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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 Are Kryptikos Magical?
hiding. Each memeber is sworn to always hide their The intent of most of the features, excluding
appearence, for the fear that being found out would mean the spellcasting, is to be non-magical. This includes the
destruction of the Order, and at worst, the world. ability to cast spells through Primeval
Understandings and other features that might
appear magical or reference casting a spell. This
Primeval Understandings means that features like Spell Resistance will not
Kryptikos are old warriors, and their Heraldic Orders have work for your abilities.
gathered great understanding of the world that surrounds If you feel like this ability is too strong you are
them. These understandings are understood by all Kryptikos, free to change anything and everything to be
but different orders specialize in certain aspects of the world. magic.
Understandings are not magic in that sense, but the innate
workings of the world.

Heraldic Order Heraldry


Heraldic Orders have been formed in the past, to gather and This document refers to the term Heraldry a lot. In
protect the knowledge that could destroy the world if it fell this case, Heraldry means the shield that was often
into the wrong hands. These Orders act independently of used to symbolize a noble family.
each other, but might share their findings if need be. It is highly recommended that the player creates
It is common practice to be part of an actual knightly order, a heraldry shield for their character, as it is one of
which may be a disguise to the actual Heraldic Order. the most defining features of the Kryptikos, which
they carry in secret.

The Kryptikos
Level Proficiency Bonus Feature
1st +2 Innate Knowledge, Face of Few
2nd +2 Primeval Understandings, Fighting Style
3rd +2 Heraldic Order, Heraldry Shield
4th +2 Ability Score Improvement
5th +3 Extra Attack
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 Selfsculptor

