Dilettante, 2nd Variant (5e Class)

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Dilettante[edit]

On Monday, you hang out with the orcish rogues. On Tuesday, you participate in a druid circle. On Wednesday, you go hunting with a ranger. Thursday is for schmoozing with the wizards. On Friday you bless the fighters in the barracks with your presence...

Dilettante Introduction[edit]

Your blessing and your curse is that you can do everything well. You are better than most people at nearly every subject and activity. You can fight, cast spells, learn skills, learn languages, write sonnets, compose music, sing, paint, and study knowledge with equal facility. You are a prodigy. This is also your curse. An excited interest in all things has lead you to be able to do every one of them a little, since you only have time to learn a small part of every thing. Time is your enemy, and you have taken shortcuts in your learning.

Creating a Dilettante[edit]

Leonardo.png
The Ultimate Dilettante, Credit: Luigi Pampaloni (1791–1847)


Quick Build

You can make a dilettante quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the noble background. Third, choose thieves' tools and a musical instrument.

Class Features

As a Dilettante(Variant) you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: Choose two tools or musical instruments
Saving Throws: Dexterity, Intelligence
Skills: Any three

Equipment

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

  • leather armor and a dagger
  • (a) a light crossbow and quiver with 20 bolts or (b) any simple weapon
  • (a) explorer's tool or (b) dungeoneer's tool
  • a set of fine clothes, a component pouch
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Dilettante(Variant)

Level Proficiency
Bonus
Features Spell Limit Dilettante Versatility
1st +2 Martial Training, Highly Educated, Dilettante Versatility - 1
2nd +2 Magical Dabbler 1st 2
3rd +2 Special Interest 2nd 3
4th +2 Ability Score Improvement 2nd 4
5th +3 Adaptability 3rd 5
6th +3 Special Interest Feature 3rd 6
7th +3 Advanced Arcana 4th 6
8th +3 Ability Score Improvement 4th 6
9th +4 Adaptive Resistance 5th 7
10th +4 Ability Score Improvement 5th 7
11th +4 Adaptability Improvement 5th 8
12th +4 Ability Score Improvement 5th 8
13th +5 Higher Arcana 5th 9
14th +5 Special Interest Feature 5th 9
15th +5 Higher Arcana 5th 9
16th +5 Ability Score Improvement 5th 10
17th +6 Higher Arcana 5th 10
18th +6 Genius of the Age 5th 10
19th +6 Ability Score Improvement 5th 11
20th +6 Paragon 6th 12

Martial Training[edit]

Starting at 1st level, you have been trained with a small set of armors and weapons. You can choose a number of martial weapons, medium armor sets or shields to have been trained in equal to your proficiency bonus.

In addition, you also have learned how to fight without weapons relatively well. You roll a d4 for damage rolls with unarmed strikes.

Highly Educated[edit]

Also at 1st level, you have a high level or formal education, and is well versed in a plethora of topics. You add half your proficiency bonus, rounded down, on any ability checks that don't already add your proficiency bonus.

In addition, you know how to speak, read and write in 2 languages, and learn one additional language whenever your proficiency bonus increases by 1.

Dilettante Versatility[edit]

At 1st level, you have an extremely versatile skill set. You learn onee Versatility Features you can choose from the list below, learning more as you gain levels in this class. Until and including level 5, you can only learn Versatility Features with the level prerequisite of your current Dilettante level. For example, on level 1 you can only choose Versatility Features with the prerequisite of level 1 such as Expert or Theological Teachings. On level 2, when you gain one more Dilettante Versatility, you can only choose Versatility Features with the prerequisite of level 2 such as Stalwart Strike or Bulwark. From level 6 onward, you can choose any Dilettante Versatility as long as you fulfill the prerequisite for it.

You can't choose a versatility feature more than once.

Additionally, since your abilities are spread out, as a dilettante, you can't increase an ability score above 18 using the ability score improvement feature or class features unless it is Intelligence. You can't increase this above 23.

