Chairmaster (5e Class)
Chairmaster[edit]
Introduction Leader[edit]
Creating a Chairmaster[edit]
- Quick Build
You can make a Chairmaster quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Chairmaster you gain the following class features.
- Hit Points
Hit Dice: 1dD10 per Chairmaster level
Hit Points at 1st Level: D10 + Constitution modifier
Hit Points at Higher Levels: 1dD10 (or Expression error: Unrecognized word "d".) + Constitution modifier per Chairmaster level after 1st
- Proficiencies
Armor: Light armor, Medium armor, and shields
Weapons: Simple weapons, Improvised weapons (Chairs)
Tools: Carpenters' tools
Saving Throws: Charisma and Constitution
Skills: Choose two from Athletic, Acrobatics, Insight, Perception, Performance, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A swing-able chair (Dining, bar-stool, folding chair, etc.)
- (a) shield or (b) Shortsword
- (a) Dungeoneers' pack or (b) Explorers' pack
- Leather armor, carpenters' tools, and a dagger
- If you are using starting wealth, you have 5D4 x 10 in funds.
Level | Proficiency Bonus |
Features | Forethought Dice |
---|---|---|---|
1st | +2 | Chair Bond, Chair Weapon | |
2nd | +2 | Chairful Consideration | 2 |
3rd | +2 | Jack of all chairs, Preferred Seating Subclass | |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | — | |
6th | +3 | — | 4 |
7th | +3 | — | |
8th | +3 | Ability Score Improvement | 6 |
9th | +4 | Receipt of Chairity | |
10th | +4 | — | 7 |
11th | +4 | — | |
12th | +4 | Ability Score Improvement | 8 |
13th | +5 | — | |
14th | +5 | — | 9 |
15th | +5 | — | |
16th | +5 | Ability Score Improvement | 10 |
17th | +6 | — | |
18th | +6 | — | 11 |
19th | +6 | Ability Score Improvement | |
20th | +6 | — | 12 |
Chair Bond[edit]
At 1st level, you form a deep bond with a specific chair that resonates with your spirit. This chair becomes your "Favored Chair." You can summon your Favored Chair as an action. When you summon it, it appears in your hands, you can only summon your chair once per Short Rest. If your Favored Chair is broken, you can make a new chair your Favored Chair by sitting on it during a short rest.
Chair Weapon[edit]
Starting at 1st level, your proficiency with chairs allows you to use them as specialised weapons. Any chair wielded by you as a weapon with the following attributes: 1D6 Bludgeoning, Versatile (1D8), 4 lb, Thrown (Range 20/60)
Variant Rule - Seated Sage at level 1[edit]
For some characters it makes more sense that they begin their journey as a seated sage (Subclass). Whether this be because they are chairbound, they lack an athletic background, or for another reason that adds flavor to the character, the option is made available here.
When using this variant rule, you make the following changes at level 1
- You gain the following seated sage features at level 1, rather than at level 3
- Mobile Chair
- Chairlekinesis
- Cantrips
- Skill proficiencies
- When choosing skill proficiencies the options of Athletics and Acrobatics are replaced with Arcana and History.
Chairful Consideration[edit]
At 2nd level, you have uncovered a meditative state available to you when sitting on chairs that improves your problem-solving skills and creative thinking. You gain 2 forethought dice (D8). These forethought dice are locked to you, and can become available for 1 hour if you spend 1 minute pondering a situation or intended course of action while seated in a chair. After doing so, for 1 hour, any time you make an ability check or saving throw that relates to what you pondered, after you have rolled your dice, but before the DM has narrated the outcome, you can choose to roll 1 of the forethought and add the roll to the check. Once used the forethought die has been expended and cannot be used again until you have completed a short rest. At higher levels you get extra forethought dice: 3D8 at level 5, 4D8 at level 8, 5D8 at level 11, 6D8 at level 14, 7D8 at level 17, and 8D8 a level 20.
Jack of all Chairs[edit]
Starting at 3rd level, your familiarity with chairs as tools has grown significantly. Whenever you are making an ability check you can choose to use a chair to assist you. When using the chair, you can add half your proficiency bonus rounded down to the roll. This applies regardless of whether you are already proficient in the ability.
Preferred Seating Subclass[edit]
At 3rd level, you chose a Preferred Seating. Choose between Bar Breaker, Chairiot Master, or Seated Sage, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at various levels depending on the chosen subclass.
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.
