Yeah I'll admit I was worried myself, but I thought it cpuld make it work. The spellblade is whatever weapon they want to use. And it will be there spellcasting focus. I did struggle with power budget for a bit too it became initial to bonus action heavy. I asked my DM and chatgpt for a little help to create passive features to lower that issue.
Here's v4 of the class. I've started on the subclasses as well. But I thought I'd at least see what anyone thinks of this class idea. Im also down to hear what people have to say if anyone has ideas or critique.
SOULFORGED
A martial half-caster who channels emotion into power through Awakening.
CLASS OVERVIEW
Not all power is learned. Some is felt.
Where a Wizard studies magic and a Paladin devotes themselves to it, the Soulforged ignites it from within.
Through heightened emotional states—rage, clarity, ambition, or control—you shape resonance into physical force, altering your strikes, your movement, and even the battlefield itself.
CREATING A SOULFORGED
When creating a Soulforged, consider the moment your power awakened. Was it born from desperation? Discipline? A refusal to lose?
Your Awakening reflects who you are at your core—and who you are becoming.
CLASS FEATURES
As a Soulforged, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Soulforged level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Soulforged level after 1st
I haven't finished the spell list just yet. Although I see that a base spell list should already be in here and isnt. My bad. When I get done with the subclasses and there spell list I'll send both in here as well.
Thank you im glad it seem cool so far, still work in progress. Ill def change the RP to say resonance instead and not abbreviate.
I also wasnt sure if that was to weird on the scaling as well. The 17th is more so cause I feel like thats a good final add on. But I can def rework all the other levels to have a better scaling.
I was mainly making sure it wasnt to Over powered. So good to know it can still improve
It's an interesting idea, but honestly I don't see how or why any of the class features have anything to do with being powered by emotions???? What does any of it have to do with emotions other than the two sentence description? It basically looks like a sorcerer version of a Ranger.
PS what does this class do when it isn't in combat?
It's an interesting idea, but honestly I don't see how or why any of the class features have anything to do with being powered by emotions???? What does any of it have to do with emotions other than the two sentence description? It basically looks like a sorcerer version of a Ranger.
PS what does this class do when it isn't in combat?
I also noticed that. It could be reflavored to be Psionic pretty well. The spell list would be really good to see, so we can see if it's more utility or just Burning Hands and Smite spells.
It's an interesting idea, but honestly I don't see how or why any of the class features have anything to do with being powered by emotions???? What does any of it have to do with emotions other than the two sentence description? It basically looks like a sorcerer version of a Ranger.
PS what does this class do when it isn't in combat?
I was just about to say the same thing. What is the Elevator pitch for the class? "Based on emotions" tells me nothing..... I could easily say Barbarian already does that with Rage mechanics. As for the class feature post, it just sounds like Psionic in tone and suppressing emotions, but mechanically its just adding or resisting rare damage types. The whole thing could be tooled into a Monk Subclass and make more sense.
your right about how it has to do with emotions. the subclasses im working on are what mainly i made about emotions BUT i need to go back and have the base class itself be based around emotions. everything so far in the base class is battle and or psionic or barb. let me re work the based more and ill be back. thank you i got to focused on battle and the subclasses.
Here's a completely different take on the same description: A martial half-caster who channels emotion into power.
Hit Points
Hit Dice: 1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
Skills: Choose two from Acrobatics, Athletics, Insight, Performance, Perception, Intimidation, Persuasion
Level 1: Emotional Resonance.
As a bonus action, you can magically amplify your current emotional state into your physical body. You gain the benefits below based on your character's current emotional state. These last for 10 minutes or until you are incapacitated. You can use this ability twice, regaining one use when you finish a short rest, and all uses when you finish a long rest. [Scales like a Barbarian's Rage in terms of uses.]
Fear. You have advantage on Initiative checks, and Perception checks. You can take the Disengage action as a Bonus action. Anger. You have advantage on Intimidation checks, and you gain a +2 bonus to damage dealt with weapon attacks and unarmed strikes. Sadness. You have advantage on Insight checks, and you gain a +1 bonus to AC. Joy. You have advantage on Persuasion checks, and your movement speed increases by 10 ft and your jump distance is doubled.
Level 1: Spellcasting - standard half-caster spellcasting, using Cha as spellcasting ability modifier.
Level 2: Unleash Emotions.
Release your pent-up emotions in a single moment. As an Action, each hostile creature with an Intelligence score of 4 or higher, within 15 ft of you makes a Wisdom saving throw. On a failure they take 2d10 + your Soulforged level psychic damage, or half as much on a success. Once you use this ability you cannot use it again until you finish a long rest, or you can prematurely end your state of Emotional Resonance to use this ability again.
Level 3: Emotive Affinity (Subclass).
Self-Control : You can use your Charisma instead of Strength or Dexterity for your weapon attacks and damage rolls, when you use your Unleash Emotions, you can heal your 2d10+your soulforged level instead of dealing damage. Bonus Spells: Magic Missile, Alter Self, Slow, Death Ward, Wall of Force Complexity : While your Emotional Resonance is active, you can use a bonus action to swap which emotion you have active. When you Unleash your Emotions, you can forgo dealing damage and instead cause targets to be charmed or frightened of you (your choice) on a failed save. Bonus Spells: Hideous Laughter, Gust of Wind, Fear, Confusion, Synaptic Static Intensity : The first time you hit a creature with a weapon attack on your turn you deal an extra 1d6 psychic damage to them. When you Unleash your Emotions, targets that fail the save are knocked prone. Bonus Spells: Searing Smite, Hold Person, Haste, Freedom of Movement, Destructive Wave
Level 5: Extra Attack
Level 6: Emotive Affinity
Self-Control : At the end of your turn, you can
Level 7: Emotional Resilience
You gain the following benefit while your Emotional Resonance is active:
Fear. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Anger. You have resistance to fire and radiant damage. Sadness. You have resistance to cold and necrotic damage. Joy. You have advantage on Wisdom saving throws.
