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Discordant


Hit Points

Hit Dice: d10 per Discordant level
Hit Points at first Level: 10 + constitution modifier
Hit Points at Higher Levels: 1d10 + con

Proficiences

Armor: Medium armor
Weapons: Martial weapons
Tools: Alchemist supplies
Saving Throws: Dexterity and constitution
Skills: Choose two from Arcana, Acrobatics, Athletics, History, Investigation, and Religion}

Overview & Creation

Like the mix of a monk and a wizard. A discordant is a magic user that gets up in the faces of their opponents. Most of their magic relies on dexterity, because they cast magic through body movements as if it were a language. They learn the language from a very powerful entity, as a discordant you now serve that deity or owe it a debt.   Discordants use discord points to do extra things. Discordants can only cast a learned spell once per long rest. However they can spend discord points equivalent to the spells level to use it again. For example a 9th level spell would cost 9 discord points. A level 1 discordant starts with 1d4 discord points. As you level up your maximum increases equivalent to your dex modifier -2, you must gain at least one point per level.   A discordant can only have a maximum of 4 memorized spells per spell level at a time. The spells can be traded out after a long rest


Class Features

Dexterous. Starting at 1st level if a spell would have you add charisma, Wisdom, or intelligence modifier, or have you role a check for any of the three you can choose to add your dexterity modifier instead.   Language Origin. At 2nd level you get to choose 1 of 6 "signs" to branch into   Reuse. When you reach level 2 you can once every 2 days use reuse, reuse allows you to copy the ability of a monster you've killed. At second level you can mimic cr 1-2, at 3rd level cr 3-4, 4th level 6-7, and so on.   Grapple. At 3rd level Choose a humanoid that you can see within range. The target must succeed on a dc14 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.   Ability Score Increase 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.   Forcestrike Starting at 5th level, upon declaring you will make an attack, you may make it a forcestrike hit adding 1d6 force damage if successful. This ability takes up 2 discord points. Force damage increases at 10th level (1d8). At 15th level, the force damage is 1d10. At 19th level, force damage becomes 1d12   Arcane knowledge. At 5th level, Has a +6 to hit with anything magical   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   empower, engrave. Starting at 6th level, you can carve markings on your body, increasing your physical prowess. You can add your dexterity modifier to your Strength and Constitution checks.     light on your feet. at 7th level if you succeed on a dexterity save and if you were to take half damage you can choose to take no damage or you can choose to half the damage again for you and one other creature that succeeded.   Mental sprinter Starting at 10th level, once per long rest (unless spend a discord point), you can make a dexterity saving throw were a wisdom or intelligence saving throw is required.   hot knife. When you reach 13th level, a permanent magical aura engulfs your weapon. When you make an attack, you deal additional damage equal to your dexterity modifier to your damage rolls.   trained mind. once you reach 16th level you gain resistance to psychic damage   Will power. At 17th level, you simply refuse to die. once per long rest, When you are reduced to 0 hit points, you may instead drop to 1 an additional time.   Discord Leach. Once you reach 18th level, you can convert vital life of other creatures into discord power, in the same way you do with your own life force. When you reduce a creature to 0 hit points, you regain all your discord points. Once you use this feature, you can't do it again until you finish a long rest.   Arcane knowledge. At 19th level, Has a +12 to hit with anything magical   Legend. At level 20, once per long rest, if you were to fail to a check, you can instead choose to pass it


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background: (a) a short sword and a boomerang or (b) two martial weapons (a) leather armor or (b) scale mail or (c) chain mail (a) dungeoneer's pack or (b) explorer's pack alchemist's supplies, component pouch, and two daggers.