Receipt of Chairity[edit]
Starting at 9th level, your bond with chairs has grown so strong that you call them to you with a mere thought. As an action, you can summon any chair within 30 feet of you into your hand. The chair must be of a size that you could reasonably wield as a weapon or hold as a shield. This ability works on any chair that is not held, sat on, or bolted down even if the chair is in a different room or area, as long as it's within range. If there are no nearby chairs then you are aware of this. The chair does not teleport to your hands, instead it flies through the air towards you and is automatically caught by you. You can choose to spend one forethought die to summon the chair as a free action, if you make an attack with the summoned chair on the same turn it was summoned, roll the forethought die and add the amount rolled to the damage roll.
Additionally you can summon your favored chair as a bonus action as long as it is on the same plane of existence as you.
Bar-stool Breaker[edit]
Your time spent in pubs and arenas, breaking chairs over others, and having chairs broken on you, has given you an innate understanding of how to wield chairs in combat.
Chair Defense[edit]
At 3rd level, you learn to wield chairs in a way that makes optimal use of their size and shape for blocking and redirecting attacks. Whenever you are wielding a chair with two hands your AC is increased by 1.
Chair Brawler[edit]
At 3rd level, you have spent enough time pondering fights that you can call upon your forethought dice for combat at any time. Whenever you make an attack roll or saving throw against an attack, you can expend one forethought die, adding the number to your roll. The expended die cannot be used until you finish a short rest, and is excluded from the number of forethought dice you get when using the chairful consideration ability.
Heavy Hitter[edit]
Starting at 3rd level, chairs used by you now do 1D8 damage (1D10 versatile).
Extra Attack[edit]
Starting at 5th level, you become highly effective at swinging barstools and table chairs. When wielding a Barstool, Table Chair, or Folding Chair, you can make two attacks when you make an attack action. At higher levels you can do more attacks, with 3 attacks per action at level 11, and 4 attacks at level 20.
Conditioning[edit]
At 7th level, you have honed your body’s natural defences and reflexively use chairs to protect yourself. As a bonus action, you can expend 1 forethought die, rolling it and using the roll to either reduce all all non-magical bludgeoning, piercing, and slashing damage by the amount rolled (to a minimum of 1) for 1 minute, or all damage types until the start of your next turn.
Out of Nowhere[edit]
At 8th level, when you make a melee weapon attack using a chair against a creature that made an attack action against a creature other than you on their last turn, you can count a D20 roll of 19 or 20 as a critical hit. At level 18, when this ability applies, you count a D20 roll of 18, 19, or 20 as a critical hit.
Fighting Style[edit]
At 10th level you develop a unique way of wielding chairs as weapons. Pick one of the following fighting styles:
- Defense
- While you are wearing armor, you gain a +1 bonus to AC.
- Energised Chairs
- You can push your own energy through chairs you wield as weapons. All damage you deal using chairs becomes magic force damage.
- Chairifying Swings
- When you wield a chair with two hands, the damage die becomes 2D6.
- Chairtapult
- Allows you to to telekinetically throw chairs instead of summoning them. When using your Receipt of Chairity ability to summon a nearby chair, you can instead choose for that the chair be propelled in a 30 foot line in any direction from its starting point. If the chair would hit a creature, that creature must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Charisma Modifier. On a failed save the creature takes 1D10 bludgeoning damage and is pushed 10 feet in the direction the chair was moving. If the creature is using cover and the chair does not have to move through the cover to reach the creature, then the creature gains no benefit from that cover when making their Dexterity saving throw. Additionally, when you throw a chair as an attack action it does does extra damage equal to half your Chairmaster level rounded down.
- Chairicade
- You expand the amount of cover you have using your chair. ½ cover becomes ¾ cover, and ¾ cover becomes full cover. At the DM’s discretion an object that provides no cover by itself (such as a knee high wall or coffee table) may be used to provide ½ cover using this ability.
- Stilleto-Leg Defense
- The legs of your chair are fitted with sharpened points and can be used to fend attacks from many directions. As an action you can take a defensive stance that lasts until the start of your next turn. While in this stance, any creature that targets you with melee attack must make a Dexterity saving throw equal to 8 + your Charisma modifier + your proficiency bonus. On a fail they have disadvantage on their attack rolls, and suffer 2D4 Piercing damage for every melee attack that fails to hit.
