Doublemaker (5e Class)

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Doublemaker[edit]

Doublemakers are people who were driven insane and broken in the feywild. However instead of rejecting the chaos around them, it became part of who they are.

Twisted Jesters[edit]

The Feywilds are a place in which logic and common sense simply do not exist as we know it, so it is not too big of a surprise to learn that the magic of this place is inherently dangerous. A Doublemaker is made when a persons soul is wholy infused with raw fey magic, be it from a magical experiment gone wrong, a hags punishment or an unlucky encounter with a magical current within the feywild. No matter how one comes to be, the experience messes with the minds of the ones affected. This ranges from a loss of self in the mildest case to complete insanity in the worst. Most Doublemakers are something inbetween, embracing the illogical nature of the feywild.

Creating a Doublemaker[edit]

When creating a Doublemaker try asking yourself the following questions: How did your character come into contact with such potent magic? Was it on accident, as a punishment or deliberate? How did the experience change your character? Are they trying to get back their lost self or do they embrace their new form?

Quick Build

You can make a Doublemaker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Charlatan background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Doublemaker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons
Tools: Disguise Kit,
Saving Throws: Charisma, Constitution
Skills: Choose four from Deception, Intimidation, Performance, Persuation, Perception, Survival, Insight, Arcana, Investigation, Slight of Hand, Stealth and Acrobatics

Equipment

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

Table: The Doublemaker

Level Proficiency
Bonus
Features Split Charges
1st +2 Unarmored Defence, Illogical Mind, Who's who -
2nd +2 Troublemaker, Manifestation of Insanity 2
3rd +2 Expertise 3
4th +2 Ability Score Improvement 4
5th +3 Extra Attack, Trickster's Creation 5
6th +3 Manifestation Feature 6
7th +3 Evasion, Troublemaker Improvement 7
8th +3 Ability Score Improvement 8
9th +4 Trickster's escape 9
10th +4 Manifestation Feature 10
11th +4 Troublemaker Improvement 11
12th +4 Ability Score Improvement 12
13th +5 13
14th +5 Manifestation Feature 14
15th +5 Troublemaker Improvement 15
16th +5 Ability Score Improvement 16
17th +6 Manifestation Feature 17
18th +6 18
19th +6 Ability Score Improvement 19
20th +6 20

Unarmored Defence[edit]

The chaotic powers of the feywild make you and your movements unpredictable. Starting from 1st Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Illogical Mind[edit]

Also starting from Level 1, your way of thinking has been severly altered by the fey magics coursing through your veins granting any Insight check made on you Disadvantage.

Who's who[edit]

Beginning from First Level, your sense of self has shattered into pieces, which you are able to manifest. Using a bonus action and expending one hit die, you can summon a second you! You can have a maximum amount of extra selves at once equal to your hitdie maximum, and hit dice you spent can not be recovered in any way until the self you spend it on is destroyed. The Self has a number of hitpoints equals to the spent hitdie + your charisma modifier and shares the rest of its stats and features with you. It also received a copy of all non magical items you are currently carrying, which disappears as soon as it is not on the Selfs person anymore. The Self acts on your initiative.The self is you, you control both you and all of your selves as one person. Every self has their own movement action and bonus action. You can destroy a self at any time without an action and immediately regain the hitdie you spent on it. When magic is cast without requiring line of sight to you, like scrying it affects one random self or you.

Troublemaker[edit]

At Level 2 you learn how to split yourself without using your vitality. You gain access to split charges. You can use them to fuel Doublemaker features and gain more at higher levels.

Manifestation of Insanity[edit]

Also at Level 2, you choose a Manifestation of Insanity. Choose between Manifestation of Savagery, Manifestation of Wilderness or Manifestation of Shadows, all detailed at the end of the class description. Your choice grants you Manifestation features at 2nd level and again at 6th, 10th, 14th and 17th level.

Manifestation of Insanity[edit]

Also at Level 2, you choose a Manifestation of Insanity. Choose between Manifestation of Savagery, Manifestation of Wilderness or Manifestation of Shadows, all detailed at the end of the class description. Your choice grants you Manifestation features at 2nd level and again at 6th, 10th, 14th and 17th level.

<!-Subclass Feature->[edit]

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Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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