Dilettante, Variant (5e Class)
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]
- 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 you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Dilettante level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Dilettante 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.
Level | Proficiency Bonus |
Features | Spell Limit | Dilettante Versatility |
---|---|---|---|---|
1st | +2 | Dilettante Versatility | - | 3 |
2nd | +2 | Magical Dabbler | 1st | 4 |
3rd | +2 | Special Interest | 2nd | 5 |
4th | +2 | Ability Score Improvement, Highly Educated | 2nd | 6 |
5th | +3 | Adaptability | 3rd | 7 |
6th | +3 | Ability Score Improvement, Special Interest Feature | 3rd | 8 |
7th | +3 | Advanced Arcana | 4th | 8 |
8th | +3 | Ability Score Improvement | 4th | 9 |
9th | +4 | Adaptive Resistance | 5th | 9 |
10th | +4 | Ability Score Improvement | 5th | 10 |
11th | +4 | Adaptability Improvement | 5th | 10 |
12th | +4 | Ability Score Improvement | 5th | 11 |
13th | +5 | Higher Arcana | 5th | 11 |
14th | +5 | Special Interest Feature | 5th | 12 |
15th | +5 | Higher Arcana | 5th | 12 |
16th | +5 | Ability Score Improvement | 5th | 13 |
17th | +6 | Higher Arcana | 5th | 13 |
18th | +6 | Genius of the Age | 5th | 14 |
19th | +6 | Ability Score Improvement | 5th | 14 |
20th | +6 | Paragon | 5th | 15 |
Dilettante Versatility[edit]
At 1st level, you have an extremely versatile skill set. You learn three 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 17 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 or some other way that would allow you to learn it 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 at its lowest level 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.
Usually Dilettantes use Tomes of encyclopedic knowledge as their Spellcasting Focus but you can use any Arcane Focus or a spellbook as a Spellcasting Focus for your Dilettante spells.
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, Glorious Scoundrel, or Modified, 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.
Highly Educated[edit]
You have a high level or formal education, and is well versed in a plethora of topics. Starting on 4th level, you add half your proficiency bonus, rounded down, on any ability checks that don't already add your proficiency bonus.
Also at 4th level, you studied up on some of your numerous notes and take a minute in your mind palace to organize everything. Choose a number of skills or tools equal to your Intelligence modifier. Whenever you make a check with the chosen skill, you can treat a d20 roll of 7 or lower as an 8. During a long rest you can try and focus on a different field, enabling you to replace one of the chose skill with a different one.
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 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 and their maximum by 2.
Dilettante Versatility Feature[edit]
- 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 Righteous Knightor Arcane Tinkering Feature, the effect are as if the spell was cast at 5th level. If you have both the Righteous Knightand 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 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.
- 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 Green Knight or Righteous Knight Feature, the effect are as if the spell was cast at 5th level. If you have both the Green Knight and Righteous 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.
- A Natural
prerequisite: 4th level
You studied up on all the terrain you might encounter on your journey: arctic, city, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you spend at least four hours every day for a week in the same terrain, you can count it as your favored terrain and you gain the following benefits:
- You gain proficiency in the Survival skill. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it.
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You lose your current favored terrain, when you gain a different favored terrain or have not been in it for the past week. Once you had a specific favored terrain, you may regain it after spending at least twenty-four hours within a seventy-two-hour period in the terrain.
- Dilettante School
prerequisite: 4th level
It has been useful to know about a lot of different fields. Maybe it is time extend it even more by learning from and teaching your friends.
- You can teach skill proficiencies, tool proficiencies, weapon proficiencies, cantrips (spellcasting modifier is Intelligence for the creature learning), and languages to any willing creature a number of times equal to your Intelligence modifier.
- You can learn skill proficiencies, tool proficiencies, weapon proficiencies, cantrips, rituals up to your spell limit (spellcasting modifier is Intelligence for the creature learning), and languages from creatures teaching you a number of times equal to your Intelligence modifier.
- You cannot teach or learn any more abilities this way until you or the creature you taught chooses to no longer benefit from this feature for on of the things it learned. A creature you want to teach, has to have an Intelligence of 6.
After 4 hours of uninterupted teaching and learning (every hour of teaching costs you 1gp, whether it was interrupted or not), the creature makes a skill check with the skill or tool, it is learning, an attack check with the weapon, it is learning to use, a spell attack check with the cantrip, it is learning to cast, or an Intelligence or Charisma check with the language, it is learning. On a success the creature gains a bonus of +1 in checks made with that skill, tool, or weapon, and counts as being proficient with it. The bonus for languages is capped at +10. This bonus can be increased by 1 multiple times up to maximum equal to the creature's proficiency bonus by doing another 4 hours of uninterrupted teaching and learning and making another check. The DC is 10 + twice the creature's current bonus. Dilettante School table shows the DC for the Bonus wanting to be achieved. The is never made with advantage or disadvantage and can only benefit from the creature's own stats.
A cantrip is learned after three successes.
To understand the gist of, or communicate in basic ways in a language being used learned through this feature, the creature must make a DC 20 Intelligence or Charisma check. When the creature gains a bonus of +10 in language through this feature, it learns the language.
