Contractor (5e Class)
[edit]
A half elf walks down a darkly lit alley, whistling a little tune under his breath. From the shadows comes a man, dressed raggedly and holding a rusted knife in his hands. Before the man can say anything, the half elf speaks up, "how would *you* like me to make your day?"
A gnome sits, silently tinkering into the night, when they hear an ethereal voice calling. Looking around, they see nobody, but the words continue until the gnome notices a shape hiding in the shadows. Through the gloom he can barely make out a smile spread across the thing's lips as it repeats, "power for your thoughts?"
A man strolls casually through a massive battlefield, arrows and spells flying around him. A bulwark of warlocks surrounds him, firing off spells and protecting him from harm, and he smiles as he continues his onward march to victory.
<!-Introduction Leader->[edit]
Contractors, though rare, are a pinnacle of existence. Often, they are what would have been sorcerers, but certain conditions have prevented them from using their own power, or are connected to extraplanar entities in a different way from warlocks. In any case, they are known for their Contracts, but beware: there's always strings attached.
Creating a[edit]
When you make a Contractor, it's always important to consider their past. How did they discover their power? How long have they known? Do they keep it secret, or flaunt it for all to see? And, above all, to what ends do they use their unique gift? Do they seek to enslave those around them in a complex web of oaths and promises, or do they seek to lift others up to the glory they deserve?
- Quick Build
You can make Contractor quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Dexterity. Second.
Class Features
As a Contractor you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Contractor level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Contractor level after 1st
- Proficiencies
Armor: light armor
Weapons: simple weapons
Tools:
Saving Throws: Constitution and Charisma
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Sling or (b) quarterstaff
- (a) Diplomats pack or (b) Explorers pack
- leather armor
- Dagger
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | — |
2nd | +2 | — |
3rd | +2 | — |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Spellcasting->[edit]
<!-Class feature game rule information->
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<!-Subclass Feature->[edit]
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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.
<!-Class Feature->[edit]
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<!-Class Option 1->[edit]
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
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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
<!-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:
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