Spellcasting

Cantrips See weakness Acid splash Chill touch Create bonfire Gust Light Mage hand Dancing lights Spare the dying   1st level spells Furious barrage Fire hornet Mental configuration Charm person Shield Burning hands Ice knife   2nd level spells Launch Blindness/deafness Blur Arcane lock Continual flame Knock Misty step Mirror image See invisibility Suggestion Aid Lesser restoration   3rd level spells Charm of the beast Bedlam Vigilant deflection Barbed wire Blink Erupting earth Protection from energy   4th level spells Enhance, Empower. Confusion Polymorph Stone shape Stone skin Elemental bane   5th level spells Geas Legend, lore Mislead Wall of force Greater restoration   6th level spells Chain lightning Instant summons Move earth Ergonic weapon.     7th level spells Forcecage Project image Teleport   8th level spells Power word stun Dominate monster Destroy travel   9th level spells Power word kill Consuming Blow Eye of the storm     1st level Furious barrage: Casting time: 1 bonus action Range: 8 feet Components: S, V Duration: 4 round   4 fists or blue energy form around you and do a flurry of blows to the enemy in front of you. Roll to hit with dexterity modifiers added 4 times. if the attack roles beat the armor class of the enemy then role (1d4+6) damage for each blow.   add an extra die every third level   1st level cantrip See weakness Casting Time: 1 Reaction Range: within sight Components: S Duration: Instantaneous   As a reaction you roll a dc15 dex role. If you succeed you immediately know of any weaknesses or immunities the creature has   2nd level spell Launch Casting Time: 1 action Range: 120 feet Components: V S M (an object held in hand) Duration: Instantaneous   This spell launches an object you are holding at a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes damage equivalent to the objects, heaviness (bludgeoning), size (slashing), and sharpness (peircing), or a mix of the three: add an additional 1d12 if it is within 30 feet of you, 1d10 if it is between 30 and 60 feet, 1d8 if it is between 60 and 90, and 1d6 between 90 and 120.   This spell’s damage increases by 1 die when you reach 5th level (two dice), 11th level (three dice), and 17th level (four dice). The dice are all the same type.   3rd level spell Charm of the beast Casting Time: 1 actions Range: 5 feet Components: V S Duration: 1 round   Choose a Medium-size or smaller beast you can touch. The beast makes a dexterity saving throw. If it fails, it uses its next action to attack an ally.     1st-level spell Fire hornet Casting Time: 1 action Range: 30 feet Components: V S M (a vial of poison) Duration Instantaneous   You conjure a small wasp that hates one specific enemy, the wasp stings one enemy creature randomly within range. The stung creature must make a Constitution saving throw against poison. If the saving throw fails, the creature takes 1d4 poison damage and becomes poisoned until the end of your next turn. If the save succeeds, the creature takes half damage and is not poisoned. The creature will have to use an action to remove and destroy the wasp.   At Higher Levels: When you cast hornet using a spell slot of 2nd level or higher, you do an additional 1d4 damage for each slot level above 1st.     1st level spell Mental configuration Casting Time: 1 action Range: a creature, or person in range Components: V S Duration: 2 hours   If a creature or person fails a dc17 dex throw you temporarily suppress a memory, sealing it away from their mind. You can choose either one period of time, a single person, group, or activity, or any other singular thing, such as a plan or proficiency in a single skill. When the spell ends, the memory returns and springs to their mind, almost as vivid as when it happened.       3rd level Bedlam Casting time: 1 action Range: 10 feet Components: S, V Duration: 1 round   "bedlam"   *your fingers twirl and a small glowing red runic symbol forms behind your back*   User must pass a dc14 stealth check to cast. Deals 1 point of fire, 1 point of frost, 1 point of psychic, 2 points of force, and 2 points of slashing.   Add 1d6 damage for every 2nd level   3rd level spell Vigilant deflection Casting Time: 1 Reaction Range: n/a Components: S M (must have sword in hand) Duration: Instantaneous   Twice every long rest if you have a weapon in your hand, As a reaction you roll a dc18 dex role. If you succeed you are able to redirect an incoming projectile at a 50° angle to the right with your weapon. Deals 1d6 psychic damage to yourself. This is effective on all things projectile some notable exception are unseen magic and magic dealt in a cone like breath weapons     Enhance, Empower. Concentration   LEVEL 4th   CASTING TIME: 1 Action RANGE/AREA: 30 feet COMPONENTS: V, S DURATION: Concentration 1 Minute ATTACK/SAVE: None DAMAGE/EFFECT: Additional   Given Strength and Dexterity to empower. Until the spell ends, the target gains the following benefits:   The target has advantage on ability checks that use the two ability score and on saving throws to maintain concentration. The target's speed increases by 10 feet. The target has advantage on weapon attacks.


