Fate Manipulator (5e Class)
Work In Progress |
Fate Manipulator[edit]
From unknown author [1] |
He was a successful wizard, he lived his life experimenting and contributing to the nation with his powerful magic, but even he no longer knew how to escape death. She was a simple peasant who served a family of nobles, without ever having touched magic or even considered going into battle. On the day their souls were to be taken, a small battle between the gods occurred (more like an argument between them), but it was enough for the wizard to take his tome one additional time in his life... Enough for the servant survive the poisoned soup intended for his master. After this unsuccessful visit, the wizard realized that all the knowledge he had was perhaps not that important, perhaps instead of worrying about death, why not become stronger than it? The peasant woman notices that she can see threads of several different colors in the air, connecting the entire world, and using the spoon that had been placed in her mouth, she tears the thread connected to it.
The Fate Manipulator is usually someone who, for some reason, has avoided the eyes of all the most powerful beings in the multiverse and fallen out of the cogwheel of fate. Even those with a history of success as a general, or a wizard with countless years of study cannot escape the cogwheel of fate, and will require a great coincidence to escape it.
Cogweel of Fate[edit]
Despite not being exactly a being, the cogwheel of fate detaches those who try to move its gears, and misalign them.
Other cultures do not see fate as a cogwheel, but rather threads connecting everyone to each other and leading to events. Still others see it as a road, and even if there are crossroads, they will all lead to the same destination, and that is why fate can be called destiny.
But it is a fact that regardless of the correct representation, the being went against destiny, and this could lead to changes elsewhere, to which Fate will have to adjust to balance the entire multiverse.
Creating a Fate Manipulator[edit]
A Fate Manipulator is a curious magic user, who like the sorcerer, magic came to him without wanting it. They harness the energy of destiny itself to use their powers, manipulating reality as a whole.
They are similar to bards in that they are very charismatic beings, but the reason for their charisma is completely different. Because they are looking from the outside at destiny, and can read all the nuances of the world, they usually know the best ways to act in every situation they find themselves in.
The manipulator's strengths can be varied, such as focusing on using their deceptions and persuasions to get the effect they desire. They can be strong spell casters as well. They can do very well with their skills in and out of battle.
Quick Build[edit]
You can make a Fate Manipulator quickly by following these suggestions. First, Charisma, followed by Dexterity, and Constitution. Second, choose the Entertainer or Planar Philospher background.
Class Features
As a Fate Manipulator you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Fate Manipulator level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Fate Manipulator level after 1st
- Proficiencies
Armor: Light
Weapons: Simple, hand crossbow, rapier, whip
Tools: One instrument of your choice, one Artisan's Tools of your choice
Saving Throws: Charisma, Constitution
Skills: Choose two from Arcana, Acrobatics, Deception, Intimidation, Insight, Perception, Persuasion, Performance, Sleight of Hand, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Whip or (b) Rapier or (c) Any simple weapon
- (a) Entertainer's Pack or (b) Explorer's Pack
- A dagger
- A tattoo, object or other bond from the break with Fate
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | Spells Known | Chaos Characteristics | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Level 1: Spellcasting, Level 1: Chaos Snap | 4 | 4 | - | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Level 2: Chaos Characteristics | 4 | 5 | 2 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Level 3: Chaos' Fate | 4 | 6 | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 5 | 7 | 3 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 5 | 9 | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Level 6: Chaos Plane | 5 | 10 | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 5 | 11 | 5 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 12 | 5 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Level 3: Chaos' Fate | 5 | 14 | 6 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 6 | 15 | 6 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 6 | 16 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 6 | 16 | 7 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Level 3: Chaos' Fate | 6 | 17 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 6 | 17 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 18 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 6 | 18 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Level 3: Chaos' Fate | 6 | 19 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Level 18: Chaos Master | 6 | 20 | 10 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 6 | 21 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Level 20: Chaos Aura | 6 | 22 | 10 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Features[edit]
Level 1: Spellcasting[edit]
Cantrips. You know four Manipulator cantrips of your choice. Light, Prestidigitation, Vicious Mockery, and Sorcerous Burst are recommended. Whenever you gain a Manipulator level, you can replace one of your cantrips from this feature with another Manipulator cantrip of your choice.
