Dilettante (5e Class)

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Dilettante

On Monday, you hang out with the orcish rogues. On Tuesday, you participate in a druid circle. On Wednesday, you go hunting with a ranger. Thursday is for schmoozing with the wizards. On Friday you bless the fighters in the barracks with your presence...

Dilettante Introduction

Your blessing and your curse is that you can do everything well. You are better than most people at nearly every subject and activity. You can fight, cast spells, learn skills, learn languages, write sonnets, compose music, sing, paint, and study knowledge with equal facility. You are a prodigy. This is also your curse. An excited interest in all things has lead you to be able to do every one of them a little, since you only have time to learn a small part of every thing. Time is your enemy, and you have taken shortcuts in your learning.

Creating a Dilettante

Leonardo.png
The Ultimate Dilettante, Credit: Luigi Pampaloni (1791–1847)


Quick Build

You can make a dilettante quickly by following these suggestions. First, Constitution should be your lowest ability score, and Strength should be your second lowest. Second, choose the noble background. Third, choose thieves' tools and a musical instrument.

  • You must also choose your official 'melee martial weapon'. This choice is very important. You may only ever have one official melee martial weapon. And you are stuck forever with what ever you choose right at the beginning.

Class Features

As a Dilettante you gain the following class features.

Hit Points

Hit Dice: 1d8 per Dilettante level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dilettante level after 1st

Proficiencies

Armor: any
Weapons: 1 simple weapon and 1 melee martial weapon
Tools: thieves' tools, one musical instrument
Saving Throws: dex, int, cha
Skills: thieves' tools, one musical instrument, and 2 other skills, you can also sing, paint, and write poetry well.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • musical instrument, paper, pens, ink
  • thieves' tools and light armor
  • (a) rapier or (b) greatsword or (c) some other melee martial weapon
  • (a) short bow or (b) light crossbow or (c) dagger

Table: The Dilettante

Level Proficiency
Bonus
Features Spells Languages
1st +2 Melee Martial Weapon, Spell Casting One Level 1 Wizard Spell and Slot 4
2nd +2 Simple Class Feature One Level 2 Wizard Spell and Slot 4
3rd +2 Simple Class Feature, Choose Full Caster List One Level 1 Full Caster Spell&Slot 4
4th +2 Ability Score Improvement, Choose Special Interest One Level 3 Wizard Spell and Slot 4
5th +3 Simple Class Feature One Level 2 Full Caster Spell&Slot 4
6th +3 Special Interest Feature One Level 4 Wizard Spell and Slot 4
7th +3 Simple Class Feature One Level 3 Full Caster Spell&Slot 5
8th +3 Ability Score Improvement One Level 5 Wizard Spell and Slot 5
9th +4 Simple Class Feature, Choose Half Caster List One Level 1 Half Caster Spell&Slot 5
10th +4 Extra Feat or Skill One Level 4 Full Caster Spell&Slot 5
11th +4 Simple Class Feature One Level 6 Wizard Spell and Slot 5
12th +4 Ability Score Improvement One Level 2 Half Caster Spell&Slot 5
13th +5 2 Simple Class Features One Level 5 Full Caster Spell&Slot 6
14th +5 2 remaining Simple Class Features One Level 7 Wizard Spell and Slot 6
15th +5 Special Interest Feature One Level 3 Half Caster Spell&Slot 7
16th +5 Ability Score Improvement One Level 6 Full Caster Spell&Slot 7
17th +6 Genius of the Age One Level 8 Wizard Spell and Slot 9
18th +6 Paragon One Level 4 Half Caster Spell&Slot 12
19th +6 Ability Score Improvement One Level 7 Full Caster Spell&Slot 20
20th +6 Ultimate Diplomat One Level 9 Wizard Spell and Slot All

Melee Martial Weapon

You have proficiency with one melee martial weapon at first level.

  • This is your official 'melee martial weapon'. This choice stays with you forever. You have very little time because you are constantly learning new things here and there, so you never have time to learn a new melee martial weapon.
  • You may not have the whip, pike or lance as your melee martial weapon.

Languages

You start knowing four languages. When you reach high levels, you start learning many languages. At 20th level you can read, write, and speak all non-dead languages.

Spell Casting

A dilettante is very precocious with magic. You have taken shortcuts to be able to learn spells above your level. The trouble is, your mind has not been trained like a caster's. You have taken shortcuts and now you can know only one spell of each level for each spell list you know, and you only have one spell slot to use it with. And you can't use it 'at higher levels'.