Subclass Options

Sign of the inferno When taking up the sign of the inferno you make a pact directly with a devil lord. You are granted these bonuses Resistance to fire An additional +1 to charisma Advantage on deception   Infernal Heart. as you draw power from the inferno your fire brightens. starting at 3rd level, once per long rest if an enemy misses an attack on you, you can deal 1d4 + dexterity mod to the creature. add an additional damage die every 2nd level.     At 6th level, You may hone your expertise in your chosen style of training   the arrow: Increase normal range of thrown weapons by 20ft. and normal range of bows and crossbows by 60ft.. These range increases do not effect long range and only effect what is considered normal range of the weapons. (Addition, if using guns and firearms, one-handed firearms gain 20ft and two-handed firearms gain 60ft.)   the runner: Your Movement bonus increases to 10 feet as long as you are not wearing Heavy Armor. Gain +1 Perception.   the Shield: As a Reaction you may grant your shield bonus to an adjacent ally until the start of your turn. You lose the AC gained from your shield while protecting your ally. If your ally moves away from you they lose this bonus and you regain it.   the Spear: You gain an extra attack that can only be used if you are wielding a Polearm.   the blade: You may use the pommel of your sword to deal 1d4+Your Attack Modifier of Bludgeoning Damage.     Bigbys hand (appears as cracked and boiled red skin with magma leaking from the wounds) At 1st Hellish rebuke At 1st Control flames At 2nd Silent image At 3rd Pyrotechnics At 4th Haste At 7th Plane shift At 9th shape change         Sign of the Mordyr When taking up the sign of the mordyr you make a pact with the evil entity himself. You are granted these bonuses Resistance to necrotic An additional +1 to dexterity Advantage on stealth   Blood sacrifice. Starting at 3rd level, you have a dark power bestowed upon you by the Mordyr. With that power, you can enchant your melee weapons with the carnage of an all-powerful, ancient, sleeping entity. you deal 1d6 damage of your choice to yourself, then for the next minute whenever you hit a creature with a melee weapon attack, you can choose to deal additional damage with the attack equal to 1d6 + dexterity modifier. the type of damage dealt is chosen by the user based on the damage they did to themselves.   You may use this feature a number of times equal to your Dexterity modifier (minimum of one) and you regain all uses of this feature after you finish a long rest.     Beginning at 6th level, a sign of mordyr may use their dexterity modifier instead of their strength modifier for attack and damage rolls   Beginning at 6th level, When a creature you can see affects you with a magical effect that requires you to make a Saving Throw, you can choose to fail the throw but doing so increases your discord point by 1 + The enemies spell level. You can use this ability several times. if the total number of discord points gained is more then the maximum it increases the maximum for 8 hours, at which point the number will go back to normal.   Bigbys hand (appears as charred bone, entangled with dead vines, and clouded with black mist) At 1st red vision At 1st mordyrs assistant At 2nd darts of mordyr At 3rd slow At 4th dimension door At 7th eye of mordyr At 9th weird         Sign of the eldritch When taking up the sign of the Eldritch you make a pact with a incorporeal horror from either underground, deep in the oceans depths, or deep in space. You are granted these bonuses Resistance to poison An additional +1 to intelligence Advantage on history   Eldritch Aberration. Beginning at 3rd level, Your very body becomes a weapon as toothy spikes sprout from your knees, elbows, and knuckles. all unnarmed strikes now count as a melee weapon attack, Your attacks deal bludgeoning, necrotic, slashing, or poison damage. it takes 1 action to switch to a different type of damage. your unnarmed strikes do 1d6+4, have a +7 to hit, and the damage increases by one die every 3rd level.   When you reach 6th level, you can reach into creatures' minds and reveal their nightmares. As an action, you can target one enemy within 40 ft., forcing them to make a Wisdom saving throw (DC = 8 + proficiency bonus + dexterity modifier). On a failed save, the target takes 2d8 psychic damage and becomes frightened of you. On a successful save, the targeted creature takes half that, and does not become frightened of you. The damage for this feature increases to 2d10 at 11th level, to 2d12 at 16th level.   Bigbys hand (appears as a purple-blue, slimy, toothy tentacle, that forks into two branches at the end) At 1st hideous laughter At 1st fog cloud At 2nd see invisibility At 3rd fear At 4th black tentacles At 7th symbol At 9th time stop         Sign of the celestial When taking up the sign of the celestial you make a pact directly with a celestial creature or god. You are granted these bonuses Resistance to radiant An additional +1 to Wisdom Advantage on religion   Radiant absorber. At 3rd level when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Dexterity modifier + your Discordant level (minimum of 1). These temporary hitpoints may be used by you or half the value can be granted to another creature of your choosing within 30ft.   