Ardent Class

by oNiRed

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The Ardent

Emotions Ablaze

Those who let their base emotions rule them invite
madness and destruction. Prolonged feelings of fear,
greed, lust, or hatred can weaken the mind's defenses against manipulation. Wielding psionic power, an ardent excites such emotions in their enemies, creating gaps in their defenses and frustrating their attacks, all while filling their allies with encouraging thoughts and guarding them against despair and other negative emotions.

Ardents rarely learn their art through formal training. In many ways, they are incidental leaders, having stumbled onto psionic power at some point earlier in their lives. How they discovered their talents can shape how they wield it. They might awaken to these powers in the heat of battle, experiencing a mental breakthrough that allowed them to augment their attacks by rending the minds of their foes. Or their friends might reflect the ardent's power when their mood bleeds outward, altering their emotional states to match the ardent's. Regardless of the revelation, an ardent learns to harness this power to support their fighting prowess and to guide their allies to victory.

You inspire your allies to carry on in fights and the sense of purpose to ensure victory. With every attack, your loose strings of thought alongside greater speeches can empower emotions and unfold truths.

Ardent Multiclassing

You must have a Constitution score of 13 or higher and a Wisdom score of 13 or higher to multiclass into or out of the ardent class.
    If the ardent was not your starting class, you gain the following proficiencies: Light armor, medium armor, all melee weapons.
    You gain the Psionic Magic feature and You can cast your ardent and non-ardent spells using any spell slots but only gain the benefits of mind magic when you cast a spell using the slots gained from having levels in this class. The spell slots from this class are separate from those gained through the Spellcasting and Pact Magic features.

The Ardent Table
Level Prof.
Bonus
Class Features Cantrips
Known
Spell
Slots
Slot
Level
Ardent
Surge
1st +2 Emotional Ideal, Psionic Spellcasting 3 2 1st
2nd +2 Fighting Style, Ardent Surge, Psychic Font 3 2 1st 1d6
3rd +2 Augmentations 3 3 1st 1d6
4th +2 Ability Score Increase 4 3 1st 1d6
5th +3 4 3 2nd 1d6
6th +3 Ideal Feature 4 3 2nd 2d6
7th +3 Augmentation Choice 5 3 2nd 2d6
8th +3 Ability Score Increase 5 3 2nd 2d6
9th +4 5 3 3rd 2d6
10th +4 Ideal Feature 5 3 3rd 2d6
11th +4 Augmentation Choice 6 4 3rd 3d6
12th +4 Ability Score Increase 6 4 3rd 3d6
13th +5 6 4 4th 3d6
14th +5 Fires of Avidity 6 4 4th 3d6
15th +5 Augmentation Choice 6 4 4th 3d6
16th +5 Ability Score Increase 7 4 4th 4d6
17th +6 7 5 5th 4d6
18th +6 Ideal Feature 7 5 5th 4d6
19th +6 Ability Score Increase 7 5 5th 4d6
20th +6 Psychic Ascendant 7 5 5th 4d6

Hit Points


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

Proficiencies


  • Armor: All armor
  • Weapons: All melee weapons
  • Tools: None
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Animal Handling, Arcana, Athletics, Insight, Medicine, Perception, Persuasion, or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
(a) chain mail or (b) scale mail
(a) five javelins or (b) two simple melee weapons
(a) a dungeoneer's pack or (b) an explorer's pack
• two melee martial weapons

Quick Build

You can make an ardent quickly by utilizing the following suggestions. First, Strength should be your highest ability score, followed by Wisdom.

Second, choose the hermit background.

Psionic Spellcasting

Wielding psionic power, your control over emotions happens to manifest into magic, infecting your enemies with doubt while filling your allies and your attacks with confidence.

Cantrips

At 1st level, you know the mage hand or message cantrip and three other cantrips of your choice from the ardent spell list. You learn additional ardent cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Ardent table. Your cantrips are not prepared like your spells.

Spell Slots

The Ardent table shows how many spell slots you have to cast your ardent spells of 1st level and higher. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your ardent spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a long rest.