I did go a very similar route as to what you did, I'm starting from scratch though, after I got to similar to what you did, I still need to rework levels I feel like I started making the class to complicated. And even though I understood it, I want it, to be kind of at the skill level of a sorcerer or monk. And I ended up making it more complicated than both lol. But I'll be back with an updated version soon.
Okay, I'm finally back, new version of this emotion based class,
Spectrum Knight
"Emotion is not weakness. Emotion is power. Every fear, every hope, every act of love leaves an echo upon the soul. The greatest warriors learn to wield those echoes as weapons."
Class Fantasy
A Spectrum Knight is a martial warrior whose soul resonates so strongly with emotion that it manifests into reality.
This manifestation is known as an Echo. The Echo is not a summoned creature. It is not a familiar. It is not a spirit bound by magic. It is a living reflection of the Spectrum Knight's soul. As the Knight grows, their Echo grows. As the Knight changes emotionally, their Echo changes.
Some Echoes appear as:
Dragons
Wolves
Knights
Angels
Demons
Phoenixes
Living Weapons
Spirits
Mythical Creatures
Its appearance is purely cosmetic.
Its abilities are determined by the Emotional Spectrum.
Core Class Mechanics
Hit Die
d10
Saving Throws
Constitution
Charisma
Armor Proficiencies
Light Armor
Medium Armor
Shields
Weapon Proficiencies
Simple Weapons
Martial Weapons
Resonance Dice
Your primary class resource.
Used for:
Resonant Techniques
Emotional Spectrum abilities
Echo abilities
Progression
Level
Dice
1
2d6
5
3d6
9
4d8
13
5d10
17
6d12
Recovered on a Long Rest.
Echo
Your soul given form.
Acts on your initiative.
Can move independently.
Can attack independently.
Shares a telepathic connection with you.
Echo Stat Block
Creature Type
Construct or Spirit (your choice at creation)
Size
Level
Size
1-14
Medium
15-20
Large
Armor Class
8 + Proficiency Bonus + Charisma Modifier
Hit Points
5 + five times your Spectrum Knight level
Example
Level 1 = 10 HP
Level 10 = 55 HP
Level 20 = 105 HP
Speed
30 ft
Saving Throws
Uses your saving throw bonuses.
Damage Immunities
Poison
Condition Immunities
Charmed
Frightened
Senses
Darkvision 60 ft
Telepathic Bond
The emotional spectrum lv list
🔴 CRIMSON — RAGE
Level 1: Burning Fury
Your anger fuels your attacks.
Once per turn when you deal damage, add your Charisma modifier to one damage roll.
Fantasy: Rage makes every strike hit harder.
Level 7: Blood Momentum
Victory drives you forward.
When you score a critical hit or reduce a creature to 0 hit points:
Move up to 10 feet.
Your Echo may immediately make an Echo Strike.
Fantasy: The battle feeds your aggression.
Level 10: Ruthless Escalation
Wounded enemies awaken your killer instinct.
Against creatures below half hit points:
Your first damaging attack each turn deals additional damage equal to your Proficiency Bonus.
Fantasy: Rage becomes precision.
Level 11: Fracture Rage
Your fury shatters restraint.
When you roll damage for a Resonant Technique:
Reroll one damage die.
Fantasy: Your emotional power becomes explosive.
Level 15: Crimson Dominion
Your rage infects the battlefield.
When you damage a creature:
Mark it until the start of your next turn.
Echo Strikes against that creature deal bonus psychic damage equal to your Charisma modifier.
Fantasy: Enemies become prey.
🟠AMBER — AMBITION
Level 1: Driven Purpose
Success fuels desire.
Gain temporary hit points equal to your Proficiency Bonus when you succeed on an attack, save, or ability check (once per turn).
Level 7: Predatory Growth
Every victory becomes a stepping stone.
When you gain temporary hit points from Driven Purpose:
Gain advantage on your next attack roll before the end of your next turn.
Level 10: Stolen Momentum
You learn from every setback.
When an enemy succeeds on a save against one of your abilities:
Store Momentum.
Your next Resonant Technique gains a bonus equal to your Proficiency Bonus.
Level 11: Opportunist Reflex
Failure creates opportunity.
When a creature misses you:
Move up to 10 feet without provoking opportunity attacks.
Level 15: Apex Acquisition
Your ambition nears perfection.
Once per turn, when you roll a d20:
Treat a result lower than 10 as a 10.
🟡 YELLOW — FEAR
Level 1: Oppressive Presence
Fear follows your Echo.
Creatures hit by Echo Strike lose 10 feet of movement until the start of your next turn.
Level 7: Dread Expansion
Fear spreads outward.
A creature suffering one of your fear effects cannot take reactions.
Level 10: Paralytic Fear
Terror weakens resistance.
Creatures frightened by you have disadvantage on saving throws against your Resonant Techniques.
Level 11: Terror Instinct
Predators recognize weakness.
When you damage a creature:
It cannot willingly move closer to you until its next turn unless it succeeds on a Wisdom save.
Level 15: Absolute Dread Field
Your Echo becomes a walking nightmare.
Enemies beginning their turn within 15 feet of your Echo must succeed on a Wisdom save or:
Lose their reaction.
Have their speed reduced by 10 feet.