At the 6th Level, you have learned how to use your coat of arms as a symbol of inspiration for your allies and companions. As long as your banner is clearly visible, you and allied creatures within 60 feet of you gain advantage on saving throws against being charmed and frightened and gain a bonus on their attack rolls equal to half your dexterity modifier, rounded down. The banner must be at least Small or larger and must be carried or displayed by the celestial discordant or its mount to receive these benefits.     Bigbys hand (appears as a radiant set of talons that glisten and glow a bright yellow) At 1st detect magic At 1st false life At 2nd levitate At 3rd magic circle At 4th polymorph At 7th prismatic spray At 9th wish         Sign of the abyss When taking up the sign of the abyss you make a pact with a demon prince, the demon prince is aware of the pact. You are granted these bonuses An additional +1 to strength Advantage on intimidation Resistance to acid   Starting at 3rd level, you emanate an aura of dread and terror. You can add twice your proficiency bonus in all your Charisma (Intimidation) checks.   At 3rd level, you gain the ability to unleash the dark energy of the abyss upon your enemies. Once in each of your turns, you can deal additional damage equal to 1d4. This damage increases to 1d8 if you are possessed. You can choose either poison, fire or necrotic as the damage type. Both damage dice increase at 7th level (d6 and d10) and at 15th level (d8 and d12).   You can't deal additional damage if you are out of Discord points.   At 6th level, when you strike a target with a melee attack and hit, you may expend a level 1 spell slot to give the target a disease of your choice. If the target is immune to disease, this ignores that immunity, instead substituting it with a Constitution saving throw against your spell save DC. For example diseases to choose from, you can refer to page 256 of the DMG.     Bigbys hand (appears as a rotting furry hand with unkept, long, sharp nails) At 1st catapult At 1st grease At 2nd enlarge/reduce At 3rd animate dead At 4th phantasmal killer At 7th finger of death At 9th shapechange         Sign of the elemental When taking up the sign of the elemental you make a pact directly with a powerful elemental spirit. You are granted these bonuses Resistance to cold and thunder An additional +1 to constitution Advantage on nature checks   Elemental Infusion Starting at 3rd level, you can transform magic energies and infuse your weapons with raw elemental power as a bonus action. Only one infusion per weapon you have readied is allowed. Storing a weapon, being disarmed, or otherwise losing control of the weapon dispels the infusion.   Fire Infusion: You can use a bonus action and expend a spell slot to deal extra fire damage on your next successful melee attack. Roll one elemental die per level of spell slot expended and add your wisdom modifier to determine the extra fire damage done.   Ice Infusion: You can use a bonus action and expend a spell slot to deal cold damage equal to your wisdom modifier and slow the move speed of the target of your next successful melee attack by 10 + 5 feet per level of spell slot expended. This effect lasts until the end of the target’s next turn.   Wind Infusion: You can use a bonus action to expend a spell slot and imbue your weapon with the fury of the wind, granting an attack bonus equal to the level of the spell slot expended. Your next successful melee attack crits on a 19 or 20 and knocks the target back by 5 feet per spell slot expended, strength check vs your spell DC to negate the knock back.   Earth Infusion: You can use a bonus action and expend a spell slot and gain temporary hit points equal to four times the spell slot expended plus your wisdom modifier when you hit on your next melee attack.     From 6th level, whenever you deal damage with a cantrip that doesn’t add your spellcasting modifier to the damage, add your spellcasting modifier to the damage of a single target.   When you reach 6th level, you gain the ability to spitefully rebuke somebody who cuts you down. If an attacker you can see within 60 feet reduces you to 0 HP, you can immediately force them to make a Wisdom saving throw. On a failure, the attacker receives force damage equal to half the damage dealt to you + half your revenant level (rounded down). On a success they instead take no damage. Once you use this feature, you can’t use it again until you finish a short or long rest.       Bigbys hand (appears as a swirl of water, fire, earth, and air) At 1st earth tremor At 1st absorb elements At 2nd dust devil At 3rd gaseous form At 4th conjure minor elementals At 7th whirlwind At 9th meteor swarm


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JoshGswag.

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