Candyman, Candy Maker Version (5e Class)
Candyman[edit]
The candyman smiles as he gives the children glowing candy. The children become excited as they begin to glow after eating the candy. Candyman smiles as the children thank him for the gift. The candyman is smiling not berceuse he made children happy with his tricks. The candyman smiles because of what happens next. The parents will grow worried when their children return home glowing. Parents hate when something strange happened to their kids. They will seek out a cure. The only way to remove the party trick in this small town is for the candyman to remove it. The candyman smiles and wait for desperate parents with money to beg him to "fix" their child.
An old lady sells candy on the streets. To the townsfolk, she is known to sell vegetables that has been transformed into candy. It taste like candy but it is as health as a vegetable as it revert to normal vegetable in the picky kid's stomach. To the under market, she is known to sell poison that has been transformed into a candy. No one expects a candy to be a deadly or mild poison. To the adventurers, she is known to sell magic candy. When they are eaten, they are given powerful buffs. No one knows who she truly is. She is just the candy fairy to everyone.
What is a Candyman?[edit]
A candyman is a magical candy maker. They use candy to help others. Their candy is known to have all sorts of properties to them.
Creating a Candyman[edit]
- Quick Build
You can make a Candyman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or constitution. Second, choose the merchant background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Candyman you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Candyman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Candyman level after 1st
- Proficiencies
Armor: light, medium, heavy armor, and shield
Weapons: Simple and martial weapons
Tools: Alchemy supplies
Saving Throws: constitution and charisma
Skills: Choose two from Arcana, Medicine, Stealth, Sleight of Hand, persuasion, or deception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any two simple weapons or (b) any martial weapon or (c) a light crossbow and 20 bolts
- (a) studded leather armor or (b) scale mail
- alchemist supply and a explorer's pack
Level | Proficiency Bonus |
Features | Candy Infusion | Cantrips | Spells Prepared | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||||
1st | +2 | Candy Transformation, Infused Candy, Candied Items | 1 | - | - | — | — | — | — | — |
2nd | +2 | Spellcasting, Magic Candy | 1 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Confectioner Specialty, Candyman's Disguise | 1 | 2 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 2 | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 1 | 2 | 5 | 4 | 2 | — | — | — |
6th | +3 | Confectioner Specialty Feature | 2 | 2 | 6 | 4 | 2 | — | — | — |
7th | +3 | Sugar Rush | 2 | 2 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 2 | 8 | 4 | 3 | — | — | — |
9th | +4 | Confectioner Specialty Feature | 2 | 2 | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Candyman is Everywhere | 3 | 3 | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Free Candy | 3 | 3 | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 3 | 3 | 12 | 4 | 3 | 3 | — | — |
13th | +5 | - | 3 | 3 | 12 | 4 | 3 | 3 | 1 | — |
14th | +5 | Candied Regeneration | 4 | 4 | 13 | 4 | 3 | 3 | 1 | — |
15th | +5 | Confectioner Specialty Feature | 4 | 4 | 13 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 14 | 4 | 3 | 3 | 2 | — |
17th | +6 | - | 4 | 4 | 14 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Candied Regeneration Improvement | 5 | 4 | 15 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Everlasting Candyman | 5 | 4 | 15 | 4 | 3 | 3 | 3 | 2 |
Candy Transformation[edit]
At 1st level, you've learned how to transform mundane organic objects into candy. To use this ability, you must have alchemists supplies or artisan's tools in hand. You then touch a Tiny nonmagical organic object as an action. It becomes a candy of your choose with the same size. The transformation ends when consumed or after 24 hours.
When you use candy transform, you may enchant it and give it one of the following magical properties of your choice:
Glow: The candy sheds bright light in a 5-foot radius and dim light for an additional 5 feet. When consumed, the user has the same glow as the candy.
Message: Whenever tapped by a creature, the candy emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the candy, and the recording can be no more than 6 seconds long. When consumed, the user can perfectly repeat the stored message. When they are tapped by a creature, they make an intelligence save vs your spell dc (8 + you charisma modifier + your proficiency modifier) or be compelled to speak out the message.
Phenomenon The candy continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. When consumed, the user has the same phenomenon as the candy.
Illusionary A static visual effect appears on one of the candy's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. When consumed, part or all of the user (chosen by the user) is under the same effects as the candy.
