This Class Has One Limitation And That Is You Can Not Play As Golems. The Talisman Masters are people who follow a different world idea of the elements that make up the world. They believe that there are five elements instead of four and they are Fire, Earth, Metal, Water, and Wood. Each element will have different effects and this makes the class very versatile in combat however if they don't have enough Talismans they will have nothing magic like to attack with.
| Level | Max Talismans |
| 1 | 25 |
| 5 | 50 |
| 15 | 75 |
| Element | Effect |
| Fire | 1d4 Fire Damage |
| Earth | +1 Bludgeon Damage |
| Metal | +1 Slashing Damage |
| Water | 1d4 Cold Damage |
| Wood | 1d4 Piercing Damage |
| Level | Amount Cast at once |
| 1 | 1 |
| 2 | 2 |
| 5 | 3 |
| 10 | 4 |
| 15 | 5 |
| Type of Array | Number of Talismans Used | Affect |
| Fire | 2 | Enemies in a 30' radius from caster suffers 1d4 Fire damage at the end of the Round |
| Fire | 3 | Enemies in a 60' radius from caster suffers 1d4 Fire damage at the end of the Round |
| Fire | 4 | Enemies in a 60' radius from caster suffers 3d4 Fire damage at the end of the Round |
| Fire | 5 | Enemies in a 80' radius from caster suffers 4d4 Fire damage at the end of the Round |
| Earth | 2 | Hard Terrain in a radius of 30' of Caster |
| Earth | 3 | Hard Terrain in a radius of 50' of Caster |
| Earth | 4 | Hard Terrain in a radius of 80' of Caster |
| Earth | 5 | Hard Terrain in a radius of 100' of Caster |
| Metal | 2 | Everyone Gains 1AC within 10' of Caster |
| Metal | 3 | Everyone Gains 2AC within 20' of Caster |
| Metal | 4 | Allies Gains 2AC within 30' of Caster |
| Metal | 5 | Allies Gains 3AC within 30' of Caster |
| Water | 2 | Enemies in a 30' radius from caster suffers 1d4 Cold damage at the end of their Turn. Everyone in a 40' radius from caster move 5' less on their turn. |
| Water | 3 | Enemies in a 40' radius from caster suffers 1d6 Cold damage at the end of their Turn. Everyone in a 50' radius from caster move 5' less on their turn. |
| Water | 4 | Enemies in a 50' radius from caster suffers 2d4 Cold damage at the end of their Turn. Everyone in a 60' radius from caster move 5' less on their turn. |
| Water | 5 | Enemies in a 60' radius from caster suffers 2d6 Cold damage at the end of their Turn. Everyone in a 70' radius from caster move 10' less on their turn. |
| Wood | 2 | Everyone in a 30' radius from caster heals 1d4 of hp at the end of round |
| Wood | 3 | Allies in a 30' radius from caster heals 2d6 of hp at the end of round |
| Wood | 4 | Allies in a 30' radius from caster heals 3d6 of hp at the end of round |
| Wood | 5 | Allies in a 30' radius from caster heals 2d10 of hp at the end of their turn |
| Element Combination | Affect |
| Fire + Fire | 1d6 Fire Damage |
| Earth + Earth | +2 Bludgeon Damage to target's next attack dealing bludgeon damage |
| Metal + Metal | +2 Slashing Damage to target's next attack dealing slashing damage |
| Water + Water | 1d6 Cold Damage |
| Wood + Wood | 2d4 Piercing Damage |
| Fire + Wood | Explosion in a 10' radius from target dealing 2d4 Fire Damage |
| Fire + Earth | 1d6 Bludgeon and 1d4 Fire damage |
| Fire + Metal | Reduces targets AC by 1 |
| Fire + Water | Smoke screen which makes everyone have a disadvantage in attack in a 15' radius from target |
| Earth + Metal | + 2 AC to target |
| Earth + Water | Hard terrain 20' radius from target |
| Earth + Wood | Hard terrain 20' radius from target and if walked through deal 1d4 Piercing Damage |
| Metal + Water | 2d6 Cold Damage |
| Metal + Wood | + 1 Piercing Damage to target's next Piercing Attack |
| Water + Wood | 2d8 Piercing Damage |
| Element | Affect |
| Fire | + 1 to spells damage |
| Earth | + 10' radius |
| Metal | + 1 Physical damage |
| Water | - 5' speed to target |
| Wood | + 5' radius |
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