A creature loses the benefits from this feature for any abilities learned through this feature if it gains proficiency in the given ability.
- 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.
- 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.
- 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.
- 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 Dilettante
Prerequisite: 6th level
Choose three feats with at least three different abilities as part of each of them (marked with the dots before) that are not Ability Score Improvements, like Chef, Crossbow Expert and Spell Sniper. You can no longer gain those feats but you choose one ability from each of the feats and gain those.
- 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. As a Naturalist, you can now increase your Dexterity and Wisdom up to 19.
- 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. When you do so you gain temporary hit points equal to you Intelligence modifier.
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. The damage increases to 1d8 in an Intelligence score of 21, and to 1d10 25.
- Wild Instincts
Starting at 6th level, once per turn when you use your Adaptability feature for attack rolls and Wisdom checks, you don't need to roll the d6, 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. As a Divine Servant, you can now increase your Strength and Wisdom up to 19.
- 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 can 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 two times the number rolled + your Intelligence 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 + your Intelligence modifier)% 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. As a Tavern Master, you can now increase your Constitution and Charisma up to 19.
- 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. When you reach an Intelligence score of 21, you have advantage on all Constitution checks and on 23 on Constitution saves as well.
- Counter Charm
Starting at 6th level, when a creature you can see or hear within 30 feet of you fails on a Saving Throw and as a result becomes charmed or frightened, you can spend 1 Adaptability using a reaction to remove the condition immediately. As part of the same reaction, you can use another Adaptability die to throw the Condition back to the creature originally trying to create the condition. When you or a creature within 30 feet is charmed or frightened, you can spend 1 Adaptability die 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. As an Eternal Warrior, you can now increase your Strength or Dexterity and Constitution up to 19.
- Martial Specialist
Starting at 3rd level, you gain proficiency with all martial weapons and heavy armor.
In addition, you can use either your Dexterity or Strength when making attack rolls with your unarmed strikes.
As your Intelligence increases, the damage of your unarmed strikes increases, becoming a d8 on an Intelligence of 19, a d10 on 21 and a d12 on 23.
- Surge of Movement
Starting at 6th level, you can use your bonus action to take the Dodge, Dash, Disengage or to make one attack with a weapon. You can use this bonus action a number of times equal to your Intelligence modifier, and regain your uses after a short or a long rest.
- 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. As an Arcane Savant, you can now increase your Constitution and Charisma up to 19.
Dilettante 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 7th, 11th and 16th 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 your Arcane Savant spells you 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:
- You learn two cantrips from the sorcerer and two from the wizard spell list.
- You add your spellcasting ability to the damage of your damage dealing cantrips.
- 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.
- Supreme Arcana
When you reach the 14th level, you gain one additional use of your highest spell slot from Higher Arcana feature. With and Intelligence score of 23 you gain one additional use of your second highest spell slot from Higher Arcana feature. With and Intelligence score of 25 you gain one additional use of your third highest spell slot from Higher Arcana feature.
Glorious Scoundrel[edit]
This special interest has features from warlock and rogue. As a Glorious Scoundrel, you can now increase your Dexterity and Charisma up to 19.
- Eldritch Secrets
Starting at 3rd level, you can choose one of the Pact Boons of the Warlock class. Additionally, you can have Eldritch Invocations granted to the Warlock equal to your Intelligence modifier. Your Dilettante levels count as Warlock levels for Eldritch Invocations.
- Sneak Strike
Additionally at 3rd level, you learn the spell Hex. You can cast it a number of times equal to your Proficiency Bonus without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can deal an extra 1d6 damage to one creature that is hexed if you have Advantage on the attack roll or you have an ally is within 5 feet of the target. You can deal 2d6 if you have Advantage on the attack roll and you have an ally is within 5 feet of the target.
- Swift Scoundrel
Starting on level 6, you went through more situations in your head that you can count giving you the upper hand, whenever you have to react quickly. You can take up to two reactions per round. As a reaction you nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.
- 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.
Modified[edit]
This special interest has features from artificer and blood hunter (Order of the Mutant). As a Modified, you can now increase your Strength or Dexterity and Constitution up to 19.
- Enhanced Body
Starting on level 3, you can now know a number of Artificer Infusion equal to your proficiency bonus. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
- Modified Flesh
No longer satisfied with born with form can accomplish, you modify yourself to gain evermore power - even if there may be some hiccups on the way. Additionally at 3rd level, you choose one Mutagens from the blood hunter class and another one when you reach an Intelligence score of 21. They are permanent and cannot be switched out. When you reach an Intelligence score of 23 you get the kinks ironed out and can ignore the disadvantage or vulnerability of one of your mutagens. With an Intelligence score of 25 you can ignore the disadvantage or vulnerability of the second one.
- Modified Mind
Starting at level 6, strengthening you body is no longer enough. Time to fortify you mind. When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add can use your reaction to add your Intelligence modifier to the roll.
You can use this a number of times equal to your Intelligence modifier, and regain your uses after a or long rest.
- Never enough
Starting on level 14, you can attune to up to four magic items at once. This increases to five with an Intelligence score of 23.
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: proficiency in one skill of your choice, proficiency with one Musical Instrument or Tool of your choice, and training with Light armor
Back to Main Page → 5e Homebrew → Classes