Shattered Chairmories[edit]
At 12th level, you have learned to perfectly break chairs on your targets. When a melee attack with a chair successfully hits your target, you can choose to expend 2 forethought dice to make the chair break apart in a spectacular fashion. The target takes a bonus 2D8 damage and must make a constitution saving throw of a difficulty equal to 8 plus your charisma modifier + your proficiency bonus, on a fail the target has the stunned condition for 1 minute. The target makes another saving throw at the start of each of their turns, ending the stun on a success. When doing this you lose any remaining attacks in your attack action (Such as from extra-attack) and your chair is destroyed. If this attack puts a creature into saving throws and that creature becomes unconscious as a result, then the creature loses all memory of the combat (Up to 10 minutes), and all events from the 1-minute period that preceded the combat (Unless the combat exceeded 10 minutes).
Additionally, any time you score a critical hit on a creature with a melee chair attack, you can choose to break the chair over them without needing to expend any forethought dice. The creature must make a constitution saving throw, on a fail they are stunned for one minute, making another saving throw at the start of each turn, ending the stun on a success. When doing this you lose any remaining attacks in your attack action (Such as from extra-attack) and your chair is destroyed.
Greater Chairity[edit]
At level 12 you have learned to summon any chair as though it were you favored chair, even if there are no chairs nearby. The chair appears in your hand, and comes from any place in the world of the DM's choosing, which could be a plane of chairs, a farmers home, or a bustling tavern.
Additionally, if you have broken your favored chair using the Shattered Chairmories ability, you can summon a new chair from the plane of chairs as a free action. The new chair is identical to your previous favored chair, and immediately becomes your favored chair.
Chair Scrapper[edit]
At 15th level, you have become one with any chair you wield, and can make subtle changes to improve the damage you do. Any time you roll a natural 1 on an attack roll or saving throw, you can choose to expend one forethought die to make the roll again. When redoing the roll, roll an additional 1D8 and add the amount to the roll, if the sum of the D20 and D8 is equal to or higher than a 20 without modifiers then the hit is a critical success. If the D20 rolls a 1 then the D8 is ignored for the sake of the critical failure.
Superior Conditioning[edit]
At 20th level you have honed your natural defences when wielding chairs to the ultimate level. When a creature successfully hits you with a melee attack on their own turn, you can use your reaction to halve all damage dealt by that creature to you until the end of their turn. Additionally you can apply your conditioning damage reduction to any damage coming from an attack that requires a Dexterity saving throw.
Chairiot Master[edit]
Your tireless use of recliners, couches, and other comfort chairs as your favored chair has developed into a beautiful emotional connection that resulted in your chair coming to life. Your favored chair is now a couch, recliner, chaise, or other form of lounging chair of your choice. It has become your steed, pet, and best friend.
Bonus Proficiencies[edit]
At 3rd level, when you choose this subclass, you gain proficiency in Lances and Vehicles (Land).
Chairiot[edit]
At 3rd level, your Favoured Chair evolves into a large, sentient piece of furniture, such as a couch, recliner, or chaise lounge. This Living Couch becomes your steadfast companion and mount.
- Chariot Statistics
Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma |
16 (+3) | 10 (0) | 14 (+2) | 6 (-2) | 10 (0) | 6 (-2) |
- Your chariot's Hit Points are equal to (Your charisma modifier + 2) times your Chairmaster level (Hit Dice: a number of D8 equal to your chairmaster level)
- Speed: 40 feet
- AC: 10 + your Charisma modifier
- Senses: Darkvision 60 ft,passive perception 10
- Bite: One target, 5ft, melee weapon attack, Attack roll modifier equals your Proficiency Bonus + Chariot’s Strength Modifier, 1D6 + Chariot’s Strength on a hit
Your Living Couch obeys your commands and can act independently on your turn, but it requires no actions on your part to direct it. If reduced to 0 hit points, it reverts to inanimate furniture. It can be revived using a one-hour ritual. Your Couch can be healed by using the mending Cantrip.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours (Unless Mounted). It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your Carpenters’ tools to revive it during a short rest.
At the end of a long rest, you can create a new chariot if you have Carpenters’ tools with you. If you already have a chariot from this feature, the first one immediately perishes. If you die your Chariot waits by your side, reverting to inanimate furniture after 10 full days.
Mounted Combat[edit]
While seated on your Living Couch, you can use it as a mount, allowing you to make attacks or cast spells as normal. While mounted the Chariot can only use the Dash, Disengage, or Dodge action on your turn. While mounted you choose your Chairiot’s movement and actions without needing to use a bonus action.
Chairperson[edit]
Whenever you are seated and part of a discussion, you can choose to give each member of that discussion one of your forethought dice. The character may then use the forethought die on any ability check or saving throw related to the topic discussed, such as a plan for infiltration, etc. The character has that die available for up to one hour, and if not used beyond that point is wasted.