Creating a Kryptikos Proficiencies


Armor: All armor, shields
To find become a Kryptikos, one must find a Heraldic Order, Weapons: Simple weapons, Martial weapons
which is not an easy task by any means. Once you find one, Tools: Smith's Tools
you are examined for possible innate ability to shape the
world. First major decision one makes is before training even Saving Throws: Strength, Wisdom
beings. The training itself is lethal to some of the weaker Skills: Choose three from Acrobatics, Arcana, Athletics,
participants and you are not told what you will do, until you Deception, Insight, History, Perception, Survival
agree. Equipment
After successfuly completing the trails, one must decide to You start with the following equipment, in addition to the
either dedicate their lives to their Heraldic Order or leave. In equipment granted by your background:
either case, you are sworn to silence, with the punishment
being death. By nature, most memebers are secretive, (a) chain mail or (b) leather armor
deceitful and untrusting. Kryptikos never stop training and (a) a martial weapon and a shield or (b) two martial
improving themselves, which makes patience their greatest weapons
virtue, even to their detriment. Other virtues include: (a) a light crossbow and 20 bolts or (b) a longbow and 20
camaraderie, altruism and mindfulness.
Their true purpose is arrows
unkown, even to some members of the orders. (a) two handaxes or (b) two javelins
(a) a dungeoneer's pack (b) an explorer's pack
Class Features Ability Save DC
Hit Points Some abilities require a Save DC. Your Save DC = 8 + your
Hit Dice: 1d10 per Kryptikos level proficiency bonus + your Wisdom modifier.
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.
Innate Knowledge
At 1st level you gain the ability to use your grasp of the Fighting Style
universe to suit your needs. Whenever you make an ability At 2nd level, you adopt a Fighting Style that best reflects your
check, you can use your Wisdom modifier in place of the training. You cannot select a Fighting Style more than once,
actual modifier used for that skill. You can use this feature even if a feature allows you to select another Fighting Style.
number of times equal your Proficiency Modifier, regaining Whenever you gain a level in this class, you can switch your
all uses on a long rest. Fighting Style for another Fighting Style of your choice.
Face of Few Arcane Warrior
You learn two Kryptikos cantrips of your choice. Wisdom is
At 1st level you have realized your task to secretly carry out your spellcasting ability for them. When you gain a level in
your duty. Your true purpose and identity might not be what it this class, you can replace one of these cantrips with another
seems. Kryptikos cantrip.
While you are wearing an article of clothing or armor that
covers your face creatures have disadvantage on Wisdom Defensive Fighting
(Insight) checks against you. So long as you are wearing armor or wielding a shield, you
Additionaly, creatures that try to recall information about gain a +1 bonus to your Armor Class.
any of your features have disadvantage on that check.
Dual Wielding
Primeval Understandings When you take the Attack action while two-weapon fighting,
At 2nd level you get to choose a Primeval Understanding. You you can make a single additional attack with your off-hand
gain additional Primeval Understandings at 5th, 9th, 12th, weapon as part of your action instead of your bonus action,
15th. adding your ability modifier to the damage of this attack.
Some orders give you the ability to learn one
understanding. If you already know an understanding and Dueling
you would gain the ability to learn the same one, you can When you are wielding a melee weapon in one hand and no
replace one of those understandings with another that you other weapons, you gain a +2 bonus to damage rolls with it.
could learn at that level.
Additionally, when you gain a level in this class, you can Great Weapon Fighting
choose one of the understandings you know and replace it When you roll a 1 or 2 on the damage die for an attack you
with another understanding that you could learn at that level. 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.
Exemplar of the Order
Protection
When a creature you can see attacks a target within 5 feet of At 10th level you get two uses of the Heraldry Shield feature
you, you can impose disadvantage on their attack roll as a and the feature lasts for 8 hours instead.
reaction. You must be holding a weapon or a shield to do so.
Extant Striker
Versatile Fighting At 13th level your grasp of your powers has deepened to the
While wielding a single versatile weapon and no shield, you point where you can influence your own martial abilities at a
can choose to wield your weapon one or two-handed until the whim. Your attacks deal additional damage on hit equal to
start of your next turn. When wielding it one-handed you gain your Wisdom modifier.
a +1 bonus to attack rolls and to your Armor Class. Wielding Additionaly you have come to understand your body to
it two-handed you gain a +2 bonus to your damage rolls. such a point, where you can influence what happens to it. You
can use your action to end one negative effect affecting you or
Heraldic Orders remove a disease or one point of exhaustion. You can use this
At 3rd level you choose your Heraldic Order to dedicate your feature number of times equal to your Wisdom modifier,
service to: Twilight Order, Equitan Order, Empyrean Order, regaining all uses on a long rest.
Quietus Order, Sentinel Order, Primordial Order and
Caerulean Order One of Many
Your Heraldic Order grants you features when you adopt it At 14th level after choosing this archetype, while you are
3rd level, and again when you reach 7th, 11th, and 15th level. within 10 feet of an ally, at the start of your turn, both you and
one ally of your choice become immune to the charmed and
Heraldry Shield frightened condition.
At 3rd level you get a Heraldry Shield that is associated with
your Order. All Kryptikos recognize these shields and will The First
interact with you as such. At 17th level you stop aging, cannot be magicaly aged and you
You can use your action to call upon your this symbol. You cannot die by natural means, unless you choose to.
can use this feature once, regaining all uses of this feature on Additionaly, you gain +2 to your Wisdom score. Your new
a long rest. Your Heraldic Order will provide you with an Wisdom Ability Score maximum becomes 22.
alternative use of this feature. The effect lasts for one hour.
Mind Unseen Primeval Apex
You gain resistance to psychic damage and you cannot At 18th level you gain the ability to shift your Primeval
become targeted by divination spells. Understandings with ease. At the end of a long rest you can
change one of your Primavel Understandings into another
Ability score improvment one that you could choose at that level.
When you reach 4th level, and again at 8th, 12th, 16th,
and Selfsculptor
19th levei, you can increase one ability score of your
choice
by 2, or you can increase two ability scores of
your choice by At 20th level you become the pinnacle of your order, which
1. As normal, you can't increase an ability
score above 20 allows you to change your reality as you see fit. You can
using this feature. change one of your ability scores to the same number as your
Wisdom.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
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.
Additionaly, you recharge your Innate Knowledge on a
short rest instead of a long rest.
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 Concealed Attacker
wearing heavy or medium armor and gain proficiency in At 10th level after choosing this archetype you have learned
Dexterity (Stealth) checks. You can choose one Primeval how to exploit the weaknesses of your targets. Whenever you
Understanding from any of the other orders. hit a creature with an attack while hidden or invisible to the
Additionaly you can use your Heraldry Shield feature to do target creature you deal additional damage equal to twice
the following: your Wisdom modifier.
Additionaly, whenever you take the Hide Action you can
One with Shadows add your Wisdom modifier to the roll.
You become invisible and can take the Hide Action when you