The chosen enchantment lasts indefinitely. As an action, you can touch the candy or creature and end the property early.
You can enchant multiples candies and creatures, touching one candy each time you use this feature, though a single candy or creature can only bear one enchantment at a time. The maximum number of candies and creatures you can affect with this feature at one time is equal to half of your Charisma modifier (minimum of one candy or creature). If you try to exceed your maximum, the oldest enchantment immediately ends, and then the new enchantment applies.
Infuse Candy[edit]
At 1st level, you've gained the ability to imbue mundane candy with certain magical infusions, turning those candy into magic candy.
- Infusions Known
When you gain this feature, one candy infusion to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Candy Infusions column of the Candyman table.
Whenever you gain a level in this class, you can replace one of the candy infusions you learned with a new one.
- Infusing a Candy
Whenever you finish a long rest, you can touch a nonmagical candy and imbue it with one of your candy infusions, turning it into a magic candy. Your infusion remains in a candy indefinitely, but when you die, the infusion vanishes after a number of days equal to your Charisma modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical candy at the end of a long rest; the maximum number of candies appears in the Candy Infusion column of the Candyman table. You must touch each of the candies, and each of your infusions can be in only one candy at a time. Moreover, no candy can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
Candied Items[edit]
At 1st level, you can coat an item with candy to create a fragile but powerful effects. Whenever you finish a long rest, you can touch a nonmagical object and cover it in cady, turning it into a magic candied item. Your candied remains on an item indefinitely, but when you die, the candied vanishes after a number of days equal to your Charisma modifier (minimum of 1 day). Some candied items have a saving throw which is 8 + your strength or dexterity modifier + your proficiency bonus.
Each candied object has candy charges equal to half of your Candyman levels (minimum 1). Unlike most magic item, candied items automatically uses a charge whenever it is used. When all charges are used up, candied items appear to be a normal items as all the candy covering it has been destroyed. After a short or long rest, candied items regenerate all the charges and once more it is covered up with candy.
You can only have one candied item at a time. If you attempt to create a new candied item, the previous item looses the candied effect.
- Weapon
Each time a candied weapon deals damage, it automatically expends a candy charge and deal an extra 1d4 damage and apply one of the following effects depending on the type of candy that is covering the weapon. When all charges are gone, it no longer can deal extra damage nor apply special effects.
Candy Corn: The most hated candy in existence. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Guts and Eye Gummy Gummy that is molded to appear like guts. When candied weapon is swung, the guts gummy moves to reveal the hidden eye gummy. The target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Licorice Vine like candy that whips out when swung. This candied weapon's reach is increased by 5 ft.
Pop Rocks When hit, it creates a distracting and unexpected loud pop. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
Taffy: The sickest candy in the world. The target must make a Strength saving throw. On a failed save, one item that your choice is stuck to your candied weapon. Anyone, including foes, can use an item interaction to easily pull the item from the candied weapon.
- Shield and Armor
Each time a creature using a candied shield or wearing a candied weapon, it automatically expends a candy charge and AC is increased by 1d4, possibly turning a hit into a miss. This increased AC last until the start of your turn. It cannot do this again until the start of your next turn. When AC is increased this way, one of the following effects happen depending on the candy type:
Gum The stretchy gum flings back some of the energy caused by an attack. The target must make a Strength saving throw. On a failed save, you push it back 10 ft.
Marshmallow The pillow like candy absorbs and bonce back some of the attack back to the attacker. The target must make a Strength saving throw. On a failed save, you make them prone.
Jaw Breaker The hardest candy to be ever created. This only can be applied on shield. As a reaction, you can block an incoming melee attack and increase your AC to this attack equal to your strength modifier.
- Food
When bitten or licked, it automatically loose a charge and grants an effect depending on the candy:
Chocolate It is known that cholate beans are good for your health. When consumed, gain 1d4 plus your charisma modifier of temporary hit points.
Life Savers Donut shaped candy. It got its name because unlike most hard candy, it cannot be chocked on by accident due to the hole in the center. When consumed, heal 1d4 hit points.
Sugar Crystals A thin layer of sugar crystals coat the food. When consumed, the next ability check adds 1d4 to the result. This last for 1 minute.
