Tan-chi

Tan-chi are the almost-forgotten material mages of an elder elven academy. They treat matter as a borrowed pattern: nothing may be created or annihilated, only unmade into simpler parts and rebuilt into new forms. Their art is intimate and tactile—a bare hand on steel, stone, water, or flesh can turn a bar into a blade, a wall into dust, or a wound into a bleeding, unhealing ruin.

Class Features

Hit Die d8
Primary Ability Intelligence, Constitution
Saving Throws Intelligence, Constitution
Archetype Hybrid_Battlemage
Ability Categories spellcasting, martial_abilities
Caster Progression Half

Proficiencies

Armor —
Weapons Simple weapons
Tools Mason's tools, Smith's tools
Skills Choose three from Arcana, History, Investigation, Perception, Sleight of Hand, Medicine

Class Resources

Pattern

Max 2

Pattern is the Tan-chi reservoir of stored material law. It fuels martial abilities and reflects the character's ability to deconstruct and rebuild matter.

Reset
Long Rest
Spending
Spend Pattern to activate Tan-chi martial abilities. If an ability calls for a saving throw, DC = 8 + Proficiency Bonus + Intelligence modifier. If an ability calls for an attack roll, attack bonus = Proficiency Bonus + Intelligence modifier.
Recovery
Regain all expended Pattern on a Short or Long Rest? No—on a Short Rest regain Intelligence modifier (minimum 1); on a Long Rest regain all expended Pattern.

Class Abilities

Spellcasting

Spellcasting Ability Intelligence
Cantrips Known 0
Alarm
Level 1 abjuration
Casting Time: 1 minute (ritual)
Range: 30 feet
Target: A door, window, or area no larger than a 20-foot cube
Components: V, S, M
Duration: 8 hours
Movement: None
Attack / Save: None
Defense: None

Set a magical alarm against intrusion.

Rules Text:

You set an alarm against intrusion. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. You can designate creatures that do not set off the alarm. Choose audible (handbell for 10 seconds within 60 feet) or mental (a ping to you if within 1 mile).

Detection
Range: 20-foot cube
Target: warded area
Duration: 8 hours
Detect Magic
Level 1 divination
Casting Time: 1 action (ritual)
Range: Self
Target: Self
Components: V, S
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: None
Defense: None

Sense magic within 30 feet.

Rules Text:

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

Detection
Range: 30 feet
Target: magic aura
Duration: Concentration, up to 10 minutes
Shield
Level 1 abjuration
Casting Time: 1 reaction (when hit by an attack or targeted by Magic Missile)
Range: Self
Target: Self
Components: V, S
Duration: 1 round
Movement: None
Attack / Save: None
Defense: +5 bonus to AC until the start of your next turn, including against the triggering attack

React with a barrier of force for +5 AC.

Rules Text:

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.

Defense
Target: self
Defense: +5 AC
Resource: None
Thunderwave
Level 1 evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Target: Each creature in a 15-foot cube originating from you
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

Burst of thunderous force.

Rules Text:

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and is not pushed.

Damage
Attack: Constitution saving throw
Range: 15-foot cube
Target: creatures in area
Duration: Instantaneous
Defense: None
Resource: None
Acid Arrow
Level 2 evocation
Casting Time: 1 action
Range: 90 feet
Target: One creature
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Ranged spell attack against the target
Defense: None

Ranged acid attack with delayed damage.

Rules Text:

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage only.

Damage
Attack: Ranged spell attack
Range: 90 feet
Target: one creature
Duration: Instantaneous and end of next turn
Defense: None
Resource: None
Aid
Level 2 abjuration
Casting Time: 1 action
Range: 30 feet
Target: Up to three creatures
Components: V, S, M
Duration: 8 hours
Movement: None
Attack / Save: None
Defense: None

Bolster up to three allies with extra Hit Points.

Rules Text:

Choose up to three creatures within range. Each target's Hit Point maximum and current Hit Points increase by 5 for the duration.

Healing
Attack: None
Range: 30 feet
Target: up to three creatures
Duration: 8 hours
Defense: None
Resource: None
Heat Metal
Level 2 transmutation
Casting Time: 1 action
Range: 60 feet
Target: One creature or object
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: None
Defense: None

Heat metal to burn a creature in contact with it.