When you reach Manipulator levels 4 and 10, you learn another Manipulator cantrip of your choice, as shown in the Cantrips column of the Manipulator Features table.
Spell Slots. The Manipulator Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Manipulator spells. Burning Hands, Detect Magic, Healing Word and Dissonant Whisper are recommended.
The number of spells on your list increases as you gain Manipulator levels, as shown in the Prepared Spells column of the Manipulator Features table. Whenever that number increases, choose additional Manipulator spells until the number of spells on your list matches the number in the Sorcerer Features table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 3 Manipulator, your list of prepared spells can include six Manipulator spells of level 1 or 2 in any combination.
If another Manipulator feature gives you spells that you always have prepared, those spells don't count against the number of spells you can prepare with this feature, but those spells otherwise count as Manipulator spells for you.
Changing Your Prepared Spells. Whenever you gain a Manipulator level, you can replace one spell on your list with another Manipulator spell for which you have spell slots.
Spellcasting Ability. Charisma is your spellcasting ability for your Manipulator spells.
Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Manipulator spells.
Level 1: Chaos Snap[edit]
Starting at 1st level, using an action you create a wave of changes that redirect all the attention to you in a 60tf radius. When you snap, an echo reverberates, cutting through all noise. Every creature, at your choice, within 60 ft. must succeed a Charisma saving throw from your Spell save DC or stop what they are doing to pay attention to you. An affected creature loses it's reaction until the end of your next turn. You may use this ability a number of times a equal to your Proficiency Bonus per long rest, and regain one use in a short rest.
Level 2: Chaos Characteristics[edit]
Because your magic flows from within, you can alter your body and your being; you gain two permanent Characteristics from the Chaos options of your choice from 'Chaos Characteristics Options' later in this class's description. You gain more characteristics as described in tha Fate Manipulator's table.
Level 3: Chaos' Fate[edit]
You shattered the Fate itself to gain control over it.
At 3rd level, you take a slice of the Cogweel of Fate for you. The power of the Fate acts differentily in every Fate Manipulator. The power can come from the Elemental Body, Immortal Soul, Mortal Mind or Space-Time Heart, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 9th, 13th and 17th levels.
Level 4: Ability Score Improvement[edit]
You gain the Ability Score Improvement feat (see chapter 5 of Players Handbook (2024)) or another feat of your choice for which you qualify. You gain this feature again at Manipulator levels 8, 12, and 16.
Level 6: Chaos Plane[edit]
At 6th level, you are able to separete yourself from the rest of the world, enter in a plane of existence where Fate does not have power, the Chaos Plane.
Using an action you enter in a glitch state, now able to move to and from the Chaos Plane for 1d4 + Charisma mod rounds. You can enter in this state one time before need a long rest.
- Movement to, or from, the Chaos Plane:
- As a part of the action that you enter in glitch state, you can shift yourself to the Chaos Plane.
- Move to or from the Chaos Plane costs half of your movement.
- You can use your reaction to scape to your plane once in a long rest. You can use this reaction to scape from any attack or magic that could possibly do any harm to you.
- Everyone that had entered in the Chaos Plane, once it returns, come back to the corresponding place where it is in the created plane, or if the space is occupied, the next one that it is not.
- Movement inside the Chaos Plane:
- The material plane and the created plane are syncronized, you can use your movement speed as you do in the material plane.
- You can use a bonus action to teleport up to 10 * your Dexterity mod + 10ft.
- Created plane characteristics:
- The plane is identical to the material plane but everything looks ghostly.
- Nothing that happens in the material plane can affect someone in the created plane.
- Nothing that happens in the created plane can affect someone in the material plane.
- Only the psychic damage can be dealed inside the plane.
While in the Glitch State you can use a action to send a creature to the Chaos Plane. The target must make an Charisma saving throw with your Spell save DC. On a successful save, nothing happens and the target stays in reality. On a failed save, the target is plane shifted, and, if you want to, you can make it take 1d6 of psychic damage every turn it starts in your plane. When the target's turn ends, it can make another Charisma saving throw with your Spell save DC. On a successful save, it scapes from your plane. On a failed save nothing more happens.
Level 18: Chaos Master[edit]
Starting at 18th level, you learn Wish spell. This spell do not count for your known spells.