Example: at 5th level, you have two 2nd-level spell slots.
To cast the 1st-level spell wormhole plunge, you must spend one of those slots, and cast it as a 2nd-level spell.

Preparing Spells

Your control over emotions allows you to pluck your spells from the collective unconscious of creatures around you.

You prepare the list of ardent spells that are available for you to cast, choosing from the ardent spell list. When you do so, choose a number of ardent spells equal to your Wisdom modifier + half your ardent level (minimum of one spell). The spells must be of a level which is less than or equal to your spell slot level, as shown on the Slot Level column.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of ardent spells requires time spent sifting through the nearby collective unconscious: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your ardent spells.
The power of your spells comes from your mastery over the emotions of yourself and others. You use your Wisdom whenever a ardent spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ardent spell you cast and when
making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spell attack modifier = your proficiency bonus +

your Wisdom modifier

Mind Magic

Your psionic spells are channeled through your own mind, causing you to not require any spell components unless the spell requires a material with a gold value or the material component would be consumed by the casting of the spell.

Divination Rituals

Your psionic ability allows you to ritual cast any divination spell from the ardent spell list, even if its does not normally have the ritual tag or you don't have it prepared. The spell must be of a level less than or equal to your slot level.

Emotional Ideal

At 1st level, you choose an ideal which represents the emotion you exude most often. Your choice grants a feature at 1st level and again at 6th, 10th, and 18th level.

Your choice also adds effects to your Ardent Surge feature, which you gain when you reach 2nd level in this class.

Ideal Spells

As part of the additional features granted by your choice, your ideal also provides extra spells which are always prepared.

Fighting Style

Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose another Fighting Style.

Defense

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

Dueling

When you wield a melee weapon in one hand and no other weapons, that weapon gains a +2 bonus to damage rolls.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

The weapon must have the heavy, two-handed, or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target other than you, you can use your reaction to move up to half your movement speed toward the target that was hit. If you end your movement within 5 feet of them, you reduce the damage they take by 1d10 + your fighter level.

You must be wielding a shield or a simple or martial weapon to use this reaction.

Psychic Warrior

Your mind point maximum increases by 2.

Versatility

When you wield a weapon with the versatile property and you're not wielding a shield, you gain a +1 bonus to AC and that weapon gains a +1 bonus to attack and damage rolls.

Vigilance

When a creature you can see attacks a target other than you, you can use your reaction to move up to half your movement speed toward the target that is being attacked. If you end your movement within 5 feet of them, you impose disadvantage on the attack roll.

You must be wielding a shield or a simple or martial weapon to use this reaction.

Ardent Surge

Starting at 2nd level, you can launch a surge of powerful emotion that revitalizes a faltering creature. As an action, choose a creature within your mantle's aura. That creature can expend a hit die, rolling it, adding their Constitution modifier, and regaining a number of hit points equal to the total (minimum of 1) + an additional amount of d6s, as shown in the Ardent Surge column on the Ardent table.

You can use this feature twice, regaining all expended uses when you finish a short or long rest.

Psychic Font

At 2nd level, through discipline and careful observation, you've expanded your psionics beyond the capabilities of normal magic, which offers immense might.

Mind Points

You have an amount of mind points equal to your proficiency bonus (2 when you gain this feature). You regain all spent mind points when you finish a short or long rest.

Refocus

As a bonus action, you can spend 2 mind points to restore an expended spell slot.

Augmentation

At 3rd level, you can intensify your psionic spellcasting by providing a somatic component to perform augmentations. You gain two of the following augmentation options of your choice. You gain another one at 7th, 11th, and 15th level.

You can use multiple augmentation options on a spell when you cast it, adding all point costs together. When you gain a level in this class, you can replace an augmentation you know.

Amplify

When you cast a spell of 1st-level or higher using a spell slot, you can spend 2 mind points to treat that spell as if it were cast one spell level higher than the slot you used to cast it.

When you cast a cantrip, you can spend 1 mind point to cast it as if it were at its next At Higher Levels rank.