Rules Text:

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it does not drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

Damage
Attack: Constitution saving throw for dropping object
Range: 60 feet
Target: creature in contact with metal
Duration: Concentration, up to 1 minute
Defense: None
Resource: None
Shatter
Level 2 evocation
Casting Time: 1 action
Range: 60 feet
Target: Each creature in a 10-foot-radius sphere
Components: V, S, M
Duration: Instantaneous
Movement: None
Attack / Save: Constitution saving throw against your spell save DC
Defense: None

Burst of thunder damage in a sphere.

Rules Text:

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

Damage
Attack: Constitution saving throw
Range: 60 feet
Target: creatures in sphere
Duration: Instantaneous
Defense: None
Resource: None
Dispel Magic
Level 3 abjuration
Casting Time: 1 action
Range: 120 feet
Target: One creature, object, or magical effect
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

End magical effects on a target.

Rules Text:

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.

Utility
Attack: None
Range: 120 feet
Target: creature, object, or magical effect
Duration: Instantaneous
Defense: None
Resource: None
Fly
Level 3 transmutation
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: The target gains a flying speed of 60 feet
Attack / Save: None
Defense: None

Grant a willing creature flight.

Rules Text:

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.

Movement
Attack: None
Range: Touch
Target: one willing creature
Duration: Concentration, up to 10 minutes
Defense: None
Resource: None
Slow
Level 3 transmutation
Casting Time: 1 action
Range: 120 feet
Target: Up to six creatures in a 40-foot cube
Components: V, S, M
Duration: Concentration, up to 1 minute
Movement: None
Attack / Save: Wisdom saving throw against your spell save DC
Defense: None

Slow up to six creatures.

Rules Text:

You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it cannot use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it cannot make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell does not take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it cannot, the spell is wasted.

Control
Attack: Wisdom saving throw
Range: 120 feet
Target: up to six creatures
Duration: Concentration, up to 1 minute
Defense: -2 AC
Resource: None
Fabricate
Level 4 transmutation
Casting Time: 10 minutes
Range: 120 feet
Target: Raw materials within range
Components: V, S
Duration: Instantaneous
Movement: None
Attack / Save: None
Defense: None

Convert raw materials into finished objects.

Rules Text:

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials. Creatures or magic items cannot be created or transmuted by this spell.

Utility
Attack: None
Range: 120 feet
Target: raw materials
Duration: Instantaneous
Defense: None
Resource: None
Stoneskin
Level 4 abjuration
Casting Time: 1 action
Range: Touch
Target: One willing creature
Components: V, S, M
Duration: Concentration, up to 1 hour
Movement: None
Attack / Save: None
Defense: The target has resistance to nonmagical bludgeoning, piercing, and slashing damage

Harden a creature's flesh against physical damage.

Rules Text:

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Defense
Attack: None
Range: Touch
Target: one willing creature
Duration: Concentration, up to 1 hour
Defense: Resistance to nonmagical bludgeoning, piercing, and slashing damage
Resource: None
Animate Objects
Level 5 transmutation
Casting Time: 1 action
Range: 120 feet
Target: Up to ten nonmagical objects
Components: V, S
Duration: Concentration, up to 1 minute
Movement: The objects animate and move according to your commands
Attack / Save: None for the spell; animated objects make attacks using your spell attack modifier
Defense: None

Animate nonmagical objects to fight for you.

Rules Text:

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You cannot animate an object larger than Huge. Each animated object has AC 18, Hit Points equal to 20 for Medium or smaller, 40 for Large, 80 for Huge, and a speed of 30 feet. It has a Strength of 18 and Dexterity of 10. It can make a melee attack with a +8 bonus to hit, dealing 2d4 + 4 bludgeoning damage on a hit. If the object is made of metal, it deals 2d6 + 4 bludgeoning damage instead. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you. You can command any or all of them at the same time, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Summon
Attack: Spell attack modifier for animated objects
Range: 120 feet
Target: up to ten nonmagical objects
Duration: Concentration, up to 1 minute
Defense: None
Resource: None
Wall of Stone
Level 5 evocation
Casting Time: 1 action
Range: 120 feet
Target: A wall of stone
Components: V, S, M
Duration: Concentration, up to 10 minutes
Movement: None
Attack / Save: Dexterity saving throw against your spell save DC when the wall appears in a creature's space
Defense: The wall provides cover

Create a wall of solid stone.

