damage rolls.
Heraldic Orders
At 3rd level you choose your Heraldic Order to dedicate your service to: Twilight Order, Equitan Order, Empyrean Order, Quietus Order, Sentinel Order, Primordial Order and Caerulean Order
Your Heraldic Order grants you features when you adopt it 3rd level, and again when you reach 7th, 11th, and 15th level.
Heraldry Shield
At 3rd level you get a Heraldry Shield that is associated with your Order. All Kryptikos recognize these shields and will interact with you as such.
You can use your action to call upon your this symbol. You can use this feature once, regaining all uses of this feature on a long rest. Your Heraldic Order will provide you with an alternative use of this feature. The effect lasts for one hour.
Mind Unseen
You gain resistance to psychic damage and you cannot become targeted by divination spells.
Ability score improvment
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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Expedited Retention
Beginning at 5th level, you regain all of your expended uses of Innate Knowledge when you finish a short or long rest.
Master Shaper
At 6th level your grasp of your powers has deepened to the point where you can influence your own abilities at a whim. Your attacks and abilities count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Primeval Catalyst
At 9th level you gain the ability to influence the world in a faster manner. On a long rest you can change out all of your skill proficiencies you gained from this class.
Additionally, you regain all of your expended uses of Anima Core when you finish a short or long rest.
Exemplar of the Order
At 10th level you get two uses of the Heraldry Shield feature and the feature lasts for 8 hours instead.
Extant Striker
At 13th level your grasp of your powers has deepened to the point where you can influence your own martial abilities at a whim. Your attacks deal additional damage on hit equal to your Wisdom modifier.
Additionaly you have come to understand your body to such a point, where you can influence what happens to it. You can use your action to end one negative effect affecting you or remove a disease or one point of exhaustion. You can use this feature number of times equal to your Wisdom modifier, regaining all uses on a long rest.
One of Many
At 14th level after choosing this archetype, you are immune to the charmed and frightened condition.
Additionally, at the start of your turn, one ally of your choice within 10 feet of you becomes immune to these conditions as well.
The First
At 17th level you stop aging, cannot be magically aged and you cannot die by natural means, unless you choose to.
Additionally, you gain +2 to your Wisdom score. Your new Wisdom Ability Score maximum becomes 22. You can change one of your ability scores to the same number as your Wisdom.
Primeval Apex
At 18th level you gain the ability to shift your Primeval Understandings with ease. At the end of a long rest you can change one of your Primeval Understandings into another one that you could choose at that level.
Worldculptor
At 20th level you become the pinnacle of your order, which allows you to change your reality as you see fit. Creatures automatically fail their Saving throws against your Anima Core feature.
Additionally, you can reroll the dice.
Twilight Order
Discretion is a virtue not many Kryptikos possess, but the members of the Twilight Order see great potential in it, and as such strive for perfection in stealth and subtrefuge.
On the Move
At 3rd level after choosing this archetype you have learned that being unseen is paramount to your survival. You no longer incur disadvantage on Dexterity (Stealth) checks while wearing heavy or medium armor and gain proficiency in Dexterity (Stealth) checks. You can choose one Primeval Understanding from any of the other orders.
Additionaly you can use your Heraldry Shield feature to do the following:
One with Shadows
You become invisible and can take the Hide Action when you use this feature. Attacking or casting a spell ends the invisibility.
Greater Shadow
At 7th level after choosing this archetype you begin to understand the dance of light and darkness. You can take the Hide Action as a bonus action and gain climbing speed equal to your walking speed.
Additionaly you learn the Pass without Trace and Invisibility spell. You can cast both of these spells once per long rest without requiring components.
Concealed Attacker
At 11th level after choosing this archetype you have learned how to exploit the weaknesses of your targets. Whenever you hit a creature with an attack while hidden or invisible to the target creature you deal additional damage equal to twice your Wisdom modifier.
Additionaly, whenever you take the Hide Action you can add your Wisdom modifier to the roll.
Immaterial
At 15th level after choosing this archetype you have learned to trick enemies into believeing you are where you might not be. While hidden and/or invisible, talking does not reveal your location, as your voice becomes disembodied and can be projected out to 30 feet at a point of your choice.
Whenever you kill a hostile creature, you can use your reaction to use One with Shadows feature (no action required), without expending a resource.
Equitan Order
Some situations call for the ability to ride on horseback and strike quickly. For that purpose, one order has been created, the Equitan Order. The memebers of this order have become excellent riders, altho their steeds are not as they seem.
