Determined (5e Class)
Determined[edit]
After getting smashed into a wall by an Ancient Red Dragon, a lone human stands up and screams “I WONT DIE!!!!”,then looks up defiantly at the dragon with glowing multicolor eyes, pulls out a glowing greatsword that appeared out of thin air, and chops the dragon in two with a single slash
After being smacked around forcefully by a stone giant, a lone dwarf looks up at it, and blasts it to shreds in an instant.
A lone elf looks up at a metal giant who just smashed him into a wall, and pulls out a spear. He then jumps up and stabs the giant through the face, killing it.
Determined are brave warriors, capable of drawing power from their own determination, in order to keep fighting against all odds.
Creating a Determined[edit]
This Class is one of the most fair classes in DND. Seriously. You NEED this character. You will have the most fun as this character.
When you create your determined character, ask yourself, what's your source of determination? Any determined as a strong motivation to keep going, persevering through pain and harm. Maybe you fight for your loved ones, pursue an ideal or are devoted to a strong belief. Regardless, think on a strong motive that would allow your character to defeat death.
Class Features
As a Determined you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Determined level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Determined level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose three from Acrobatics, Insight, Medicine, Nature, Perception, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a light crossbow and 20 bolts or (b) any simple weapon
- (a) a scholar's pack or (b) a dungeoneer's pack
- Leather armor, any simple weapon, and two daggers
Level | Proficiency Bonus |
Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Determination, Energy Weapons | –– | — | — | — | — | — |
2nd | +2 | Spellcasting, Energy Armor, Energy Flight | 2 | 2 | — | — | — | — |
3rd | +2 | Path of Determination | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
5th | +3 | Determination Feature | 5 | 4 | 2 | — | — | — |
6th | +3 | Flying Dodge | 6 | 4 | 2 | — | — | — |
7th | +3 | Determination Feature | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
9th | +4 | — | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Improved Determination | 10 | 4 | 3 | 2 | — | — |
11th | +4 | Determination Feature | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 12 | 4 | 3 | 3 | — | — |
13th | +5 | — | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ability Score Improvement | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Determination Feature | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 16 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Determination Feature | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | True Determination | 20 | 4 | 3 | 3 | 3 | 2 |
Determination[edit]
At 1st level your soul has become extremely determined, so much so that you can survive at 0 hit points for a little. If reduced to 0 hit points, you regain hit points up to half your maximum and become determined.
While determined, you can take an additional action on your turn. This additional action can't be the Attack or the Cast a Spell action.
While determined your eyes will glow blue, orange, green, and purple. In addition, you can be detected by detect magic and detect evil and good.
You remain determined for 1 minute. You are no longer determined if become unconscious or if you regain any amount of hit points. Once you become determined, you can't do it again until you finish a long rest.
Energy Weapons[edit]
Starting at 1st level, you can use your action to create a energy weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon causes force damage, rather than its regular damage type.
Your energy weapon disappears if it you are no longer holding it at the end of your turn. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
Spellcasting[edit]
When you reach 2nd level you can cast spells thanks to your immense determination. See chapter 10 of the phb for general spell casting rules, and later in this page for this classes spell list.
- Spell Slots
The Determined table shows how many slots you have to cast your Determined spells of 1st level and higher. To cast one of these 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.
- Spells Known of 1st Level and Higher
You know two 1st level spells of your choice from the Determined spell list. The Spells Known column of the Determined table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally whenever you gain an Determined level you can replace a spell you have learned with another spell you can learn.
- Spellcasting Ability
Wisdom is your spellcasting ability, because you already use Constitution for a bunch of other things. You us your wisdom whenever a spell refers to your spellcasting ability, or when setting the DC for a saving throw, or when making an attack roll with one.
Energy Armor[edit]
At 2nd level, you have learned to imbue your armor with part of your souls energy. You can make the armor look, feel, and smell like any type of clothing that you have with you. While wearing armor, you gain +1 to your AC and are resistant to force damage.
Energy Flight[edit]
At 2nd level, as a bonus action, you can spend a spell slot to gain a flying speed equal to your movement speed. The duration of the flight depends on the level of the slot spent: 1 round (1st-level), 1 minute (2nd-level), 10 minutes (3rd-level), 1 hour (4th-level), and 8 hours (5th-level).
You can also double the speed of your flight, if you reduce the duration in one category (from 8 hours to 1 hour for example). While flying, you have a trail of changing color bright light trail 10 feet behind you.
Path of Determination[edit]
At 3rd level, you can choose to follow a path of determination. You can choose between the Path of the Spellcaster and the Path of the Warrior. Your choice grants you features at 3rd level, and again at 5th, 7th, 11th, 15th and 18th levels.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
Flying Dodge[edit]
At 6th level, you can fly away in response to danger. As a reaction to an attack or spell directed at you that you can see, you can make a Dexterity saving throw with a DC of 10 + half of the roll of the d20 for this attack. On a success you can use your reaction to activate your Energy Flight and move up to your flying speed without provoking opportunity attacks.