Rules Text:

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it cannot occupy the same space as a creature or another object. The wall does not need to be vertical or rest on a firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 Hit Points per inch of thickness, and it has immunity to poison and psychic damage. Reducing a panel to 0 Hit Points destroys it and might cause connected panels to collapse at the GM's discretion. If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and cannot be dispelled. Otherwise, the wall disappears when the spell ends.

Terrain
Attack: Dexterity saving throw when appearing in a creature's space
Range: 120 feet
Target: wall of stone
Duration: Concentration, up to 10 minutes
Defense: Cover
Resource: None

Martial Abilities

Unmaking Palm
Action 1 Pattern Level 1
Range Touch (5 feet)
Target One creature
Duration Instantaneous; no-heal effect lasts until the start of your next turn
Movement None
Attack / Save Melee weapon attack using Intelligence modifier; attack bonus = Proficiency Bonus + Intelligence modifier; no saving throw
Defense None

A touch that deconstructs flesh and prevents recovery.

Rules Text:

When you take the Attack action, you can replace one attack with this ability. Make a melee weapon attack using your Intelligence modifier against one creature within 5 feet of you. On a hit, the target takes 1d4 + your Intelligence modifier bludgeoning damage plus 1d6 necrotic damage and cannot regain Hit Points until the start of your next turn. The necrotic damage increases to 2d6 at level 5, 3d6 at level 11, and 4d6 at level 17.

Damage Effect
Range: touch
Target: one creature
Damage: 1d4 + Intelligence modifier bludgeoning bludgeoning (1d4 at level 1, 1d6 at level 5, 1d8 at level 11, 1d10 at level 17)
Damage Effect
Range: touch
Target: one creature
Damage: 1d6 necrotic (+1d6 at levels 5, 11, and 17)
Condition Effect
Range: touch
Target: one creature
Conditions: cannot regain Hit Points until the start of your next turn
Reforge
Action 1 Pattern Level 1
Range Touch (5 feet)
Target One nonmagical object
Duration Permanent
Movement None
Attack / Save None
Defense None

Reshape a nonmagical object into another form without changing its mass.

Rules Text:

As an action, touch one nonmagical object no larger than a 5-foot cube. You reshape its material into another nonmagical object of the same material, equal mass, and no greater value. You cannot create or destroy matter. The new form is permanent unless changed by another effect. The cube size increases to 10 feet at level 11 and 20 feet at level 17.

Utility Effect
Range: touch
Target: one nonmagical object
Defense: None
Lattice Parry
Reaction 1 Pattern Level 2
Range Self
Target Self
Duration Against the triggering attack
Movement None
Attack / Save None
Defense +3 AC against the triggering attack (+4 at level 9, +5 at level 17)

A sudden lattice of force deflects a blow.

Rules Text:

When you are hit by an attack, you can use your reaction and spend 1 Pattern to gain a +3 bonus to AC against that attack, potentially causing it to miss. At level 9 this bonus increases to +4, and at level 17 it increases to +5.

Defense Effect
Target: self
Defense: +3 AC against one attack
Resource: None
Dust Shove
Action 1 Pattern Level 2
Range Touch (5 feet)
Target One creature or object
Duration Instantaneous
Movement Push 10 feet
Attack / Save Strength saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

A touch turns the ground beneath a foe to loose dust.

Rules Text:

As an action, or by replacing one attack of the Attack action, touch one creature or object within 5 feet. A creature must make a Strength saving throw against your Tan-chi save DC (8 + Proficiency Bonus + Intelligence modifier). On a failure, it takes 1d6 bludgeoning damage, is pushed 10 feet away from you, and has the Prone condition. On a success, it takes half damage and is not pushed or knocked prone. The push increases by 5 feet at level 9 and level 15. The damage increases to 2d6 at level 11 and 3d6 at level 17.

Damage Effect
Range: touch
Target: one creature or object
Damage: 1d6 bludgeoning (2d6 at level 11, 3d6 at level 17)
Movement Effect
Range: touch
Target: one creature
Movement: push 10 feet
Condition Effect
Range: touch
Target: one creature
Conditions: Prone
Seam Lock
Action 2 Pattern Level 3
Range Touch (5 feet)
Target One creature
Duration Until end of target's next turn; improved duration at level 11
Movement None
Attack / Save Dexterity saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

You lock the seams of a creature's body or armor in place.