Spellcasting[edit]
Candy making is easy to start and hard to master. A little of magic birthed from years of studying can help to bridge that gap. Simple to an artificer, you use objects and inventions to create your magic.
- Tools Required
You produce your artificer spell effects through your tools. You must have a spellcasting focus - specifically alchemist's supplies or some kind of artisan's tool - in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.
You can also use any candy bearing one of your infusions as a spellcasting focus.
- Cantrips (0-Level Spells)
At 2nd level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Candyman table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
- Spells Prepare of 1st Level and Higher
You prepare two 1st-level spells of your choice from the artificer spell list.
The Spells Prepare column of the Candyman table shows when you learn more artificer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can prepare one new spell of 1st or 2nd level.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Charisma is your spellcasting ability for your artificer spells, since your magic is more of an art than science and formula. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Magic Candy[edit]
At 2nd level, you can store magic into a candy. As an action and appropriate spellslot, you can touch one candy or transformed candy, and you store any non-cantrip spell in it. This spell must be in the artificer spell list that requires 1 action to cast and you need to have it prepared. The spell remains in the candy until you regain your spellslot (long rest).
While holding the magic candy, a creature can take an action to consume the candy and cast the spell on themselves, using your spellcasting ability modifier. If the spell ordinally uses an attack roll, it instead requires a constitution saving throw vs your spell save or take the full effects of the spell. If the spell requires concentration, the creature must concentrate. They cannot drop concentration unless you allow it to happen.
When a creature, that does not require to eat, tries to consume Magic Candy, the magic storied in the candy becomes toxic. They must make a constitution saving throw vs your spell save or take 1d8 poison damage + 1d8 for each spellslot used. The original spell in the Magic Candy is gone. Magic Candies created by you, they work normally on you even if you do not require to eat.
Confectioner Specialty[edit]
At 3rd level, you chose a Confectioner Specialties. Choose between Crafter, Alchemy, and Scientist, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 9th, and 15th.
Candyman's Disguise[edit]
At 3rd level, you can appear more friendly to children and others. Once per long rest, you can cast disguise self without any components. When you cast it this way, you smell like the person's favorite candy.
Additionally, as long as you are under disguise self, you know the friends cantrip.
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.
Sugar Rush[edit]
At 7th level, with a bit of magic, you can use sugar in your candy to boast the consumer. When you or another creature you can see within 30 feet of you, eats any candy, you can use your reaction to give them a sugar rush. For the next minute, their next ability check or a saving throw, they add your Charisma modifier to the roll.
You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses when you finish a long rest.
Candyman is Everywhere[edit]
When you reach 10th level, you have a strong connection to all of your candy. While one of your Magic Candy is within 100 feet of you, you can use an action to scry through the candy. You can listen to sounds as if your are a the candy's location until the start of your next turn. During this time, you are deaf to all sounds around your body.
Additionally, as action you can teleport to the nearest safe location of a Magic Candy of your choice. This process destroy the Magic Candy. The maximum distant that you can teleport depends on the spell's level stored in the candy as seen in Teleportation Distance table below.
Spell Level | Distance |
---|---|
1st | 30 ft |
2nd | 60 ft |
3rd | 100 ft |
4th | 600 ft |
5th | 1 mile |
Free Candy[edit]
At 11th level, storing magic inside of a candy has become child's play. When you use a 1st or 2nd level spellslot to create a magic candy, you regain that expended spellslot. You can use this feature up to a number of times equal to twice your Charisma modifier (minimum of twice) until you take a long rest.
Instant Candied Weapon[edit]
At 14th level, you can instantly grow candy on an item. As an action, you regain half of the candy charge in a Candied Regeneration item that you touched. You can use this feature once per long rest.
At 18th level, you regain all candy charges.
Endless Candyman[edit]
At 20th level, as long as there is candy, you cannot be killed. If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your candy infusions or transformation candy, causing you to drop to 1 hit point instead of 0.
Confectioner Specialties[edit]
Crafter[edit]
You turn candy into art, weapons, and armor. With a bit of magic, these can be useful in combat.
- Candy Model
Beginning at 3rd level, you can create armor and weapons out of candy. During a short or long rest, you create a set of weapons and armor. Details on their creation is found below. You can only have one set at a time. choose one of the following armor models: Hard or Soft Candy. The model you choose gives you special benefits while you wear it.
