Administrator (5e Class)

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Administrator[edit]

Blessed with the "Adm" power, you can change the properties of things. Like transforming the terrain around you or shaping a steel bar into a massive sphere.

Creating a Administrator[edit]

Quick Build

You can make a Administrator quickly by following these suggestions. First,Charisma should be your highest ability score, followed by Dexterity. Second, choose the one of your taste background.

Class Features

As a Administrator you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor.
Weapons: Simple weapons, martial weapons.
Tools: One of your choice.
Saving Throws: Cha and Dex
Skills: Choose three from Arcane, History, Insight, Investigation, Perception, Survival, and Acrobatics.

Equipment

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

  • (a) One Martial weapon or (b) Two Simple weapons
  • (a) Leather armor or (b) Scale mail
  • (a) Explorer's pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 4d4x10 in funds.

Table: The Administrator

Level Proficiency
Bonus
Features Adm Points Martial Arts Rank Commands
1st +2 Martial Arts, Unarmored Defense - d4 - -
2nd +2 Adm System, Access to Adm Commands 4+Cha d4 D 2
3rd +2 Profile Tab 6+Cha d4 D 3
4th +2 Ability Score Improvement 8+Cha d4 D 4
5th +3 10+Cha d6 D 6
6th +3 12+Cha d6 C 7
7th +3 14+Cha d6 C 8
8th +3 Ability Score Improvement 16+Cha d6 C 10
9th +4 18+Cha d8 C 11
10th +4 20+Cha d8 B 12
11th +4 22+Cha d8 B 14
12th +4 Ability Score Improvement 24+Cha d8 B 15
13th +5 26+Cha d8 B 16
14th +5 28+Cha d10 A 17
15th +5 30+Cha d10 A 19
16th +5 Ability Score Improvement 32+Cha d10 A 20
17th +6 34+Cha d10 A 21
18th +6 36+Cha d12 S 22
19th +6 Ability Score Improvement 38+Cha d12 S 24
20th +6 40+Cha 2d10 S 25

Martial Arts[edit]

At 1st level, you have experience with styles of fighting that emphasize your speed and guile, and you have trained to use your body like a weapon.

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and any weapons that you are proficient with.
  • You can roll a d4 in place of the normal damage of your unarmed strikes. This die changes as you gain Administrator levels, as shown in the Martial Arts column of the Administrator table.

Unarmored Defense[edit]

At 1st level, your finesse in dodging lets you last in fights without traditional armor. While wearing no armor and not wielding a shield, your AC equals 10 + your Charisma modifier + your Proficiency bonus.

Adm System[edit]

At 2nd level, you learn commands you can use, you use charisma to calculate the DC and your attack rolls of your commands. Additionally you gain "Adm Points" equal to twice your level + charisma. Your points are fully recovered at the end of a long rest and only an amount equal to your charisma + proficiency at the end of a short rest.

Acess to Adm Commands[edit]

At level 2, you gain access to the list of commands that an Adm knows, you start with 2 Rank D commands. The amount of commands and which Rank you can get increases as you level up as shown in the table, you can exchange commands you know for others at the end of a long rest.

Profile Tab[edit]

At level 3, you gain the ability to open a menu that shows a creature's information. You can spend your action and 2 adm points to force a creature within 30 feet of you to make a Wisdom saving throw, if it fails you discover health, AC, toughness, immunity, spellcasting level, and a feature of your choice.

Ability Score Improvement[edit]

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.

Noclipping[edit]

Starting at 3rd level, you can spend one action and 4 Admin Points to phase through 15 ft. of any material without consequence. If you end your turn inside any material that covers more than 3/4 of your entire body, you take 2d6 force damage for every 5 feet away from the nearest unoccupied square, and are displaced to the nearest unoccupied square. When using this ability, you must move no more than 15 feet, even if you would regularly increase your speed through other means.


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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

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