Siphoner
Hit Points
Hit Dice: d10 per Siphoner level
Hit Points at first Level: 10+ Con Modifier
Hit Points at Higher Levels: 1d10+ Con Modifier
Proficiences
Armor: Light Armour, Medium Armour
Weapons: Simple Weapons
Tools: none
Saving Throws: Constitution and Intelligence
Skills: Two of your choice of : Arcana, Nature, Religion, Medicine, Insight, Investigation, and Perception
Overview & Creation
Similar to Sorcerers, Siphoners are born with their abilities though they struggle to control them. A child discovered to be a Siphoner is quickly whisked into one of the many orders across the land to be trained in how to both effectively and ethically use their powers.
A Siphoner does not keep their magic within them, instead they draw from either the natural forces around them or use other magic users or magic items to focus their spells. Because of this, many siphoners are treated much like monsters and those outside of the established orders are treated with distrust or outright hostility.
Class Features
1st
Spellcasting
Siphoner Order
2nd
Extract Arcane- As a Siphoner you may empower your spells by channeling either a magic item or magic user. When you cast a spell if you are holding a magic item or are in contact with another spell caster you may add 1d6 to either the attack rolls or damage roll. You may only use this feature on your turn and only once each turn.
Forbidden Talents- When taking a short rest you may preform a ritual with a willing to regain one spell slot below 5th level. During this ritual you and the channeled creature expend a hit die. Once used, this feature cannot be used again until you complete a long rest.
4th
Ability Score Improvement
5th
Transfer essence- As a bonus action, you may transfer the life essence between two creatures. You must be within 5 ft. of the creature you wish to extract the essence from it you may give the essence in a range of 60 ft. The creature you wish to take essence from must make a Con Save equal to your spell save dc or take 3d6 necrotic damage. On a success they take half damage(a creature can willingly fail the save). You may then choose a creature within range to heal equal to the damage.
6th
Order Feature
8th
Ability Score Improvement
10th
Forbidden Mastery- You may use Forbidden Talents twice per long rest and it can regain any combination of spell slots that add up to 5.
11th
Order Feature
12th
Ability Score Improvement
14th
Magical Consumption- Your ability to channel magic allows you to gain resistance to magical effects. You have advantage on saving throws against spells and magical effects.
16th
Ability Score Improvement
17th
Order Feature
18th
Equivalent Exchange- Your control of magic has allowed you to modify spells at a price. Whenever you cast a spell you may channel a magic item to increase its effects. You may do the following:
- You may impose disadvantage on the saving throw of the spell for each target
- You may increase the damage by 1 damage due for the rarity of the magic item 1 for common 2 for uncommon etc.
- You may double the range of the spell
Whenever you do this roll a d20, on a 1 the item is destroyed. A common item is always destroyed when used in this way.
19th
Ability Score Improvement
20th
Force of Negation- You have complete control over the ebb and flow of the energy around you. You may cast Antimagic Field using this feature. When cast this way, it does not effect you or the items you are wearing. Once you have used this feature you must complete a long rest to use it again.
Starting Equipment
Leather Armour or Scale Mail
Two daggers or one simple weapon of your choice
A common magic item
A badge denoting what order you are from or a forged document stating you are a part of said organization
Spellcasting
Spellcasting
You have learned to take the energy of the world and reshape it how you please. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting.
Cantrips
You know two cantrips of your choice from the siphoner spell list. You learn additional siphoner cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shiponer table.
Spell Slots
The Siphoner table shows how many spell slots you have to cast your siphoner 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.
Preparing and Casting Spells
The Siphoner table shows how many spell slots you have to cast your siphoner 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.
You prepare the list of siphoner spells that are available for you to cast, choosing from the siphoner spell list. When you do so, choose a number of siphoner spells equal to your Constitution modifier + your siphoner level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level siphoner, you have four 1st-level and two 2nd-level spell slots. With a Constitution of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of siphoner spells requires time spent in meditation.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Ritual Casting
You can cast any siphoner spell you know as a ritual if that spell has the ritual tag and you have it prepared.
Spellcasting Focus
You can use any magic item as a spellcasting focus for your siphoner spells.
Subclass Options
Order of the Twin Soul
Level 1: Bond of the Twinned Souls- As an action, you may create a connection with another willing creature lasting up to 8 hours. You can only have one such connection at a time. Either creature may willingly end this connection at anytime. When connected in this way both you and the creature benefit from the following:
- You gain the telepathy feature to a range of 120 feet with each other.
- Whenever one creature is hit with an attack the damage is halved and both creatures take the result.
