Dimensional Generalist (5e Class)

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Dimensional Generalist[edit]

The Dimensional Generalist is a versatile adventurer who has learned to travel between dimensions and temporarily channel the powers of various heroes and classes. Inspired by Kamen Rider Decade, this character carries magical cards representing the different classes from the *Player’s Handbook (2014)* along with their subclasses. In combat, the Generalist can transform briefly into these different archetypes—replicating their abilities for a few critical moments. Outside of transformation, the character relies on his own unique dimensional techniques, making him an adaptable and well-rounded combatant.

Class Role[edit]

The Dimensional Generalist is focused on adaptability and ability replication. They are never caught unprepared—if one strategy fails, they literally change roles. Their transformations allow them to cast spells like a wizard one moment and fight like a fierce warrior the next. However, transformations are brief and carefully limited to maintain game balance and to ensure that the dedicated classes still shine in their own right.

Class Progression[edit]

The following table summarizes the progression of the Dimensional Generalist from levels 1 to 20, including the main class features:

Level Proficiency Bonus Features Dimensional Points Dimensional Point Limit per Turn Rider's Punch
1st +2 CHANGE!;Dimensional Points; Dimensional Transformation (1 round); Dimensional Cards; 4 2 1d6
2nd +2 Versatile Adaptor 5 2 1d6
3rd +2 Dimensional Leap 6 2 1d6
4th +2 Ability Score Improvement 7 2 1d6
5th +3 Transformation Duration: 2 rounds; Extra Attack 8 3 1d8
6th +3 9 4 1d8
7th +3 Dimensional Reflexes 10 4 1d8
8th +3 Ability Score Improvement 11 4 1d8
9th +4 *(Daily class transformation limit increases to 4)* 12 5 1d8
10th +4 13 5 1d10
11th +4 Transformation Duration: 3 rounds 14 6 1d10
12th +4 Ability Score Improvement 15 6 1d10
13th +5 *(Daily class transformation limit increases to 5)* 16 6 1d10
14th +5 Dimensional Finisher 17 7 1d10
15th +5 18 7 1d10
16th +5 Ability Score Improvement 19 7 1d12
17th +6 *(Daily class transformation limit increases to 6)* 20 7 1d12
18th +6 Dimensional Mind (e.g. ceases aging) 21 8 1d12
19th +6 Ability Score Improvement 22 8 1d12
20th +6 Dimensional Master (ignores daily class limits) 24 8 1d12

Class Features and Mechanics[edit]

Hit Points and Proficiencies[edit]

  • Hit Die: d8 per Dimensional Generalist level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st
  • Proficiencies:
 * Armor: Light armor
 * Weapons: Simple
 * Tools: Choose one type of artisan’s tools or musical instrument.  
 * Saving Throws: Charisma, Dexterity  
 * Skills: Choose three from Acrobatics, Arcana, Athletics, Deception, History, Insight, Investigation, Nature, Perception, Persuasion, Religion, and Stealth.
  • Starting Equipment:
 You begin with the following equipment, in addition to what is provided by your background:
 * (a) a longsword or (b) any simple light melee weapon  
 * (a) a shortbow with 20 arrows or (b) a light crossbow with 20 bolts or (c) any simple weapon  
 * (a) leather armor or 
 * (a) a holy symbol or arcane focus (your dimensional conduit)  
 * An explorer’s pack

CHANGE![edit]

The Generalist Dimensional’s signature transformation—called “Change”—allows you to assume the Dimensional base form. When you activate Change, you temporarily take on a dimensional form that embodies the energy across multiples universes, granting you benefits that enhance your versatility in combat.

  • You can activate your transformation as a bonus action.
  • You may choose to end your transformation at any time.
  • If you are reduced to 0 hit points or run out of Dimensional Points (DP), you are forcibly reverted to your normal form.

While transformed, you are equipped with *Dimensional Armor* that replaces any armor you were previously wearing. This armor is considered light armor and grants you an Armor Class equal to 10 + your Dexterity modifier + your Charisma modifier.

In addition, while wearing Dimensional Armor, you gain a burst of strength from your infused dexterity: your unarmed strikes deal 1d6 bludgeoning damage + your Dexterity modifier. As you gain levels, this damage increases according to the *Rider Punch* progression table.