You can change the model whenever you finish a short or long rest.
Hard Candy
You design your set to be in the front line of conflict. It has the following features:
- Twin Candy Canes. Candy canes are simple weapons with light property. It deals 1d8 cold damage on a hit. A creature hit by the candy cane is grappled, as the candy cane magically grows and hook in the creature.
- Peppermint Armor. As a bonus action, you can gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Soft Candy
You customize your armor for subtle undertakings. It has the following features:
- Liquorish Slingshot. A licorice vine makes an ideal simple ranged weapon slingshot, with a normal range of 90 feet and a long range of 300 feet. It deals 1d6 thunder damage on a hit as it fires pop rocks candy. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 Thunder damage to that target.
- Lighten Load. As soft candy armor is lighter to hard candy armor, your walking speed increases by 5 feet.
- Marshmallow Boots. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.
- Candy Armor
Beginning at 3rd level, you can create candy armor. When you create a candy armor, you must touch and examine an existing armor set. The new candy armor has the same mundane qualities as the copied armor.
You gain the following benefits while wearing this armor:
- If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
- The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
- You can doff or don the armor as an action.
The armor continues to be Candy Armor until you don another suit of armor or you die.
- Candy Weapon
At 3rd level, you can create candy armor. When you create candy weapons, you gain the following benefits while wielding the weapon:
- You can add your Charisma modifier, instead of Strength or Dexterity, to the attack and damage rolls.
- You can use the candy weapon as a spellcasting focus for your artificer spells.
- Cantrips and Candy Weapon
At 6th level, you add a few magical effects into your candy weapon. when you use your action to cast a cantrip, you can make one weapon attack as a bonus action. You can use this feature up to your charisma modifier per short or long rest.
- Slotted Candy
At 9th level, you learn how to use your Candy infusions to upgrade your armor. Each of your candy weapon has one candy slot. Each of your armor has three candy slots. During a long rest, you can slot any Infused Candy with a duration of at least 4 hours or Transformed Candy. As long as it is slotted and you are wearing or wielding it, you the effects of the candy with no limitation on the duration. Candy with a duration of 4 hours will require attunement.
Additionally, you gain 2 more Candy Infusions. These extra infusions can be only slotted in your armor or weapon.
- Perfected Gear
At 15th level, your Candy Gear gains additional benefits based on its model, as shown below.
Hard Candy
When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to use the candy cane to force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Soft Candy
Any creature that takes cold damage from your Liquorish Slingshot is covered in sticky gum. The gummed creature has disadvantage on attack rolls against you, as the gum becomes more restrictive. In addition, the all attack of opportunity against it has advantage. The next attack that hits this creature, the target takes an extra 1d6 thunder damage.
Alchemy[edit]
You learn to seep potions into candy. It is perfect way to delver your powerful potions.
You gain the features from alchemist artificer. You do not gain new spells nor artisan's tool proficiency. Instead of creating experimental potions, you create experimental candy. You gain your 5th level feature at 6th level.
Scientist[edit]
You learn to alter a body through magic and drugs. Placing all of that into a candy without changing the taste is the hard part.
- Mutagencraft Formulas
At 3rd level, you lace your candy with magical drugs that instantly change a person's body. You treat mutagen formulas from mutant bloodhunter as Candy Infusions. As such, whenever you learn a Candy Infusions, you can learn mutant formulas instead. For the purpose of this feature, treat candyman levels as bloodhunter levels. When you use mutagen on a candy as your infused candy. If it has no listed duration, its duration last until short or long rest. If anyone except you takes a mutagen infused candy, they gain 1 level of exhaustion after the duration ends.
- Drug User
At 3rd level, you and your body is used to the effects of the mutagen. As a bonus action, you consume a mutagen candy, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects.
- Heavily Poisoned Body
At 6th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition.
- Mutagen Treatment
At 6th level, you can create a special candy to temporary suppress the side effects. As a bonus action and expending any spellslot, you create a treatment candy that expires after your long rest. When someone eats it, they can ignore the negative side effect of one mutagen affecting them for 10 minutes. Once you create a treatment candy, you can’t do so again until you finish a short or long rest.
Additionally, just like mutagen candy, you can take treatment candy as a bonus action.