Rules Text:

As an action, touch one creature within 5 feet. The target must make a Dexterity saving throw against your Tan-chi save DC. On a failure, it has the Restrained condition until the end of its next turn. At level 11, this becomes until the end of your next turn and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Condition Effect
Range: touch
Target: one creature
Conditions: Restrained
Corrosive Touch
Action 2 Pattern Level 4
Range Touch (5 feet)
Target One creature or object
Duration Instantaneous; delayed damage at end of target's next turn
Movement None
Attack / Save Melee weapon attack using Intelligence modifier; attack bonus = Proficiency Bonus + Intelligence modifier
Defense None

Acid eats into a target from the point of contact.

Rules Text:

As an action, touch one creature or object within 5 feet. Make a melee weapon attack using your Intelligence modifier. On a hit, the target takes 2d6 acid damage and takes an additional 1d6 acid damage at the end of its next turn. The initial damage increases to 3d6 at level 9 and 4d6 at level 15. The delayed damage increases to 2d6 at level 11 and 3d6 at level 17.

Damage Effect
Range: touch
Target: one creature or object
Damage: 2d6 acid (3d6 at level 9, 4d6 at level 15)
Damage Effect
Range: touch
Target: one creature or object
Damage: 1d6 acid (2d6 at level 11, 3d6 at level 17)
Mend Pattern
Action 2 Pattern Level 5
Range Touch (5 feet)
Target One creature or object
Duration Instantaneous
Movement None
Attack / Save None
Defense None

You rebuild a torn pattern in flesh or matter.

Rules Text:

As an action, touch one creature or object within 5 feet. A creature regains 2d8 + your Intelligence modifier Hit Points. An object regains 2d8 + your Intelligence modifier Hit Points. The healing increases by 1d8 at level 11 and again at level 17.

Healing Effect
Range: touch
Target: one creature or object
Defense: None
Resource: None
Boiling Blood
Action 3 Pattern Level 5
Range Touch (5 feet)
Target One creature that has blood
Duration 1 minute; saving throw at end of each turn
Movement None
Attack / Save Constitution saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

A touch heats the blood within a living foe.

Rules Text:

As an action, touch one creature within 5 feet. The target must make a Constitution saving throw against your Tan-chi save DC. On a failure, it takes 3d6 fire damage and takes 1d6 fire damage at the start of each of its turns for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success. The initial damage increases to 4d6 at level 11 and 5d6 at level 17. The ongoing damage increases to 2d6 at level 13 and 3d6 at level 18.

Damage Effect
Range: touch
Target: one creature
Damage: 3d6 fire (4d6 at level 11, 5d6 at level 17)
Damage Effect
Range: touch
Target: one creature
Damage: 1d6 fire (2d6 at level 13, 3d6 at level 18)
Pattern Echo
Bonus Action 1 Pattern Level 6
Range Self
Target The creature you just hit with Deconstructive Touch
Duration Instantaneous
Movement None
Attack / Save None
Defense None

A second deconstructive pulse answers your first touch.

Rules Text:

When you hit with Deconstructive Touch, you can use your bonus action and spend 1 Pattern to deal an extra 1d8 force damage to the same target. At level 11 this increases to 2d8, and at level 17 it increases to 3d8.

Damage Effect
Range: touch
Target: one creature
Damage: 1d8 force (2d8 at level 11, 3d8 at level 17)
Stone to Dust
Action 2 Pattern Level 7
Range Touch (5 feet)
Target One nonmagical object
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw if the object is worn or carried; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

A touch reduces worked or natural material to fine dust.

Rules Text:

As an action, touch one nonmagical object of stone, metal, wood, or earth no larger than a 5-foot cube. The object is reduced to dust. If the object is worn or carried, the creature holding or wearing it can make a Dexterity saving throw against your Tan-chi save DC. On a success, the object is unaffected. The cube size increases to 10 feet at level 13 and 20 feet at level 17.