Steadily Mounted
At 3rd level after choosing this archetype you proficiency in Vehicles (Land). If you already have this proficiency you can choose any other skill or tool. You learn the Harness Celerity Primeval Understanding, which does not count against your number of understandings known.
Additionaly you can use your Heraldry Shield feature to do the following:
Swift Advance
Each creature that start their turn within 10 feet of you gain +10 to their movement speed. During overland travel you and all your allies of your choice within 30 feet of you move at a 50 foot speed.
Echoed Steed
At 3rd level after choosing this archetype you gain the ability to summon a steed. After one hour of focus you summon a steed within 5 feet of you in an unoccupied space. This hour of focus can be performed during a long or short rest. The steed can take form of any beast you desire, however its statistics remain the same. Your steed has a movement speed of 50 feet and is size large.
The steed, while at first appears as a normal beast, is not actually there. Succesful Intelligence (Investigation) check done by a creature against your Ability Save DC or striking the steed reveals it to be an illusion. The steed can not be damaged in any way. It acts during your initiative. You can command it for free with your mind. You can mount the horse despite it being an illusion.
Swift Striker
At 7th level after choosing this archetype, the first time each turn when you hit a creature while mounted, you deal additional damage euqal to your wisdom modifier.
Additionaly, your steed gains the ability to hover.
Deathly Charge
At 11th level after choosing this archetype you can use your action to commit to a devastating charge through your enemies. When you do so, choose a point within 100 feet of you, you then move to that point in a straight line. Each creature of your choice within 5 feet of your path must make a Dexterity Saving throw against your Ability Save DC.
On a failure the creature takes 6d8 force damage and is knocked back 10 feet and knocked prone. On a succes the creature takes half damage and isn't knocked back or knocked prone.
You can pass through enemies and you do not provoke attacks of opportunity during this charge. You can use this feature once per long rest.
Shape Mount
At 15th level after choosing this archetype you have learned to exploit your steeds being to their limit. Your steed gains a flying speed equal to its walking speed.
Additionaly, your steed can become one size category larger or smaller, your choice.
Empyrean Order
Usually orders do not align themselves with particular creatures, however the Empyrean Order has close ties to celestail creatures, such as angels, and learned to shape the world in their vision.
Celestian Knowledge
At 3rd level after choosing this archetype you gain the Harness Radiance Primeval Understanding, which does not count against your number of understandings known.
Additionaly you can use your Heraldry Shield feature to do the following:
Angelic Presence
Your sprout angelic wings. You gain flying speed of 30 feet and you get the ability to hover. All creatures of your choice within 15 feet of you, including yourself, gain temporary hit points equal to your Wisdom modifier+ Proficiency bonus.
Divine Power
At 7th level after choosing this archetype you gain resistance to radiant damage and you can choose to change the damage type of your weapon to radiant.
Additionaly, you can use your action to target a creature you can see within 120 feet of you to make a Charisma (Deception) check contested by the creatures Wisdom (Insight) check to try and convince them that you are a celestial. If you succeed, the affected creature becomes frightened or charmed by you. This effect lasts for one minute. Whenever the affected creature takes damage dealt by you or one of your allies you make the contested checks again. You can use this feature once per long rest.
Redemptor
At 11th level after choosing this archetype you gain the ability to bolster your allies in time of need. You can use your action to shield each creature of your choice within 30 feet of you from harm. All selected creatures can can immediately roll again to succeed against any one condition that is affecting them and has occured within the last minute. You can use feature once per long rest.
Shape Heavens
At 15th level after choosing this archetype you have learned the true nature of the divine world, such that you can temporarily call it down into your own world.
As an action you create a 30 foot wide and 120 foot tall cylinder on a point you can see within 120 feet of you. All hostile creature that enter the area for the first time or start their turn there must make Charisma Saving throw against your Ability Save DC or take 5d8 radiant damage or half damage on a success. All allied creatures heal for 2d8 instead. This effect lasts for one minute and you have to concentrate on it like you would on a spell. On each of your subsequent turns you can use your action to move this cylinder 30 feet. You can use this feature once per long rest.
Charmed or Frightened?
Some creatures might react to seeing an angel in different manners. If you do not wish to make this feature dependant on the personality of the target. You can make good and neutral creatures charmed, while evil creatures are frightened. Or it could be the players choice.
Quietus Order
The importance of the understanding of death cannot be understated. Quietus Order has been formed to protect this horrific knowledge, for its misuse could lead to catastrophic results.