Delay

When you cast a non-concentration spell, you can spend 3 mind points to concentrate on that spell for up to 1 hour. The spell is casted when you end your concentration on it.

If you don't release concentration before the duration is up, then both the spell and spell slot are each lost.

Dilation

When you cast a spell that has an area of cone, cube, cylinder, line, or sphere, you can spend 1 mind point to increase the area of the spell by 5 feet in each dimension.

Duplicate

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend 2 mind points to target a second creature in range with the same spell (this costs 1 mind point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

Pocket

When you cast a spell that affects other creatures you can see, you can spend 2 mind points to choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Rearrange

When you cast a spell that deals a type of damage from the following list, you can spend 1 mind point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

Ricochet

When a creature successfully saves against a spell you cast, you can spend 1 mind point to redirect the spell toward another eligible target of your choice within 30 feet of the original target. You can repeat this as many times as you'd like, paying the mind point cost each time but not being able to choose any targets which previosuly made a save against that same casting of the spell.

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level and must not have a range of self or touch.

Snatch

When you cast a spell that has a range of 5 feet or greater, you can spend 1 mind point to double the range of the spell.
If the spell has a range of touch, it becomes 30 feet instead.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score by 2, or you can increase two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature.

Fires of Avidity

Starting at 14th level, you can link your own fervorous psyche to the minds of others. As an action, choose up to three other willing creatures to form a mental tether with you for 1 minute. When you first use this feature, combine the total hit points of each tethered creature then redistribute the hit points evenly amongst each tethered creature.

When you or another tethered creature takes damage, you can use your reaction to cause the damage to be evenly distributed amongst each tethered creature instead.

The tether ends early if you become incapacitated and a creature is untethered if they're more than 60 feet from you.

Psychic Ascendant

At 20th level, You've become so entrenched with your psychic abilities that you can bend and warp reality around your will. You can cast Wish and if you undergo the spell's casting stress, you have no chance of losing the ability to cast the spell. In addition, you can cast Wish to replicate any spell
of 1st through 8th level.

Once you use this feature, you can't do so again until
after you finish a long rest.

Enlightenment

You read your enemies' weaknesses and reveal them to your allies, and your keen insight helps your allies overcome what would otherwise be a grim fate while ushering foes toward it.

Ideal Spells

You learn the following spells at the levels shown. These spells are always prepared and count as ardent spells for you. These don't count against your number of prepared spells.

Ardent Level Spell
1st bless, shield of faith
5th blur, calm emotions
9th counterspell, dispel magic
13th arcane eye, dimension door
17th scrying, teleportation circle

Mantle of Clarity

Starting at 1st level, you emanate an aura of foresight and patience, which has a radius of 30 feet. You and each ally within the aura gains a bonus to Insight and Perception checks. When an enemy would make an attack of opportunity against you or an ally within the aura, the creature being attacked gains a bonus to their AC. Each of these bonuses is equal to your Wisdom modifier.

Additionally, when you're reduced to half of your hit point maximum or less, you unleash an inspiring roar of psychic power. Each ally in your aura can immediately move up to half of their speed without provoking reactions (no action). Once this effect occurs, you must finish a short or long rest before it can occur again.

Alacrity (ardent surge)

At 2nd level, when you use your Ardent Surge feature, the target gains a bonus to its saving throws until the start of your next turn equal to the amount of additional d6s rolled, as shown in the Ardent Surge column of the Ardent table.

Explosive Summons

At 6th level, you can aid an ally using the psychic bond you share with them. When an ally within your aura takes damage, you can spend 1 mind point and use your reaction to teleport to that ally and make a melee weapon attack. You can also choose to cast a cantrip or spell instead.

Oscillating Defense

At 10th level, your mental ripples cause your targets to lose their grip, bolstering your allies. When you augment a spell, enemies have Disadvantage on attack rolls against your allies that are standing within your aura.

Echo of the Eons

At 18th level, you can pull possibilities from other timelines. Once per short rest, when you or another creature within your aura rolls a d20, you can change the result to 1 or 20.

Euphoria

You can scarcely contain the emotions that strain against your will like a crashing tide. Your attacks flood from you, granting your allies confidence and denying foes any courage.