use this feature. Attacking or casting a spell ends the


invisibility. Immaterial

At 14th level after choosing this archetype you have learned
to trick enemies into believeing you are where you might not
Greater Shadow be. While hidden and/or invisible, talking does not reveal
At 6th level after choosing this archetype you begin to your location, as your voice becomes disembodied and can be
understand the dance of light and darkness. You can take the projected out to 30 feet at a point of your choice.
Hide Action as a bonus action and gain climbing speed equal Whenever you kill a hostile creature, you can use your
to your walking speed. reaction to use One with Shadows feature (no action
Additionaly you learn the Pass without Trace and required), without expending a resource.
Invisibility spell. You can cast both of these spells once per
long rest without requiring components.
Equitan Order
Some situations call for the ability to ride on horsback 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 Swift Striker
Primeval Understanding, which does not count against your At 6th level after choosing this archetype, the first time each
number of understandings known. turn when you hit a creature while mounted, you deal
Additionaly you can use your Heraldry Shield feature to do additional damage euqal to your wisdom modifier.
the following: Additionaly, your steed gains the ability to hover.
Swift Advance Deathly Charge
Each creature that start their turn within 10 feet of you gain At 10th level after choosing this archetype you can use your
+10 to their movement speed. During overland travel you and action to commit to a devastating charge through your
all your allies of your choice within 30 feet of you move at a enemies. When you do so, choose a point within 100 feet of
50 foot speed. you, you then move to that point in a straight line. Each
creature of your choice within 5 feet of your path must make
Echoed Steed a Dexterity Saving throw against your Ability Save DC.
At 3rd level after choosing this archetype you gain the ability On a failure the creature takes 6d8 force damage and is
to summon a steed. After one hour of focus you summon a knocked back 10 feet and knocked prone. On a succes the
steed within 5 feet of you in an unoccupied space. This hour creature takes half damage and isn't knocked back or
of focus can be performed during a long or short rest. The knocked prone.
steed can take form of any beast you desire, however its You can pass through enemies and you do not provoke
statistics remain the same. Your steed has a movement speed attacks of opportunity during this charge. You can use this
of 50 feet and is size large. feature once per long rest.
The steed, while at first appears as a normal beast, is not
actually there. Succesful Intelligence (Investigation) check Shape Mount
done by a creature against your Ability Save DC or striking At 14th level after choosing this archetype you have learned
the steed reveals it to be an illusion. The steed can not be to exploit your steeds being to their limit. Your steed gains a
damaged in any way. It acts during your initiative. You can flying speed equal to its walking speed.
command it for free with your mind. You can mount the horse Additionaly, your steed can become one size category
despite it being an illusion. larger or smaller, your choice.
Redemptor
Empyrean Order At 10th level after choosing this archetype you gain the ability
Usually orders do not align themselves with particular to bolster your allies in time of need. You can use your action
creatures, however the Empyrean Order has close ties to to shield each creature of your choice within 30 feet of you
celestail creatures, such as angels, and learned to shape the from harm. All selected creatures can can immediately roll
world in their vision. again to succeed against any one condition that is affecting
them and has occured within the last minute. You can use
Celestian Knowledge feature once per long rest.
At 3rd level after choosing this archetype you gain the
Harness Radiance Primeval Understanding, which does not Shape Heavens
count against your number of understandings known. At 14th level after choosing this archetype you have learned
Additionaly you can use your Heraldry Shield feature to do the true nature of the divine world, such that you can
the following: temporarily call it down into your own world.
As an action you create a 30 foot wide and 120 foot tall
Angelic Presence cylinder on a point you can see within 120 feet of you. All
Your sprout angelic wings. You gain flying speed of 30 feet hostile creature that enter the area for the first time or start
and you get the ability to hover. All creatures of your choice their turn there must make Charisma Saving throw against
within 15 feet of you, including yourself, gain temporary hit your Ability Save DC or take 5d8 radiant damage or half
points equal to your Wisdom modifier+ Proficiency bonus. damage on a success. All allied creatures heal for 2d8
instead. This effect lasts for one minute and you have to
Divine Power concentrate on it like you would on a spell. On each of your
At 6th level after choosing this archetype you gain resistance subsequent turns you can use your action to move this
to radiant damage and you can choose to change the damage cylinder 30 feet. You can use this feature once per long rest.
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 Charmed or Frightened?
(Deception) check contested by the creatures Wisdom Some creatures might react to seeing an angel in
(Insight) check to try and convince them that you are a different manners. If you do not wish to make this
celestial. If you succeed, the affected creature becomes feature dependant on the personality of the target.
frightened or charmed by you. This effect lasts for one You can make good and neutral creatures charmed,
minute. Whenever the affected creature takes damage dealt while evil creatures are frightened. Or it could be
by you or one of your allies you make the contested checks the players choice.
again. You can use this feature once per long rest.
Master of Life and Death
At 6th 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.
Quietus Order Rend
At 10th level after choosing this archetype you can infuse
The importance of the understanding of death cannot be attacks using your own life. Once per turn you can spend
understated. Quietus Order has been formed to protect this amount of hit points up to equal to your proficiency bonus
horrific knowledge, for its misuse could lead to catastrophic (this damage cannot be reduced in any way). The next time
results. you hit a creature until the start of your next turn you deal
additional necrotic equal to twice the amount of hit points
