Catalyst
Catalyst
Abjuration is an often underappreciated school of magic, governing spells of protection and warding. The magic utilized in these spells is shaped for the specific purpose of negating hostile energies. There is a lesser known technique for defense against hostile energies, one that is focused not on negation but on absorption. Practitioners of this technique are called catalysts, for their ability to absorb and combine powerful energies within their own bodies. The more skilled a catalyst, the more energies they can absorb and the more potent the eventual release of these stored energies becomes.
| Level | Max Conduction | Features | Base Spells | Base Resource |
|---|---|---|---|---|
| 1 | 1d10 | Conduction, Power Bleed | 0 | 0 |
| 2 | 2d10 | Catalytic Fusion | 1 | 0 | 3 | 2d10 | Overcharge, Chemical Shielding | 1 | 1 | 4 | 3d10 | Impact Shielding, Catalytic Fusion II | 2 | 1 | 5 | 3d10 | Arrow Shielding | 2 | 1 |
| 6 | 4d10 | Blade Shielding, Catalytic Fusion III | 3 | 2 |
| 7 | 5d10 | Cataclysm | 3 | 2 |
Class Features
Hit Points
- Hit Dice: 1d8 per catalyst leve
- Hit Points at Higher Levels: 1d8(or 5) + your Constitution modifier per catalyst leveI
Multi-Classing Proficiencies
- Armor: Light armor
- Weapons: None
- Tools: None
- Saving Throws: None
- Skills: None
Conduction
At 1st level, you have gained the foundational basics of a catalyst’s power. Any time you are dealt fire, cold, lightning, radiant or necrotic damage you can use your reaction to conduct some or all of that damage. Roll 1d10 and reduce the damage dealt by that amount. This conduction die is now ‘charged’ and cannot be used to reduce further damage until the charge is expended. Any ability that uses conduction dice to deal damage removes the charge on the dice used, at which point the dice are returned to you as uncharged. At 1st level, you have a single conduction dice, and gain more as you gain catalyst levels, as shown in the class table. All charged conduction dice are harmlessly discharged and become uncharged when you finish a long rest.Power Bleed
At 1st level, you learn how to vent some of your stored power so that you can further absorb damage with your conduction. As a bonus action, you can expend a charge on one of your conduction dice. If you are touching a creature (grappling or unarmed strike) or object, you deal 1d10 lightning damage to the creature or object of your choice. You can also opt to do this harmlessly if you are standing on the ground, discharging the energy into the ground. If you are on a non-conductive surface or not touching the ground, you must deal damage to a creature or object to vent the charge.Catalytic Fusion
At 2nd level, you have learned the true art of the catalyst. Whenever you have two or more conduction dice charged, you can roll any number of your charged dice as a bonus action. The total of this roll gets added to your catalyst points. Catalyst points are a measure of your active power. Catalyst points grant you access to powerful elemental abilities, as listed at the end of this class. You can use these abilities any time you have enough catalyst points. Catalyst points bleed off if not used. At the end of each of your turns, or every 6 seconds, you lose 2 catalyst points if you have any remaining. When you use catalyst points, the DC equals your fusion save DC.Fusion save DC = (8+ your proficiency bonus + your Constitution modifier)
Fusion attack modifier = (your proficiency bonus + your Constitution modifier)
Overcharge
When you reach 3rd level, you begin to better understand the nature of your conduction ability. You can now use your reaction when struck by damage that you would normally be able to absorb with your conduction ability to grant yourself 1d10 catalyst points, bypassing the need to use conduction dice. This ability does not reduce the damage you take.Chemical Shielding
When you reach 3rd level, you can now absorb poison and acid damage with your Conduction ability.Impact Shielding
At 4th level, you have learned to begin absorbing kinetic energy as well as elemental. You can now use your conduction ability when you receive bludgeoning damage.Catalytic Fusion II
Also, at 4th level, your Catalytic Fusion becomes more efficient. For each charged conduction dice you roll to gain catalyst points, you gain 2 additional catalyst points.Arrow Shielding
At 5th level, your ability to absorb kinetic energy with your Conduction now extends to piercing damage.Blade Shielding
At 6th level, your ability to absorb kinetic energy with your Conduction now extends to slashing damage.Improved Conduction
By 6th level, you can absorb more potent energies with each use of Conduction. When you use your reaction to negate damage with Conduction, you can now roll two of your uncharged conduction dice, charging both and reducing the damage received by the total of the two dice.Cataclysm
At 7th level, you have mastered the catalyst arts. Your catalyst points now do not reduce at the end of each of your turns so long as you remain in combat. Additionally, you gain access to the Cataclysm Fusion abilities.Catalytic Fusion Abilities
- 3 Points, Melt - Action - Ranged Attack: Deals (your catalyst level)d6 fire damage to a target creature you can see within 30 feet.