  • You may never learn the imprisonment or wish spell.
Limited Spell Slots
You have taken shortcuts in learning and now you can only have one spell slot per day for using each spell. Each spell slot is available again after a long rest.
  • Each spell you know has its own spell slot. You may not mix and match spell slots. For example, you may not use a full caster spell slot to cast your wizard spell at that level, and so on.
Not 'at Higher Levels'
When a spell indicates that it can be used at higher levels, you may not use it at higher levels. It is limited to being used at its base spell slot level.
Changing Spells
Each time you advance in level you may drop one spell and replace it with another from the same list at the same level.
Spells

At low levels you are actually a little ahead of your casting focused counterparts, but without proper training, your advantage slips as you gain levels. You have one spell you can use per level, so for example at sixth level you have 1 level 1 wizard spell, 1 level 2 wizard spell, 1 level 1 full caster spell, 1 level 3 wizard spell, 1 level 4 wizard spell, and 1 level 2 full caster spell per day.

The number of spell slots you have per day also equals your level. But see Arcane Savant for an adjustment to this..

Wizard

Starting at first level, you begin learning spells from the wizard spell list, but never more than one per level. The shortcuts to learning mean you can know only one wizard spell of each level, and you only have one spell slot to use it with. You start out knowing one spell from the wizard list, and have one spell slot.

Simple Class Feature

You continue to learn various eclectic things throughout your life. Starting at 2nd level, you begin learning simple class features of various classes. You gain one of the following features at each levels 2, 3, 5, 7, 9, and 11, and two each at levels 13 & 14.

  • You may choose which one each time you get the feature.
  • You may only choose each simple class feature once.
  • You may only ever have one official melee martial weapon. Short of a wish spell, you may never change your official melee martial weapon to another, and you can never use a wish spell.
Reckless Attack
From the barbarians you learn reckless attack. You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Expertise
From the bards you learn expertise in 3 skills.
  • You learn any one new skill.
  • If you do not already have skill with thieves' tools or a musical instrument, you gain skill with it.
  • Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ritual Casting
From the clerics you learn ritual casting. You can cast any spell you know as a ritual if that spell has the ritual tag, once per day. This feature becomes available again at the end of along rest.
Druid Cantrip
From the druids you learn one druid cantrip.
Fighting Maneuver
From the fighters you learn one fighting maneuver. You have four 1d6 superiority dice per day. To use this maneuver you must be using your official Melee Martial Weapon. This feature becomes available again after a long rest. Available maneuvers for you are:
  • Pick One:
  1. Disarming Attack - When you hit a target, you may expend one superiority die to disarm that target. Add the die to damage and the target makes a Strength save.
  2. Lunging Attack - You may use one superiority die to increase your melee weapon reach by 5'. If you hit you add that superiority die to damage.
  3. Menacing Attack - When you hit a target, you may expend one superiority die to the damage and the target must make a Wisdom save vs fear.
  4. Parry Attack - When you are hit by a melee attack, you may reduce the damage by 1 superiority die and by your Dexterity modifier.
  5. Precision Attack - When you make a melee attack, you may add one superiority die to the attack roll, after you roll it, but before damage an other effects are calculated.
  6. Riposte - When an opponent misses you with a melee attack, you may expend one superiority die to attack them. If you hit the opponent, the die adds to the damage the opponent takes.
  7. Sweeping Attack - When you hit a target, you may expend one superiority die to do damage to another creature within 5 feet of it, if the initial attack roll would have hit them.
  8. Trip Attack - When you hit a target, you may expend one superiority die to knock them down. The target takes extra damage equal to the die, and makes a Strength save vs falling down.
Deflect Missiles
From the monks you learn how to deflect missiles. You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your dex modifier + your proficiency. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free.
Fighting Style
From the paladins you learn one fighting style, and you learn how to fight with a lance on horseback. To use your fighting style, you must be using your official Melee Martial Weapon. This may be:
  • Pick One:
  1. Defense - You gain +1 AC.
  2. Dueling - You gain +2 to damage when attacking.
  3. Great Weapon Fighting - If your melee martial weapon is versatile or heavy, you may reroll 1's and 2's on its damage.
  4. Protection - You may impose disadvantage on one attack per round against another creature within 5 feet.
  • In addition, you may now use a lance while riding a warhorse. The lance does not count as your official Melee Martial Weapon.
Additional Martial Weapon
From the rangers you learn one additional martial weapon, probably a long bow.
  • The new martial weapon you learn will be from among the following: Blowgun, hand crossbow, heavy crossbow, longbow, net, whip, pike.
  • If you choose whip or pike using this simple class feature it does not count as your official Melee Martial Weapon. You may only have one official Melee Martial Weapon.
  • You may also forget your current simple weapon, and choose a new one to have proficiency with.
Cunning Action
From the rogues you learn cunning action. Your quick thinking and agility allow quick action and movement. You can take a bonus action on each turn in combat to Dash, Disengage, or Hide.
Metamagic
From the sorcerers you learn metamagic. You may use your metamagic once per day. You gain one of the following metamagic options. This feature is again available after a long rest:
  • Pick One:
  1. Careful Spell - You may have 3 creatures you choose automatically save vs one of your spells.
  2. Extended Spell - You may double the duration of one of your spells up to 24 hours.
  3. Distant Spell - You may double the range of one of your spells that has a range greater than 5 feet.
  4. Heightened Spell - You may cause the target of one of your spells to save with disadvantage.