- Drug Dealer
At 9th level, you found an easier and faster way to make more drugs. After completing a short rest, you can create a mutant infused candy. Once you do this, you cannot use this feature until you complete a long rest.
Additionally, you can have two more infused candy and candy infusions. These 2 extra infused candy must be mutant infused candy.
- Force Feed
At 15th level, you learn on how to be a pill pusher. You can throw a candy as simple weapon with light and thrown properly of 30 ft and 120 ft. On a hit, the candy manages to slip into the creature's mouth and down to the stomach with a bit of help with magic. This effectively the same thing as eating the candy. The candy could be normal candy, transformed candy, magic candy, infused candy, mutant infused candy, or a candy laced with poison, potion, or drugs.
Candy Infusions[edit]
- Tiger's Eye Candy
You gain darkvision up to 60 ft for 8 hours.
- Twin Candy
Prerequisite: 6th-level candyman
Grants the mythical ability to telepathically communicate to your twin, doubleganger, clone, or anyone else whom eaten this candy up to 30 ft. Additionally, once per long rest, they cast sending to each other without any components. This last for 4 hours. Unlike most candy infusions, it comes in two identical candies.
- Gusher
Prerequisite: 6th-level candyman
For 8 hours, consumer can breathe underwater and they have a swimming speed of 60 feet
- Reveling Candy Carrot
Prerequisite: 6th-level candyman
This candy carrot constantly creates 5 ft of dim light. When consumed, it grants 6 hours of the consumer shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the consumer's bright light. They can use an action to reduce the light to dim light in a 5-foot radius.
- Lighter than Cotton Candy
Prerequisite: 6th-level candyman
For 8 hours, consumer can stand on and move across any liquid surface as if it were solid ground.
- chameleon Gummy
Prerequisite: 6th-level candyman
For 8 hours, Wisdom (Perception) checks made to see the consumer have disadvantage, and consumer have advantage on Dexterity (Stealth) checks made to hide, as the consumer's skin and hair color shifts to camouflage them.
- Rock Candy
Prerequisite: 10th-level candyman
For 2 hours, gain +1 to AC.
- Mighty Jelly Bean
Prerequisite: 10th-level candyman
For 4 hours, consumer's Strength score is 19. This candy has no effect on them if their Strength is 19 or higher without them.
- Sticky or Slimy Gum
Prerequisite: 10th-level candyman
For 4 hours, consumer's climbing and swimming don't cost any extra movement, and they gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
- Mistory Jelly Bean
Prerequisite: 10th-level candyman
For 4 hours, the consumer can use an action to cast the Disguise Self spell from it at will.
- Gummy Brain
Prerequisite: 10th-level candyman
For 4 hours, the consumer's Intelligence score is 19. Candy has no effect on them if their Intelligence is 19 or higher without it.
- Jumping Jelly Bean
Prerequisite: 10th-level candyman
For 4 hours, consumer's jump height and distance is doubled.
- Angel's Treat
Prerequisite: 10th-level candyman
For 2 hours, the consumer grows wings and gain flying speed equal to their walking speed.
- Mint of Awareness
Prerequisite: 10th-level candyman
For 8 hours, this creature has advantage on initiative rolls. In addition, the consumer can’t be surprised, provided it isn’t incapacitated.
- Chocolate and Carmel Bar
Prerequisite: 14th-level candyman
For 1 minute, consumer's doubled their walking speed, and any creature that makes an opportunity attack against them has disadvantage on the attack roll.
- Breaker of All Jaws
Prerequisite: 14th-level candyman
For 2 hours, consumer gains +2 AC.
- Liquid Candy
Prerequisite: 14th-level candyman
For 4 hours, consumer gains the following: difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce their speed nor cause them to be paralyzed or restrained.
- Resistant Lollypop
Prerequisite: 6th-level artificer
For 8 hours, this creature has resistance to one of the following damage types, which you choose when you infuse the candy: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
- Spell-Refueling Candy
Prerequisite: 10th-level Candyman
The consumer recover a spell slot can be of 3rd level or lower.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Candyman class, you must meet these prerequisites: 13 str and 13 char
Proficiencies. When you multiclass into the candyman class, you gain the following proficiencies: light armor, medium armor, shield, alchemist supplies, simple weapons, and martial weapons.
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