Malignant Knowledge
At 3rd level after choosing this archetype you gain the Harness Mortification Primeval Understanding, which does not count against your number of understandings known.
Additionaly you can use your Heraldry Shield feature to do the following:
Siphon Life
You cause an aura of life transference to manifest around you. When a friendly creature (including yourself) takes damage from a hostile creature while both are within this aura you can use your reaction to force the creature hostile creature to make a Constitution Saving throw against your Ability Save DC. On a failure the creature takes necrotic damage equal to your Wisdom modifier and the ally heals for that amount.
Master of Life and Death
At 7th level after choosing this archetype you gain the ability to cast the spell revivify without the gold requirements. You can use this feature once, regaining all uses on a long rest.
Additionaly you gain resistance to necrotic damage and ignore resistance to necrotic damage.
Rend
At 11th level after choosing this archetype you can sacrifice your healing for more power. When you get healed, you can forgo the healing to instead imbue your weapon with energy. Next time you hit a creature with an attack, it takes additional necrotic damage equal to the amount healed, up to your level. This effect lasts for one minute, disappearing if a hit is scored.
Incarnate
At 15th level after choosing this archetype you gain the ability to quickly draw on the life essence of slain combatants. Whenever a hostile creature dies within 30 feet of you, you can use your reaction to borrow its soul. You regain hitpoints equal to the CR of the creature (minimum of 10) and gain advantage on your next saving throw and attack roll. This effect lasts for one minute or until you use this feature again. You can use this feature number of time equal to your proficiency bonus. You regain all uses on a long rest.
Sentinel Order
Nature is unforgiving, but also beautiful and brimming with possibility. Founders of the Natural Order saw it as such, and they dedicated their lives to understanding the core principles behind the flora and fauna of the world.
Druidic Knowledge
At 3rd level after choosing this archetype you gain the Harness Brutality Primeval Understanding, which does not count against your number of understandings known. You learn the Druidcraft cantrip and it becomes a Kryptikos cantrip for you.
Additionaly you can use your Heraldry Shield feature to do the following:
Call Upon Nature
Choose one of two natural spirits to guide you:
Flora Spirit - You gain the ability to speak to plants and you can use your bonus action on each of your turns to move up to your movement to the closest hostile creature that you can see.
Fauna Spirit - You gain the ability to speak to beasts and you can choose to ignore difficult terrain.
Branched Limbs
At 7th level after choosing this archetype you gain the ability to influence nature in a more controlled manner. Your limbs can manifest to look like branches on a tree, which you can use to apprehend creatures. You can use your action to target a creature within 30 feet of you. The target must make a Strength Saving throw against your Ability Save DC or be pulled towards you and take 3d6 bludgeoning damage. If that target is an ally they can choose to be pulled and take no damage. You can use this feature number of times equal to your Proficiency bonus, regaining all uses on a long rest.
Wrath of Dirt
At 11th level after choosing this archetype you have come to understand the underlying principles of nature and manifest them into deadly ground. You gain a 10 ft. radius aura of difficult terrain centered on yourself. Each creature of your choice is immune to this effect.
Additionaly, you can use your Branched Limbs feature against a creature as a bonus action if it is within your Wrath of Dirt aura.
Uproot the World
At 15th level after choosing this archetype you become a force of nature that is on path of faultless destruction. As an action you transform for 1 minute, gaining a more natural look. Your armor grows flora around itself in the shape of leaves and twigs, as faint animal sounds can be heard with your every move. You gain these benefits:
- Your size increases by one category.
- Whenever a creature attacks you with a melee attack it takes damage equal to your Wisdom modifier.
- Your Armor Class increases by 2.
- You deal additional 1d8 damage on attacks.
- The range of your The Wrath of Dirt aura becomes 30 feet.
Primordial Order
The basic elements of the world have existed before the orders did, which is precisely why their control is so important to the Primordial Order.
Elemental Knowledge
At 3rd level after choosing this archetype you gain the Harness Elementum Primeval Understanding, which does not count against your number of understandings known.
Additionaly you can use your Heraldry Shield feature to do the following:
Enviroment Control
You choose one spell from this list: Control Flames, Gust, Mold Earth or Shape Water. You can cast this spell as a bonus action.
Spiritmaker
At 7th level after choosing this archetype you gain the ability to cast Absorb Elements number of times equal to your proficiency bonus, regaining all uses on a long rest.
Additionaly you can cast the Summon Elemental spell once at 4th level, regaining all uses on a long rest.