🟢 GREEN — WILLPOWER
Level 1: Unyielding Resolve
Your spirit cannot be easily broken.
You and your Echo gain +1 AC.
Level 7: Iron Continuance
You endure where others fail.
When you fail a saving throw:
Add half your Proficiency Bonus.
Level 10: Shared Fortitude
Your determination strengthens your Echo.
Whenever one of you gains resistance to damage:
The other gains the same resistance until the start of your next turn.
Level 11: Unbreakable Rhythm
Persistence becomes instinct.
Whenever you use a Resonant Technique:
Gain resistance to one damage type of your choice until your next turn.
Level 15: Immutable Will
Nothing moves the immovable.
You and your Echo cannot be moved against your will.
🔵 BLUE — HOPE
Level 1: Beacon of Hope
Your encouragement lingers.
Whenever you heal a creature:
It gains temporary hit points equal to your Proficiency Bonus.
Level 7: Radiant Recovery
Hope heals more than wounds.
Whenever you heal a creature:
Remove either the Frightened or Poisoned condition.
Level 10: Chain of Hope
Hope spreads.
When you heal a creature:
A second creature within 30 feet regains hit points equal to half the amount healed.
Level 11: Emotional Stabilization
Your presence prevents despair.
Allies within 10 feet of your Echo gain advantage on death saving throws.
Level 15: Beacon Ascendant
Your hope uplifts everyone.
Whenever you heal a creature:
You and your Echo each regain hit points equal to half the healing provided.
🟣 INDIGO — COMPASSION
Level 1: Shared Burden
You help carry the pain of others.
Allies within 10 feet of your Echo reduce incoming damage by your Proficiency Bonus.
Level 7: Reactive Intercession
Compassion demands action.
When an ally is hit:
You or your Echo may teleport adjacent to that ally.
Level 10: Shared Suffering
You willingly bear another's pain.
Reduce damage to an ally by a Resonance Die roll.
Level 11: Pain Redistribution
No burden is carried alone.
When you take damage:
Split half the damage with your Echo.
Level 15: Absolute Empathy Field
Your compassion borders on miraculous.
Once per round, an ally within 10 feet of your Echo reduced to 0 hit points instead drops to 1 hit point.
🟪 VIOLET — LOVE
Level 1: United Purpose
Connection strengthens everyone.
Allies within 30 feet gain +1 to saving throws.
Level 7: Emotional Synchrony
Success resonates between hearts.
When an ally succeeds on a roll:
Gain a bonus to your next Resonant Technique equal to your Proficiency Bonus.
Level 10: Bonded Amplification
Your Echo strengthens your companions.
Whenever your Echo deals damage:
One ally gains temporary hit points equal to your Charisma modifier.
Level 11: Shared Emotion Burst
Joy and determination spread outward.
When you spend a Resonance Die:
One ally within 30 feet gains a bonus equal to your Proficiency Bonus on their next roll.
Level 15: Unified Heartfield
Your connections become tangible.
Allies within 30 feet of your Echo can grant one another advantage on a saving throw once per round.
LEVEL 1 — AWAKENING OF THE ECHO
Echo Manifestation
At 1st level, your soul awakens and projects itself into reality.
This manifestation is known as your Echo.
The Echo is a fragment of your emotional resonance given form.
It acts alongside you in combat and grows stronger as you do.
Echo Strike
Your Echo can strike independently.
These attacks are manifestations of emotional force rather than physical weapons.
Resonant Strike
Your connection with your Echo allows coordinated attacks.
Whenever you attack, your Echo may strike as well.
This establishes the core combat rhythm of the class.
Emotional Spectrum
You learn to attune yourself to one emotional frequency.
Each Spectrum shapes your abilities and determines how your emotional power manifests.
LEVEL 2 — RESONANT TECHNIQUES
Your emotional resonance develops into specialized abilities.
Resonant Techniques allow you to channel emotions into offensive, defensive, and supportive effects.
These become the primary way you expend Resonance Dice.
LEVEL 3 — SHARED CONSCIOUSNESS
The barrier between yourself and your Echo begins to fade.
Shared Consciousness
You always know:
Where your Echo is.
How it feels.
Whether it is wounded.
The Echo gains the same awareness of you.
This marks the beginning of a true soul connection.
Emotional Echo
Strong emotions leave lingering impressions.
As you maintain emotional focus, your resonance becomes more stable and powerful.
This is the first step toward emotional mastery.
LEVEL 4 — ABILITY SCORE IMPROVEMENT
Your training strengthens either body, mind, or spirit.
LEVEL 5 — RESONANT WARRIOR
You have learned to fight as one with your Echo.
Extra Attack
You can attack twice whenever you take the Attack action.
Enhanced Echo Strike
Your Echo's attacks become significantly stronger.
The Echo is no longer merely present.
It has become a true battlefield threat.
LEVEL 6 — RESONANT COORDINATION
Your movements and your Echo's movements begin to synchronize instinctively.
The Echo can reposition fluidly around the battlefield, allowing both of you to fight as a single unit.
LEVEL 7 — SPECTRUM EVOLUTION I
Your understanding of your chosen emotion deepens.
The emotion is no longer something you wield.
It begins to shape how you fight and think.
Each Emotional Spectrum gains its first major evolution.
LEVEL 8 — ABILITY SCORE IMPROVEMENT
Continued personal growth.
LEVEL 9 — SHARED RESONANCE
The connection between Knight and Echo strengthens dramatically.
Emotional Link
Your minds become linked.
Distance matters less than emotional connection.
You and your Echo can communicate telepathically across the same plane.
Shared Burden
Pain is no longer carried alone.