Utility Effect
Range: touch
Target: one nonmagical object
Defense: None
Lattice Shield
Reaction 2 Pattern Level 8
Range 30 feet
Target One creature
Duration Instantaneous
Movement None
Attack / Save None
Defense Damage reduction 1d10 + Intelligence modifier + Proficiency Bonus

You unspool a temporary lattice to shield an ally.

Rules Text:

When a creature you can see within 30 feet takes damage, you can use your reaction and spend 2 Pattern to reduce that damage by 1d10 + your Intelligence modifier + your Proficiency Bonus. At level 12 the reduction increases by 1d10, and at level 16 it increases by another 1d10.

Defense Effect
Range: 30 feet
Target: one creature
Defense: reduce damage by 1d10 + Intelligence modifier + Proficiency Bonus
Resource: None
Unraveling Strike
Action 3 Pattern Level 9
Range Touch (5 feet)
Target One creature
Duration Instantaneous; vulnerability lasts until end of your next turn
Movement None
Attack / Save Melee weapon attack using Intelligence modifier; attack bonus = Proficiency Bonus + Intelligence modifier
Defense None

A strike that leaves a foe's pattern loose and vulnerable.

Rules Text:

When you take the Attack action, you can replace one attack with this ability. Make a melee weapon attack using your Intelligence modifier against one creature within 5 feet. On a hit, the target takes 3d8 necrotic damage and has disadvantage on the next saving throw it makes against a Tan-chi ability before the end of your next turn. The damage increases to 4d8 at level 13 and 5d8 at level 17.

Damage Effect
Range: touch
Target: one creature
Damage: 3d8 necrotic (4d8 at level 13, 5d8 at level 17)
Condition Effect
Range: touch
Target: one creature
Conditions: disadvantage on the next saving throw against a Tan-chi ability
Flesh Without Seam
Action 4 Pattern Level 10
Range Touch (5 feet)
Target One creature
Duration Instantaneous; maximum reduction until Long Rest; no-heal until end of target's next turn
Movement None
Attack / Save Constitution saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

You deconstruct the bond of a creature's flesh, leaving a wound that resists closing.

Rules Text:

As an action, touch one creature within 5 feet. The target must make a Constitution saving throw against your Tan-chi save DC. On a failure, it takes 2d10 + your Intelligence modifier necrotic damage, its Hit Point maximum is reduced by the same amount until it finishes a Long Rest, and it cannot regain Hit Points until the end of its next turn. The damage and maximum reduction increase by 1d10 at level 14 and again at level 18.

Damage Effect
Range: touch
Target: one creature
Damage: 2d10 + Intelligence modifier necrotic (+1d10 at level 14, +2d10 at level 18)
Condition Effect
Range: touch
Target: one creature
Conditions: Hit Point maximum reduced until Long Rest, cannot regain Hit Points until end of its next turn
Matter Rewrite
1 minute 4 Pattern Level 11
Range Touch (5 feet)
Target One nonmagical object
Duration Permanent
Movement None
Attack / Save None
Defense None

You rewrite a larger object's material form without changing its mass.

Rules Text:

After 1 minute of work, touch one nonmagical object up to a 10-foot cube. You reshape it into another nonmagical object of equal mass and no greater value, or change its material into another nonmagical material of equal mass and no greater value. You cannot create or destroy matter. The cube size increases to 20 feet at level 17.

Utility Effect
Range: touch
Target: one nonmagical object
Defense: None
Boiling Vein
Action 4 Pattern Level 12
Range Touch (5 feet)
Target One creature
Duration 1 minute; saving throw at end of each turn
Movement None
Attack / Save Constitution saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

You heat a foe's blood until it threatens to burst.

Rules Text:

As an action, touch one creature within 5 feet. The target must make a Constitution saving throw against your Tan-chi save DC. On a failure, it takes 4d8 fire damage and takes 2d8 fire damage at the start of each of its turns for 1 minute. At the end of each of its turns, it can repeat the saving throw, ending the effect on a success. The initial damage increases to 5d8 at level 16 and 6d8 at level 20. The ongoing damage increases to 3d8 at level 18.

Damage Effect
Range: touch
Target: one creature
Damage: 4d8 fire (5d8 at level 16, 6d8 at level 20)
Damage Effect
Range: touch
Target: one creature
Damage: 2d8 fire (3d8 at level 18)
Deconstructive Cascade
Action 5 Pattern Level 13
Range Self (15-foot cone)
Target Up to three creatures in the cone
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

A touched object or surface spreads deconstruction in a cone.