Withstand
At 11th level after choosing this archetype you gained the ability to shield yourself from harm. You gain resistance to acid, cold, fire, lightning, or thunder damage (your choice). You can change this resistance on a short rest. If you were to cast the Absorb Elements spell when already resistant to the chosen damage type you become immune instead.
Additionaly you ignore resistance to acid, cold, fire, lightning, or thunder damage (your choice), you can change this damage type on a short rest.
Elementbender
At 15th level after choosing this archetype you have mastered the elements. Choose two 5th level spells from the Kryptikos Spell list that deals acid, cold, fire, lightning, thunder damage (your choice), or has the word Wall in its name. You can cast each of these spells once, regaining all uses on a long rest.
Additionaly, when you cast a spell from your Elembentbender feature or the Major Bending Primeval Understanding you can make one weapon attack as a bonus action.
Caerulean Order
Spellcasting
At 3rd level after choosing this archetype you have decided to tap into the power of actual magic to help you understand the world.
Cantrips
You learn two cantrips of your choice from the Kryptikos spell list. You learn an additional Kryptikos cantrip of your choice at 10th level.
Spell Slots
The Caerulean Order Spellcasting table shows how many spell slots you have to cast your Kryptikos 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 Kryptikos spells of your choice.
The Spells Known column of the Caerulean Order Spellcasting table shows when you learn more Kryptikos 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 Kryptikos spells you know with another spell of your choice from the Kryptikos spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your Kryptikos spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Kryptikos spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Arcane Knowledge
At 3rd level after choosing this archetype you gain the Harness Arcanum Primeval Understanding, which does not count against your number of understandings known.
Additionaly you can use your Heraldry Shield feature to do the following:
Eldritch Awareness
You gain the effect of the Detect Magic and Comprehend Languages Spell.
Force Strikes
At 7th level after choosing this archetype you can cast one of your cantrips in place of one of your attacks.
Rapid Assault
At 11th level after choosing this archetype, whenever you cast a leveled spell you can use your bonus action to teleport up to 10 feet in a direction of your choice. You can use this feature number of times equal to your Wisdom modifier, regainig all uses on a long rest.
Stalwart Mind
At 15th level after choosing this archetype you gain proficiency in Intelligence Saving Throws.
Additionally, when you are hit by a spell you can use your reaction to reflect the spell back at the casted. You make a Spell Attack against the creatures Spell Save DC. If you succeed the spell gets reflected on the caster. They make any possible saving throws against your Spell Save DC and you use the same hit roll. You can use this feature once per short rest.
Caerulean Order Spellcasting
Kryptikos Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
3rd | 2 | 3 | 3 | — | — | — | — |
4th | 2 | 4 | 3 | — | — | — | — |
5th | 2 | 4 | 4 | 2 | — | — | — |
6th | 2 | 4 | 4 | 2 | — | — | — |
7th | 2 | 5 | 4 | 3 | — | — | — |
8th | 2 | 6 | 4 | 3 | — | — | — |
9th | 2 | 6 | 4 | 2 | 2 | — | — |
10th | 3 | 7 | 4 | 3 | 2 | — | — |
11th | 3 | 8 | 4 | 3 | 3 | — | — |
12th | 3 | 8 | 4 | 3 | 3 | — | — |
13th | 3 | 9 | 4 | 3 | 3 | 1 | — |
14th | 3 | 10 | 4 | 3 | 3 | 1 | — |
15th | 3 | 10 | 4 | 3 | 3 | 2 | — |
16th | 3 | 11 | 4 | 3 | 3 | 2 | — |
17th | 3 | 11 | 4 | 3 | 3 | 3 | 1 |
18th | 3 | 11 | 4 | 3 | 3 | 3 | 1 |
19th | 3 | 12 | 4 | 3 | 3 | 3 | 2 |
20th | 3 | 13 | 4 | 3 | 3 | 3 | 2 |
Halfcaster?
If you feel that making this subclass a half-caster makes it too powerful, you could make it similar to Eldritch Knight and give it the same spellcasting progression.