Ideal Spells

You learn the following spells at the levels shown. These spells are always prepared and count as ardent spells for you. These don't count against your number of prepared spells.

Ardent Level Spell
1st chaos bolt, thunderous smite
5th enlarge/reduce, kinetic jaunt
9th enemies abound, fast friends
13th confusion, compulsion
17th animate objects, mislead

Mantle of Elation

Starting at 1st level, you emanate an aura of anger and joy, which has a radius of 30 feet. You and each ally within the aura gains a bonus to Intimidation and Persuasion checks and their attack rolls when making an attack of opportunity. Each of these bonuses is equal to your Wisdom modifier.

Additionally, when you're reduced to half of your hit point maximum or less, your anger unbalances your foes. Each ally has Advantage on attack rolls made against enemies within your aura. Once this effect occurs, you must finish a short or long rest before it can occur again.

Outrage (ardent surge)

At 2nd level, when you use your Ardent Surge feature, the target gains a bonus to its attack rolls until the start of your next turn equal to the amount of additional d6s rolled, as shown in the Ardent Surge column of the Ardent table.

Seize the Day

At 6th level, you can allow your allies to strike with joyful abandon. When you or an ally within your aura would miss an attack roll, you can spend 1 mind point to allow that creature to reroll the attack.

If the attack still misses, you can use your reaction to regain an expended use of your Ardent Surge feature.

Vehement Waves

At 10th level, your cacophonous uproars cause your targets to lose their ground, exposing their weakness. When you augment a spell, allies within your aura can score a critical hit on a roll of 19 or 20 until the start of your next turn.

Violent Joy

At 18th level, you fill your comrades with vivacious joy after mending them. When you use your Ardent Surge feature, the target can score a critical hit on a roll of 18, 19, or 20 until the start of your next turn.

Capriciousness

You have little use for caution or careful planning, allowing your natural talent and fate to guide your actions. You deliver punishing blows and strip away the strength of your foes.

Ideal Spells

You learn the following spells at the levels shown. These spells are always prepared and count as ardent spells for you. These don't count against your number of prepared spells.

Ardent Level Spell
1st bane, wrathful smite
5th branding smite, misty step
9th erupting earth, ashardalon's stride
13th freedom of movement, wall of fire
17th destructive wave, steel wind strike

Mantle of Impulse

Starting at 1st level, you emanate an aura of fight or flight, which has a radius of 30 feet. You and each ally within the aura gains a bonus to Acrobatics and Athletics checks and their damage rolls when making an attack of opportunity. Each of these bonuses is equal to your Wisdom modifier.

Additionally, when you're reduced to half of your hit point maximum or less, your instincts pounce and bleed outward. You and each ally within your aura gains a bonus to their movement speed equal to 5 × your Wisdom modifier until the start of your next turn. Once this effect occurs, you must finish a short or long rest before it can occur again.

Eruption (ardent surge)

At 2nd level, when you use your Ardent Surge feature, the target gains a bonus to each of damage die it would roll until the start of your next turn equal to the amount of additional d6s rolled, as shown in the Ardent Surge column of the Ardent table.

Extra Attack

At 6th level, you learn to weave your psionic abilities deeper into your martial prowess. You can attack twice, instead of once, whenever you take the Attack action on your turn.

Moreover, you can cast one of your cantrips in place of one of those attacks but it must be augmented to do so.

Dark Cravings

At 10th level, your destructive urges cause your foes to falter, granting you chase. When you augment a spell, you can make one weapon attack as a bonus action.

Infectious Hunger

At 18th level, the necessity of others facilitates and triggers your gluttony. When you use your Ardent Surge feature on an ally, you also benefit from its Eruption effects. When you use it on yourself, you can choose an ally within your aura to benefit from its Eruption effects.