Magic Dabbler[edit]

Starting at 2nd level, you develop a rudimentary understanding of all magical fields. You can memorize a number of spells equal to your Intelligence modifier, from any spell list, from the maximum level you can cast, as shown on the Magic Dabbler column on the Dilettante table. You can also choose to memorize a cantrip, each cantrip counts as half 1st-level spell.

Whenever you gain a new level in this class, you can replace one spell you currently have memorized for a new one.

If you encounter a spell on a spell scroll or grimoire from a level you can cast, you can spend 10 minutes per level of the spell, over the course of a long rest, to replace one spell you have memorized for that spell.

You can cast a spell from your memorized spells a number of times equal to your proficiency bonus, and regain your uses after finishing a long rest.

If you memorize a spell that has the Ritual Tag, you can cast that spell as a ritual.

Intelligence is your spellcasting ability for these spells. When you cast a spell, you calculate the save DC and the spell attack bonus as follows:

Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell Attack Bonus = Your proficiency bonus + your Intelligence modifier.
Spellcasting Focus

you can use the weapon you have learned from your Martial Training feature as a spellcasting focus.

Special Interest[edit]

At 3rd level, you gain a special interest. You choose a subclass that allows you to expand your abilities in an area: Naturalist, Divine Servant, Tavern Master, Eternal Warrior, Arcane Savant, or Glorious Scoundrel, all detailed at the end of the class description. Your subclass choice grants you features at 3rd level and again at 6th level and 14th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 12th, 16th and 19th level, you can increase two ability scores of your choice by 1. Or in campaigns that use feats, you may learn one feat.

Alternatively, you can choose a Feat instead of the Ability Score Improvement

Adaptability[edit]

Starting at 5th level, you become an expert in adapting to any situation. You gain a pool of dice (d6), which are adaptability dice, equal to your Intelligence modifier (Minimum of 1).

Whenever you make an attack roll, damage roll, ability check or saving throw, you can add one of these dice to the result. You can do so after you roll the d20, but before the outcome is determined. If you take the Help action to help a creature with its ability check, you can spend one die to add to that creature's check or attack.

You can also spend a number of dice to cast a spell you know. You must spend 2 dice for a 1st-level spell, 3 dice for a 2nd-level spell, 4 dice for a 3rd-level spell, 5 dice for a 4th-level spell, and finally 6 dice for a 5th-level spell. When you reach an Intelligence score of 23, the amount of adaptability dice needed to cast a spell decreases by 1.

You regain any adaptability die when you finish a short or a long rest.

Advanced Arcana[edit]

When you reach the 7th level, you learn a spell of 4th level or lower from the Artificer, Ranger and Paladin spell lists.

You can use this feature to cast a spell once, regaining your use of it after completing a short or a long rest.

Adaptive Resistance[edit]

Starting at 9th level, when you are forced to make a saving throw with an ability you aren't proficient, you can choose to gain proficiency on that saving throw, lasting until you finish a long rest.

In addition, when you take damage from a damage type you aren't resistant, you can choose to gain resistance to that damage type until you finish a long rest.

You can use each of these features once, and regain the ability to do so after a long rest.

Improved Adaptability[edit]

Starting at 11th level, whenever you roll initiative and have no dice of Adaptability, you gain one die.

In addition, when you finish a short or a long rest, you can spend 1 or more adaptability die to replace one skill proficiency or memorized spell for a new one, or to learn how to use a tool, speak, read and write a language or play a musical instrument. You keep the learned skill, spell, language or tool until your next rest.

Higher Arcana[edit]

Starting at 13th level, you uncover a powerful magical secret as you deepen your studies into arcane secrets. You learn one spell from the bard, cleric, druid, warlock, sorcerer and wizard spells lists from 6th level or lower. At 15th level you gain a spell of 7th-level or lower, and at 17th level you learn a spell of 8th level or lower.

You also gain a single 6th level spell slot, which you can use to cast the chosen spell, or any other you have memorized. At 15th level you gain a 7th level spell slot and finally at 17th level you gain an 8th level spell slot. Once you use any of these spell slots, you can't use them again until you finish a long rest.