Your Echo can absorb a portion of your suffering.
Emotional Backlash
Pain can become power.
Damage intercepted by your Echo can be reflected back onto enemies.
LEVEL 10 — SPECTRUM EVOLUTION II
Your chosen emotion matures.
Its influence expands beyond instinct and becomes refined control.
Each Emotional Spectrum gains a second evolution.
LEVEL 11 — GREATER RESONANCE
Your emotional power reaches a new threshold.
You unlock advanced Resonant Techniques.
At the same time, your chosen emotion develops a deeper manifestation through its third evolution.
LEVEL 12 — ECHO OFFENSIVE SPIKE
Your Echo becomes a truly dangerous combatant.
Twin Strike
Your Echo can attack twice whenever it strikes.
This marks the point where your Echo can rival martial companions in battlefield impact.
LEVEL 13 — SHARED SPIRIT
The bond between Knight and Echo transcends mere communication.
Your souls are now intertwined.
Shared Spirit
When death would claim you, your Echo may sacrifice itself.
The Echo willingly gives its existence so that yours may continue.
This is the ultimate act of trust.
LEVEL 14 — ABILITY SCORE IMPROVEMENT
Further mastery of body and spirit.
LEVEL 15 — SPECTRUM EVOLUTION III
You achieve mastery over your chosen emotion.
Its final form manifests.
At this stage, your emotion is no longer a feeling.
It has become part of your identity.
Each Emotional Spectrum gains its Master Evolution.
LEVEL 16 — ABILITY SCORE IMPROVEMENT
Continued refinement.
LEVEL 17 — MASTER RESONANCE
Your control over resonance reaches its peak.
You unlock the most powerful Resonant Techniques available to a Spectrum Knight.
These abilities represent legendary emotional feats.
LEVEL 18 — ETERNAL RESONANCE
The distinction between Knight and Echo nearly disappears.
Eternal Connection
Thoughts, emotions, and awareness flow freely between both of you.
The bond is effortless.
Unbroken Manifestation
Your Echo has become extraordinarily resilient.
Even destruction struggles to separate it from you.
Resonant Recovery
The act of channeling resonance nourishes your spirit.
Using Echo abilities restores your vitality.
LEVEL 19 — ABILITY SCORE IMPROVEMENT
Final personal refinement before transcendence.
LEVEL 20 — ECLIPSE RESONANCE
You achieve what few Spectrum Knights ever reach.
You master not one emotion, but all emotions.
White Resonance — Life
You embody unity.
Every emotion exists in harmony within you.
Hope, rage, compassion, fear, love, ambition, and willpower become one.
Black Resonance — Death
You accept finality.
You understand endings without fearing them.
Your Echo becomes the perfect manifestation of inevitability.
Eclipse Resonance
For a brief moment, you stand between Life and Death.
Between White and Black.
Between Beginning and End.
You become the ultimate expression of emotional resonance.
This is as far as I've gotten since I last posted
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Hello all. I have an idea.
Im homebrewing a class based on emotions.
The build will have 4 subclasses.
Im gonna have it be a half Caster, its base class will be inspired from monk and paladin. Primary CHA and DEX based.
So this will be a "spellblade".
I will keep adding to the thread if some people seem this interesting as a class. If not I'll still be making it.
Just know you might see it in the homebrew down the road.
So what do you think if a emotion based, martial and half Caster class?
Interesting premise, though I worry that the emotion-based idea will be difficult to execute and draw power budget away from the spellsword part.
Yeah I'll admit I was worried myself, but I thought it cpuld make it work. The spellblade is whatever weapon they want to use. And it will be there spellcasting focus. I did struggle with power budget for a bit too it became initial to bonus action heavy. I asked my DM and chatgpt for a little help to create passive features to lower that issue.
Here's v4 of the class. I've started on the subclasses as well. But I thought I'd at least see what anyone thinks of this class idea. Im also down to hear what people have to say if anyone has ideas or critique.
SOULFORGED
A martial half-caster who channels emotion into power through Awakening.
CLASS OVERVIEW
Not all power is learned. Some is felt.
Where a Wizard studies magic and a Paladin devotes themselves to it, the Soulforged ignites it from within.
Through heightened emotional states—rage, clarity, ambition, or control—you shape resonance into physical force, altering your strikes, your movement, and even the battlefield itself.
CREATING A SOULFORGED
When creating a Soulforged, consider the moment your power awakened. Was it born from desperation? Discipline? A refusal to lose?
Your Awakening reflects who you are at your core—and who you are becoming.
CLASS FEATURES
As a Soulforged, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Soulforged level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Soulforged level after 1st
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion
LEVEL 1 — RESONANT INSTINCT
Your body reacts to danger before your mind can process it.
Once per turn, when you hit a creature with a weapon attack, you can deal additional damage equal to your Charisma modifier (minimum of 1).
LEVEL 1 — RESONANCE POINTS
You draw upon a pool of energy called Resonance Points (RP).
Gaining RP
You gain 1 RP when one of the following occurs:
You take damage from a hostile creature
You score a critical hit
You reduce a creature to 0 hit points
You can gain RP this way only once per turn.
Spending RP
You can spend RP to activate Soulforged features.
You can only spend RP on one feature per turn, unless a feature states otherwise.
LEVEL 2 — SPELLCASTING
Beginning at 2nd level, you have learned to channel resonance into magical effects.
Your spellcasting follows the progression of a Paladin.
Spell Slots
The Soulforged table shows how many spell slots you have to cast your spells.
You regain all expended spell slots when you finish a long rest.
Spells Known
You know a number of Soulforged spells equal to your Charisma modifier + half your Soulforged level (minimum of one spell).