Chairge[edit]
At 4th level your Chariot can make a devastating charge. On your turn, the your Chariot can move up to twice its movement in a straight line as an action, and must move at least 20 feet. Any creature within the path of the Chariot has disadvantage on opportunity attacks made against you or the Chariot, and must make a Dexterity saving throw equal to 8 + your Proficiency Bonus + your Charisma modifier. On a fail, any creature that is large or smaller is knocked prone. You may make your attack action at any time during the charge, targeting any creature that comes within 5 feet of your Chariot. Melee weapon attacks deal bonus damage equal to your Chariots Strength modifier, and have advantage if you are using a weapon with the reach property. If you are not using your Chariot as a mount you can use a bonus action to order your Chariot to perform the charge alone.
Moving Cover[edit]
At 5th level, your couch has learned to position itself in a way that protects your allies. Whenever an ally within 5 feet of your couch is targeted by an attack, your couch can use its reaction to give disadvantage to the attack roll.
Combat Specialization[edit]
At 6th level you gain one combat specialisation of your choice from the following list, then gain new abilities at higher levels based on your selection:
- <Chairvalier
- You gain proficiency in Heavy Armour, your Chariot’s speed increases by 10 feet, and you can make two attacks when you take the attack action.
- At lvl 10: Speed increases by 10 feet, add 1 extra damage for every 10 feet moved prior to your attack action on your turn.
- At lvl 14: Speed increased by 10 feet, You gain +2 AC as long as you have moved at least 20 feet in the previous turn, and opportunity attacks have disadvantage against you.
- <Sagicharius
- You gain proficiency with bows. While mounted you gain a +1 to attack rolls made with ranged weapons and ignore ½ cover unless the target is at a higher elevation than you. Your Chariot’s Speed increases by 5 feet. When using the Chairge ability you can add your Chariot’s Strength modifier to ranged weapon attacks, and have advantage when making a ranged weapon attack against a creature that has yet to make its saving throw.
- At lvl 10: Can make make two ranged attacks as part of the attack action, Chariot speed increases by an additional 5 feet, ignore ¾ cover unless target is at higher elevation than you.
- Bulleted list item
- <CMonschair Tamer
- You have spent time developing the abilities of you Chariot so that it can fight beside you. Your Chariot base strength increases to 18, the hit die of its bite attack becomes 1D10. Additionally, it only takes you 10 feet of movement to mount or dismount from your Chariot and you can give it commands as a free action. Additionally, you learn the Mending cantrip, allowing you to repair minor damage to your Living Couch or other items. Your Chariot’s AC increases by 1.
- At lvl 10: Chariot base Strength is increased to 20, Chariot base Constitution is 16, Chariot Multi-attack (2), Can mount and dismount using 5 feet of movement. Chariot AC increased by 1. Your Chairiot’s hit points increase by 10 and it gains an additional +1 with each subsequent Chairmaster level.
- At lvl 14: Chariot Base strength increased to 22, Chariot base Constitution is 16, Chariot damage die increased to 2D6, Can make a single melee attack with advantage against one creature during its Chairge, it gains advantage on the attack roll, and on a hit the target has disadvantage on the saving throw against being knocked prone. You can mount and dismount from your Chairiot using no movement as long as you are within 5 feet of your chariot and have at least 1 movement available. Your Chariot’s AC is increased by 1.
Chairful Commander[edit]
At 7th level, your ability to foresee outcomes is enhanced when seated on your Living Couch. You can use your Forethought Dice in the following ways:
- Strategic Command
- As a bonus action you make a quick assessment of the retreat options available to an ally. Targeting an ally within 120 feet of you who can hear you, you expend one forethought die giving the target the option to disengage and move a number of feet equal to the mount rolled + your charisma modifier + your proficiency bonus without provoking opportunity attacks, they do this at the start of their next turn as a free action.
- Strategic Command
- As a reaction, when an ally within 60 feet of you is targeted by an attack you can make a snap assessment of the best way for them to defend themselves. You expend one of your Forethought Dice to grant your ally a bonus to their AC equal to the roll of the die against attacks made during that attack action.
- Strategic Command
- As an action you give a rousing speech that bolsters the fighting spirit of your allies. Choose a number of creatures equal to your proficiency modifier and roll a Forethought Die. Each targeted creature gains temporary hit points equal to the roll plus your Charisma modifier + your Proficiency Bonus.