Malignant Knowledge used. You can use this feature number of times equal to your
At 3rd level after choosing this archetype you gain the proficiency bonus, regaining all uses on a short rest.
Harness Mortification Primeval Understanding, which does
not count against your number of understandings known. Incarnate
Additionaly you can use your Heraldry Shield feature to do At 14th level after choosing this archetype you gain the ability
the following: to quickly draw on the life essence of slain combatants.
Siphon Life Whenever a hostile creature dies within 30 feet of you, you
The first time you use this feature, each creature of your can use your reaction to borrow its soul. You regain hitpoints
choice within 15 feet of you must make a Constitution Saving equal to the CR of the creature (minimum of 10) and gain
throw against your Ability Save DC. On a failure the creature advantage on your next saving throw and attack roll. This
takes 1d6+wisdom mod necrotic damage and you heal for effect lasts for one minute or until you use this feature again.
half the amount of damage dealt. 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 Wrath of Dirt
count against your number of understandings known.
You At 10th level after choosing this archetype you have come to
learn the Druidcraft cantrip and it becomes a Kryptikos understand the underlying principles of nature and manifest
cantrip for you. them into deadly ground. You gain a 10 ft. radius aura of
Additionaly you can use your Heraldry Shield feature to do difficult terrain centered on yourself. Each creature of your
the following: choice is immune to this effect.
Additionaly, you can use your Branched Limbs feature
Call Upon Nature against a creature as a bonus action if it is within your Wrath
Choose one of two natural spirits to guide you: of Dirt aura.
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 Uproot the World
to your movement to the closest hostile creature that you can At 14th level after choosing this archetype you become a
see. force of nature that is on path of faultless destruction. As an
Fauna Spirit - You gain the ability to speak to beasts and action you transform for 1 minute, gaining a more natural
you can choose to ignore difficult terrain. look. Your armor grows flora around itself in the shape of
leaves and twigs, as faint animal sounds can be heard with
Branched Limbs your every move. You gain these benefits:
At 6th level after choosing this archetype you gain the ability Your size increases by one category.
to influence nature in a more controlled manner. Your limbs Whenever a creature attacks you with a melee attack it
can manifest to look like branches on a tree, which you can takes damage equal to your Wisdom modifier.
use to apprehend creatures. You can use your action to target Your Armor Class increases by 2.
a creature within 30 feet of you. The target must make a You deal additional 1d8 damage on attacks.
Strength Saving throw against your Ability Save DC or be The range of your The Wrath of Dirt aura becomes 30
pulled towards you and take 3d6 bludgeoning damage. If that feet.
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.
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 Withstand
the following: At 10th level after choosing this archetype you gained the
ability to shield yourself from harm. You gain resistance to
Enviroment Control acid, cold, fire, lightning, or thunder damage (your choice).
You choose one spell from this list: Control Flames, Gust, You can change this resistance on a short rest. If you were to
Mold Earth or Shape Water. You can cast this spell as a cast the Absorb Elements spell when already resistant to the
bonus action. chosen damage type you become immune instead.
Additionaly you ignore resistance to acid, cold, fire,
Spiritmaker lightning, or thunder damage (your choice), you can change
At 6th level after choosing this archetype you gain the ability this damage type on a short rest.
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 Elementbender
once at 4th level, regaining all uses on a long rest. At 14th 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 Primavel
Understanding you can make one weapon attack as a bonus
action.
Cantrips
Caerulean Order You learn two cantrips of your choice from the Kryptikos spell
list. You learn an additional Kryptikos cantrip of your choice
Caerulean Order Spellcasting at 10th level.
– Spell Slots per Spell Level–
Kryptikos
Cantrips
Spells
Spell Slots
Level Known Known 1st 2nd 3rd 4th 5th The Caerulean Order Spellcasting table shows how many
3rd 2 3 3 — — — — spell slots you have to cast your Kryptikos spells of 1st level
4th 2 4 3 — — — — and higher. To cast one of these spells, you must expend a
5th 2 4 4 2 — — — slot of the spell's level or higher. You regain all expended spell
6th 2 4 4 2 — — — slots when you finish a long rest.
7th 2 5 4 3 — — —
For example, if you know the 1st-level spell Shield and
have a 1st-level and a 2nd-level spell slot available, you can
8th 2 6 4 3 — — — cast Shield using either slot.
9th 2 6 4 2 2 — —
10th 3 7 4 3 2 — — Spells Known of 1st Level and Higher
11th 3 8 4 3 3 — — You know three 1st-level Kryptikos spells of your choice.
12th 3 8 4 3 3 — —
The Spells Known column of the Caerulean Order
Spellcasting table shows when you learn more Kryptikos
13th 3 9 4 3 3 1 — spells of 1st level or higher. Each of these spells must be of a
14th 3 10 4 3 3 1 — level for which you have spell slots. For instance, when you
15th 3 10 4 3 3 2 — reach 7th level in this class, you can learn one new spell of
16th 3 11 4 3 3 2 — 1st or 2nd level.
17th 3 11 4 3 3 3 1 Whenever you gain a level in this class, you can replace one
of the Kryptikos spells you know with another spell of your
18th 3 11 4 3 3 3 1 choice from the Kryptikos spell list. The new spell must be of
19th 3 12 4 3 3 3 2 a level for which you have spell slots.
20th 3 13 4 3 3 3 2
Spellcasting Ability
Spellcasting Wisdom is your spellcasting ability for your Kryptikos spells.
You use your Wisdom whenever a spell refers to your
At 3rd level after choosing this archetype you have decided to spellcasting ability. In addition, you use your Wisdom
tap into the power of actual magic to help you understand the modifier when setting the saving throw DC for a Kryptikos
world. 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
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 6th level after choosing this archetype you can cast one of
your cantrips in place of one of your attacks.
Rapid Assault
At 10th 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 14th level after choosing this archetype you gain
proficiency in Intelligence Saving Throws.
Additionaly, 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.