Genius of the Age[edit]

At 18th level, whenever you finish a long rest, you can choose one of the following benefits, that last until your next long rest:

  • You can choose two skills. You become proficient in those skills, and whenever you roll a number under the ability score related to that skill, you can choose that number instead.
  • You can choose one spell of 1st-level you know that doesn't need material components with a cost in gp and that require an action to cast. The spell can't recover hit points. You can cast the chosen spell at will, without spending spell slots.
  • You can choose another spell from any spell list to memorize in place of one you currently have memorized.

Paragon[edit]

When you reach the 20th level, you are considered the greatest example of your kind. You are considered as important as an entire city or kingdom. People come from all over the world to hear your wisdom. Kingdoms send ambassadors to meet with you. Should you wish to become a king or queen, there is probably a kingdom or at least a major city that wishes to recruit you as their ruler, even from halfway across the world.

Choose one ability score. You have advantage in all ability checks made with that score. In addition, all your ability scores increase in 2, up to a maximum of 22.

Diletante Versatility Feature[edit]

Expert

Choose one skill of your choice. You can add twice your proficiency bonus in checks made with that skill.

Martial Training

prerequisite: 1st level You have been trained with armors and weapons. You gain proficiency with Martial Weapons and Medium Armour. As your continue to train on your own, you learn to handle more armor. On level 5 you gain Proficiency with Shields, on level 11 you gain Proficiency with Heavy Armor and on level 17 you do not gain Disadvantage on Stealth (Dexterity) checks from wearing armor.

Street Brawler

prerequisite: 1st level You have learned how to fight without weapons relatively well. You roll a d6 for damage rolls with unarmed strikes. While you aren’t wearing armor or wielding a Shield, your base Armor Class equals 10 plus your Dexterity and Intelligence modifiers.

Polymath

prerequisite: 1st level You have been around, both in leisure as in work. You gain proficiency with one instrument and one tool of your choice, and learn how to use one additional instrument and tool whenever your proficiency bonus increases by 1. In addition, you know how to speak, read and write in two languages, and learn one additional language whenever your proficiency bonus increases by 1.

Expert

prerequisite: 1st level Your various tidbits of knowledge let you figure out more in one specific field. You become proficient in your choice of two of the following skills: Arcana, History, Investigation, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills. Whenever your proficiency bonus increases, you can choose one additional skill of your choice you are proficient with to double your proficiency Bonus for any checks you make with that skill.

Musical Talent

prerequisite: 1st level You add twice your proficiency bonus in any check you make with a musical instrument. you gain proficiency with one instrument of your choice and you learn two cantrips from the bard spell list. You learn a 1st-level spell from the bard spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21, a 3rd-level spell on 23and a 4th-level spell on 25. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

In addition, you can use a musical instrument as a focus to your spells.

Magical Tricks

prerequisite: 1st level

You learn the prestidigitation cantrip and two additional cantrips from the wizard or sorcerer spell list. You learn a 1st-level spell from the wizard or sorcerer spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21, a 3rd-level spell on 23 and a 4th-level spell on 25. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.

Theological Teachings

prerequisite: 1st level

You learn the Thaumaturgy cantrip and two additional cantrips from the cleric spell list. You learn a 1st-level spell from the cleric spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21, a 3rd-level spell on 23 and a 4th-level spell on 25. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.

Natural Magic

prerequisite: 1st level

You learn the Druidcraft cantrip and two additional cantrips from the druid's spell list. You learn a 1st-level spell from the druid spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21, a 3rd-level spell on 23 and a 4th-level spell on 25. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.

Eldritch Seeker

prerequisite: 1st level

You learn the eldritch blast cantrip and a 1st-level spell from the Warlock spell list additionally to the spell Arms of Hadar. You learn another 1st-level spell from the Warlock spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21, a 3rd-level spell on 23 and a 4th-level spell on 25. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest.