Maximum Comfort[edit]
At 11th level, your can soothe another by letting them rest on your favored chair. During a short rest you can choose a single companion to rest on your favored chair. They can claim double the benefit of up to 2 hit dice that they expend, and remove one level of exhaustion. This ability can be used up to two times between long rests.
Commander's Strategy[edit]
At 15th level, you can unleash the full potential of your strategic thinking, potentially turning the tide of battle. Whenever one of your forethought dice is rolled, the person rolling it can choose to roll either 2D4, or 1D10, instead of the normal Forethought die.
Majestic Aura[edit]
At 18th level, your bond with your Living Couch reaches its peak, transforming it into a regal throne of power that inspires comrades and strikes fear into the hearts of enemies. You gain the following passive abilities.
- Creatures within 30 feet of you have disadvantage on deception and intimidation rolls made against you or your allies.
- Allied creatures within 30 feet of you have advantage on saving throws made against being made charmed or frightened.
- When rolling initiative, you can roll your any hostile creatures within 60 feet of you that can see you must roll a charisma saving throw equal to 8 + your charisma modifier + your Proficiency Bonus. On a fail they have disadvantage on the initiative roll.
Superior Forethought[edit]
At level 20, Whenever one of your Forethought dice rolls a 1, the person who rolled it can choose to re-roll the Forethought die, and must use the new roll, if choosing to roll 2D4, and both roll a 1, then both can be re-rolled.
Seated Sage[edit]
The countless hours spent sitting on your chair while meditating has expanded your spiritual connection to the world and awakened arcane powers within you. You now wield magic from your seated position, and rarely if ever leave your chair.
}Bonus Proficiencies[edit]
At 3rd level, you gain proficiency in the Arcana skill, or expertise in Arcana if you are already proficient.
Mobile Chair[edit]
At 3rd level, your favored chair is transformed into a chair that can move by way of wheels or castors. You can make your movement and take any of your actions while seated in your favored chair without having to stand up. You have also
Cantrips[edit]
You know two cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Chairmaster table.
Spellcasting[edit]
Through regular relaxation upon chairs, you have learned to empty thoughts of the mundane world from your mind and tapped into new arcane powers. At 3rd level you gain the ability to cast spells.
- Spell slots
The chairmaster table shows how many spell slots you have to cast your chairmaster spells of 1st level and higher. To cast one of these chairmaster spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
- Spells known at 3rd level and higher
At 3rd level, you know two 1st-level spells of your choice from the wizard Spell list.
The Spells Known column of the Chairmaster table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new chairmaster spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the chairmaster spells you know and replace it with another spell from the chairmaster spell list, which also must be of a level for which you have spell slots.
- Spellcasting modifier
Charisma is your spellcasting ability for your Chairmaster spells, so 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 a Chairmaster spell you cast and when making an attack roll with one.
- Spell save
- DC = 8 + your proficiency bonus + your Charisma modifier
- Spell attack modifier
- Modifier = your proficiency bonus + your Charisma modifier
- Spellcasting focus
You can use your favored chair as a spellcasting focus for your Chairmaster spells.
Chairlekinesis[edit]
You connect to a second chair, now having a favored chair to sit on, and one that you can wield in combat through telekinetic means. When making a melee weapon attack with your second favored chair you do not need to move your own body, instead the chair makes the attack telekinetically at a range of 5 feet. The chair deals magical damage for the sake of overcoming resistance.
Seated ingenuity[edit]
Starting at 3rd level, being continuously seated has allowed you to put all your energy into your mind, and regularly studying, observing, and pondering the abilities of others has allowed you to develop spectacular abilities of your own.
At 3rd level you gain 2 seated ingenuity features that you can use while seated on your favorite chair. You gain one new seated ingenuity feature at levels 5, 7, 9, 11, 13, 15, 17, 19, and 20. You have the option to exchange any of your current seated ingenuity features for another at any level up. Some seated ingenuity features are restricted to you by level or require another feature to take.
At any given level you can only have one feature that is restricted to that level, two features for the level below that, three for the level below that, and so on. The exceptions to this are levels 17, 18, 19, and 20, where you can only have a single feature from any of these levels and you begin counting additional features at lower levels as though you were level 17. For example, a level 19 character can have 1 level 19 feature, 1 level 17 feature, 2 level 15 features, three level 13 features, four level 11 features, etc. While a character at level 8 can have 1 level 7 feature, two level 5 features, etc. Features that have no level pre-requisite are not limited by this rule.