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) Hellish Rebuke Rime's Binding Ice Banishment
Acid Splash Heroism Scorching Ray Dimension Door
Booming Blade Ice Knife Shatter Fire Shield
Dancing Lights Illusory Script Suggestion Ice Storm
Fire Bolt Jump Zone of Truth Mordenkainen's Private
Green-Flame Blade Ray of Sickness Sanctum
Lightning Lure Searing Smite 3rd Level Storm Sphere
Mending Shield Blink Vitriolic Sphere
Message Silent Image Dispel Magic Wall of Fire
Minor Ilusion Tasha's Caustic Brew Elemental Weapon
Sword Burst Thunderwave Fear 5th Level
Thaumaturgy Witch Bolt Glyph of Warding Cone of Cold
Haste Flame Strike
1st Level 2nd Level Lightning Bolt Holy Weapon
Armor of Agathys Acid Arrow Meld into Stone Modify Memory
Burning Hands Blur Nondetection Passwall
Charm Person Darkness Pulse Wave Telekinesis
Fog Cloud Enhance Ability Sending Wall of Light
Gift of Alacrity Flame Blade Wind Wall Wall of Stone
Guiding Bolt Hold Person
Nystul's Magic Aura 4th Level

Primeval Understandings
Harness Celerity Invoke Radiance
You can cast Longstrider at will, without expending a spell Prerequisite: 10th level, Angelic Presence feature
slot. Whever you cast it you can target either yourself or a You can use your action to end the effect early. If you do so,
creature you have mounted. each creature within 20 feet of you that can see you must
make a Charisma Saving throw against your Ability Save DC.
Invoke Celerity On a failure the creature becomes blinded for one minute
and take 5d6 radiant damage. On a success the creature
Prerequisite: 10th level, Swift Advance feature takes half damage and is not blinded. An affected creature
You can use your action to end the effect early. If you do so, can repeat the saving throw at the end of each of its turn.
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 Harness Mortification
end of their next turn. Your allies do not suffer the drawbacks Your attacks deal additional 1d4 necrotic damage. When you
of the Haste spell ending. gain a level in this class the damage dice increases to 1d6 at
6th level, 1d8 at 14th level.
Harness Radiance You cannot have more than one Harness understanding
learned at the same time.
Your attacks deal additional 1d4 radiant damage. When you
gain a level in this class the damage dice increases to 1d6 at Invoke Mortification
6th level, 1d8 at 14th level.
You cannot have more than one Harness understanding Prerequisite: 10th level, Siphon Life feature
learned at the same time. 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 Understanding of Arcane
Your attacks deal additional 1d4 acid, cold, fire, lightning, or You choose one spell from the Kryptikos Spell list. You can
thunder damage (your choice). When you gain a level in this cast that spell once per long rest. You can only choose a spell
class the damage dice increases to 1d6 at 6th level, 1d8 at that would be availible to you as if you were a half-caster.
14th level. Additionaly, whenever you gain a level in this class, you can
You cannot have more than one Harness understanding change the spell you know for another that you could choose.
learned at the same time.
In Plain Sight
Invoke Elementum You can cast Disguise Self at will, without expending a spell
Prerequisite: 10th level, Enviroment Control feature slot.
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 Grander Than Most
a Dexterity Saving throw against your Ability Save DC as you You gain one expertise in a skill or tools of your choice. You
unleash the elements on them. On a failure the creature gain additional expertise at 6th level.
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 Learning of Water
you deal 12d6 damage isntead. You can breathe underwater and gain swimming speed equal
to your walking speed.
Harness Brutality
You score a critical hit on a roll of 19-20. This range increases Forbidden Knowledge
at to 18-20 at level 14. You gain proficiency History and Arcana. If you already have
proficiency in those two skills you can pick any other two.
Invoke Brutality
Prerequisite: 10th level, Call Upon Nature feature Toolsman