Ardent Spell List

Cantrips (0 Level)

Blade Ward
Booming Blade
Conflicted Emotions*
Control Flames
Encode Thoughts
Fatal Attraction*
Green-Flame Blade
Impetuous Ruin*
Mage Hand
Message
Mind Sliver
Probability Flux*
Stolen Strength*
Temporal Strike*
Thaumaturgy
Violent Upsurge*

1st Level

Alarm
Catapult
Comprehend Languages
Earth Tremor
Expeditious Retreat
Feather Fall
Lingering Fury*
Magic Missile
Magnify Gravity
Shield
Tenser's Floating Disk
Wormhole Plunge*

2nd Level

Augury
Blur
Cerebral Worm*
Continual Flame
Detect Thoughts
Fate Exchange*
Hold Person
Mind Spike
Phantasmal Force
Suggestion
Tasha’s Mind Whip

3rd Level

Clairvoyance
Erupting Earth
Feast of Plenty*
Haste
Hypnotic Pattern
Intellect Bomb*
Intellect Fortress
Motivational Speech
Mountainfall Strike*
Pulse Wave
Sending
Thunder Step
Water Walk

4th Level

Arcane Eye
Chains of Affinity*
Control Water
Corridor of Pain*
Divination
Gravity Sinkhole
Mind Rend*
Phantasmal Killer
Raulothim’s Psychic Lance
Temporal Acceleration*
Treachery's Seed*

5th Level

Bigby's Hand
Corona of Battle*
Dominate Person
Dream
Hold Monster
Rary's Telepathic Bond
Scrying
Synaptic Static
Telekinesis
Violent Spark*
Wall of Force

Ardent Spell Descriptions

• Cantrips •

Conflicted Emotions

enchantment cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and then becomes charged with psychotic energy until the start of your next turn.

If the target willingly ends its turn within 5 feet of another creature, it takes psychic damage equal to your spellcasting ability modifier, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 psychic damage to the target on a hit, and the damage the target takes for ending its turn within 5 feet of another creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

Fatal Attraction

enchantment cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and you goad the target until the start of your next turn.

If the target attacks any creature other than you, it takes psychic damage equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d6 psychic damage to the target on a hit, and the damage the target takes for attacking another creature increases to 1d6 + your spellcasting ability modifier. Both damage rolls increase by 1d6 at 11th level (2d6 and 2d6) and 17th level (3d6 and 3d6).

Impetuous Ruin

necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and your strike dulls their reflexes until the start of your next turn.

The creature's reactions can only be provoked by you.

At Higher Levels. The melee attack deals an extra 1d6 necrotic damage on a hit at 5th level (1d6), 11th level (2d6), and 17th level (3d6).

Probability Flux

abjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and your strike alters the laws of chance upon the target until the start of your next turn. Any critical hit the target scores is treated as a normal hit instead.

At Higher Levels. At 5th level, the melee attack deals an extra 1d6 force damage to the target on a hit. The damage roll increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Stolen Strength

necromancy cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and your strike saps the target's power until the start of your next turn. The target's weapon attacks deal half damage on a hit.

At Higher Levels. At 5th level, the melee attack deals an extra 1d6 cold damage to the target on a hit. The damage roll increases by 1d6 at 11th level (2d6) and 17th level (3d6).

Temporal Strike

abjuration cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and time bends a protective barrier of 5 feet around you until the start of your next turn.

Any attack of opportunity has Disadvantage if the attack is made against any ally within the protective barrier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 force damage to the target on a hit and the protective barrier increases to 10 feet. The damage roll increases by 1d8 at 11th level (2d8) and 17th level (3d8).

Violent Upsurge

evocation cantrip


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, and you sunder their psyche until the start of your next turn.

Once per turn, when the target first takes damage, it takes additional damage of the source's type equal to your spellcasting ability modifier.

At Higher Levels. At 5th level, the melee attack deals an extra 1d10 fire damage to the target on a hit. The damage roll increases by 1d10 at 11th level (2d10) and 17th level (3d10).

• 1st-Level Spells •

Lingering Fury

1st-level evocation spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 minute

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, takes an additional 1d10 psychic damage, and is pushed 5 feet away from you. Your strike smashes the target aside, causing them to be shrouded in a lingering fury for the spell's duration.