Seated ingenuity features list[edit]
- 1 Inflated Spells
- When you cast a spell, you can cast that spell as though it were at one level higher than the actual spell slot you use.
- 2 Sedentary spellcasting
- You can cast spells without needing the somatic component.
- 3 Hover chair
- Your chair hovers above the ground. While seated, you can use your movement to hover up to a maximum elevation of 10 feet off of the ground. While hovering your movement speed increases by 10 feet.
- 4 Precise spell
- When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you expend 1 forethought die and choose a number of those creatures up to the amount rolled. A chosen creature automatically succeeds on its saving throw against the spell and takes no damage if the spell deals half damage on a success.
- 5 Foreseen spell
- When you cast a spell that has a casting time of 1 action, you can expend one forethought die to change the casting time to 1 bonus action for this casting. Alternatively, when casting a spell as a ritual, where the ritual takes no more than 10 minutes, you can expend one forethought die and reduce the casting time by one minute times the amount rolled. If the casting time would be reduced to below 1 minute, then the ritual can be cast as an action.
- 6 Comfortable and Rested
- You no longer need to sleep and can't be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity, such as pondering topics of interest and keeping watch.
- 7 Beguiling influence
- You gain proficiency in the Deception and Persuasion skills.
- 8 Keen observation
- You gain proficiency in the Perception and Investigation skills.
- 9 Prepared for anything
- You expend one forethought die as a bonus action and add the amount rolled to your passive perception for the next 8 hours. This cannot be used again until you complete a long rest.
- 10 Seated concentration
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- 11 Perfect comprehension
- As an action, you can expend one forethought die. For the next 10 minutes you can speak, read, and write in any language that is being used around you (Written or spoken). Additionally, during this 10 minute period, you can add the amount rolled + your charisma modifier to one check made using that language of your choice, such as persuasion, intimidation, intelligence, investigation, etc.
- 12 Hobby sell
- ou have spent your time reading up on the types of magic in the world. Choose a 1st level spell from the wizard spells list. You can cast this spell without using a spell slot. After you have used this ability, you cannot use it again until you complete a long rest.
- 13 Gaze of two minds
- You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings.
- 14 Blent into the background
- As an action you can blend in with your chair by sitting perfectly still. Any creature that is not already aware of your presence when you do this will be unaware of your presence if using sight to detect you. The effect remains until you move or take an action or a reaction. Your chair will still be perceived and any creature that investigates your chair will immediately be aware of your presence and able to detect you.
- 15 Bonus proficiencies
- You gain proficiency in three skills of your choice.
- 16 Improved chairlekinesis
- (Pre-requisite: 5th level) Your telekinetic chair weapon gains a +1 bonus to its attack and damage rolls. Additionally, its range is expanded to 15 feet.
- Smiting chairlekinesis
- (Pre-requisite: 5th level) Once per turn when you hit a creature with your telekinetic chair weapon, you can expend a forethought die, adding the amount rolled as force damage to the target, if the target is large or smaller it must make a Constitution saving throw with a DC equal to your spell save, on a fail it is knocked 10 feet in a direction of your choice and falls prone.
- 18 Interest spell
- (Pre-requisite: 5th level, and Hobby Spell) You have spent your time reading up on the types of magic in the world. Choose a 2nd level spell from the wizard spells list. You can cast this spell without using a spell slot. After you have used this ability, you cannot use it again until you complete a long rest.
- 19 Predictive spell
- (Pre-requisite: 5th level) Whenever you cast a spell, you can expend one forethought die, and add the amount rolled onto either the spell attack roll, or the Spell save difficulty.
- 20 Quickened chairlekinesis
- (Pre-requisite: 5th level) You can attack with your telekinetic chair weapon twice, instead of once, whenever you take the Attack action on your turn.
- 21 Protective field
- (Pre-requisite: 5th level) You gain +1 AC while seated.
- 22 Seated expert
- (Pre-requisite: 5th level) Choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
- 23 Cushioned mind
- (Pre-requisite: 5th level) You have advantage on saving throws against be charmed or frightened.
- 24 Improved hover chair
- (Pre-requisite: 7th level, hover chair) Your maximum hover height increases to 20 feet, your hover speed is 30 feet, and it is impossible for you to be knocked prone as long as you are conscious and have at least 1 HP.
- 25 Masterful chairlekinesis
- (Pre-requisite: 7th level, and improved chairikinesis) Your telekinetic chair weapon gains a +2 bonus to its attack and damage rolls, and has a range of 30 feet.
- 26 Heavily armored
- (Pre-requisite 7th level) You become proficient in heavy armour.