Martial Artist

prerequisite: 1st level

When you make an unarmed strike or an attack with a melee weapon you have proficiency and that lacks the heavy and two-handed property, you can make one unarmed strike using your bonus action. That increases to two attacks on level 11. In addition, you add your Strength or Dexterity modifier to the damage of your unarmed strike.

Stalwart Strike

prerequisite: 2nd level

When you hit a creature with an attack or with a weapon or unarmed strike made as part of an Attack action, you add a d4 to the damage dealt. Choose necrotic or radiant damage when you pick this feature. This damage die increases to a d6 when you reach an Intelligence score of 19, and a d8 on 23.

Medic

prerequisite: 2nd level

You learn the spell Cure Wounds. You learn a Healing Word when you reach an Intelligence score of 19, Prayer of Healing on 21, Mass Healing Word on 23 and a Revivify on 25. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using your adaptability dice. Casting a spell that restores hit points counts the spell as if it were cast one level higher. Using Healing Touch counts as if you used one more adaptability die.

Bulwark

prerequisite: 2nd level

Your Hit Point die for this class becomes a d10. Your Hit Point maximum increases by an amount equal to your character level when you gain this feature. Whenever you gain a character level thereafter, your Hit Point maximum increases by an additional Hit Point.

Righteous Knight

prerequisite: 3rd level

You learn the Guidance cantrip and the spell Cure Wounds. When you cast Cure Wounds, you roll an additional die per spell level. You learn another 1st-level spell from the paladin spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21 and a 3rd-level spell 23. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you reach an Intelligence score of 25, you can give one weapon you can touch the effects of Elemental Weapon once per long rest. If you have either the Green Knight or Arcane Tinkering Feature, the effect are as if the spell was cast at 5th level. If you have both the Green Knight and Arcane Tinkering Feature, the effects are as if the spell were cast at 7th level.

Green Knight

prerequisite: 3rd level

You learn the Resistance cantrip and the spell Goodberry. A creature eating your Goodberries restores a number of hit points equal to your proficiency bonus. You learn another 1st-level spell from the ranger spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21 and a 3rd-level spell 23. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you reach an Intelligence score of 25, you can give one weapon you can touch the effects of Elemental Weapon once per long rest. If you have either the Righteous Knight or Arcane Tinkering Feature, the effect are as if the spell was cast at 5th level. If you have both the Righteous Knight and Arcane Tinkering Feature, the effects are as if the spell were cast at 7th level.

Arcane Tinkering

prerequisite: 3rd level

You learn the Mage Hand cantrip and you can make the spectral hand invisible. You learn the spell Catapult and can use it as a bonus action. You learn another 1st-level spell from the artificer spell list when you reach an Intelligence score of 19, a 2nd-level spell on 21 and a 3rd-level spell on 23. You can cast each of them once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. When you reach an Intelligence score of 25, you can give one weapon you can touch the effects of Elemental Weapon once per long rest. If you have either the Righteous Knight or Green Knight Feature, the effect are as if the spell was cast at 5th level. If you have both the Righteous Knight and Green Knight Feature, the effects are as if the spell were cast at 7th level.

Arcane Gunslinger

prerequisite: 3rd level

You learn the Mending cantrip and gain proficiency with firearms. When you reach an Intelligence score of 19, you ignore the loading property of Firearms and a Firearm can count as your Spellcasting Focus. When you reach an Intelligence score of 21, you can use your Intelligence modifier instead of your Dexterity modifier for the attack and damage rolls of firearms. When you reach an Intelligence score of 23, when you attack as part of the attack action, you can cast a cantrip for free. The attack and the cantrip target the same creature. You can use this feature a number of times equal to you Intelligence modifier and twice as much when you reach an Intelligence score of 25.

Blood Sacrifice

prerequisite: 3rd level

You learned the costly yet valuable art of sacrificing your life energy for power. You can spend 10 minutes to perform a blood sacrifice. During the the sacrifice you take necrotic damage equal to your proficiency bonus multiplied by your Intelligence modifier. Until the end of your next short or long rest, you can add the same amount of damage as part of an attack. The damage type is necrotic or psychic. You can deal this damage an amount of times equal to your proficiency bonus. Alternatively, you can infuse a weapon to deal the sacrificial damage. If you do so, the weapon counts as magical until the end of your next long rest.