Spellcasting Ability
Charisma is your spellcasting ability for your Soulforged spells.
Spellcasting Focus
You can use a weapon you are proficient with as a spellcasting focus.
LEVEL 2 — SURGE STRIKE
You can channel your resonance into a powerful strike.
Once per turn, when you hit a creature with a weapon attack, you can expend 1 RP to deal additional damage.
The extra damage is 1d6, increasing as you gain levels in this class:
1d8 at 11th level
2d10 at 17th level
You can decide to use this feature after the attack hits.
LEVEL 2 — MINOR AWAKENING
You begin to enter a heightened state of combat awareness.
As a bonus action, you can activate your Minor Awakening.
While active:
You gain a +1 bonus to attack rolls
Your speed increases by 10 feet
This state lasts until the start of your next turn.
LEVEL 3 — AWAKENING
At 3rd level, your resonance manifests into a distinct form.
Choose one Awakening:
Duality Awakening
Distortion Awakening
Perfection Awakening
Your Awakening grants features at 3rd, 7th, 10th, and 15th level.
LEVEL 5 — EXTRA ATTACK
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
LEVEL 6 — PASSIVE SURGE
Your attacks are constantly empowered.
Once per turn, when you hit a creature with a weapon attack, you deal an additional 1d6 damage.
This damage increases to:
1d8 at 11th level
2d10 at 17th level
If you use Surge Strike on a turn, you do not gain the benefit of this feature on that turn.
LEVEL 7 — AURA PRESSURE
Your presence alone disrupts your enemies.
Your Aura Pressure is always active.
Enemies within 10 feet of you cannot gain advantage on attack rolls against you unless they outnumber you.
RESONANCE STABILITY
Also at 7th level, your energy stabilizes under pressure.
At the start of your turn, if you have 0 RP, you gain 1 RP.
You can only gain RP this way once per round.
LEVEL 9 — AWAKENING MASTERY
Your Minor Awakening becomes instinctual.
At the start of your turn, you automatically gain its benefits until the start of your next turn.
This does not require an action and does not count as activating an Awakening.
FIRST AWAKENING
Also at 9th level, you can enter a deeper state of power.
As a bonus action, you can spend 2 RP to enter your First Awakening for 1 minute.
While in this state:
You gain a +2 bonus to weapon damage rolls
You have advantage on Constitution saving throws
You gain resistance to one damage type of your choice
Your Aura Pressure becomes active, if it is not already
FLUID AWAKENING
When you activate your First Awakening, you can do so as part of the same bonus action used to activate another Soulforged feature.
You can use this benefit only once per turn.
LEVEL 11 — REFINED SURGE
Your Surge Strike damage increases to 1d8.
Additionally, your Armor Class increases by 1.
GUARDED FLOW
When you use your Surge Strike, you gain a +1 bonus to AC until the start of your next turn.
LEVEL 13 — SECOND AWAKENING
Your control over your power deepens.
Your Minor Awakening no longer requires a bonus action.
You cannot activate more than one Awakening feature on the same turn.
LEVEL 15 — PERFECT FLOW
Your actions flow together effortlessly.
Once per turn, when you spend RP, you can gain temporary hit points equal to your Charisma modifier.
LEVEL 17 — MYTHIC RESONANCE
Your strikes reach legendary levels of precision.
When you use Surge Strike, you can roll one of the damage dice twice and use the higher result.
LEVEL 18 — RESONANCE EFFICIENCY
Your energy adapts to incoming threats.
Once per turn when you spend RP, you can gain resistance to two of the following damage types until the start of your next turn:
Radiant
Necrotic
Lightning
Force
Once you use this feature, you cannot use it again until you finish a short or long rest.
LEVEL 20 — PARAGON OF RESONANCE
You have mastered the full extent of your power.
Increase your Dexterity, Constitution, or Charisma by 4, to a maximum of 24
Your First Awakening no longer costs RP
Once per turn, you can ignore the restriction of spending RP on only one feature
Just posted the base class to the thread
Where's the spell list? That will be very helpful to know. The class seems pretty good, but I do have two comments.
1: writing RP in all of the features feels weird. It would read better to call the resource system Resonance and never abbreviate it.
2: The damage scaling is weird. 1d6 until 11th level, than 1d8, than 2d10 at 17th. Most D&D abilities that scale do so linearly.
I haven't finished the spell list just yet. Although I see that a base spell list should already be in here and isnt. My bad. When I get done with the subclasses and there spell list I'll send both in here as well.
Thank you im glad it seem cool so far, still work in progress. Ill def change the RP to say resonance instead and not abbreviate.
I also wasnt sure if that was to weird on the scaling as well. The 17th is more so cause I feel like thats a good final add on. But I can def rework all the other levels to have a better scaling.
I was mainly making sure it wasnt to Over powered. So good to know it can still improve
It's an interesting idea, but honestly I don't see how or why any of the class features have anything to do with being powered by emotions???? What does any of it have to do with emotions other than the two sentence description? It basically looks like a sorcerer version of a Ranger.
PS what does this class do when it isn't in combat?
I also noticed that. It could be reflavored to be Psionic pretty well. The spell list would be really good to see, so we can see if it's more utility or just Burning Hands and Smite spells.
I was just about to say the same thing. What is the Elevator pitch for the class? "Based on emotions" tells me nothing..... I could easily say Barbarian already does that with Rage mechanics. As for the class feature post, it just sounds like Psionic in tone and suppressing emotions, but mechanically its just adding or resisting rare damage types. The whole thing could be tooled into a Monk Subclass and make more sense.
your right about how it has to do with emotions. the subclasses im working on are what mainly i made about emotions BUT i need to go back and have the base class itself be based around emotions. everything so far in the base class is battle and or psionic or barb. let me re work the based more and ill be back. thank you i got to focused on battle and the subclasses.