Dimensional Points (Level 1)[edit]

Dimensional Points (DP) represent the raw, boundless energy you channel from the multiverse. They are the manifestation of your ability to perceive and draw power from alternative versions of yourself spread across countless dimensions. Your Dimensional Generalist level determines the number of points you have, as shown in the Dimensional Points column of the Generalist Features table.

At 1st level, you also receive a set of Dimensional Cards—magical artifacts uniquely bound to you that allow you to harness the power of other dimensions. These cards give you access to a range of abilities, from transformative effects and enhanced attacks to defensive maneuvers, special illusions, and support skills. By spending DP, you can activate these cards and tap into their powers, making you an adaptable and unpredictable force on the battlefield

Dimensional Cards (Level 1)[edit]

At 1st level, you receive a set of Dimensional Cards—magical artifacts uniquely bound to you. Allowing you to harness the power of alternative dimensions.

Categories of Cards[edit]

  • Transformation Cards: Each card is imbued with the “essence” of one of the D&D 5e classes, allowing you to transform.
  • Attack Cards: Provide enhanced physical strikes or energy blasts to deal extra damage.
  • Defense Cards: Grant temporary protection, damage reduction, or evasive effects to help the character avoid harm.
  • Special Effect Cards: Offer tactical tricks such as creating illusions, clones, invisibility, or self-buffs that can change the tide of battle.
  • Support Cards: Aid allies or control the battlefield by healing, buffing, or imposing debuffs on enemies.
Attack Cards[edit]

Dimensional Blast

  • Cost: 1 DP
  • Effect: You channel the rapid-fire energy of the Ride Booker in Gun Mode. As an Action, you can make up to two ranged attacks against two different targets within 30 feet. Each attack deals damage as if using a light firearm (**1d6 + Dexterity modifier** of piercing).

Dimensional Slash

  • Cost: 1 DP
  • Effect: You channel dimensional energy into the Ride Booker in Sword Mode, delivering a powerful strike. When you make a melee attack, you can activate this card. On a hit, add an extra **1d8 force damage** to the damage roll.

Final Dimensional Attack

  • Cost: 3 DP
  • Focused Attack: Make a special attack roll against one target within 30 feet. On a hit, the attack deals **6d6 force or radiant damage** and pushes the target 10 feet away, knocking it prone if it fails a Strength check (DC = 8 + your proficiency bonus + your charisma modifier). On a miss, the target takes half damage (3d6).
  • Area Attack: Unleash a burst in a 15-foot cone. Creatures within the area must succeed on a Dexterity saving throw (DC = 8 + your proficiency bonus + your key ability modifier) or take **4d6 force damage** (half on a successful save).
Defense Cards[edit]

DimensionalBarrier

  • Cost: 1 DP
  • Effect: You project a shimmering, protective shieldd. As a Reaction when you are hit by an attack (or subjected to a spell effect), activate this card to gain a +5 bonus to AC against that attack and any others directed at you until the end of the turn.
Special Effect Cards[edit]

Dimensional Illusion

  • Cost: 3 DP
  • Effect: You create two illusory clones of yourself for a brief moment. As an Action, two identical copies appear next to you and last until the end of your next turn. While they exist, you gain the following benefits:
  • When making your next attack, you may attack as if your clones are also striking—granting you Advantage on the attack roll and adding an extra **1d6 damage** if the attack hits.

Enemies attacking you have Disadvantage, as they cannot be sure which figure is real.

Dimensional Invisibility

  • Cost: 3 DP
  • Effect: You shroud yourself in dimensional energy, turning you Invisible until the start of your next turn or until you make an offensive action. While Invisible, you cannot be seen by creatures without special senses, and you gain Advantage on your next attack roll.
Support Cards[edit]

Dimensional Healing

  • Cost: 2 DP
  • Effect: You channel restorative energy through a card to heal a wounded ally (or yourself). As an Action, touch a creature within 15 feet and restore **2d4** hit points.

Dimensional Support

  • Cost: 2 DP
  • Effect: As a Bonus Action, you project supportive energy toward an ally within 30 feet. That ally gains a +1 bonus to AC and Advantage on their next Wisdom saving throw until the start of your next turn. Alternatively, the effect may grant Advantage on the next attack roll and add an extra **1d4 damage** on a hit.

Dimensional Restraint

  • Cost: 3 DP
  • Effect: You unleash dimensional chains to restrict an enemy’s movement. Choose a creature within 30 feet; it must succeed on a Dexterity saving throw or become Restrained until the end of its next turn.

