Caster (5e Class)

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Caster[edit]

A strong-willed caster has a greater ability to focus on the flow of invisible energy. Until they can focus on all the energy available in a certain surrounding space, depending on the limits of each person's capacity and imagination. To use magic, the individual must be able to see, feel, and relay commands directly to the natural flow of energy. Those born with this ability are called caster.

Caster.jpg
Caster with natural energy flow

Creating a Caster[edit]

Unlike the usual caster classes of DnD 5e, caster can cast magic based on his imagination and limits.

Quick Build[edit]

You can make a Caster quickly by following these suggestions. Constitution should be your highest ability score, followed by Wisdom or Dexterity.

Class Features

As a Caster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapon, martial weapon
Tools: Choose one from any
Saving Throws: Constitution & Wisdom
Skills: Choose four from any

Equipment

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

  • (a) a simple weapon or (b) a martial weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) an explorer's pack or (c) a dungeoneer's pack
  • A spellbook

Table: The Caster

Level Proficiency
Bonus
Features
1st +2 Arcane Recovery, Spellcasting Ability
2nd +2 Cunning Action, Expertise
3rd +2 Favored Enemy, Natural Explorer
4th +2 Ability Score Improvement
5th +3 Retreat
6th +3 Ability Score Improvement
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Supreme Sneak
10th +4 Steel Will
11th +4 Reliable Talent
12th +4 Ability Score Improvement
13th +5 Indomitable
14th +5 Ability Score Improvement
15th +5 Tatical Master
16th +5 Ability Score Improvement
17th +6 Spell Mastery
18th +6 Magic Cover
19th +6 Ability Score Improvement
20th +6 Awakening

Arcane Recovery[edit]

You regain all expended spell slots when you finish a short rest or long rest.

Spellcasting Ability[edit]

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.

Spell attack modifier = your proficiency bonus + your Wisdom modifier.

Cunning Action[edit]

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Expertise[edit]

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with any tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Favored Enemy[edit]

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnoll and orc) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies.

Natural Explorer[edit]

Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:


•Difficult terrain doesn't slow your group's travel.

•Your group can't become lost except by magical means.

•Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

•If you are traveling alone, you can move stealthily at a normal pace.

•When you forage, you find twice as much food as you normally would.

•While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Ability Score Improvement[edit]

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.

Retreat[edit]

You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you or before it makes an attack's damage and this movement doesn't provoke opportunity attacks.

Evasion[edit]

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.

Supreme Sneak[edit]

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Steel Will[edit]

You have advantage on saving throws against being charmed and frightened.

Reliable Talent[edit]

Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Indomitable[edit]

Once per turn, you can reroll a saving throw that you fail. If you do so, you must use the new roll.

Tatical Master[edit]

You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.

Spell Mastery[edit]

Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.

Magic Cover[edit]

You gain a bonus to your AC equal to your Wisdom modifier (minimum of +1).

Awakening[edit]

Your Constitution and Wisdom scores increase by 4. Your maximum for those scores is now 24.

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