- When within 5 feet of each other any healing done to one of you is done to both instead. This can be done equal to your Con Modifer(Minimum of 1) per bond.
This feature can be used a number of times equal to your Intelligence modifier(Minimum of 1). You regain all uses on a short rest.
Level 6: Improved Bond- At 6th level your bond has increased in power. You may now empower your bonded creature. While bonded you may confer one of the following benefits:
- You may give the bonded creature a +1 to either AC or damage rolls. You choose which when you form the bond.
- You may give the bonded creature temporary hit points equal to you con modifier + your siphoner level. You may do this equal to you Con Modifier(Minimum of 1).
- You may choose to take all the damage the bonded creature would take instead of half.
Level 11: Manipulated Minds- At 11th level you have learned that your bond can turn parasitic if needed. You may now attempt to feed off of a bonded creature and can force a bond onto unwilling creatures for a short time. As an action, you may attempt to form a parasitic bond with it for 1 minute. The creature must make an Intelligence Save equal to your Spell Save DC. On a failure the creature is bound to you for 1 minute, on a success the creature is not bonded and cannot be bonded with for 24 hours. While bonded in this way the affected creature suffers the following:
- The bound creature has disadvantage on a saving throw type of your choosing for the duration
- The bound creature takes 1d8 psychic damage and you gain temporary hit points equal to the result each turn
- You may force the creature to attack one of its allies. If you do this, it may remake the saving throw with advantage after the attack.
Level 17: Bonding of Gemini- At 17th level you have mastered the psychic connections of your order. When bonded to a creature you may confer additional benefits:
- While bonded to an ally, you make give it a flying or swimming speed equal to its walking speed
- While bonded to an ally, you may take 2d10 necrotic damage and give the bonded creature that many hit points added to its maximum hit points for the duration of the bond
- While bonded to an enemy, you may remove one resistance or turn one immunity into a resistance
Order of Annihilation
Level 1: Consuming Grasp- As an action, You may destroy any common magic item. You may also attempt to destroy any other magic item as if you cast Dispel Magic. The DC for each type are as follows: Uncommon 15, Rare 17, Very Rare 20, and Legendary 25. An item destroyed with this feature turns to nonmagical ash. When you destroy an item in this way you receive a mote of the magic that you can use in the place of a person when using your Forbidden Talents Feature. You may not destroy an artifact with this feature.
Level 6: Gaze of Denial- At 6th level your training has allowed you to pull the magic straight from the hands of mages. You gain the Counterspell spell and it does not count against the amount of siphoner spells you may prepare everyday. In addition, whenever you successfully counterspell a spell you gain temporary hit points equal to the spells level.
Level 11: Inevitable Annihilation- At level 11 you have started to master the true powers of annihilation. You may add you proficiency modifier to you Consuming Grasp and counterspell ability checks. In addition, You may now regain any level spell slot with the Forbidden Talents Feature as long as you use a mote of magic from a very rare magic item or higher.
Level 17: Righteous Destruction- At level 17 you have mastered the powers of consumption. When casting Counterspell or using your Consuming grasp you may treat a roll of 9 or lower as a 10. You now also have the power to destroy even the most resilient of magic items. You may destroy an artifact using an hour long ritual where you replicate its conditions of destruction. When an artifact is destroyed you must make a DC 20 Con Save or take 10d10 force damage that cannot be reduced.
Order of Transmogrification
Level 1:Spell Modification You gain a level of flexibility when casting spells. When casting a spell that does damage you may change the damage type to any of the other damage types excluding bludgeoning, slashing, and piercing.
Level 6: Warp Meaning- You may As a reaction, you may change the target of a spell to another target within 120 ft. You may use this feature up to your Intelligence modifier and you regain all uses on a short rest.
Level 11: Remake Anew- As you gain control of your powers of transmogrification, you are now able to change not just the meaning but use of spells. As a reaction you can attempt to steal a spell being cast by another creature with 60 ft. You and the target must roll contested intelligence(Arcana) checks. If you succeed then you gain control of the spell and may choose new targets. If the spell does not target then you act as if you were the one that cast the spell.
Level 17: Reinvention- As a master of transmogrification, You can destroy a magic item and reform it into another item of the same rarity. The ritual takes 4 hours and cannot be interrupted once started. If the ritual is interrupted by anything more than light talking roll a d20. On a 1 the item releases a blast of energy Each creature within 15 ft of the ritual site must make a DC 15 Dex Save or take 4d6 force damage, 2-5 the item is destroyed, on a 6-19 the item is reformed harmlessly, and on a 20 the ritual can proceed as if it had not been interrupted. You cannot reform artifacts in this way.