You can use the spell once in a year without the 33% chance to never use the spell again.
Level 19: Epic Boon[edit]
You gain an Epic Boon feat (see chapter 5 of Players Handbook (2024)) or another feat of your choice for which you qualify. Boon of Spell Recall is recommended.
Level 20: Chaos Aura[edit]
At 20th level, as a bonus action, you can assume a magically presence that changes the Fate around you for 1 minute or until you are incapacitated.
For the duration, whenever any creature tries to attack or use a spell that have you as a target, the attacker must make a Charisma saving throw against your spell save DC.
Once you assume Fate Changer Aura, you can't do so again until you finish a long rest.
On a failed save, every attack or spell they do against you misses until the start of their next turn. On a successful save, the attacker has disadvantage on attack rolls against you until the start of its next turn. In any of this cases, the creature gains disadvantage on any saving throw it makes against your spells or abilities on your next turn.
Subclasses[edit]
Elemental Body[edit]
You are favored by the Nature itself, and the nature needs you to protect it.
Elemental Specialist[edit]
At 3rd level you start to become a specialist in one nature’s element.
Choose between:
- Acid
- Fire
- Cold
- Lightning
- Poison
Elemental Magic[edit]
At 3rd level, any spell you cast that deals your choosen elemental damage, you can add your Charisma modifier to the damage it deals on hit.
Elemental Power[edit]
At 9th level, you gain resistance to your choosen element. In addition, spells you cast, ignore resistance to that damage type.
Elemental Borned[edit]
At 13th level, you gain immunity of the choosen damage type.
In addition, any spell or effect you create ignores resistance to the damage and treats immunity as resistance.
Elemental Explosion[edit]
At 17th level, if you drop to 0 hit points, you instead drops to 1 hit point and create a 60-foot-radius sphere centered on you elemental explosion based on your choosen damage type. Each creature you choose in the explosion radius must make a dexterity saving throw against your spell save DC, taking 6d10 of your damage type on a failed save, or half as much on a successful one. You can use this trait once per long rest.
Based on your choosen type, and if the creature failed in the saving throw, the affected creatures also receive some penalities, described as bellow:
- Fire: The creature takes extra 2d10 fire damage;
- Cold: The creatures speed is reduced to half and it has disadvantage on dex saving throws until the end of their next turn;
- Acid: The affected creatures are covered with acid until it uses their action to scrape or wash the acid off itself or another creature clean they up. In the start of the creatures turn, a creature covered with acid takes 2d4 of acid damage;
- Poison: The creature is considered poisoned until the end of 1d4 turns of it;
- Lightning: The affected creature is pushed 30 feet away from you;
Immortal Soul[edit]
You are a phoenix trying to raise up. You have a proposit to live, and you will not die until you reach it.
Tranquility Soul[edit]
At 3rd level, you know and can cast Calm Emotions as a cantrip and the spell do not need concentration anymore.
This spell do not count for your known spells.
Indiferent Soul[edit]
You can be evil or good... Why not both?
At 9th level, your character can be perceived as Good or Evil regardless of your real alignment. In a long rest you choose to be perceived as good, neutral or evil. When the good is chosen, then you have advantage in every persuasion test you make. If evil, then you have advantage in every intimidation test.
Dark Soul[edit]
You grow the worst in a person.
At 9th level, you can choose a creature up to 60ft of you, and the target must make a Charism Saving Throw against your spell save DC. On a failed saving, you roll a D8 and the target is affected with a curse described bellow:
- 1-Lust:
- The affected crature awe you and it will attack anyone that you consider as an enemy. At the ending of each of the target's turns, they must make a Wisdom saving throw. On a success, the effect ends. On a failed save, it continues to protect you.
- 2-Gluttony:
- The target becomes violently ill and falls prone vomiting (prone condition) due a poison (poisoned condition). At the begging of each of the target's turns, they must make a Constitution Saving throw. On a success, they stop vomiting and recover from the poisoned status condition. On a failed saving throw, it continues vomiting.
- 3-Greed:
- The target starts to think that you will steal its most precious things. The target become frightened of you and you allies. At the ending of each of the target's turns, they must make a Wisdom saving throw. On a success, the effect ends. On a failed save, it continues frightened.