Spell List
Cantrips (0 Level)
- Acid Splash
- Booming Blade
- Dancing Lights
- Fire Bolt
- Green-Flame Blade
- Lightning Lure
- Mending
- Message
- Minor Ilusion
- Sword Burst
- Thaumaturgy
1st Level
- Armor of Agathys
- Burning Hands
- Charm Person
- Fog Cloud
- Gift of Alacrity
- Guiding Bolt
- Hellish Rebuke
- Heroism
- Ice Knife
- Illusory Script
- Jump
- Ray of Sickness
- Searing Smite
- Shield
- Silent Image
- Tasha's Caustic Brew
- Thunderwave
- Witch Bolt
2nd Level
- Acid Arrow
- Blur
- Darkness
- Enhance Ability
- Flame Blade
- Hold Person
- Nystul's Magic Aura
- Rime's Binding Ice
- Scorching Ray
- Shatter
- Suggestion
- Zone of Truth
3rd Level
- Blink
- Dispel Magic
- Elemental Weapon
- Fear
- Glyph of Warding
- Haste
- Lightning Bolt
- Meld into Stone
- Nondetection
- Pulse Wave
- Sending
- Wind Wall
4th Level
- Banishment
- Dimension Door
- Fire Shield
- Ice Storm
- Mordenkainen's Private Sanctum
- Storm Sphere
- Vitriolic Sphere
- Wall of Fire
5th Level
- Cone of Cold
- Flame Strike
- Holy Weapon
- Modify Memory
- Passwall
- Telekinesis
- Wall of Light
- Wall of Stone
Primeval Understandings
Harness and Invoke
Harness Celerity
You can cast Longstrider at will, without expending a spell slot. Whever you cast it you can target either yourself or a creature you have mounted.
You cannot have more than one Harness understanding learned at the same time.
Invoke Celerity
Prerequisite: 10th level, Swift Advance feature
You can use your action to end the effect early. If you do so, you cast the Haste spell on you and all creatures of your choice within 10 feet of you. You gain the benefits of the spell for its entire duration. You allies gain the benefits until the end of their next turn. Your allies do not suffer the drawbacks of the Haste spell ending.
Harness Radiance
Your attacks deal additional 1d4 radiant damage. When you gain a level in this class the damage dice increases to 1d6 at 6th level, 1d8 at 14th level.
You cannot have more than one Harness understanding learned at the same time.
Invoke Radiance
Prerequisite: 10th level, Angelic Presence feature
You can use your action to end the effect early. If you do so, each creature within 20 feet of you that can see you must make a Charisma Saving throw against your Ability Save DC. On a failure the creature becomes blinded for one minute and take 5d6 radiant damage. On a success the creature takes half damage and is not blinded. An affected creature can repeat the saving throw at the end of each of its turn.
Harness Mortification
Your attacks deal additional 1d4 necrotic damage. When you gain a level in this class the damage dice increases to 1d6 at 6th level, 1d8 at 14th level.
You cannot have more than one Harness understanding learned at the same time.
Invoke Mortification
Prerequisite: 10th level, Siphon Life feature
You can use your action to end the effect early. If you do so you gain a pool of hit points equal to twice your level plus twice your wisdom modifier. You can distribute this healing amongst all creatures within 30 feet of you as you see fit.
Additionaly you can spend one hit point to force a hostile creature to make a Wisdom Saving throw against your Ability Save DC or become frightened of you and each creature that regained hit points as part of this feature until the end of the frightened creatures next turn.
Harness Elementum
Your attacks deal additional 1d4 acid, cold, fire, lightning, or thunder damage (your choice). When you gain a level in this class the damage dice increases to 1d6 at 6th level, 1d8 at 14th level.
You cannot have more than one Harness understanding learned at the same time.
Invoke Elementum
Prerequisite: 10th level, Enviroment Control feature
You can use your action to end the effect early. If you do so, each creature within a 60 foot cone of your choice must make a Dexterity Saving throw against your Ability Save DC as you unleash the elements on them. On a failure the creature takes 8d6 acid, cold, fire, lightning, or thunder damage (your choice), taking half damage on a success.
At 17th level the cone becomes a 60 foot radius aura and you deal 12d6 damage isntead.
Harness Brutality
You score a critical hit on a roll of 19-20. This range increases at to 18-20 at level 14.
You cannot have more than one Harness understanding learned at the same time.
Invoke Brutality
Prerequisite: 10th level, Call Upon Nature feature
You can use your action to end the effect early. If you do so, you can change the flora around you in a 120 foot radius. Each creature of your choice that starts its turn in that aura must make a Strength Saving throw against your Ability Save DC or become grappled by vines. At the start of each of the grappled creatures turn it has to make the Saving throw again your it becomes restrained and takes 3d6 bludgeoning damage. A creature can use its action to remove the vines.
Harness Arcanum
Your attacks deal additional 1d4 force damage. When you gain a level in this class the damage dice increases to 1d6 at 6th level, 1d8 at 14th level.
You cannot have more than one Harness understanding learned at the same time.
