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, Dexterity
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, Soul Storage 3
4th +2 Ability Score Improvement, Unarmored Movement 4
5th +3 Extra Attack, Trickster's Creation 5
6th +3 Ability Score Improvement, 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 Extra Attack, Troublemaker Improvement 11
12th +4 Ability Score Improvement 12
13th +5 Expertise 13
14th +5 Manifestation Feature 14
15th +5 Troublemaker Improvement 15
16th +5 Ability Score Improvement 16
17th +6 Manifestation Feature 17
18th +6 Interdimensional Hijinks 18
19th +6 Ability Score Improvement 19
20th +6 Trickster's assault 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]

Starting at 1st level, you can manifest fragments of yourself. As a bonus action, you can expend one Hit Die to summon an additional self in an unoccupied space within 5 feet of you. You may also summon it within your space however if it shares your space at the end of your turn still it will be destroyed. You can summon a number of selves equal to your total Hit Dice. Hit Dice used to summon a self can only be regained normally if the self that it was spent on is destroyed.

Each self has hit points equal to your expended Hit Die maximum + your Charisma modifier and shares your ability scores, proficiencies, and class features. The self also carries copies of all nonmagical items you have on your person, which vanish if removed from the self.

Your selves act on your initiative. Each self has its own movement, action, and bonus action, but all selves share your resource pools (such as spell slots, Split charges or class features with limited uses). A self cannot take the Attack action if you have already used all your attacks for that turn, nor may they cast a spell if you already did so aswell.

You may destroy a self at any time (no action required), regaining the Hit Die used to create it. A self vanishes when it drops to 0 hit points or is destroyed, and any items it copied disappear with it while non copied items drop to the ground.

If an effect does not require line of sight to target you (such as scrying), it randomly targets you or one of your selves.

Troublemaker[edit]

At 2nd level, you gain Split Charges, a resource that fuels your abilities. The number of charges you have is detailed in the Split Charges column of the class table. You regain all expended Split Charges when you finish a short or long rest.

Tricks. You learn two tricks of your choice. Many tricks enhance an attack in some way. You can use only one trick per attack. You learn one additional trick of your choice at 7th, 11th, and 15th level. Each time you learn new trick, you can also replace one trick you know with a different one.

Temporary Self. Some tricks create temporary selves, these are selves that are hastily created. These selves do not count towards the maximum number of selves you can summon, but they also disappear at the end of your turn.

Some of your tricks require you to hit or your target to make a saving throw to resist the feature's effects. The saving throw DC and hit modifier is calculated as follows:

Trick save DC = 8 + your proficiency bonus + your Charisma modifier

Trick attack modifier = your proficiency bonus + your Charisma modifier

Tricks:

Combomaker: After making a melee weapon attack using your action you may spend a split charge to make an attack against the same target as a bonus action with advantage, as you summon a temporary self to attack them from behind

Distancemaker: When summoning a self using a hitdie you may spend a split charge to summon it up to 30 feet away instead of 5 feet

Defensemaker: You may spend one split charge and a bonus action to take the disengage action, as you summon a temporary self in your space to distract your attackers

Pacemaker: You may spend one split charge and a bonus action to take the dash action, leaving a temporary self at the position you used this ability at

Concussionmaker(7th Level): When taking the attack action you may instead of attacking, use your attack to knock your enemy unconscious. You may spend 2 split charges to make a trick attack against an enemy within 5 feet of you and summon 2 temporary selves around them. If you hit they need to make a constitution saving throw against your Trick save DC. On a fail they drop unconscious for 1 minute or until they take any damage, while on a success they lose half their speed and may not use a reaction until the end of your next turn.

Itemmaker(7th Level): You may create up 2 two items at the same time when using Trickster's Creation. When making a third one the oldest Creation will disappear

Itemtaker(7th Level): You may attempt to use Soul Storage on an item that is worn or carried by a different creature. If it is not willing, you may spend 3 split charges to make a trick attack, on a hit you touch the item and store it within your soul

Bodymaker(11th Level): When using Trickster's escape's feature to evade an attack, you may spend two additional split charges and a hitdice to make a new self to take the hit, and you may move up to half your speed as part of the same reaction. This self will not disappear upon reaching 0 HP for 1 minute during which you are invisible as if under the invisibility spell. A successful insight check against your Trick save DC is required to tell that you havent actually been killed

Tripplemaker(11th Level): You gain another use for the Trickster's escape feature. You may spend a bonus action and 2 split charges to teleport up to 3 times to any unoccupied space you can see within 30 feet as part of your movement. Leaving temporary selves in the spots you teleported from. You can make them not temporary if you decide to spend a hitdie for each self youd like to keep

Magicmaker(15th Level): You may learn up to 3 spells from the wizards spell list and cast them using your split charges. The spells cannot be any higher than 3rd level and casting them costs split charges equals to the spell level

Finalemaker(15th Level): You learn how to make your temporary selves more unstable and destructive. Upon ending your turn you may select any number of temporary selves you made and then spend twice as many split charges to make them explode. Every creature within 10ft. of one of the temporary selves you selected for this feature must make a Dexterity saving throw against your Trick save DC. On a fail they take 4d6 force damage and half as much on a success. If an enemy is in the radius of multiple exploding selves, they take damage from all of them

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.