Full Caster

At 3rd level, you pick a full caster spell list (other than the wizard list) to learn your full caster spells from.

Ability Score Improvement

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. Or in campaigns that use feats, you may learn one feat. As a dilettante, you can't increase an ability score above 17 using this feature unless it is Intelligence. You can't increase this above 20.

Special Interest

At 4th level you choose a special interest. Dilettantes do not subclass very well, so your advancement is still fairly unfocused.

  • This is an ASI level so you do not gain much at level 4. You do become aware enough of your special interest to learn related features later on.
  • Just so this choice at level 4 is not a complete wash, you do get +1 to an appropriate skill related to your special interest.
  • You gain more significant special interest features at level 6 and level 15.
d6 Special Interest A little bit like a ... Benefit Starting at Level 4 Benefit Starting at Level 6 Benefit Starting at Level 15
1 Naturalist druid and ranger +1 to nature skill rolls Wildshape Favored Hunt
2 Divine Servant paladin and cleric +1 to religion skill rolls Divine Sense Divine Intervention
3 Tavern Master bard and barbarian +1 to persuasion skill rolls Countercharm Feral Instinct
4 Eternal Warrior fighter and monk +1 to acrobatics skill rolls Extra Attack Timeless Body
5 Arcane Savant sorcerer and wizard +1 to arcane skill rolls Cantrip User Spell User
6 Glorious Scoundrel warlock and rogue +1 to deception skill rolls Useful Pact Blindsense

Special Interest Feature

At 6th level you gain one special interest feature. You gain one more special interest feature at level 15. See Special Interests below.

Half Caster

At 9th level, you pick a half caster spell list to learn your half caster spells from.

Extra Feat or Skill

At 10th level you learn one additional feat or skill. In campaigns where feats are not used or where feats can not be gained except through ASI's, you can learn an additional skill or language.

Genius of the Age

Starting at 17th level you have become so good at so many things, you become renowned as representing the spirit of the age. You are accepted in nearly all settings by nearly all races, nearly all kingdoms, and nearly all places. People consider themselves fortunate to know you or even meet you. If you are male, females of your race swoon over you, and if female, males of your race worship you. You command attention where ever you go, and in most places you and your party (people start calling your party your entourage) receive free food, drink, and lodging.

  • You now have the skills of persuasion, deception, intimidation, and performance whether you had them before or not. You may choose one of these skills to have doubled proficiency with.
  • If you had it before, you lose the skill of stealth. Even worse, your charisma bonus works in reverse and reduces your stealth equal to your charisma bonus. In fact, people pay close attention to everything you do, hoping to gain some benefit from this.

Paragon

Starting at 18th level you are considered the greatest example of your race. Regardless of race, you are considered the best person or one of the best people in the entire world. You are considered as important as an entire city or kingdom. People come from all over the world to hear your wisdom. Kingdoms send ambassadors to meet with you. Should you wish to become a king or queen, there is probably a kingdom or at least a major city that wishes to recruit you as their ruler, even from halfway across the world.

  • You are able to train someone of any race to first level in any class over the period of one year. You may do this for a number of people equal to your highest ability.

Ultimate Diplomat

At 20th level you have combined the essence of 11 classes into the ability to speak telepathically with many of the most powerful beings in the mutiverse. You can speak with 60% of the 200 most powerful beings from wherever you are as follows:

  • Of the 100 most powerful beings in the material plane, you know of 80 of them, you can speak with 60 of them, you are on speaking terms with 40 of them, and you are friendly with 20 of them.
  • Of the 100 most powerful beings in other planes besides the material plane, you know of 80 of them, you can speak with 60 of them, you are on speaking terms with 40 of them, and you are friendly with 20 of them.

Special Interests

Dilettantes do not subclass well. Their learning tends to be too scattered to focus on a specialty, and yet over time you have found that you have a special interest in one of the following areas:

Naturalist

The naturalist dilettante gains a focus toward nature and the natural world. This special interest combines features of druid and ranger.

Wildshape

Starting at 6th level you gain the druidic wildshape feature. You can change into any animal that does not fly which has a CR of 1/2 or less. You can stay in beast form for up to two hours. You then revert to your normal form until after you have had a long rest. Your HP, Str, dex, and con become what is normal for the animal form you take. You may not cast spells. You choose whether your equipment merges with the new form.

