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The Lyan Class Outline:

Prime abilities: Str, Cha


1st lvl - detecting chaos, low level dispelling feature a la lesser
restoration
2nd lvl - some kind of smiting/sealing, an ability to manipulate the
natural order of the world
3rd lvl - subclasses, one for each inexorable
5th lvl - Extra attack

Class Features:

Hit points:
Hit Dice: 1d10 per Lyan level
Hit points at first level: 10 plus your Con mod
Hit points at higher levels: 1d10 (or 6) plus your con mod per every
Lyan level after first

Proficiencies: all weapons, all armor, Cha+Wis saves

Features:

1st - Chaos Sense: You sense the presence of and know the location of
any aberration or monstrosity within 60 feet of you. You also learn
if there is an active spell on this area. You can use this a number
of times equal to your Charisma Modifier + 1, and you regain all uses
after a long rest

1st - Touch of Order: Your touch brings order to chaos. You can use
your action to touch a creature and end one condition affecting it.
This condition can be frightened, charmed or poisoned. You can do
this a number of times equal to your Lyan level, and you regain all
uses after a long rest

At 10th level you can also use this feature to remove the restrained
condition.

2nd - Lawbringer: you have a pool of dice that represent your ability
to manipulate the inherent order of the world around you.
You have a number of dice equal to the your level divided by 2
(rounded up)

Cha based save DC

You can expend a number of these dice equal to your Lyan level to use
one of the Judgements at the end of the class description.

You know judgements equal to CHA mod plus half Lyan level. Swap on
long rest.

Some judgements (marked with a “C”) require concentration. This works


like normal.

You regain all your dice when you finish a long rest

level die size

2-6 1d4

7-12 1d6

13-16 2d4

2nd - Chains of Law: You can summon an aspect of the plane of law to
restrain a creature. As a bonus action, can spend a # of lawbringer
dice to mark one creature within 30 ft. of you. you know the location
of any marked creatures, as long as they are on the same plane as
you.

While a creature is marked, you can make a push attack against them,
as long as you can see them. If you succeed, you can either push or
pull them 5’.

When you or a creature you can see hits a marked creature, you can
cause ethereal chains to impale the creature temporarily, dealing
force damage equal to the dice you spent to the creature, and
dropping it's movement to 0 until the end of its next turn. If the
creature is an aberration or monstrosity, this feature deals an extra
1d8 damage.

If a marked creature dies, you can immediately move the mark to


another creature within range(no action required)
Marks last until you take a long rest.

Sidebar - your chains of law may change in appearance based on which


aspect you choose at third level. For example, a Lyan of the Aspect
of Death might have chains that Resemble the red threads of fate.

3rd - Lyan Aspect: you choose a subclass, Death, Space, Time, Change,
Nature, or Fate.

5th - Extra Attack: You can now attack twice when you use the attack
action

6th - Inexorable: you gain an extra 10ft of movement. All allies


within 10ft of you gain your cha mod to saving throws against
anything that would restrict movement, and can ignore non-magical
difficult terrain.

At 18th level the radius of the aura increases to 30ft

10th - Aura of Impediment: 30ft. Aura, if an enemy starts its turn


within 30 feet of you, it must make a wisdom saving throw or have its
speed reduced by 10 ft. If it succeeds, it is immune to your Aura of
Impediment for 1 hour.

10th - Improved Touch of Order: your touch of order feature can now be
used on restrained creatures as well.

11th - Smite the Unlawful: your weapon attacks deal an extra 1d8
force damage.

14th - Cleansing Touch:

This is the Paladin feature of the same name and level.

Aspect of Death:

3rd - Death to the Undying: Your Chains of Law deals an extra 1d8
radiant damage to undead. Also, your Chaos Sense includes undead.
3rd - Influence Inevitability:
For Whom the Bell tolls: you cause ethereal red threads to wrap
around a creature, momentarily exposing it. The creature takes double
damage the next time it takes damage.

Not your Time: Death has not been assigned to end these lives yet. Up
to six creatures within 30 ft. Of you regain 1d6 + your Cha mod HP if
they are below half health.

7th - Mastery of Death: marked enemies suffer a penalty to saves.


penalty = Cha mod.

15th - : you are always under the effect of Protection from Evil and
Good however, this version only affects undead. You can also give
this benefit to one other creature of your choice as an action, and
it lasts as long as they are on the same plane as you, or until you
do this again.

20th - Inexorable of Death: For one minute, this happens:

- Enemies within 10 ft of you take 10 radiant damage.


- Allies within 30ft of You have advantage against undead spells.

Aspect of Time:

3rd - Time waits for No Man: When you consume a mark on a creature,
you can speed up time around one ally who can hit the creature, and
have them use their BA from their next turn to make one melee attack
against the marked creature.
# of times = Cha mod.