Ability Score Improvement

prerequisite: 4th level

Increase your Intelligence score by one and two other ability scores of your choice by 1.

Touch Up

prerequisite: 4th level

You notice your weak points and decide to amend one of your and your party's faulty techniques. Choose one ability you wanna improve in. The ability score increases by one and you gain Proficiency in the Saving Throw and the below listed feature to the corresponding ability.

  • Strength: You have Advantage on opportunity attacks and when you hit a creature with an Opportunity Attack, you can reduce the creature's Speed to 0 until the beginning of your next turn.
  • Constitution: When you make a saving throw, you can choose an additional d20. You take the highest result. You can choose to do so after you roll the die, but before the outcome is determined. You can do so a number of times equal to your Constitution modifier and regain any uses after a long rest.
  • Wisdom: When you cast a spell with a spell slot or are targeted by a spell that restores Hit Points, the caster can add their Proficiency Bonus times the spell's level to the healing.
  • Charisma: You and your allies have immunity to the Charmed and Fear condition as long as you are within 10 feet of one another.
Metamagic

prerequisite: 5th level

You gain two metamagic options available to the sorcerer. You can spend a number of adaptability dice equal to the required amount of sorcery points to use that metamagic option.

Dilettante's Extra Attack

prerequisite: 5th level

You can attack twice, instead of once, when you take an Attack action using the weapon you have learned from your Martial Training feature.

Martial Superiority

prerequisite: 5th level, Eternal Warrior

You can choose a number of combat maneuvers from the Battle Master list equal to your Intelligence modifier. You can spend your Adaptability dice and use them as Superiority Dice for your known maneuvers.

Spell Book

prerequisite: 5th level

You write a spell book, containing a number of spells equal to 1 + Intelligence modifier, from any spell list, up to your spell limit. You can cast a spell from the book without spending a spell slot once, regaining the use of this feature after finishing a long rest.

You can also write a new spell on the spell book by spending 1 hour and 50 gp per level of the spell. You can't have more spells than 1 + your Intelligence modifier written on your spell book.

Reckless Attack

prerequisite: 5th level

When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength or Dexterity during this turn, but attack rolls against you have advantage until your next turn.

Sneak Attack

prerequisite: 5th level

Once per turn, you can roll a number of d6 equal to your proficiency bonus and deal it as extra damage to one creature you hit with an attack if you have advantage on the attack roll. You can use this a number of times equal to your proficiency bonus, and regain your uses after a short or long rest.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

Inventor

Prerequisite: 5th level

When you cast a spell you have memorized that has the casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend one spell slot but the effect of the spell don't take place, being transferred to the object. Any creature with Intelligence score of 6 or higher can use an action to cast a spell stored in the item afterwards. The spell lasts on the object for 8 hours.

You can use this feature a number of times equal to your proficiency bonus.

Feature Savant

Prerequisite: 6th level

You may select a feature from a different Dilettante subclass as long as you meet that feature's class level requirement.

Feature Patch

Prerequisite: 6th level

Increase an ability scores of your choice that is not Intelligence by 1 and learn one feat that has your chosen score as a prerequisite.

Blessed Strikes

prerequisite: 14th level

When you hit a creature with a melee attack, in addition to the weapon's damage you can deal extra damage equal to a number of d8 multiplied by your proficiency bonus. The extra damage's type is radiant or necrotic. (your choice when you pick this feature). You can use this a number of times equal to your proficiency bonus, and regain your uses after a long rest.


Special Interests[edit]

Dilettantes do not subclass well. Their learning tends to be too scattered to focus on a specialty, and yet over time you have found that you have a special interest in one of the following areas:

Naturalist[edit]

The naturalist dilettante gains a focus toward nature and the natural world. This special interest combines features of druid and ranger.