Here's a completely different take on the same description: A martial half-caster who channels emotion into power.
Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per level after 1st
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Performance, Perception, Intimidation, Persuasion
Level 1: Emotional Resonance.
As a bonus action, you can magically amplify your current emotional state into your physical body. You gain the benefits below based on your character's current emotional state. These last for 10 minutes or until you are incapacitated. You can use this ability twice, regaining one use when you finish a short rest, and all uses when you finish a long rest. [Scales like a Barbarian's Rage in terms of uses.]
Fear. You have advantage on Initiative checks, and Perception checks. You can take the Disengage action as a Bonus action.
Anger. You have advantage on Intimidation checks, and you gain a +2 bonus to damage dealt with weapon attacks and unarmed strikes.
Sadness. You have advantage on Insight checks, and you gain a +1 bonus to AC.
Joy. You have advantage on Persuasion checks, and your movement speed increases by 10 ft and your jump distance is doubled.
Level 1: Spellcasting - standard half-caster spellcasting, using Cha as spellcasting ability modifier.
Level 2: Unleash Emotions.
Release your pent-up emotions in a single moment. As an Action, each hostile creature with an Intelligence score of 4 or higher, within 15 ft of you makes a Wisdom saving throw. On a failure they take 2d10 + your Soulforged level psychic damage, or half as much on a success. Once you use this ability you cannot use it again until you finish a long rest, or you can prematurely end your state of Emotional Resonance to use this ability again.
Level 3: Emotive Affinity (Subclass).
Self-Control : You can use your Charisma instead of Strength or Dexterity for your weapon attacks and damage rolls, when you use your Unleash Emotions, you can heal your 2d10+your soulforged level instead of dealing damage. Bonus Spells: Magic Missile, Alter Self, Slow, Death Ward, Wall of Force
Complexity : While your Emotional Resonance is active, you can use a bonus action to swap which emotion you have active. When you Unleash your Emotions, you can forgo dealing damage and instead cause targets to be charmed or frightened of you (your choice) on a failed save. Bonus Spells: Hideous Laughter, Gust of Wind, Fear, Confusion, Synaptic Static
Intensity : The first time you hit a creature with a weapon attack on your turn you deal an extra 1d6 psychic damage to them. When you Unleash your Emotions, targets that fail the save are knocked prone. Bonus Spells: Searing Smite, Hold Person, Haste, Freedom of Movement, Destructive Wave
Level 5: Extra Attack
Level 6: Emotive Affinity
Self-Control : At the end of your turn, you can
Level 7: Emotional Resilience
You gain the following benefit while your Emotional Resonance is active:
Fear. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Anger. You have resistance to fire and radiant damage.
Sadness. You have resistance to cold and necrotic damage.
Joy. You have advantage on Wisdom saving throws.
Level 10 : Emotive Affinity
Self-Control : At the end of your turn, you can
I did go a very similar route as to what you did, I'm starting from scratch though, after I got to similar to what you did, I still need to rework levels I feel like I started making the class to complicated. And even though I understood it, I want it, to be kind of at the skill level of a sorcerer or monk. And I ended up making it more complicated than both lol. But I'll be back with an updated version soon.
Okay, I'm finally back, new version of this emotion based class,
Spectrum Knight
"Emotion is not weakness. Emotion is power. Every fear, every hope, every act of love leaves an echo upon the soul. The greatest warriors learn to wield those echoes as weapons."
Class Fantasy
A Spectrum Knight is a martial warrior whose soul resonates so strongly with emotion that it manifests into reality.
This manifestation is known as an Echo. The Echo is not a summoned creature. It is not a familiar. It is not a spirit bound by magic. It is a living reflection of the Spectrum Knight's soul. As the Knight grows, their Echo grows. As the Knight changes emotionally, their Echo changes.
Some Echoes appear as:
Dragons
Wolves
Knights
Angels
Demons
Phoenixes
Living Weapons
Spirits
Mythical Creatures
Its appearance is purely cosmetic.
Its abilities are determined by the Emotional Spectrum.
Core Class Mechanics
Hit Die
d10
Saving Throws
Constitution
Charisma
Armor Proficiencies
Light Armor
Medium Armor
Shields
Weapon Proficiencies
Simple Weapons
Martial Weapons
Resonance Dice
Your primary class resource.
Used for:
Resonant Techniques
Emotional Spectrum abilities
Echo abilities
Progression
Level
Dice
1
2d6
5
3d6
9
4d8
13
5d10
17
6d12
Recovered on a Long Rest.
Echo
Your soul given form.
Acts on your initiative.
Can move independently.
Can attack independently.
Shares a telepathic connection with you.
Echo Stat Block
Creature Type
Construct or Spirit (your choice at creation)
Size
Level
Size
1-14
Medium
15-20
Large
Armor Class
8 + Proficiency Bonus + Charisma Modifier
Hit Points
5 + five times your Spectrum Knight level
Example
Level 1 = 10 HP
Level 10 = 55 HP
Level 20 = 105 HP
Speed
30 ft
Saving Throws
Uses your saving throw bonuses.
Damage Immunities
Poison
Condition Immunities
Charmed
Frightened
Senses
Darkvision 60 ft
Telepathic Bond
The emotional spectrum lv list
🔴 CRIMSON — RAGE
Level 1: Burning Fury
Your anger fuels your attacks.
Once per turn when you deal damage, add your Charisma modifier to one damage roll.