Expertise[edit]

At 3rd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with Disguise Kits. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 13th level, you can choose two more of your proficiencies (in skills or with Disguise Kits) to gain this benefit.

Soul Storage[edit]

Starting at 3rd level, as an action, you can magically store or retrieve an object you touch that is Huge or smaller. You can store a number of objects equal to your proficiency bonus.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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.

Unarmoured movement[edit]

At 4th level, your speed increases by 10 feet while you are not wearing armor or wielding a shield.

Extra attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class.

Trickster's Creation[edit]

At 5th level, you learn the minor illusion cantrip, which you can cast without components.

Additionally, as an action, you can expend 2 Split Charges to create a nonmagical object that fits within a 5-foot cube. This object has hit points equal to your level and lasts for a number of hours equal to your Charisma modifier, or until you use this feature again. When another creature handles the object, they realize it is fake.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are 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.

Trickster's escape[edit]

At 9th level, as a bonus action, you can spend a Split Charge to swap places with one of your selves on the same plane of existence.

Additionally, when you are hit by an attack or fail a saving throw, you can use your reaction and spend 2 Split Charges to switch places with a self, making it the new target of the attack or effect.

Interdimensional Hijinks[edit]

At 18th level, you can use your Trickster’s Escape to swap places with a self on a different plane of existence. Additionally, you can cast plane shift by expending 10 Split Charges.

Trickster's assault[edit]

At 20th level, you can unleash your full potential. As an action, you enter a hyper-focused state for 1 minute. While in this state, you regain all expended Split Charges, and each self can take actions (and bonus actions) to make attacks, ignoring the normal attack limits.

Once you use this feature, you must finish a long rest before using it again. If you use it additional times before finishing a long rest, you gain 2 levels of exhaustion after each extra use.

Manifestation of Savagery[edit]

Doublemakers that manifest savagery reject their broken soul, and it in response attempts to mend itself, by drawing in all life that surrounds it.

Soul Mend

Starting at 2nd level, you can use a bonus action to heal yourself by expending a Hit Die or destroying one of your manifested selves. When you do, you regain hit points equal to the maximum value of the Hit Die + your Constitution modifier.

Unflinching Parry

At 6th level, when you are hit by a melee or ranged attack, you can use your reaction to increase your AC by up to your Constitution modifier, potentially causing the attack to miss. For each point of AC gained this way, you must spend either 1 Split Charge or 1 hit point.

Life Harvest

At 10th level, your drive to mend yourself extends to the lives of others. When you drop to 0 hit points, you can expend 1 Hit Die and 2 Split Charges to unleash a burst of necrotic energy. Each creature within 30 feet of you must make a Constitution saving throw against your Trick save DC.

On a failed save, a creature takes necrotic damage equal to a roll of your Hit Die + your Constitution modifier, and you regain hit points equal to half the damage dealt. Plants and plant-based creatures have disadvantage on this saving throw, and for every 5 feet of vegetation within 30 feet of you, you regain 1 additional hit point.

Resilient Flesh

Starting at 14th level, you are immune to all poisons and diseases. Additionally, for every 10 years that pass, your body ages only 1 year, and you are immune to magical aging.

Rejuvinating Body

At 17th level, your self-mending abilities improve. When you expend a Hit Die for Soul Mend or Life Harvest, roll a d20. On an 11 or higher, you regain the expended Hit Die.

Additionally, if a severed body part of yours is held to the stump when you use Soul Mend, the body part reattaches.

Manifestation of Wilderness[edit]

Doublemakers that manifest the wilderness within them gain the ability to shape their soul into more animalistic forms.

Feral Soul

Starting from 2nd Level your selves do not change into you but into various beasts. When creating a self, instead of it using your own stats, it will use the stats of a beast whose cr is 1 or lower. This does not apply to temporary selves.

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Manifestation of Shadows[edit]

Those that manifest shadow gain abilities that benefit them in their trickery

Lost Soul

Beginning from Level 2, your selves may take on the for of other humanoids aswell, though retain your stats.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Doublemaker class, you must meet these prerequisites:

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

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