- 27 Expedited magic
- (Pre-requisite: 7th level) You can exchange one of your forethought dice to regain a spell slot. Roll the forethought die, if the number is between 1 and 3 you regain a single 1st level spell slot, if the number is between 4 and 8 you regain a single second level spell slot.
- 28 Combat appraisal
- (Pre-requisite: 7th level) You have spent enough time watching combatants and monsters to gauge how dangerous they are. You spend one minute out of combat to observe a creature and are able to learn two of the following things about the creature that you choose: any one ability score of your choice, Armour class, current HP, number of attacks it can make, alignment, condition immunity, one of its damage resistances, one of its damage weaknesses.
- 29 Protective field
- (Pre-requisite: 7th level, and protective field) your field expands in size and can apply to your allies. As a reaction when a creature comes within 10 feet of you you grant them protection with your field. The creature gains +1 AC as long as they are within 10 feet of you, and the effect ends if they move more than 10 feet away. You can choose to end the benefit and give it to another creature, either as a bonus action on your turn, or as a reaction when a creature leaves or enters the 10 foot radius.
- 30 Chairming presence
- (Pre-requisite 9th level) As long as you are seated, you have a 15 foot aura. All creatures within this aura have disadvantage on saving throws against being charmed by spells that you cast.
- 31 Saving throw expansion
- (Pre-requisite: 9th level) You gain proficiency in one saving throw you are not already proficient in of your choice.
- 32 Motionless spellcasting
- (Pre-requisite: 9th level and Sedentary Spellcasting) When you cast a spell, you can expend one forethought die to cast it without any verbal components. It is impossible for other creatures to know you cast the spell unless they were reading your mind or had some means of detecting magic at the time of casting. Additionally, you may roll the forethought die and deduct the amount rolled from any check made to determine if it was you, such as insight or investigation.
- 33 Unmoving resilience
- (Pre-requisite: 9th level) You have learned to finely control the processes within your own body while sitting still becoming immune to poison and disease.
- 34 Dual focus
- (Pre-requisite: 11th level, and Seated Concentration) You can maintain control over two concentration spells at one time. When you already have a concentration spell active, you can cast a second concentration spell without ending the effect of the first one. On each subsequent turn, you must use your action to maintain both concentration effects. You can end one of the effects on your turn as a free action.
- 35 Accelerated chairlekinesis
- (Pre-requisite: 11th level, and quickened chairikinesis) You can attack with your telekinetic chair weapon three times, instead of once, whenever you take the Attack action on your turn.
- 26 Variation spell
- (Pre-requisite: 11th level, and Interest Spell) You have spent your time reading up on the types of magic in the world. Choose a 3rd level spell from the wizard spells list. You can cast this spell without using a spell slot. After you have used this ability, you cannot use it again until you complete a long rest.
- 37 Whittler
- (Pre-requisite: 13th level) You can whittle wooden figures and control them remotely. As long as you have carpenters’ tools you can spend 1 minute whittling a wooden figurine no larger than a 1 foot cube. The cube comes to life and obeys your commands via a telepathic link. You can see and hear anything the figurine can hear. The figurine has 1 HP and reverts to an inanimate object upon taking damage. When you create the figurine you can choose two movement abilities to give it from fly, swim, spider climb, or walk. The figurine must be carved with limbs that allow the movement, wings for flight, etc. Creatures who see the figurine will believe it is an animal unless they investigate it. The figurine reverts to an inanimate object if its HP drops to 0 or below, if you end the effect, or if you create a second figurine.
- 38 Forethought recovery
- (Pre-requisite: 13th level) When you have expended all your forethought dice, you can make a bonus action to increase your thought power and recover forethought dice. Roll 1D4, you regain a number of forethought dice equal to the number rolled + 2. You can use this ability once per long rest.
- 39 Chairvoyance
- (Pre-requisite: 13th level) When you intend to make an action, you can run a mental simulation. Roll the action and expend one forethought die, to add 1D8 to that roll. After seeing the roll you can choose whether or not to make the action. If you choose to make the action you must use the amount rolled. If you choose not to make the action, the DM may optionally choose to tell you what the outcome would have been, or give you some other details about the situation (Can be a fun way to give information to players).
- 40 Expedited magic upgrade
- (Pre-requisite: 13th level, Expedited Magic) You can exchange one of your forethought dice to regain a spell slot. Roll the forethought die, if the number is between 1 and 2 you regain a single 1st level spell slot, if the number is between 3 and 4 you regain a single second level spell slot, if the number is between 5 and 8 you regain a single third level spell slot.