Invoke Arcanum
Prerequisite: 10th level, Eldritch Awareness feature You can use your action to end the effect early. If you do so, select a number of creatures equal to your Wisdom modifier within 15 feet of you. You and all the selected creatures teleport to an unocupied space within 60 feet of you. All creatures teleport to their respective places if possible, if not they appear in a closest unoccupied space. If there are any enemy creatures within 5 feet of a teleproted ally they must make an Intelligence Saving throw agains your Ability Save DC or take 4d6 psychic damage.
Miscellaneous
Understanding of Arcane
You choose one spell from the Kryptikos Spell list. You can cast that spell once per long rest. You can only choose a spell that would be availible to you as if you were a half-caster.
Additionaly, whenever you gain a level in this class, you can change the spell you know for another that you could choose.
In Plain Sight
You can cast Disguise Self at will, without expending a spell slot.
Grander Than Most
You gain expertise in a skill or tools of your choice that you are already proficient in. You gain additional expertise at 6th level.
Learning of Water
You can breathe underwater and gain swimming speed equal to your walking speed.
Forbidden Knowledge
You gain proficiency History and Arcana. If you already have proficiency in those two skills you can pick any other two.
Toolsman
You gain proficiency in three tools of your choice.
Always Standing
Whenever you failt a Saving throw or Ability check against being knocked prone, you can choose to succeed instead. You can use this feature number of times equal to your proficiency bonus, regaining all uses on a long rest.
Eternally Unseen
Prerequisite: Twilight Order subclass
When you fail a Dexterity (Stealth) or Dexterity (Acrobatics) check you can choose to reroll the dice, but you have to use the new result. You can use this feature once, regaining all uses on a long rest.
Death From Above
Prerequisite: 12th level, Twilight Order subclass
You can choose to jump from height to attack your target. If you hit with the attack roll you calculate the amount of fall damage you would have taken, the target creatures takes that damage instead. You can use this feature once, regaining all uses on a long rest.
Treader
Prerequisite: Equitan Order subclass
When you hit a creature, that creature has disadvantage on opportunity attacks until the start of your next turn.
Trampler
Prerequisite: 12th, Equitan Order subclass
When you move in a straight line for at least 30 feet and attack a creature, you can make one additional attack as a bonus action.
Angel of Harm
Prerequisite: Empyrean Order subclass
You can cast the Bane spell once per long rest without using a spell slot.
Angel of Benefit
Prerequisite: Empyrean Order subclass
You can cast the Bless spell once per long rest without using a spell slot.
Angelic Ward
Prerequisite: 12th level, Empyrean Order subclass
You and a creature of your choice that you touch become linked as you become their guardian angel until you finish a long rest. You can only have one creature chosen per long rest. If the chosen creature were to drop to 0 hitpoints you can use your reaction and teleport to an unoccupied space within 5 feet of them and the bonded creature drops to 1 hit point instead.
Side of Death
Prerequisite: 5th level, Quietus Order subclass
You learn either the Inflict Wounds. You can cast this spell an amount equal to your Wisdom modifier, using Wisdom as your spellcasting ability. You regain all uses of this feature on a long rest. When you reach 8th level in this class you can cast the spell at 2nd level, and at 3rd level at 11th level.
Side of Life
Prerequisite: 5th level, Quietus Order subclass
You learn either the Cure Wounds spell or the Healing Word spell. You can cast this spell an amount equal to your Wisdom modifier, using Wisdom as your spellcasting ability. You regain all uses of this feature on a long rest. When you reach 8th level in this class you can cast the spell at 2nd level, and at 3rd level at 11th level.
Sanguine Blows
Prerequisite: 12th level, Quietus Order subclass
When you score a critical hit on an attack roll you regain hit points equal to your Kryptikos level.
Nature's Best
Prerequisite: Sentinel Order subclass
When you begin a long rest in the wilderness you gain the following benefits:
- You automatically forage enough food for enough people in your camp.
- Wildlife will attempt to stray away from your camp.
- If you were to get ambush you will be warned by a small critter nearby, making you immune to being surprised.
- If you do not move for at least 1 hour during your rest you become indistinguishable from a tree or plant of your choice.
Walker
Prerequisite: 12th level, Sentinel Order subclass
You can cast the Tree Stride spell once per long rest without using a spell slot.
Minor Bending
Prerequisite: Primordial Order subclass
When you select this Primeval Understanding, choose two cantrips to learn from the Kryptikos spell list that deal acid, cold, fire, lightning, or thunder damage (your choice).