You can't use your Flying Dodge as a reaction against a roll of 20 on an attack roll.
Improved Determination[edit]
At 10th level, while determined, you can take an extra bonus action in each of your turns, and gain temporary hit points equal to your Determined level.
True Determination[edit]
At 20th level, your soul has grown so determined that it has simply refused to die. When you use your Determination feature, you regain all your hit points, rather than half of them.
In addition, while you are determined, you gain the following benefits, in addition to all the previous ones.
- You gain resistance to all damage types.
- You regain the temporary hit points granted by Improved Determination at the start of each turn.
- The additional action you can take while in determination can be any type of action.
While truly determined your eyes will shine blue, orange, green, and purple. also a line of white light may suddenly erupt from your left eye, and move up and down a little before disappearing. Also, any other Determined within 100 feet of you and of your good-evil alignment will sense you and will feel compelled to come to your aid.
Determined Paths[edit]
Path of the Spellcaster[edit]
Determined spellcasters use their willpower to cast powerful spells, drawing from the endless source of magic they can sense around them, and that imbues their weapons and armor.
- Magical Instincts
Starting at 3rd level, you learn the detect magic spell, which you can cast without spending a spell slot a number of times equal to your Wisdom modifier (minimum 1), regaining your uses after finishing a long rest.
In addition, you gain proficiency in Arcana, and you can use your Wisdom modifier, instead of your Intelligence, for your checks with the Arcana skill.
- Magic Adept
Starting at 3rd level, you expand your magical powers. You learn two cantrips from the Sorcerer's list, learning an additional cantrip at 5th, 7th, 11th and 15th and 18th levels.
- War Magic
At 5th level, when you use your Action to cast a cantrip, you can make an attack with a weapon using your Bonus Action.
- Arcane Resources
At 7th level, you gain superior arcane powers. You gain one additional spell slot from your highest slot level. This increases to two spell slots at 15th level and three at 18th level.
- Extra Cast
At 11th level, when you cast a spell, you can cast a spell that requires a spell slot and a Bonus Action to cast.
- Determined Casting
When you reach the 15th level, as a reaction when you become determined, you can cast a spell that would require an Action as a reaction.
- Superior Arcana
When you reach the 18th level, you achieve the full potential of your magical powers. The Arcane Resources spell slots you gain become a 6th, 7th and 8th-level spell slots.
In addition, choose a 6th, a 7th and a 8th level spell slot from the sorcerer list. You can cast each of these spells once, using the Arcane Resources spell slots.
Path of the Warrior[edit]
Determined warriors use their determination to push their martial skills to new heights, becoming paragons of force of will during combat.
- Combat Prepared
When you choose this path at 3rd level, you gain proficiency with medium and heavy armor, martial weapons and shields.
- Enchanted Weapons
At 3rd level, any non-magical you hold and your energy weapons have a magical bonus of +1 to attacks and damage rolls. This bonus increases to +2 at 11th level and +3 at 18th level.
In addition, you can use your Wisdom modifier, rather than your Strength or Dexterity, for attacks and damage rolls with weapons you are proficient with.
- Extra Attack
At 5th level, you can attack twice, rather than once, when you take the Attack action.
- Infused Flight
At 7th level, while concentrating on a spell cast on yourself, you gain a flying speed equal to your movement speed. During a Infused Flight, you can use your Flying Dodge without spending spell slots.
- Infused Weapons
At 11th level, you have infused your weapons with some of your soul's determination. As a result, you add your Wisdom modifier (minimum +1) to the damage rolls of your weapon attacks. You double this bonus on critical hits.
- Infused Armor
When you reach 15th level, you have infused your armor with some of your souls determination. While wearing armor, you gain resistance to slashing, piercing and bludgeoning damage from non-magical weapons.
- Determined Rampage
At 18th level, being close to your death make you fight to your last breath. As a reaction to becoming determined, you can take an extra turn.
Determined Spell List[edit]
This is the list of spells you look at when learning a Determined spell
- 1st Level
Arms of Hadar, Cure Wounds, Detect Evil and Good, Detect Magic, Guiding Bolt, Healing Word, Inflict Wounds, Mage Armor, Magic Missile
- 2nd Level
Blur, Cloud of Daggers, Darkness, Darkvision, Magic Weapon, Scorching Ray, Spiritual Weapon
- 3rd Level
Conjure Barrage, Counter Spell, Fireball, Lightning Bolt, Water Breathing
- 4th Level
Dimension Door, Wall of Fire
- 5th Level
Conjure Volley, Greater Restoration, Mass Cure Wounds, Wall of Force, Wall of Stone
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Determined class, you must meet these prerequisites: Constitution 13 and Wisdom 13
Proficiencies. When you multiclass into the Determined class, you gain the following proficiencies: simple weapons.
Back to Main Page → 5e Homebrew → Classes