You can use your action to end the effect early. If you do so, You gain proficiency in two tools of your choice.
you can change the flora around you in a 120 foot radius.
Each creature of your choice that starts its turn in that aura Always Standing
must make a Strength Saving throw against your Ability Save
DC or become grappled by vines. At the start of each of the Whenever you failt a Saving throw or Ability check against
grappled creatures turn it has to make the Saving throw being knocked prone, you can choose to succeed instead. You
again your it becomes restrained and takes 3d6 bludgeoning can use this feature number of times equal to your
damage. A creature can use its action to remove the vines. proficiency bonus, regaining all uses on a long rest.
Harness Arcanum Eternally Unseen
Your attacks deal additional 1d4 force damage. When you Prerequisite: Twilight Order subclass
gain a level in this class the damage dice increases to 1d6 at When you fail a Dexterity (Stealth) or Dexterity
6th level, 1d8 at 14th level. (Acrobatics) check you can choose to reroll the dice, but you
You cannot have more than one Harness understanding have to use the new result. You can use this feature once,
learned at the same time. regaining all uses on a long rest.
Invoke Arcanum Death From Above
Prerequisite: 10th level, Eldritch Awareness feature
You can Prerequisite: 12th level, Twilight Order subclass
use your action to end the effect early. If you do so, select a You can choose to jump from height to attack your target. If
number of creatures equal to your Wisdom modifier within you hit with the attack roll you calculate the amount of fall
15 feet of you. You and all the selected creatures teleport to damage you would have taken, the target creatures takes that
an unocupied space within 60 feet of you. All creatures damage instead. You can use this feature once, regaining all
teleport to their respective places if possible, if not they uses on a long rest.
appear in a closest unoccupied space. If there are any enemy
creatures within 5 feet of a teleproted ally they must make an Angel of Harm
Intelligence Saving throw agains your Ability Save DC or take Prerequisite: Equitan Order subclass
4d6 psychic damage. When you hit a creature, that creature has disadvantage on
opportunity attacks until the start of your next turn.
Trampler Walker
Prerequisite: 12th, Equitan Order subclass Prerequisite: 12th level, Sentinel Order subclass
When you move in a straight line for at least 30 feet and You can cast the Tree Stride spell once per long rest
attack a creature, you can make one additional attack as a without using a spell slot.
bonus action.
Minor Bending
Angel of Harm Prerequisite: Primordial Order subclass
Prerequisite: Empyrean Order subclass When you select this Primavel Understanding, choose two
You can cast the Bane spell once per long rest without cantrips to learn from the Kryptikos spell list that deal acid,
using a spell slot. cold, fire, lightning, or thunder damage (your choice).
Angel of Benefit Major Bending
Prerequisite: Empyrean Order subclass Prerequisite: 12th level, Primordial Order subclass
You can cast the Bless spell once per long rest without When you select this Primavel Understanding, choose two
using a spell slot. spells from any spell list that have the word Acid, Cold, Fire,
Lightning, Thunder or Water in the name, or any spell that
Angelic Ward incluences the ground, up to 4th spell level. You can cast each
of these spells once per short rest.
Prerequisite: 12th level, Empyrean Order subclass
You and a creature of your choice that you touch become Force Manipulator
linked as you become their guardian angel until you finish a
long rest. You can only have one creature chosen per long Prerequisite: Caerulean Order subclass
rest. If the chosen creature were to drop to 0 hitpoints you You can change the damage type of a spell to force damage
can use your reaction and teleport to an unoccupied space whenever you cast a spell. You can use this feature number of
within 5 feet of them and the bonded creature drops to 1 hit times equal to your Wisdom modifier, regaining all uses on a
point instead. long rest.