Dimensional Transformation (Level 1)[edit]

At 1st level, you unlock your unique Dimensional Transformation ability. Using one of your Transformation Cards, you can temporarily assume the form and attributes of another class from D&D 5e. This transformation is a magical effect specific to your class (it is not a spell from any specific school) and follows these rules:

  • Transforming consumes your bonus action. You reveal or activate the card corresponding to the desired class, and your appearance, stance, and even equipment magically change to reflect that class and its chosen subclass. For example, activating a Paladin of Devotion card might cause your armor to glow with a sacred symbol and your weapon to exude radiant energy.
  • The transformation lasts for a limited number of rounds based on your Dimensional Generalist level. At 1st level, it lasts 1 round. This increases to 2 rounds from 5th level and to 3 rounds from 11th level.
  • When the duration expires—or if you become incapacitated, fall unconscious, or voluntarily end the effect—you immediately revert to your normal form. Any ongoing effects tied exclusively to the emulated class (such as a Barbarian’s rage) also end unless otherwise specified.
  • After the transformation ends, that card vanishs and you can no longer transform in that class until you finish a long rest.

Adopted Resources[edit]

While transformed, you temporarily adopt certain features of the chosen class:

  • Proficiencies: You are considered proficient with the weapons, armor, and tools that the emulated class is normally proficient with. For example, if you transform into a Cleric, you gain proficiency with shields and simple weapons during the transformation.
  • Attributes & Checks: For attack rolls, spell save DCs, or other abilities while transformed, you continue to use your own ability scores. That is, spells you copy use your Charisma modifier (see Dimensional Points below) or the appropriate modifier for non-magical abilities. You do not automatically gain the immense strength of a Barbarian or the divine wisdom of a Cleric—the dimensional energy adapts your own abilities to simulate those feats.
  • Class Features: You can activate specific abilities of the chosen class by spending your Dimensional Points (see below). In general, you can replicate the primary active features of that class for a duration equivalent to what a character of that class and of your effective level would have. For example:
 As a Barbarian, you might spend points to enter a rage—gaining damage bonuses and resistance while transformed.
 As a Wizard, you could cast arcane spells up to the circle allowed for your level (subject to Dimensional Points costs).
 As a Rogue, you can apply a Sneak Attack on a hit (adding extra damage as appropriate) or use rogue abilities like Cunning Action (dashing, hiding, or disengaging as a bonus action).
 As a Paladin, you might imbue your weapon with divine energy for an extra burst of radiant damage or channel a limited healing ability, or even cast a paladin spell.
 
 *Note:The DM and player should agree on which abilities are accessible in each transformation. The general rule is that the Generalist can use the active actions and abilities of that class by spending points, but does not automatically receive passive bonuses that would break balance (e.g., an always-on bonus that exceeds the power of a dedicated character).

Subclass Choices[edit]

When you activate a card for a class, you also choose the subclass (archetype) to emulate, limited to the options available in the *Player’s Handbook (2014)*. Your cards already include these subclass options; you might have separate cards for each subclass or a single adaptable card. In gameplay, this means you have access to the variations of that class. For instance:

  • If you transform into a Fighter, you can choose to emulate a Champion, Battle Master, or Eldritch Knight—each with its own nuances. A Champion might grant an improved critical hit chance; a Battle Master might allow you to spend points on maneuvers; an Eldritch Knight grants you limited spellcasting.
  • If you transform into a Cleric, choose one of the domains available (Life, Knowledge, War, Light, Nature, Tempest, or Trickery), affecting which spells or Channel Divinity options are available. A Life Domain Cleric might channel extra healing energy, while a Tempest Domain Cleric might simulate a thunderous attack.
  • Similarly, a transformation into a Wizard lets you choose a school (Evocation, Illusion, etc.), while a transformation into a Rogue offers choices such as Arcane Trickster, Assassin, or Thief.

Limitations[edit]

  • When emulating a class, you cannot exceed the power level that a dedicated character of that class at your current level would have. In other words, treat your Generalist level as the effective level for determining which spells and abilities you can use. For example, if you are level 5 and transform into a Wizard, you emulate a 5th-level wizard—able to cast spells up to 3rd level but not higher. This ensures that you do not outshine a specialist of that class.

Versatile Adaptor (Level 2)[edit]

From early on, the Dimensional Generalist learns to absorb diverse knowledge from his travels and planes. At 2nd level, you can choose one skill OR one additional language to learn. You gain proficiency in that skill (or the ability to speak, read, and write the chosen language).