- 41 Enhanced counterspell
- (Pre-requisite: 15th level) When you cast Counterspell, roll a D6. You cast counterspell as though it were at a spell slot level equal to the original spell slot level + the amount rolled.
- 42 Mental surge
- (Pre-requisite: 15th level) Your rested body allows you to maximise the power of your mind. As a bonus action on your turn you can take one additional action to cast a spell or use one of your seated ingenuity features. Once you use this feature, you must finish a short or long rest before you can use it again.
- 43 Witch sight
- (Pre-requisite: 15th level) You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.
- 44 Amplified spells
- (Pre-requisite: 17th level, Inflated Spells, and predictive spells) When you cast a spell, you can expend and roll one forethought die. The spell is then cast as though it were at a higher spell slot than the actual spell slot you used. The spell is now cast at a level equal to the amount rolled + the initial spell slot level + 1, to a maximum spell slot level of 9. If the total spell slot level would exceed 9, then the excess is added to either the spell attack roll, or saving throw DC.
- 45 Domineering chairlekinesis
- (Pre-requisite: 17th level, and masterful chairikinesis) Your telekinetic chair weapon gains a +3 bonus to its attack and damage rolls, and has a range of 60 feet.
- 46 Passion spell
- (Pre-requisite: 17th level, and Variation Spell) You have spent your time reading up on the types of magic in the world. Choose a 4th level spell from the wizard spells list. You can cast this spell without using a spell slot. After you have used this ability, you cannot use it again until you complete a long rest.
- 47 Obsession spell
- (Pre-requisite: 19th level, and passion spell) You have spent your time reading up on the types of magic in the world. Choose a 5th level spell from the wizard spells list. You can cast this spell without using a spell slot. After you have used this ability, you cannot use it again until you complete a long rest.
- 48 Expedited magic evolution
- (Pre-requisite: 19th level, Expedited Magic upgrade) You can exchange one of your forethought dice to regain a spell slot. Roll the forethought die, if the number is 1 you regain a single 2nd level spell slot, if the number is between 2 and 3 you regain a single third level spell slot, if the number is between 4 and 8 you regain a single 4th level spell slot. Additionally, you automatically regain a single 1st level spell slot in addition to the spell slot you recover from the roll.
- 49 Hurtling chairlekinesis
- (Pre-requisite: 20th level, and Accelerated chairikinesis) You can attack with your telekinetic chair weapon four times, instead of once, whenever you take the Attack action on your turn.
- 50 Forethought recovery upgrade
- (Pre-requisite: 20th level, and forethought recovery) When you have expended all your forethought dice, you can make a bonus action to increase your thought power and recover forethought dice. Roll 1D6, you regain a number of forethought dice equal to the number rolled + 3 (maximum of 8). You can use this ability once per long rest.
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Bonus[edit]
Bonus[edit]
- <!-Class Feature->
<!-Class feature game rule information->
Seated Sage Spell List[edit]
You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes
Level | Seated Ingenuity Features | Cantrips known | Spells known | 1st-level slots | 2nd-level slots | 3rd-level slots | 4th-level slots |
---|---|---|---|---|---|---|---|
3 | 2 | 2 | 3 | 2 | - | - | - |
4 | 2 | 2 | 4 | 3 | - | - | - |
5 | 3 | 2 | 4 | 3 | - | - | - |
6 | 3 | 2 | 4 | 3 | - | - | - |
7 | 4 | 2 | 5 | 3 | 2 | - | - |
8 | 4 | 2 | 6 | 3 | 2 | - | - |
9 | 5 | 2 | 6 | 3 | 2 | - | - |
10 | 5 | 3 | 7 | 4 | 3 | - | - |
11 | 6 | 3 | 8 | 4 | 3 | - | - |
12 | 6 | 3 | 8 | 4 | 3 | - | - |
13 | 7 | 3 | 9 | 4 | 3 | - | - |
14 | 7 | 3 | 10 | 4 | 3 | 2 | - |
15 | 8 | 3 | 10 | 4 | 3 | 2 | - |
16 | 8 | 3 | 11 | 4 | 3 | 2 | - |
17 | 9 | 3 | 11 | 4 | 3 | 3 | 1 |
18 | 9 | 3 | 11 | 4 | 3 | 3 | 1 |
19 | 10 | 3 | 12 | 4 | 3 | 3 | 2 |
20 | 11 | 4 | 13 | 4 | 3 | 3 | 2 |