- 6 Points, Expulsion- Bonus Action: Excess energy gushes off of you in a torrent of lightning, dealing (your catalyst level) d6 lightning damage to all creatures of your choice within 10 feet of you. Creatures can attempt a Constitution saving throw for half as much damage.
- 9 Points, Energy Wave - Action: Crackling power flows forth from you in a wave. You create a 30-foot cone of necrotic energy. Creatures caught in this cone must attempt a Constitution saving throw, taking (your catalyst level+1)d8 necrotic damage on a failed save, or half as much damage on a success
- 13 points, Cold Snap- Bonus Action: One creature of your choice within 60 feet must succeed on a Wisdom Saving throw against your fusion save DC or take ( your catalyst level +2)d6 cold damage and have their speed reduced by half until the start of your next turn, as magic suddenly sucks the heat from their bodies. Creatures that succeed on the save take half as much damage and are not slowed.
- 17 Points, Radiant Flare - Action: You fire a thin beam of light at a target point within 50 feet. Any creature hit by the beam must succeed on a Dexterity saving throw or take (your catalyst level)d6 fire damage. Creatures that succeed take no damage. The light then explodes in a 10-foot radius at the target point, dealing (your catalyst level /2 (rounded up))d8 radiant damage. Creatures within this area can attempt to make a Dexterity saving throw, taking half damage on a success.
- 21 Points, Earthshatter- Action: You are raised by a 5-foot diameter x 10-foot tall pillar of stone, as jagged spikes of stone explode from the upheaval, creating a 15-foot radius circle of deadly jagged spikes. Hostile creatures within 15 feet of you must succeed on a Dexterity saving throw or take (your catalyst level +3)d6 piercing damage. Creatures that succeed on the save take half as much damage. The affected area becomes difficult terrain and deals 1d6 piercing damage per 5 feet of movement to any creature that moves through it. You can use your bonus action to cause the central pillar to fall in such a way that it will deposit you outside of the spiked area. After 10 minutes, these spikes dull and crumble back into regular earth.
- 25 Points, Acid Burst - Action: You expel vitriolic energy in a trio of blobs, creating three 5-foot radius pools of acid that are 5 feet deep and centered on any points of your choice within 60 feet of you. Creatures in the area of these pools must succeed on a Dexterity saving throw or fall prone into the pools. Creatures that succeed on the save are moved to the edge of the pool. Creatures that touch the acid for the first time on a turn or end their turn there take (your catalyst level +3)d6 acid damage. Creatures submerged in the acid take an extra 3d6 acid damage at the start of their turn. After 1 minute, the acid loses its potency and becomes a harmless briny liquid.
- 30 Points, Lightning Storm- Action: Lightning arcs from your body and impacts up to seven creatures of your choice within 100 feet. Creatures struck by these bolts must succeed on a Dexterity saving throw or take (your catalyst level +3)d10 lightning damage. Creatures that succeed on the save take half as much damage.
- 35 Points, Explosive Catalyst - Bonus Action: For 1 minute, all of your Catalytic Fusion abilities deal an extra 2d10 force damage. This damage is dealt in full regardless of if creatures succeed on their saving throws.
Cataclysm Fusion Abilities
- 40 Points, Thundering Hammer - Action: You select a point you can see within 150 feet. A booming wave of thunder comes down from the sky, crushing any creature within a 20-foot radius with deafening power. Creatures caught in the radius must succeed on a Constitution saving throw or take 12d8 thunder damage and be deafened until healed. Creatures that succeed on the save take half as much damage and are not deafened. This ability does an extra 30 damage to objects and structures.
- 46 Points, Unleash - Action: You make a melee touch attack against a target creature within 5 feet. If you successfully hit the creature, it takes 5d10 +50 damage. This damage can be fire, lightning, or radiant damage, your choice.
- 53 Points, Havoc - Action: A creature you can see within 200 feet must succeed on a Wisdom saving throw or be afflicted with a massive surplus of energy. The creature takes 5d12 lightning damage on a failed save or half as much damage on a success. On a failed save, affected creatures take this damage again at the start of each of their turns. They can repeat the save as an action, attempting to dispel the excess power.
- 60 Points, Cataclysm - Action: You unleash a virulent torrent of elemental power in all directions, ripping up the ground and causing storm clouds to gather above you. Each creature you designate within 100 feet of you must succeed on a Dexterity saving throw or take 4d6 fire, 4d6 lightning, 4d6 thunder, and 4d6 radiant damage. Creatures that succeed on the save take half as much damage. The ground within this 100-foot radius becomes difficult terrain filled with festering necrotic pools and acidic rain. Creatures designated at the initial use of this ability take an additional 2d6 acid and 2d6 necrotic damage at the end of each of their turns while they remain within the radius. These effects last for 1 minute, after which the ground remains difficult terrain, but no longer inflicts damage.

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