Kryptikos - The Homebrewery
Kryptikos - The Homebrewery
Kryptikos - The Homebrewery
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
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
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.
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.
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.