Spook (5e Subclass)
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Spook
A human stalks a witch in the night, All is silent save for the gentle clinks of his chain swaying beside his chest. He holds the chain in his hand and throws it at the witch, it wraps around her and knocks her down to the ground. An elf avoids the claws of a hag with impossible speed. Filling her hands with iron and salt, she claps her hands together to create a cloud that burns the hag's skin. A dwarf rests at the bottom of the tree after his encounter with a new monster. He writes down everything he knows, making sure he is prepared the next time he encounters it.
Creating a Spook
When creating your Spook, think about how your character views the creatures you're dealing with as a result of your training. Do they view them as an ultimate evil, that they are on a crusade against? Or do they view them as feral creatures, unable of understanding the evil they perform, simply following their nature? Also, consider your Spooks emotions. As a result of your trials, your emotions have been stunted, but they are still there. Finally, consider the circumstances surrounding your induction to the Spook caste. More often than not, most children don't get a choice when they are chosen. They tend to be the seventh child of a seventh child and the family can't find a job or trade for them so they have to often do this work for their family.
- Quick Build
You can make a Spook quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Wisdom. Second, choose the <!-urchin or solider-> background. Third, choose the quarter staff and silver chain.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light and Medium armor
Weapons: Simple weapons, Longswords, Shortswords, Light and Hand Crossbows, Quarterstaffs and chains
Tools: Artisan’s Tools, Herbalism kit
Saving Throws: Dexterity and Wisdom
Skills: Choose three from: Perception, Stealth, Investigation, Survival, Arcana, Athletics, Insight, or Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) quarterstaff with retractable silver blade or (b) any simple silvered weapon or (c) 2 silvered daggers
- (a) leather armor or (b) chainmail
- (a) silver chain and Crossbow with 20 silvered bolts or (b) Longbow and 20 Silvered arrows
- (a) explorers pack or (b) dungeoneers pack
- 3 pounds of salt and 3 pounds of iron filings
- If you are using starting wealth, you have 4d8x10gp in funds.
Level | Proficiency Bonus |
Features | Monster Lore | |
---|---|---|---|---|
1st | +2 | Spook's bestiary | 1 | |
2nd | +2 | Hunter's bane | 1 | |
3rd | +2 | Powerful heritage | 2 | |
4th | +2 | Ability Score Improvement | 2 | |
5th | +3 | Extra attack | 3 | |
6th | +3 | Spook's sense | 3 | |
7th | +3 | Evasion | 4 | |
8th | +3 | Ability Score Improvement | 4 | |
9th | +4 | Calm mind | 5 | |
10th | +4 | Weak point | 5 | 1d6 |
11th | +4 | — | 6 | 1d6 |
12th | +4 | Ability Score Improvement | 6 | 2d6 |
13th | +5 | — | 7 | 2d6 |
14th | +5 | — | 7 | 3d6 |
15th | +5 | Extra attack | 8 | 3d6 |
16th | +5 | Ability Score Improvement | 8 | 4d6 |
17th | +6 | improved Critical | 9 | 4d6 |
18th | +6 | — | 9 | 5d6 |
19th | +6 | Ability Score Improvement | 9 | 5d6 |
20th | +6 | Master Spook | unlimited | 6d6 |
Spook's bestiary
Beginning at 1st level, you have access to a spooks bestiary which you carry with you. As an action you take it out, and another action to store it away. It's a one handed object which comes in the form of a small notebook. It's classed as a magical item. Once a turn, you can spend an action to identify a creature. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
- Strength score
- Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Movement Speed
- Total class levels (if any)
7th son's resistance
Being born as a 7th son of a 7th son makes you more resistant to certain types of spells. Beginning at 1st level you gain +1 bonus to saves against Charm and possession. This increases by 1 at 6th, 11th and 17th level.
Hunter of the dark
Beginning 2nd level, you have advantage on Wisdom (Survival) checks to track undead and fiends, as well as on Intelligence checks to recall information about them. Upon reaching 6th level, you have advantage on Wisdom (Insight) checks and Wisdom saving throws against undead and fiends.
Powerful ancestry
Beginning at 3rd level, you choose an subclass that you emulate in the exercise of your hunter abilities: Deathblade or Arcane Devastator, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at levels 7th, 12th, and 17th.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. when you reach level 15 you gain a 3rd attack.
Spook's sense
At 6th level you start to understand the 6th sense you've had since birth. As an action you can sense if there are Abberations, Fiends or Undead within 30 feet of you, although not their exact location.
Evasion
At 7th level your instincts and training as a spook lets you dodge out of the way of certain area effects, suck as a blue dragon's lightning breath or a fireball spell. 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.
Calm mind
starting at 9th level, spooks can choose to forgo food to keep their minds calm and clear. At the risk of physical exhaustion, you gain advantage on saves against fear. You'll have to star fasting 3 hours in advance, and take an increasing constitution save every 3 hours, starting at DC 10, and increasing by 2 each time, suffering a point of exhaustion on each failed save.
Weak point
Starting at 10th level, you have gained the ability to find the weak point of any fiend/undead. you gain 1d6 damage to your attacks. this increases at 12th,14th,16th,18th, and 20th level by 1d6.
Improved critical
when you reach 17th level, you gain the skills to inflict heavy damage to any fiend/undead. your critical is increased to a natural 19.
Master spook
at 20th level, your reputation as a spook has increased drastically. when a undead/fiend is within 15ft of you they must make a saving throw to not be frightened by your presence(10+cha mod+proficiency).
Deatblade
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Witch hunter
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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