- 4-Sloth:
- A wave of lethargy grow in the target, the target must roll an additional Constituition saving throw or will fall unconsious for 1 minute, or until it take any damage, in a failed saving throw. In a success, attack rolls against the creature have advantage until the end of your next turn.
- 5-Wrath:
- The target become rage incarnate and can only perform melee attacks. The affected creature thinks that allies are enemies and any enemy is an ally. At the ending of each of the target's turns, it must make a Wisdom saving throw. On a success, the effect ends. On a failed save, it continues to attack its next ally. The target is unnafected if it does not have allies in a 120ft range.
- 6-Envy:
- The creature envy someone beauty or power. Choose a creature and the make the target attacks it. At the ending of each of the target's turns, it must make a Wisdom saving throw. On a success, the effect ends. On a failed save, it continues to attack your choosen creature.
- 7-Pride:
- Pride of your own strength courses through the body of the target. Attack rolls against the creature have advantage. The target must make a Wisdom Saving throw and on a failed saving, attacks continues to have advantage. On a success, the effect ends.
- 8-Harmonious Negativity: Choose any effect and aplies it.
You can use this trait once in a long rest.
Nostalgic Soul[edit]
at 13th level you gain the ability to make a creature unaware of your magical influence on it. When you cast an spell to charm one or more creatures, you can alter one creature's understanding so that it remains unaware of being charmed.
Additionally, once before the spell expires, you can use your action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on an Intelligence saving throw against your spell save DC or lose a number of hours of its memories equal to 1 + your Charisma modifier (minimum of 1). You can make the creature forget less time, and the amount of time can't exceed the duration of your spell.
Happy Soul[edit]
at 17th level, you are able to relieve your allies of their tensions on the battlefield by reminding them of happier times.
For 1 minute, you and all of your allies up to 60ft of you, become resistant to nonmagical damage, gain immunity to Fear and charm, and gain a +2 to their AC.
At the beginning of each of your turns, your allies heal a number of HP equal to your Proficiency Bonus.
Mortal Mind[edit]
You are greed, you have unconclued things in life, you must finish your job.
Mind Seach[edit]
At 3rd level, you are always reading the surface thoughts of everyone within 30ft of you. Similarly, you know when there is an invisible person within this distance, although you don't know their exact location.
Mind Shield[edit]
At 9th level, your thoughts can't be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.
Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.
You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.
Mind of Chaos[edit]
You have acquired greater mental strength. At 13th level, you gain proficiency in Wisdom saving throws.
Mind Rebound[edit]
At 17th level, when another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature. The creature must succeed on a Wisdom saving throw against your spell save DC or be charmed by you for 1 minute.
In addition, immediately after a creature you can see hits you with an attack roll, you can use your Reaction to reduce the damage you take by half (round down), and you can force the attacker to make a Wisdom saving throw against your spell save DC. On a failed save, the attacker takes Psychic damage equal to the damage you would take if not reduced. Once you use this Reaction, you can’t use it again until you finish a Long Rest unless you expend a spell slot when you use it again.
Space-Time Heart[edit]
You are a free soul, you do not care about time and space, the world, the planes, all of them is your playground and you want to know every piece of it.
Space-Time Hole[edit]
At 3rd level, on your turn, you can choose to spend your movement action to teleport once, up to your maximum speed, to a place you can see. Your movement is all consumed even if its not totally used. You can use the dash action to increase the range of the teleport.
You do not provoke opportunity attacks when you use this trait.
Space-Time Change[edit]
At 3rd level, your speed increases 10ft, because the world itself starts to become slower for you and the space shorter. You speed increases in 20ft on 9th level, and to 30ft on 17th level.
Space-Time Pocket[edit]
At 9th level, you gain the ability to store objects in a personal pocket dimension. The space's volume is 150 cubic feet and can hold up to 1000 pounds of material. You can open the Pocket everywhere and anywhere, even in mid air. The extradimensional portal created follows you if you leave it open.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures, after which time they begin to suffocate.
Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the Pocket for a specific item, the item is always magically on top.
You cannot put any item that creates an extradimensional space, like a Bag of Holding or a Portable Hole.