Once per turn, a creature that deals damage to the target can roll 1d10 and add it to their damage roll as psychic damage. As an action during its turn, the target can make a Wisdom saving throw, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage increases by 1d10 for each slot level above 1st.

Wormhole Plunge

1st-level evocation spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects. Your strike rips open a hole in space, forcing any creatures of your choice within 30 feet of the original target to make a Strength saving throw as the wormhole attempts to pull them closer.

On a failed save, a creature takes 2d10 force damage and is pulled 10 feet closer to the original target. On a successful save, a creature takes half as much damage and is only pulled 5 feet. Objects of your choice within 60 feet of the original target are pulled up to 20 feet closer toward them.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the force damage increases by 1d10 and the pull by 5 feet for each slot level above 1st.

• 2nd-Level Spells •

Cerebral Worm

2nd-level enchantment spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects. Your strike imparts a shadow of doubt in the target's mind like a parasite, hindering its ability to attack for the spell's duration.

The creature's attack rolls have Disadvantage unless it fights the doubt and takes 2d6 psychic damage, allowing the creature to make an Intelligence saving throw. On a success, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the psychic damage increases by 1d6 for each slot level above 2nd.

Fate Exchange

2nd-level conjuration spell


  • Casting Time: 1 bonus action
  • Range: 30 feet
  • Components: V, S, M (a fistful of blackthorn)
  • Duration: 1 round

Your passion bends space to let yourself and one willing creature of your choice within range swap positions by teleporting to the others' previously occupied space.

Until the start of your next turn, when you or a target makes an attack roll or a saving throw before the spell ends, the target can roll a d8 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

• 3rd-Level Spells •

Feast of Plenty

3rd-level abjuration spell


  • Casting Time: 1 bonus action
  • Range: 15 feet
  • Components: V, S, M (a fistful of rose petals)
  • Duration: Concentration, up to 1 minute

You force a creature you can see within range to make a Charisma saving throw or be wrapped in a net of psychotic energy for the spell's duration on a failed save. Whenever the target takes damage, the attacker gains temporary hit points equal to 1d6 + your spellcasting ability modifier.

Intellect Bomb

3rd-level enchantment spell


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a fistful of lavender)
  • Duration: Concentration, up to 10 minutes

You mark a foe for meltdown as you implant a psychic bomb into the mind of a creature you can see within range. When the spell ends, the target and each creature within 10 feet of them is forced to make an Intelligence saving throw.

On a failed save, a creature takes 4d10 psychic damage and becomes dazed until the end of your next turn. On a successful save, a creature takes half as much damage.

Mountainfall Strike

3rd-level enchantment spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: 1 minute

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, takes an additional 2d10 bludgeoning damage, and is forced to make a Wisdom saving throw. On a miss, the target takes half as much damage and the spell ends.

On a failed save, the target becomes restrained for the spell's duration and the space 10 feet around them is considered difficult terrain for any of its allies. On a successful save, the target becomes slowed for the spell's duration. As an action during its turn, the creature can make a Wisdom saving throw, ending the spell on a success.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bludgeoning damage increases by 1d10 for each slot level above 3rd.

• 4th-Level Spells •

Chains of Affinity

4th-level necromancy spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a fistful of thorns)
  • Duration: 1 minute

You create a magical zone that reciprocates damage against your allies in a 20-foot-radius sphere centered on a point of your choice within range. When you or any ally takes damage while within the zone, each enemy in the zone suffers psychic damage equal to half the amount of damage taken.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the radius increases by 5 feet for each slot level above 4th.

Corridor of Pain

4th-level conjuration spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Concentration, up to 1 minute

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, takes 3d10 force damage, and you can control the target's position for the spell's duration as long as its not two or more sizes larger than you. On a miss, the target takes half as much damage and the spell ends.

When the target takes damage, you can use your reaction to teleport them up to 30 feet but they must reappear in an unoccupied space within 5 feet of an ally.

Mind Rend

4th-level enchantment spell


  • Casting Time: 1 action
  • Range: Self (10 feet)
  • Components: V, S
  • Duration: 1 minute

You emit a burst of psychic energy, forcing each creature of your choice within range to make a Wisdom saving throw. On a failed save, a creature becomes slowed.