Side of Death Mortals Bane


Prerequisite: 5th level, Quietus Order subclass Prerequisite: 12th level, Caerulean Order subclass
You learn either the Inflict Wounds. You can cast this spell Whenever you cast a spell you deal additional damage
an amount equal to your Wisdom modifier, using Wisdom as equal to your Wisdom modifier.
your spellcasting ability. You regain all uses of this feature on
a long rest. Spectral Sight
Prerequisite: 7th level
Side of Life As an action, you gain the ability to see through solid
Prerequisite: 5th level, Quietus Order subclass objects to a range of 30 feet. Within that range, you have
You learn either the Cure Wounds spell or the Healing darkvision if you don’t already have it. This special sight lasts
Word spell. You can cast this spell an amount equal to your for 1 minute or until your concentration ends (as if you were
Wisdom modifier, using Wisdom as your spellcasting ability. concentrating on a spell). During that time, you perceive
You regain all uses of this feature on a long rest. objects as ghostly, transparent images.
Once you use this feature, you can’t use it again until you
Sanguine Blows finish a short or long rest.
Prerequisite: 12th level, Quietus Order subclass Emphereal Being
When you roll a 20 on an attack roll you regain hitpoints
euqal to your Wisdom modifier. Prerequisite: 11th level
You can use your action to change your very being. You gain
Nature's Best the ability to move through other creatures and objects as if
they were difficult terrain. You takes 1d10 force damage if
Prerequisite: Sentinel Order subclass you ends your turn inside an object. This effect lasts for 10
When you begin a long rest in the wilderness you gain the minutes or until you end it (no action needed).
following benefits:
You automatically forage enough food for enough people Eternal Watch
in your camp. Prerequisite: 15th level
Wildlife will attempt to stray away from your camp. You gain truesight for up to 30 feet.
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.
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.

Author Notes:
Magic Items
Given the fact that most classes that have some
kind of spellcasting or abilites that require saving
throws have some items that increase their DC, I
would recommend making an item similar to the
Paladin or Cleric one. Increasing the Ability Save
DC and Spell Save DC is a pretty good upgrade for
most subclasses.

Spell list and Elementbender


If your player would want a diffrent cantrip than
one in the spell list and you feel like it would not
break the game there should not be anything
wrong with changing a few spells around.

Artist Credits:
Cover- Jason Nguyen - Wind Knight
Page 1 - luc de haan - the Bird
Page 2 - Two B - knight
Page 4 - JasonTN - Mystical Knight
Page 5 - Hui Zou - in the sand
Page 6 - 0BO - white knight
Page 7 - JasonTN - angel knight
Page 8 - Chenglong Bao
Page 9 - Sam Kanios - Brightspring Knight
Page 10 - Jason Nguyen - Water Knight
Page 11 - Ming Xiao
Page 12 - Meva Eyuboglu - dark blue knight
Change Notes and
Suggestions
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.
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.
Wrath of Dirt
At 10th 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.
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.

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