Space-Time Steed[edit]
At 9th level, you can create a bound with a being that has a Challenge rate no more than your Fate Manipulator level divided by 2 rounded down. You must be able to mount the creature. You can't have more than one steed bonded at a time.
The creature must accept the bound. The master can ask for a animal handling test if the creature is neutral to you. An hostile creature cannot be bounded. The bound ritual takes 1 hour to be completed.
Once the bound was made, you can use this trait spending 10 minutes to summon the bounded creature in a place up to 30 ft of you.
If the creature is a simple beast then now its considered as a fey, celestial or fiend, up to you.
Additionally, if your steed has an Intelligence of 5 or less, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell or feature you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time as an action, causing it to disappear. In either case, casting this trait again summons the same steed, restored to its hit point maximum and any conditions removed. Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
You can communicate with each other telepathically at any distance or plane.
As an action, you can release the steed from its bond at any time, causing it to be free again.
The steed has its every movement speed doubled. and can use Teleport spell once a day.
Space-Time Familiarity[edit]
At 13th level, you have learned so much about the nature and layout of the world that you can travel the planes as easily as walking. Beginning at 13th level, whenever you cast a spell that transports yourself you automatically make it to the right destination, unless the location doesn't exist. If the location doesn't exist, you simply don't move and your spell slot is not expended. This trait works with your steed too.
Spells like Sending is also affected and do not has the chance to fail.
Space-Time Travel[edit]
Starting at 17th level, choose between the spell Gate or Time Stop. The selected spell do not count for your known spells and is always prepared.
You can cast it without using spell slots and without material components. You can use this trait once per long rest.
You can also cast this spell using any spell slots you have of the appropriate level and consuming the material component if needed.
Chaos Characteristics Options[edit]
Chaos Presence[edit]
Your presence starts to affect the world itself. The enemies dislike to attack you, they are affraid or owe of you, enough to miss their attacks. Your appearance permanently gains an otherworldly aspect that makes you look more lovely and fierce.
While you are wearing no armor or shield, your Armor Class becomes 10 + Dexterity Modifier + Charisma Modifier.
Chaos Beguiling Influence[edit]
You gain proficiency and expertise in Deception and Persuasion.
Chaos Glitch[edit]
You can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm 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. You gain proficiency in Dexterity saving throws.
Chaos Perception[edit]
You gain proficiency and expertise in Insight and Perception.
Chaos Person[edit]
You gain immunity to the Charmed and Frightened condition.
Chaos Soul[edit]
Prerequisite: Level 10+ Fate Manipulator
You stop aging physically, both naturally and magically, you are immune to being aged. Additionally you cannot die from old age and are immune to nonmagical diseases.
Chaos Body[edit]
Prerequisite: Level 10+ Fate Manipulator
You can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require a 4 hour for a long rest, and still benefit from finishing short rests, but magic cannot put you to sleep.
Chaos Language[edit]
Prerequisite: Level 10+ Fate Manipulator
You learn to talk, read and understand the Chaos Language.
The Chaos Language is a special language that permits you to understand and read any language, and once you talk in the Chaos language, anyone that can hear, understands you.
Chaos Knowledge[edit]
You have received knowledge from the multiverse, allowing you to gain one Origin feat of your choice (see chapter 5).
Repeatable. You can gain this invocation more than once. Each time you do so, choose a different Origin feat.
Chaos Sight[edit]
You can see normally in Dim Light and Darkness - both magical and nonmagical - within 120 feet of yourself. And you have Truesight with a range of 10 feet.
Chaos Walk[edit]
Prerequisite: Level 15+ Fate Manipulator
You can walk in the air, water, void and the chaos.
You gain fly and water speed equal to your movement speed, and you have the hover trait while flying.
Chaos Mind[edit]
You have Advantage on Constitution saving throws that you make to maintain Concentration.
Chaos Magic[edit]
Prerequisite: Level 5+ Fate Manipulator You no more need a focus to cast Manipulator spells and any spell that requires material worth of 300gp or less is no more needed or consumed.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Fate Manipulator class, you must meet these prerequisites: Charisma 13.
Proficiencies. When you multiclass into the Fate Manipulator class, you gain the following proficiencies: Light armor, simple weapon.
Back to Main Page → 5e Homebrew → Classes