Attuner (5e Class)

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Design Note: This class is intended to be used in the Terraria campaign setting


Attuner[edit]

A mage franticly throws magical daggers at a chest that came alive.

A ranger fights a disembodied skull and arms with a gun of fishy origins.

A warrior with a legendary sword prepares for his impending doom.

These are the adventurers of this world...

They are Attuners.

Mundane Users of Magic[edit]

The world of Terraria is suffused with magic, as evidenced by the endless number of abominations that roam the land. However, there are exceptionally few humanoids who can innately focus magic, even after years of study (the notable exception being the dryads). Because of this, most people use basic copper and iron equipment. More dedicated adventurers can obtain silver and gold equipment but while this mundane equipment may save you from a stray zombie or demon eye, it will leave you woefully unequipped for the true horrors of this world. This is why most adventurers turn to magic. Deep in the depths of the world are all manner of powerful magic items made in a bygone age. The most powerful of these magic items being found in the most dangerous, and often most evil places. Attuners must be careful exploring these evil places, lest they become no better than the monsters they seek to vanquish.

Creating an Attuner[edit]


Quick Build

You can make an Attuner quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Attuner you gain the following class features.

Hit Points

Hit Dice: 1d10 per Attuner level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Attuner level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Constitution
Skills: Choose any three

Equipment

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

  • a dagger
  • a pickaxe
  • a axe

Table: The Attuner

Level Proficiency
Bonus
Features Attunment Slots
1st +2 4
2nd +2 <!-Class Feature2-> 4
3rd +2 Attuner Synergy 5
4th +2 Ability Score Improvement 5
5th +3 Fast Attunment 6
6th +3 Ability Score Improvement 6
7th +3 Attuner Synergy 7
8th +3 Ability Score Improvement 7
9th +4 8
10th +4 Attuner Synergy 8
11th +4 9
12th +4 Ability Score Improvement 9
13th +5 10
14th +5 Ability Score Improvement 10
15th +5 Attuner Synergy 11
16th +5 Ability Score Improvement 11
17th +6 12
18th +6 Attuner Synergy 12
19th +6 Ability Score Improvement 12
20th +6 12

Attuner Synergy[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

You cannot multiclass with this class.

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