Wild Form

Starting at 3rd level you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature once. You regain expended uses when you finish a short or long rest. Starting at 6th level you can use this feature twice between rests.

Your Dilettante level determines the beasts you can transform into, as shown in the Beast Shapes table. At 2nd level, for example, you can transform into any beast that has a challenge rating of 1/4 or lower that doesn't have a flying or swimming speed. Starting at 5th level you can assume the form of any beast with a CR 1/2 or lower that doesn't have a flying speed. And finally at 9th level you can assume the form of any beast with a CR of 1.

All limitations of the Druid feature Wild Shape apply.

Favored Hunt

Also at 3rd level, you develop a keen sense for hunting. You can use a bonus action to mark a creature you can see within 30 feet of you. Once in each turn when you hit the chosen creature with an attack, you deal additional 1d6 damage, lasting for 1 hour or until you lose concentration. If you reduce a creature to 0 hit points while this ability is active, you can choose another Favored Hunt as a bonus action.

You can use this feature once, and regain your use after finishing a long rest. Starting at 10th level you can use this feature twice, and the damage increases to 1d8. Finally you can use this feature three times between rests and the damage increases to 1d10 at 14th level.

Wild Instincts

Starting at 6th level, once per turn when you use your Adaptability feature for weapon attack rolls and Wisdom checks, you don't need to roll, and can choose 6 instead.

Savage Master

Starting at 14th level, you can spend two uses of your Wild Form feature to cast Conjure Fey. Once you use this feature to cast this spell, you can't use it again until you finish a long rest.

In addition, whenever you conjure a creature, it also can benefit from your Favored Hunt feature.

Divine Servant[edit]

You enter the service of a divine deity or other great power. This special interest combines features of cleric and paladin.

Destroy Evil

Starting at 3rd level, you can cast Detect Evil and Good a number of times equal to your proficiency bonus. In addition, whenever you detect a creature with your Detect Good and Evil, you deal additional 1d6 damage on attacks against it. The damage is necrotic if the creature is celestial, radiant if it is a fiend or psychic if it is a fey.

Turn Undead

At 3rd level, you learn how to harness the power of your god and channel divinity to turn undead creatures. As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action. Starting at 10th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is 1/2 or lower. This increases to 1 or lower at 14th level.

Once you use this feature, you can't use it again until you finish a short or a long rest. You can use twice between rests at 14th level.

Healing Touch

Starting at 6th level, you can spend a use of your Adaptability to mend wounds of your allies. As a bonus action, you can spend 1 die to heal a number of hit points equal to the number rolled + your Wisdom modifier.

You can also spend 2 dice to cast lesser restoration and 3 dice to cast revivify without spending a spell slot or material components.

Divine Intervention

Starting at 14th level, you can pray for your god to come to your aid and help you. Imploring your deity's aid requires you to use your action. If you roll a 10% on the percentile die, the deity comes to your aid and the DM choose the nature of the intervention, and you can't use this feature again until 7 days haven passed. On a failure, you can't use this feature again until you finish a long rest.

Alternatively, you can use this feature to mimic the effect of any spell from the Cleric list of 5th level or lower, ignoring material components. If you use the feature in that manner, you can't do it again until you finish a long rest.

Tavern Master[edit]

The tavern master's natural home is the nearest inn... or tavern. This special interest combines features of bard and barbarian.

Feral Instinct

Starting at 3rd level, you have advantage on your Initiative checks and Dexterity saving throws against effects that you can see.

In addition, you have advantage on all Constitution checks and saving throws to avoid the harmful effects of alcohol.

Counter Charm

Starting at 6th level, when you or a creature within 30 feet is charmed or frightened, you can spend 1 Adaptability dice as a bonus action to remove that condition.

Song of Inspiration

Starting at 14th level, you can sing to empower your allies. Doing so allow you to take he Help action using your bonus action, to help up to two allies within 60 feet.

Eternal Warrior[edit]

This special interest combines features of fighter and monk.

Martial Specialist

Starting at 3rd level, you gain proficiency with all martial weapons, with medium armor and shield.