3rd - Influence Inevitability:


Haste: As an action, you gain a +1 to AC and Dex Saves, And you can
take an extra limited action(see Haste Spell).

The Law of Time: BA, all enemies in 15ft make Wis save or can’t take
more than one attack, our any BA or R until the start of your next
turn.

7th - Mastery of Time: every ally within 10 feet of you gain a bonus
to initiative and Dex saves equal to your Cha mod
15th - Timebender: You can take the dash or disengage action as a
bonus action.

20th - Inexorable of Time: for one minute:

- Once, you cause time to stop for a moment at the beginning of


your turn, no action required. After this turn, you can
immediately take another turn, then combat goes back to normal.
- Your movement doubles, and you get an extra limited action on
your turn.

Aspect of Space:

3rd - Influence Inevitability:


I control the space, I control the universe: BA, you and all other
creatures within 15ft of you when you use this influence have their
speed doubled for 1 minute

The Law of Motion: BA, all enemies in 30ft make Wis save or can’t
move more than 30ft away from you?

Alt. Law of Motion: BA, consume all seals within 30ft, normal
effects, plus wis save or speed reduced by half for a minute

7th - Mastery of Space: creatures marked by you cannot move more than
30ft using their movement speed or a dash action

15th - I know no Bounds: you always have the Jump spell cast on you.

20th - Inexorable of Space: for 1 minute:

Aspect of Fate:

3rd - Twisted Fate: If a creature within 30 feet of you fails a


saving throw, you can use your reaction to let that creature reroll
their save, and add a bonus to it equal to your Cha mod. You can do
this a # of times equals Cha mod. Short rest

3rd - Influence Inevitability:


The Law of Fate: R, when you or a creature within 60 ft of you must
make a save, you can grant every creature within 60 ft of you
advantage on the save.

The Destiny Light: A, you touch one adjacent creature, who must make
a CON save or automatically roll the average of all dice for 1 min.
The creature can remake it's save at the end of each of it's turns.

7th - Mastery of Fate: if a creature marked by you makes in a d20


roll, you can use your reaction to release the mark, not reducing
movement, but causing the creature to remake it's roll, with
disadvantage

15th - Aura of Destiny:

Aspect of Nature:

3rd - Nature's Law: creatures marked by you have disadvantage on


saving throws to maintain concentration.

3rd -

Aspect of Change:

3rd - Change is permanent:


Maybe dampen healing as a reaction. Needs to be more than that tho.

When a creature within 60ft of you uses an ability to end an ongoing


effect on themselves or a different creature w/in range, you can use
your reaction to force them to make a check in order to remove the
effect. If this is normal, the check has disadvantage

Judgements:

Disorienting Order:
you temporarily reorganize your target's mind and relax their
defenses. when you hit a creature, you can expend one of your dice,
and the number rolled is subtracted from the creature’s AC until it
is hit by an attack.
Binding Strike:
must make a Wis saving throw or stay within 30 ft of you for one
minute. Add your die to your damage for this hit.

Rearrange:
BA, You sort the battlefield to your liking, swap places with an ally
within 10ft, add your die to the ally's AC until the end of this
movement.

Emboldening Shout:
BA give an ally within 60ft your die, they can add it to a d20 roll.
Die lasts 10 min.

Shunning Strike:
On a hit, expend the die. Makes difficult terrain 5ft around you,
does your die in damage to all creatures there.

Alt:
On a hit, expend a die. every creature in a 5’ radius of you must
make a save or be pushed 5’ away from you and take force damage equal
to the roll of your die.

Interdictor:
R, add your die to the AC of a creature within your melee range,
works against the triggering attack and until the end of the
creature's next turn.

Warding Touch:
A, you expend dice up to half your level, touch a creature, they gain
that number of temp hit points equal to the roll plus your Cha Mod.

Shroud of Order:
R, add your die to the saving throw of an ally within 30 ft, if the
creature forcing the throw is an aberration or monstrosity, you can
also add your Cha mod.
Pillars of Interdiction:
(C)
A, you create a number of spectral pillars equal to the number of
dice you choose to expend plus one. You can place them anywhere
within 60 ft of you, and a wall springs up between all the pillars,
save two which you designate as the start and end pillars. If a
creature passes through the wall, they must make a CON save or take
damage equal to the number of dice you expended, and be poisoned.
They take half and are not poisoned on a success. The wall lasts for
one minute

Shield of Fate:
(C)
One creature of your choice within 60 ft of you is protected by Fate.
When you use this power, and at the beginning of this creature’s
turn, it rolls your dice and adds that number to its AC until it gets
hit. Lasts for 1 min?

Judicium Multis:
A, you mark a number of creatures up to your CHA mod expending dice
as normal, and each must make a CON save or suffer a penalty equal to
a roll of your die on their next d20 roll.

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