Favored Hunt

At 15th level you gain a rangeresque favored enemy and land type. Choose a type of favored enemy: aberations ,beasts, constructs, celestials, fiends, dragons, elementals, fey,giants, monstrosities, oozes, plants, undead, sea creatures, or lake and river crestures. YOu have advantage on wisdom checks (survival) to track your favored enemy, as well as nature checks to recall information about them. You also learn one language that is frequently spoken by them. You are familiar with the kind of natural environment usually inhabited by your favored enemy. Choose arctic, coast, desert, forest, grassland, mountain, swamp, underdark, ocean, fresh water rivers and lakes.

Divine Servant

You enter the service of a divine deity or other great power. This special interest combines features of cleric and paladin.

Divine Sense

Starting at 6th level, you gain the paladinish divine sense feature although this is broadened to sensing entities that are deeply opposed to or deeply allied with the one you are serving. The scent of deep evil or great good registers strongly on your senses. You can smell the presence of strong evil or strong good. You can also feel the presence of strong opposition to the one you serve and feel the presence of strong devotion or alliance to the one you serve. Until the end of your next turn you know the location of any creature or artifact with one of these characteristics within 30 feet. You can use this feature a number of times equal to your charisma modifier, minimum 1. When you finish a long rest, you regain all expended uses.

Divine Intervention

Starting at 15th level you can ask for the sort of divine intervention that a cleric can ask for, although your divine intervention is never a sure thing. You can call on your deity or the power that you serve to intervene on your behalf if your need is great. This requires an action. Describe what you need, and roll percentile dice. If you roll less than or equal to your level, the one you serve intervenes if they can. The DM chooses the nature of the intervention. If this happens, you may not use this again for 7 days.

Tavern Master

The tavern master's natural home is the nearest inn... or tavern. This special interest combines features of bard and barbarian.

Countercharm

Starting at 6th level you learn the countercharm feature of the bards.

  • You gain the ability to use notes played on your musical instrument to disrupt mind-influencing effects.
  • You and All creatures within 20 feet have advantage in saves against magical fear or charm.
  • You can also drink copious amounts of mind affecting fluids without passing out or succumbing to charms caused by them.
Feral Instinct

Starting at 15th level:

  • You have advantage on initiative rolls as barbarians do.
  • You can also drink copious amounts of mind affecting fluids without having them cause disadvantage on saving throws, attack rolls or initiative.

Eternal Warrior

This special interest combines features of fighter and monk.

Extra Attack

Starting at 6th level you gain an extra attack on each of your turns if you are using your offical Melee Martial Weapon.

Timeless Body

Starting at 15th level you no longer age, and you can't have your age changed magically.

Arcane Savant

Even though you did not go through the rigorous mental training to become a true mage, something finally clicks, and you make an unexpected breakthrough in learning new magic. This special interest is related to wizard and sorcerer.

Cantrip User

Starting at 6th level, you gain one cantrip from each of the bard, wizard, sorcery, cleric, and druid lists.

  • You may cast each of these cantrips once per day. You regain the ability to do this after a long rest.
Spell User

Starting at 15th level, you gain one spell from each of the first level bard, wizard, sorcery, cleric, druid, paladin, and ranger lists.

  • You may cast each of these spells once per day. You regain the ability to do this after a long rest.
  • You also gain one new spell and spell slot of any spell from your wizard (or warlock), half caster, or full caster list of any level from 2 to 7.
  • You may also train sorcerer or wizard apprentices up to level 1 over the period of a year. The number you may train equals your intelligence bonus, minimum 1.

Glorious Scoundrel

At fourth level you make a pact with an otherworldly patron. Your wizard spell list transforms into a warlock spell list (and if your full caster list was the warlock list, it becomes the wizard list). This special interest has features from warlock and rogue.

Useful Pact

Starting at 6th level, you gain the find familiar spell as a ritual and you may receive a regular familiar or one of the following: pseudodragon, quasit, imp, faerie dragon.

Blindsense

Starting at 15th level, you can detect the location of any invisible or hidden creature within 10 feet of you if you are able to hear, even when you are asleep.

Multiclassing

Prerequisites. To qualify for multiclassing into the Dilettante class, you must meet these prerequisites: Intelligence must be at least 15. Charisma and Dexterity need to be at least 13. Strength and Wisdom should be at least 11. Constitution must be at least 9.

  • None of your abilities may exceed 17, except intelligence.

Proficiencies. When you multiclass into the Dilettante class, you gain the following proficiencies: Skill with 1 musical instrument or thieves' tools, and one more language.

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