Rules Text:

As an action, touch a surface or object and spend 5 Pattern. A 15-foot cone of deconstructive force erupts from a point you touch. Up to three creatures of your choice in the cone must make a Dexterity saving throw against your Tan-chi save DC. On a failure, a creature takes 5d8 necrotic damage. On a success, it takes half damage. At level 17 the cone becomes 20 feet and the damage becomes 6d8. At level 20 the cone becomes 25 feet and the damage becomes 7d8.

Damage Effect
Range: 15-foot cone
Target: up to three creatures
Damage: 5d8 necrotic (6d8 at level 17, 7d8 at level 20)
Unmaking Word
Action 5 Pattern Level 15
Range 30 feet
Target One creature
Duration Until end of target's next turn
Movement None
Attack / Save Constitution saving throw; DC = 8 + Proficiency Bonus + Intelligence modifier
Defense None

A spoken word of unmaking stuns a foe.

Rules Text:

As an action, choose one creature you can see within 30 feet. The target must make a Constitution saving throw against your Tan-chi save DC. On a failure, it has the Stunned condition until the end of its next turn.

Condition Effect
Range: 30 feet
Target: one creature
Conditions: Stunned
Law of the Unbroken Whole
Action 6 Pattern Level 17
Range Self
Target Self
Duration 1 minute
Movement None
Attack / Save None
Defense +2 AC; resistance to bludgeoning, piercing, and slashing damage

You enforce your own material law, hardening your body against harm.

Rules Text:

As an action, spend 6 Pattern. For 1 minute, you gain a +2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage.

Defense Effect
Target: self
Defense: +2 AC; resistance to bludgeoning, piercing, and slashing damage
Resource: None
Perfect Unmaking
Action 6 Pattern Level 18
Range Touch (5 feet)
Target One creature
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack using Intelligence modifier; attack bonus = Proficiency Bonus + Intelligence modifier
Defense None

A final touch tears a creature's pattern apart.

Rules Text:

As an action, touch one creature within 5 feet. Make a melee weapon attack using your Intelligence modifier. On a hit, the target takes 8d10 necrotic damage. If the target drops to 0 Hit Points from this damage, its body and nonmagical gear are reduced to dust.

Damage Effect
Range: touch
Target: one creature
Damage: 8d10 necrotic (None)
Keystone Rebuild
Action 7 Pattern Level 20
Range Touch (5 feet)
Target One destroyed nonmagical object or one recently dead creature
Duration Instantaneous
Movement None
Attack / Save None
Defense None

You restore a broken pattern to its prior whole.

Rules Text:

As an action, touch one nonmagical object destroyed within the last 24 hours or one creature that died within the last minute. An object is restored to full Hit Points and its prior form. A creature returns to life with 10d8 Hit Points if its body is mostly intact. You cannot create or destroy matter; this ability uses the remains or material present.

Healing Effect
Range: touch
Target: one object or creature
Defense: None
Resource: None

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2
Balance Notes Half-caster with touch-range martial abilities, no armor proficiency, and a Pattern resource. Damage and control are competitive with other half-casters, while no armor is offset by Lattice Guard. Utility is deliberately strong but requires touch and GM-adjudicated objects.
Level Prof. Features Resources Spell Slots
1 +2 Spellcasting, Pattern Reservoir, Lattice Guard, Deconstructive Touch Pattern: 2 + half Tan-chi level (rounded down) + Intelligence modifier L1: 2
2 +2 Pattern Sense - L1: 2
3 +2 Tan-chi Tradition, Subclass feature - L1: 3
4 +2 Ability Score Improvement or Feat - L1: 3
5 +3 Resonant Touch - L1: 4 L2: 2
6 +3 Subclass feature - L1: 4 L2: 2
7 +3 Pattern Tether - L1: 4 L2: 3
8 +3 Ability Score Improvement or Feat - L1: 4 L2: 3
9 +4 Lattice Reinforcement - L1: 4 L2: 3 L3: 2
10 +4 Subclass feature - L1: 4 L2: 3 L3: 2
11 +4 Greater Deconstructive Touch - L1: 4 L2: 3 L3: 3
12 +4 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3
13 +5 Pattern Mastery - L1: 4 L2: 3 L3: 3 L4: 1
14 +5 Subclass feature - L1: 4 L2: 3 L3: 3 L4: 1
15 +5 Unbroken Law - L1: 4 L2: 3 L3: 3 L4: 2
16 +5 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3 L4: 2
17 +6 Perfect Deconstruction - L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
18 +6 Pattern Reservoir improvement - L1: 4 L2: 3 L3: 3 L4: 3 L5: 1
19 +6 Ability Score Improvement or Feat - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2
20 +6 Keystone Apotheosis - L1: 4 L2: 3 L3: 3 L4: 3 L5: 2