Major Bending
Prerequisite: 12th level, Primordial Order subclass
When you select this Primeval Understanding, choose two spells from any spell list that have the word Acid, Cold, Fire, Lightning, Thunder or Water in the name, or any spell that incluences the ground, up to 4th spell level. You can cast each of these spells once per short rest.
Force Manipulator
Prerequisite: Caerulean Order subclass
You can change the damage type of a spell to force damage whenever you cast a spell. You can use this feature number of times equal to your Wisdom modifier, regaining all uses on a long rest.
Mortals Bane
Prerequisite: 8th level, Caerulean Order subclass
Whenever you cast a spell you deal additional damage equal to your Wisdom modifier.
Spectral Sight
Prerequisite: 7th level
As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Empheral Being
Prerequisite: 11th level
You can use your action to change your very being. You gain the ability to move through other creatures and objects as if they were difficult terrain. You takes 1d10 force damage if you ends your turn inside an object. This effect lasts for 10 minutes or until you end it (no action needed).
Eternal Watch
Prerequisite: 15th level
You gain truesight for up to 30 feet.
Anima Core
Shadow Anima
Prerequisite: 5th level, Twilight Order
When a creature fails its saving throw against your Anima Core feature, you can hide in plain sight against that creature type.
Rider Anima
Prerequisite: 5th level, Equitan Order
When a creature fails its saving throw against your Anima Core feature, you do not cannot provoke opportunity attacks from that creature type if you hit the creature with an attack during your turn.
Holy Anima
Prerequisite: 5th level, Empyrean Order
When a creature fails its saving throw against your Anima Core feature, it has disadvantage on attacks against
Vampire Anima
Prerequisite: 5th level, Quietus Order
When a creature fails its saving throw against your Anima Core feature, that creature type cannot regain hit points until the start of your next turn if you hit it with an attack during your turn. Any healing lost this way heals you for half the amount.
Wrath Anima
Prerequisite: 5th level, Sentinel Order
When a creature fails its saving throw against your Anima Core feature, the next attack you score against that creature, if it hits, is a critical hit.
Elemental Anima
Prerequisite: 5th level, Primordial Order
When a creature fails its saving throw against your Anima Core feature, it loses resistance to acid, cold, fire, lightning, or thunder damage (your choice). If it already loses resistance, you treat immunity as resistance instead.
Harm Anima
Prerequisite: 5th level, Caerulean Order
When a creature fails its saving throw against your Anima Core feature, it subtracts the Anima Core dice from the first Saving throw it makes against your spells until the end of your next turn.
World Anima
Prerequisite: 10th level
You regain all of your expended uses of Anima Core when you finish a short or long rest.
Harness Elementum and Your choice.
If you were to change your Primeval Understandings and choose the Harness Elementum, you could change it into the same one, except change the damage type associated.
Artist Credits:
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Cover- Jason Nguyen - Wind Knight
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Page 1 - luc de haan - the Bird
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Page 2 - Two B - knight
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Page 7 - Hui Zou - in the sand
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Page 8 - 0BO - white knight
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Page 9 - JasonTN - angel knight
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Page 10 - Chenglong Bao
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Page 11 - Sam Kanios - Brightspring Knight
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Page 12 - Jason Nguyen - Water Knight
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Page 13 - Ming Xiao
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Page 14 - Meva Eyuboglu - dark blue knight
Are Kryptikos Magical?
The intent of most of the features, excluding spellcasting, is to be non-magical. This includes the ability to cast spells through Primeval Understandings and other features that might appear magical or reference casting a spell. This means that features like Spell Resistance will not work for your abilities.
If you feel like this ability is too strong you are free to change anything and everything to be magic.
Heraldry
This document refers to the term Heraldry a lot. In this case, Heraldry means the shield that was often used to symbolize a noble family.
It is highly recommended that the player creates a heraldry shield for their character, as it is one of the most defining features of the Kryptikos, which they carry in secret.
Change Notes and Suggestions V2.0
Primeval Understandings
Toolsman
You gain proficiency in two three tools of your choice.
Side of Death
Prerequisite: 5th level, Quietus Order subclass
You learn either the Inflict Wounds. You can cast this spell an amount equal to your Wisdom modifier, using Wisdom as your spellcasting ability. You regain all uses of this feature on a long rest. When you reach 8th level in this class you can cast the spell at 2nd level, and at 3rd level at 11th level.