Then, you create a magical zone that dulls the psyche in a 15-foot-radius sphere centered on yourself. Any enemy that ends its turn within the zone becomes dazed until the end of its next turn.

Temporal Acceleration

4th-level conjuration spell


  • Casting Time: 1 action
  • Range: 5 feet
  • Components: V, S, M (a melee weapon worth at least 1 sp)
  • Duration: Instantaneous

You brandish the weapon used in the spell’s casting. You teleport up to 60 feet and make a melee attack with it against one creature within range. On a hit, the target suffers the weapon attack’s normal effects, takes 4d6 force damage, and can't take the Dash or Disengage action until the end of your next turn. On a miss, the target takes half as much damage and the spell ends.

The attack, regardless of hit or miss, causes time to accelerate in jumps as it attempts to catch up to you, forcing each creature within 15 feet of you to make a Dexterity saving throw. On a failed save, a creature becomes slowed until the end of your next turn. Any ally within 15 feet of you is immune to this effect and instead has their movement speed increased by 15 feet.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the force damage increases by 2d6 for each slot level above 4th.

Treachery's Seed

4th-level enchantment spell


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S, M (a fistful of lotus petals)
  • Duration: Concentration, up to 1 minute

You implant a seed of treachery in the mind of a creature within range, allowing you to control it through its own attacks for the spell's duration as you wrack it with pain each time. When the target hits with an attack, you can use your reaction to force it to attack a target of your choice with that same attack and cause it to take 3d10 psychic damage.

After you take this reaction, the creature can use its reaction to make a Charisma saving throw. On a successful save, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the psychic damage increases by 1d10 for each slot level above 4th.

• 5th-Level Spells •

Corona of Battle

5th-level evocation spell


  • Casting Time: 1 action
  • Range: Self (30-foot radius)
  • Components: V, S, M (a fistful of dragonrose petals)
  • Duration: Concentration, up to 10 minutes

Passionate psychic energy emanates from you, instilling new courage and prowess to allies within 30 feet of you. Until the spell ends, the sphere moves with you, centered on you. For the duration, each allied creature in the area (including you) gains a bonus to their attack rolls equal to your spellcasting ability modifier and their attacks deal an additional 1d10 force damage on a hit.

Additionally, each allied creature (including you) that ends their turn within the area regains 5 hit points.

Violent Spark

5th-level evocation spell


  • Casting Time: 1 action
  • Range: Self (60-foot radius)
  • Components: V, S, M (a fistful of dragonrose petals)
  • Duration: Instantaneous

You unleash a psychic scream and crimson light shines from your allies' eyes, allowing each ally within the area to make a weapon attack or cast a cantrip (no action required). When an ally deals damage, they deal extra psychic damage equal to your spellcasting ability modifier. If a target misses, they gain temporary hit points equal to their attack roll's total.

condition: Dazed

A dazed creature can not take reactions and can use one of the following during each of their turns: action, bonus action, or move

condition: Slowed

A slowed creature has their movement speed reduced by half.

Practice

Safe

Homebrewing

This class was inspired by the Ardent class from 4th edition, being a knight enhanced by their psionic capabilities. Many features and spells are pulled directly from 4th edition or reimagined by myself in an effort to preserve their likeness in 5e's mechanics or to fill a unique niche.

All Art: Dominik Mayer

Cover: (MtG) Tazri, Stalwart Survivor
Page 1: The Golden Bridge
Page 2: (MtG) Increasing Vengeance
Page 3: Night and Day
Page 4: (MtG) Abrade
Page 5: Chaos
Page 6: (MtG) Byode, Inverse Sun
Page 7: (MtG) Blue Sun's Zenith
Page 8: Yellow Grass
Page 9: Migraine
Page 10: (MtG) Neon Dynasty Packaging Art
Page 12: Blasphemy Blue
Page 13: (MtG) Thirst of Discovery
Page 14: (MtG) Defiant Strike
Back: Gondor Soldier

 

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