Fantasy: Rage makes every strike hit harder.
Level 7: Blood Momentum
Victory drives you forward.
When you score a critical hit or reduce a creature to 0 hit points:
Move up to 10 feet.
Your Echo may immediately make an Echo Strike.
Fantasy: The battle feeds your aggression.
Level 10: Ruthless Escalation
Wounded enemies awaken your killer instinct.
Against creatures below half hit points:
Your first damaging attack each turn deals additional damage equal to your Proficiency Bonus.
Fantasy: Rage becomes precision.
Level 11: Fracture Rage
Your fury shatters restraint.
When you roll damage for a Resonant Technique:
Reroll one damage die.
Fantasy: Your emotional power becomes explosive.
Level 15: Crimson Dominion
Your rage infects the battlefield.
When you damage a creature:
Mark it until the start of your next turn.
Echo Strikes against that creature deal bonus psychic damage equal to your Charisma modifier.
Fantasy: Enemies become prey.
🟠AMBER — AMBITION
Level 1: Driven Purpose
Success fuels desire.
Gain temporary hit points equal to your Proficiency Bonus when you succeed on an attack, save, or ability check (once per turn).
Level 7: Predatory Growth
Every victory becomes a stepping stone.
When you gain temporary hit points from Driven Purpose:
Gain advantage on your next attack roll before the end of your next turn.
Level 10: Stolen Momentum
You learn from every setback.
When an enemy succeeds on a save against one of your abilities:
Store Momentum.
Your next Resonant Technique gains a bonus equal to your Proficiency Bonus.
Level 11: Opportunist Reflex
Failure creates opportunity.
When a creature misses you:
Move up to 10 feet without provoking opportunity attacks.
Level 15: Apex Acquisition
Your ambition nears perfection.
Once per turn, when you roll a d20:
Treat a result lower than 10 as a 10.
🟡 YELLOW — FEAR
Level 1: Oppressive Presence
Fear follows your Echo.
Creatures hit by Echo Strike lose 10 feet of movement until the start of your next turn.
Level 7: Dread Expansion
Fear spreads outward.
A creature suffering one of your fear effects cannot take reactions.
Level 10: Paralytic Fear
Terror weakens resistance.
Creatures frightened by you have disadvantage on saving throws against your Resonant Techniques.
Level 11: Terror Instinct
Predators recognize weakness.
When you damage a creature:
It cannot willingly move closer to you until its next turn unless it succeeds on a Wisdom save.
Level 15: Absolute Dread Field
Your Echo becomes a walking nightmare.
Enemies beginning their turn within 15 feet of your Echo must succeed on a Wisdom save or:
Lose their reaction.
Have their speed reduced by 10 feet.
🟢 GREEN — WILLPOWER
Level 1: Unyielding Resolve
Your spirit cannot be easily broken.
You and your Echo gain +1 AC.
Level 7: Iron Continuance
You endure where others fail.
When you fail a saving throw:
Add half your Proficiency Bonus.
Level 10: Shared Fortitude
Your determination strengthens your Echo.
Whenever one of you gains resistance to damage:
The other gains the same resistance until the start of your next turn.
Level 11: Unbreakable Rhythm
Persistence becomes instinct.
Whenever you use a Resonant Technique:
Gain resistance to one damage type of your choice until your next turn.
Level 15: Immutable Will
Nothing moves the immovable.
You and your Echo cannot be moved against your will.
🔵 BLUE — HOPE
Level 1: Beacon of Hope
Your encouragement lingers.
Whenever you heal a creature:
It gains temporary hit points equal to your Proficiency Bonus.
Level 7: Radiant Recovery
Hope heals more than wounds.
Whenever you heal a creature:
Remove either the Frightened or Poisoned condition.
Level 10: Chain of Hope
Hope spreads.
When you heal a creature:
A second creature within 30 feet regains hit points equal to half the amount healed.
Level 11: Emotional Stabilization
Your presence prevents despair.
Allies within 10 feet of your Echo gain advantage on death saving throws.
Level 15: Beacon Ascendant
Your hope uplifts everyone.
Whenever you heal a creature:
You and your Echo each regain hit points equal to half the healing provided.
🟣 INDIGO — COMPASSION
Level 1: Shared Burden
You help carry the pain of others.
Allies within 10 feet of your Echo reduce incoming damage by your Proficiency Bonus.
Level 7: Reactive Intercession
Compassion demands action.
When an ally is hit:
You or your Echo may teleport adjacent to that ally.
Level 10: Shared Suffering
You willingly bear another's pain.
Reduce damage to an ally by a Resonance Die roll.
Level 11: Pain Redistribution
No burden is carried alone.
When you take damage:
Split half the damage with your Echo.
Level 15: Absolute Empathy Field
Your compassion borders on miraculous.
Once per round, an ally within 10 feet of your Echo reduced to 0 hit points instead drops to 1 hit point.
🟪 VIOLET — LOVE
Level 1: United Purpose
Connection strengthens everyone.
Allies within 30 feet gain +1 to saving throws.
Level 7: Emotional Synchrony
Success resonates between hearts.
When an ally succeeds on a roll:
Gain a bonus to your next Resonant Technique equal to your Proficiency Bonus.
Level 10: Bonded Amplification
Your Echo strengthens your companions.
Whenever your Echo deals damage:
One ally gains temporary hit points equal to your Charisma modifier.
Level 11: Shared Emotion Burst
Joy and determination spread outward.
When you spend a Resonance Die:
One ally within 30 feet gains a bonus equal to your Proficiency Bonus on their next roll.
Level 15: Unified Heartfield
Your connections become tangible.