Class Features

Spellcasting (Level 1)

You are a half-caster who prepares Tan-chi spells from the Tan-chi spell list. Intelligence is your spellcasting ability. You can use a component pouch or a simple weapon as a spellcasting focus. Spell save DC = 8 + Proficiency Bonus + Intelligence modifier. Spell attack modifier = Proficiency Bonus + Intelligence modifier.

Pattern Reservoir (Level 1)

You hold a reservoir of Pattern. Maximum Pattern = 2 + half your Tan-chi level (rounded down) + your Intelligence modifier. You regain all expended Pattern when you finish a Long Rest, and you regain Pattern equal to your Intelligence modifier (minimum 1) when you finish a Short Rest. Pattern is spent on Tan-chi martial abilities.

Lattice Guard (Level 1)

While you are not wearing armor or wielding a Shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier. At level 9 this becomes 11 + Dexterity modifier + Intelligence modifier, and at level 15 this becomes 12 + Dexterity modifier + Intelligence modifier.

Deconstructive Touch (Level 1)

Your unarmed strikes are Tan-chi weapons. You can use Intelligence instead of Strength for their attack and damage rolls, and you can deal bludgeoning or necrotic damage with them. The damage die is 1d4 at levels 1-4, 1d6 at levels 5-10, 1d8 at levels 11-16, and 1d10 at levels 17-20. You add your Intelligence modifier to damage as normal.

Pattern Sense (Level 2)

As an action, touch one nonmagical object or one creature. You learn its material composition, visible structural weak points, and whether it is affected by a spell or magical effect. You also gain advantage on the next Intelligence (Investigation) or Intelligence check you make to understand, repair, or deconstruct that target before the end of your next turn.

Tan-chi Tradition (Level 3)

At level 3, choose a Tan-chi Tradition: Concordance of the Keystone, The Chiseled Hand, or The Unmaking Court. Your choice grants subclass features at levels 3, 6, 10, and 14.

Resonant Touch (Level 5)

At level 5, your Deconstructive Touch counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your unarmed strike damage die becomes 1d6.

Pattern Tether (Level 7)

As an action, touch one creature or object and spend 1 Pattern. For 1 hour, you know the direction and distance to that target while it remains on the same plane of existence. You have advantage on Intelligence checks made to track or identify it.

Lattice Reinforcement (Level 9)

At level 9, your Lattice Guard AC becomes 11 + Dexterity modifier + Intelligence modifier. At level 15 it becomes 12 + Dexterity modifier + Intelligence modifier.

Greater Deconstructive Touch (Level 11)

At level 11, your unarmed strike damage die becomes 1d8. Once per turn when you hit with Deconstructive Touch, you can deal an extra 1d6 necrotic damage.

Pattern Mastery (Level 13)

At level 13, your Tan-chi martial abilities ignore resistance to necrotic and acid damage. You have advantage on saving throws against spells and effects that would alter your form or turn you to stone.

Unbroken Law (Level 15)

At level 15, you are immune to the Petrified condition. When you would be transformed against your will, you can use your reaction to spend 2 Pattern and ignore that transformation.

Perfect Deconstruction (Level 17)

At level 17, your unarmed strike damage die becomes 1d10. Your attack rolls with Deconstructive Touch score a critical hit on a roll of 19 or 20.

Keystone Apotheosis (Level 20)

At level 20, when you roll Initiative and are not Incapacitated, you regain 5 expended Pattern. Once per Long Rest, when you are reduced to 0 Hit Points, you can instead drop to 1 Hit Point and regain 10 Hit Points.

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