Additionally, you have a natural knack for mimicking mannerisms and techniques. The DM may allow you to use tools or instruments you have never seen before with advantage on checks, or to pick up small tricks by observation.

Once per long rest, you may choose to replace the chosen skill or language with a different one.

Dimensional Leap (Level 3)[edit]

Beginning at 3rd level, your connection to the dimensions lets you momentarily step between planes. As a bonus action, you can expend 1 Dimensional Points to instantly teleport to any unoccupied space you can see within 15 feet of you.

Extra Attack (Level 5)[edit]

At 5th level, your multifaceted training makes you a more efficient combatant. You can attack twice, instead of once, whenever you take the Attack action on your turn.

  • Non-Cumulative:

If you are transformed into a class that also grants Extra Attack, you do not gain additional attacks beyond the second—the benefits do not stack. This ensures that whether in your normal form or while transformed, you consistently make at least two attacks per Attack action.

Dimensional Reflexes (Level 7)[edit]

At 7th level, constant shifting between forms and realities hones your reflexes to a supernatural degree. You gain the ability to “blur” your position slightly between dimensions to avoid imminent danger.

  • Instinctive Dodge:

When an attacker you can see hits you with an attack, you may use your reaction and spend 1 Dimensional Point to impose disadvantage on that attack roll (after the attack is declared but before the hit is confirmed). Essentially, you dodge as if you momentarily swap places with a parallel version of yourself, making it much harder to be hit.

Dimensional Finisher (Level 14)[edit]

At 14th level, you unlock a legendary technique inspired by the dramatic finishing moves of iconic heroes. The Dimensional Finisher is your ultimate move—a massive discharge of accumulated dimensional energy, unleashed in a single, decisive strike.

  • Special Action Attack:

As an action, you may choose a target you can see within 30 feet (or a point for an area effect). You then spend 5 Dimensional Points (or more, see below) and channel the power of multiple cards into this attack. You can use this effect once per long rest, increasing to twice at level 18

  • Effect:

The Finisher can be used either as a single-target burst or an area explosion:

 - *Single Target:*  
   Make an attack roll (melee or ranged, depending on your chosen style). 
   You have advantage on this roll due to the concentrated precision. 
   On a hit, the Finisher deals 8d10 force damage plus any weapon damage. On a miss, the target still suffers half damage (4d10) from the shockwave.
 - *Area Effect:*  
   Alternatively, you may choose to release the energy in a 15-foot radius centered on a point within 30 feet. 
   Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). 
   On a failed save, a creature takes 6d10 force damage; on a successful save, half damage is dealt.
 
  • Overcharge
 For each extra Dimensional Point spent beyond the base 5, add +1d10 damage . However, you cannot spend more DP than you currently have, and you cannot reduce your pool below 2.


After using the Dimensional Finisher, any active transformation immediately ends as you channel all the energy into the attack. Furthermore, you are unable to initiate another transformation on your next turn.


Dimensional Mind (Level 18)[edit]

At 18th level, your prolonged exposure to energies from multiple worlds subtly transforms your mind and body. You gain the following permanent benefits:

  • Planar Knowledge:

Your familiarity with different planes grants you proficiency in the Arcana skill (or History/Religion if you already have Arcana) and advantage on Intelligence checks to recall or discern information about planar phenomena, magical portals, and interdimensional creatures and classes. You become a true dimensional scholar, recognizing patterns of magic instantly.

  • Steady Focus:

Once per day, after a Short Rest, you may recover one card that was already used, making it available again for that day. This lets you bypass the “no repeating” rule for one class per day.

Dimensional Master (Level 20)[edit]

At 20th level, you reach the pinnacle of your power, becoming a true Dimensional Master who fully dominates the art of transformation. This confers supreme advantages:

  • Supreme Transformation:

Your daily limit on class transformations from the *Player’s Handbook* is removed. You may transform as often as you like during the day (still respecting DP costs and short rest recovery), and you can even repeat classes without restriction. All your transformation cards are available at any time.

  • Dimensional Recharge:

At the start of combat, if you have less than half of your maximum DP, you immediately recover enough points to bring you to half of your maximum. For example, if your maximum is 20 DP and you start with 6, you would recover 4, reaching 10 (half of 20).

  • Extended Transformation Duration:

You may choose to extend your transformation beyond the normal 3 rounds by spending 1 additional DP per extra round.