Allies within 30 feet of your Echo can grant one another advantage on a saving throw once per round.
LEVEL 1 — AWAKENING OF THE ECHO
Echo Manifestation
At 1st level, your soul awakens and projects itself into reality.
This manifestation is known as your Echo.
The Echo is a fragment of your emotional resonance given form.
It acts alongside you in combat and grows stronger as you do.
Echo Strike
Your Echo can strike independently.
These attacks are manifestations of emotional force rather than physical weapons.
Resonant Strike
Your connection with your Echo allows coordinated attacks.
Whenever you attack, your Echo may strike as well.
This establishes the core combat rhythm of the class.
Emotional Spectrum
You learn to attune yourself to one emotional frequency.
Each Spectrum shapes your abilities and determines how your emotional power manifests.
LEVEL 2 — RESONANT TECHNIQUES
Your emotional resonance develops into specialized abilities.
Resonant Techniques allow you to channel emotions into offensive, defensive, and supportive effects.
These become the primary way you expend Resonance Dice.
LEVEL 3 — SHARED CONSCIOUSNESS
The barrier between yourself and your Echo begins to fade.
Shared Consciousness
You always know:
Where your Echo is.
How it feels.
Whether it is wounded.
The Echo gains the same awareness of you.
This marks the beginning of a true soul connection.
Emotional Echo
Strong emotions leave lingering impressions.
As you maintain emotional focus, your resonance becomes more stable and powerful.
This is the first step toward emotional mastery.
LEVEL 4 — ABILITY SCORE IMPROVEMENT
Your training strengthens either body, mind, or spirit.
LEVEL 5 — RESONANT WARRIOR
You have learned to fight as one with your Echo.
Extra Attack
You can attack twice whenever you take the Attack action.
Enhanced Echo Strike
Your Echo's attacks become significantly stronger.
The Echo is no longer merely present.
It has become a true battlefield threat.
LEVEL 6 — RESONANT COORDINATION
Your movements and your Echo's movements begin to synchronize instinctively.
The Echo can reposition fluidly around the battlefield, allowing both of you to fight as a single unit.
LEVEL 7 — SPECTRUM EVOLUTION I
Your understanding of your chosen emotion deepens.
The emotion is no longer something you wield.
It begins to shape how you fight and think.
Each Emotional Spectrum gains its first major evolution.
LEVEL 8 — ABILITY SCORE IMPROVEMENT
Continued personal growth.
LEVEL 9 — SHARED RESONANCE
The connection between Knight and Echo strengthens dramatically.
Emotional Link
Your minds become linked.
Distance matters less than emotional connection.
You and your Echo can communicate telepathically across the same plane.
Shared Burden
Pain is no longer carried alone.
Your Echo can absorb a portion of your suffering.
Emotional Backlash
Pain can become power.
Damage intercepted by your Echo can be reflected back onto enemies.
LEVEL 10 — SPECTRUM EVOLUTION II
Your chosen emotion matures.
Its influence expands beyond instinct and becomes refined control.
Each Emotional Spectrum gains a second evolution.
LEVEL 11 — GREATER RESONANCE
Your emotional power reaches a new threshold.
You unlock advanced Resonant Techniques.
At the same time, your chosen emotion develops a deeper manifestation through its third evolution.
LEVEL 12 — ECHO OFFENSIVE SPIKE
Your Echo becomes a truly dangerous combatant.
Twin Strike
Your Echo can attack twice whenever it strikes.
This marks the point where your Echo can rival martial companions in battlefield impact.
LEVEL 13 — SHARED SPIRIT
The bond between Knight and Echo transcends mere communication.
Your souls are now intertwined.
Shared Spirit
When death would claim you, your Echo may sacrifice itself.
The Echo willingly gives its existence so that yours may continue.
This is the ultimate act of trust.
LEVEL 14 — ABILITY SCORE IMPROVEMENT
Further mastery of body and spirit.
LEVEL 15 — SPECTRUM EVOLUTION III
You achieve mastery over your chosen emotion.
Its final form manifests.
At this stage, your emotion is no longer a feeling.
It has become part of your identity.
Each Emotional Spectrum gains its Master Evolution.
LEVEL 16 — ABILITY SCORE IMPROVEMENT
Continued refinement.
LEVEL 17 — MASTER RESONANCE
Your control over resonance reaches its peak.
You unlock the most powerful Resonant Techniques available to a Spectrum Knight.
These abilities represent legendary emotional feats.
LEVEL 18 — ETERNAL RESONANCE
The distinction between Knight and Echo nearly disappears.
Eternal Connection
Thoughts, emotions, and awareness flow freely between both of you.
The bond is effortless.
Unbroken Manifestation
Your Echo has become extraordinarily resilient.
Even destruction struggles to separate it from you.
Resonant Recovery
The act of channeling resonance nourishes your spirit.
Using Echo abilities restores your vitality.
LEVEL 19 — ABILITY SCORE IMPROVEMENT
Final personal refinement before transcendence.
LEVEL 20 — ECLIPSE RESONANCE
You achieve what few Spectrum Knights ever reach.
You master not one emotion, but all emotions.
White Resonance — Life
You embody unity.
Every emotion exists in harmony within you.
Hope, rage, compassion, fear, love, ambition, and willpower become one.
Black Resonance — Death
You accept finality.
You understand endings without fearing them.
Your Echo becomes the perfect manifestation of inevitability.
Eclipse Resonance
For a brief moment, you stand between Life and Death.
Between White and Black.
Between Beginning and End.
You become the ultimate expression of emotional resonance.
This is as far as I've gotten since I last posted