In addition, you can use either your Dexterity or Strength when making attack rolls with your unarmed strikes.

As you gain levels in this class, the damage of your unarmed strikes increase, becoming a d6 at 7th level, and a d8 at 15th level.

Smart attack

Starting at 6th level, you can use your Intelligence modifier for attack and damage rolls instead of Strength or Dexterity.

Timeless Body

Starting at 14th level you no longer age, and you can't have your age changed magically and you gain Proficiency in Wisdom Saving Throws. If you already have Proficiency in Wisdom Saving Throws, take Proficiency in Charisma Saving Throws instead.

Fighting Prowess

Also at 14th level, once in each of your turns when you deal damage against a target, you can add your Adaptability die to the damage without spending uses of that feature. Also, if you haven't use the die on your turn to increase damage, you can add it to your AC when you take damage from an attack, as a reaction.

You must have uses of your Adaptability die to use it in this manner.

Arcane Savant[edit]

Even though you did not go through the rigorous mental training to become a true mage, something finally clicks, and you make an unexpected breakthrough in learning new magic. This special interest is related to wizard and sorcerer.

Arcane Savant Spellcasting
Dilettanter
Level
Cantrips
Known
Spells
Known
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1
Spellcasting
When you reach 3rd level, you increase your knowledge over spells.
Cantrips
You learn two cantrips of your choice from the any spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Arcane Savant Spellcasting table shows how many spell slots you have to cast your 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 three 1st-level spells of your choice from any spell list. The Spells Known column of the arcane savant spellcasting table shows when you learn more arcane savant spells of 1st level or higher.
Whenever you gain a level in this class, you can replace one of the war caster spells he know with another spell of your choice from the arcane savant spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
The spellcasting ability for these spells is dependent of the chosen spell list from which you have took your spell. For example, you must use your Charisma to cast a spell if you have chosen a spell from the bard's spell list.
You calculate the DC as follows:
Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier
Spell attack modifier = your proficiency bonus + your spellcasting ability modifier
Cantrip Savant

Starting at 6th level, you continue to develop your talent for the simplest spells. You gain the following benefits:

  • When casting a Arcane Savant cantrip, you gain a +1 bonus to attack rolls and to your spell save DC unless your spellcasting focus grants a higher bonus. This bonus increases when you reach certain levels in this class, increasing to +2 at 9th level and +3 at 15th level.
  • As an action, you can replace a cantrip you know with a different cantrip from any spell list of your chocie. Once you use this feature, you can’t use it again until you finish a long rest.
Supreme Arcana

When you reach the 14th level, you gain one additional use of your highest spell slot from Higher Arcana feature.

Glorious Scoundrel[edit]

This special interest has features from warlock and rogue.

Eldritch Secrets

Starting at 3rd level, you can choose one of the Pact Boons granted to the Warlock at 3rd level. In addition, you learn one Eldritch Invocation that has your chosen boon as a prerequisite, and without a level prerequisite.

Skilled Scoundrel

Also at 3rd level, you can choose one skill in which you have proficiency to become skilled in it. Whenever you make a check with the chosen skill, if your roll a 7 or lower, you can choose an 8 instead. Whenever you gain a new level in this class, you can replace your chosen skill for a new one.

Sneak Strike

Starting at 6th level, whenever you apply your Adaptability die to the damage of an attack in which you have advantage, and made with a weapon that have finesse or the light property or a ranged weapon, you add your level to the damage of that attack.

Eldritch Strike

Also at 6th level, whenever you hit a creature with an attack with a weapon, you can replace the damage deal by force damage. In addition, you can choose to use your Charisma, instead of Dexterity, for your attack rolls.

Blindsense

Starting at 14th level, you can detect the location of any invisible or hidden creature within 10 feet of you if you are able to hear, even when you are asleep.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dilettante class, you must meet these prerequisites: At least 13 in all ability scores, except Constitution.

Proficiencies. When you multiclass into the Dilettante class, you gain the following proficiencies:

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