Side of Life
Prerequisite: 5th level, Quietus Order subclass
You learn either the Cure Wounds spell or the Healing Word spell. You can cast this spell an amount equal to your Wisdom modifier, using Wisdom as your spellcasting ability. You regain all uses of this feature on a long rest. When you reach 8th level in this class you can cast the spell at 2nd level, and at 3rd level at 11th level.
Sanguine Blows
Prerequisite: 12th level, Quietus Order subclass
When you roll a 20 score a critical hit on an attack roll you regain hit points equal to your Wisdom modifier Kryptikos level.
Mortals Bane
Prerequisite: 12 8th level, Caerulean Order subclass
Whenever you cast a spell you deal additional damage equal to your Wisdom modifier.
Class Features
Innate Knowledge
At 1st level you gain the ability to use your grasp of the universe to suit your needs. Whenever you make an ability check, you can use your Wisdom modifier in place of the actual modifier used for that skill. You can use this feature a number of times equal to your Proficiency Modifier Wisdom Modifier, regaining all uses on a long rest.
Core Workings
Beginning at 2nd level, you can use your bonus action to try and understand the underlying working of a creature of your choice within 60 feet of you. The creature must make a Charisma Saving throw against your Ability Save DC. On a failure you learn one of the following about the creature:
- Current and Maximum hit points
- One resistance or immunity
- One Vulnerability
- Armor Class
- Movement Speed and types of movement it has
- Any spellcasting ability, including innate
Whenever you learn this feature you gain a 1d4 that you can add to your AC, Saving Throws, Ability Checks, Attack Rolls or Damage Rolls against a creature that has failed against this feature. This dice increases as you gain levels in this class, increasing to 1d6 at 6th level and 1d8 at 14th level.
You can use this feature number of times equal to your Wisdom Modifier, regaining all uses on a long rest. This effect lasts for 24 hours and transfers between the same creature and creature types (i.e adult and ancient dragon). The duration of this feature increases at 6th level to 1 week and at 14th level to 1 month.
Additionally, whenever a creature fails, note down the creature type on a list. At 14th level you can choose one creature type from that list to have one use of this feature permanently against it and you can change the chosen creature type when you finish a long rest.
Expedited Retention
Primeval Catalyst
At 9th level you gain the ability to influence the world in a faster manner. On a long rest you can change out all of your skill proficiencies you gained from this class.
Additionally, you regain all of your expended uses of Core Workings when you finish a short or long rest.
Change Notes and Suggestions V3.0
Core Workings Anima Core
Beginning at 2nd level, when you hit a creature you can use your bonus action and attempt to extract its fundamental existence and being. The creature has to make a Charisma Saving throw against your Ability Save DC. On a failure you learn the exact creature type. After gaining this insight you can add 1d4 to Attack rolls or damage rolls made against this creature type, or add it to Saving throws or checks caused by the creature. This effect lasts for 1 hour.
You can use this feature number of times equal to your Wisdom Modifier, regaining all uses on a long rest.
This dice increases as you gain levels in this class, increasing to 1d6 at 6th level and 1d8 at 14th level.
Siphon Life
You cause an aura of life transference to manifest around you. When a friendly creature (including yourself) takes damage from a hostile creature while both are within this aura you can use your reaction to force the creature hostile creature to make a Constitution Saving throw against your Ability Save DC. On a failure the creature takes necrotic damage equal to your Wisdom modifier and the ally heals for that amount.
Primavel Understandings
Grander Than Most
You gain one expertise in a skill or tools of your choice that you are already proficient in. You gain additional expertise at 6th level.
Change Notes and Suggestions V4.0
Rend
At 11th level after choosing this archetype you can sacrifice your healing for more power. When you get healed, you can forgo the healing to instead imbue your weapon with energy. Next time you hit a creature with an attack, it takes additional necrotic damage equal to the amount healed, up to your level. This effect lasts for one minute, disappearing if a hit is scored.
One of Many
At 14th level after choosing this archetype, you are immune to the charmed and frightened condition.
Additionally, at the start of your turn, one ally of your choice within 10 feet of you becomes immune to these conditions as well.
The First
At 17th level you stop aging, cannot be magically aged and you cannot die by natural means, unless you choose to.
Additionally, you gain +2 to your Wisdom score. Your new Wisdom Ability Score maximum becomes 22.
You can change one of your ability scores to the same number as your Wisdom.
Worldsculptor
At 20th level you become the pinnacle of your order, which allows you to change your reality as you see fit. Creatures automatically fail their Saving throws against your Anima Core feature.
Additionally, you can reroll the dice.