Fidgeter (5e Class)

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Fidgeter[edit]

In a place unknown to most, a clandestine clan known as the Fidgeters emerged from the shadows, their origins shrouded in mystery and whispers. United by a shared passion for invention and rebellion against the mundane, these renegades mastered the art of chaos, wielding fidget toys as both tools of entertainment and weapons of combat. Agile and swift, their reflexes honed through years of training, they leaped and twisted through the urban labyrinth with effortless grace, becoming both saviors and outcasts in a city gripped by turmoil. Embracing their chaotic nature, they endure as a testament to the power of creativity in the face of adversity, ever spinning, ever fidgeting, in the shadows of a world in flux.


Creating a Fidgeter[edit]

Quick Build[edit]

You can make a Fidgeter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Lastly, pick a background option that would suit the character's origin or backstory.

Class Features

As a Fidgeter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Fidgeter level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Fidgeter level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, Spinners Blades, Pop-it Bombs
Tools: Fidget Toys (Disguised as part of their robe or cloak)
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Sleight of Hand, Perception, and Performance

Equipment

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

  • (a) a simple weapon or (b) a Spinner blade
  • (a) a Common Robe or (b) a Common Cloak
  • (a) a Fidget Gun with 40 bullets or (b) a component pouch
  • (a) a Mask of Fidget Spinners or (b) a Mask of Pop-its
  • If you are using starting wealth, you have 5d6 in funds.

Table: The Fidgeter

Level Proficiency
Bonus
Features
1st +2 Fidget Mastery
2nd +2 Fast Reflexes
3rd +2 Fidgeter Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Parkour Expertise
7th +3 Fidget Armor
8th +3 Ability Score Improvement
9th +4 Swift Strike
10th +4 Fidgeter Archetype Feature
11th +4 Fidget Fury
12th +4 Ability Score Improvement
13th +5 Unstable Defense
14th +5 Fidgeter Archetype Feature
15th +5 Evasive Maneuvers
16th +5 Ability Score Improvement
17th +6 Chaotic Spin
18th +6 Fidgeter Archetype Feature
19th +6 Ability Score Improvement
20th +6 Master Fidgeter

Fidget Mastery[edit]

As you are initiated into the clandestine Fidgeter clan, you gain proficiency with Fidget Spinners and Fidget Guns. Your Fidget Spinners become extensions of your agility and finesse, allowing you to use your Dexterity modifier for attack and damage rolls with them. These fidget toys are not mere distractions but cherished relics imbued with the spirit of rebellion and innovation. They are your tools of both entertainment and combat, representing the creativity and defiance of your clan against the mundane.

Fast Reflexes[edit]

Your speed increases by 10 feet. When you take the Dash action, you can move through the space of creatures larger than you without provoking opportunity attacks. Your swift movements and keen reflexes are honed through rigorous training within the hidden enclaves of the Fidgeter clan. From a young age, you navigated the labyrinthine streets of your city, mastering the art of parkour and evading capture. Your agility is not just a physical trait but a manifestation of your clan's philosophy of adapting and thriving in the chaos of the world.


Fidgeter Archetype[edit]

Choose a Fidgeter Archetype: 25 Spinner blades or 10 Pop-it Bombs. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels. As you progress within the Fidgeter clan, you choose a path that aligns with your unique talents and aspirations. Whether specializing in the deadly precision of Spinner Blades or the chaotic mayhem of Pop-it Bombs, your choice reflects your role within the clandestine society of Fidgeters. This decision is not just about combat style but about embracing the core values and traditions of your clan.

Ability Score Improvement[edit]

Every “Ability Score Improvement” increases an Ability Score of your choice by two. -When using fidget weapons/fidget toys, you can use two different or same fidget weapons in one action

Extra Attack[edit]

With each battle, your proficiency with fidget weapons deepens, allowing you to unleash a flurry of strikes against your foes. Your fluid movements and precise strikes showcase the finesse and agility instilled by years of training as a Fidgeter. This extra attack isn't just about repetition but about harnessing the rhythm and flow of combat that defines your clan's approach to warfare. It represents your ability to maintain control and composure amidst the chaos of battle, striking with calculated precision to overwhelm your adversaries.

Parkour Expertise[edit]

You gain proficiency in the Acrobatics skill. Your jumping distance is doubled. This enhancement to your agility is a testament to the urban training you received within the Fidgeter clan. From navigating rooftops to leaping across alleyways, your movements are not just a means of travel but a reflection of your clan's philosophy of fluidity and adaptability in the face of adversity.

Fidget Armor[edit]

You can use your bonus action to spin your robe into a makeshift armor, granting you a +2 bonus to your AC until you move or take damage. You can use this feature twice. You regain expended uses when you finish a short or long rest. This ability reflects the resourcefulness of a Fidgeter in combat. With a flick of your wrist, your robe transforms into a protective barrier, shielding you from harm and allowing you to maintain your agility and freedom of movement.

Ability Score Improvement[edit]

Swift Strike[edit]

When you take the Attack action, you can make one additional attack as a bonus action. This rapid assault catches your opponents off guard, overwhelming them with a flurry of strikes that showcase your lightning-fast reflexes and precision. It is a testament to the agility and finesse instilled by years of training within the Fidgeter clan.

Fidgeter Archetype Feature[edit]

Fidget Fury[edit]

When you use your Fidget Spinners/Spinner Blades or Pop-it Bombs to make a weapon attack, you can roll one additional damage die. This surge of fidget energy fuels your attacks, infusing them with chaotic power and increasing their potency against your enemies.

Ability Score Improvement[edit]

Unstable Defense[edit]

You have disadvantage on Dexterity saving throws against effects that you can see, such as traps and spells, due to your clumsiness. This only happens when a surprise attack starts a battle. This drawback reflects the unpredictable nature of combat and the inherent risks of relying on fidget toys as weapons. However, it also highlights your ability to adapt and thrive in chaotic situations, turning your weaknesses into strengths when the stakes are high.

Fidgeter Archetype Feature[edit]

Evasive Maneuvers[edit]

When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, and only half damage if you fail. This evasive maneuver reflects your unparalleled agility and reflexes, allowing you to gracefully sidestep danger and emerge unscathed from even the most perilous situations.

Ability Score Improvement[edit]

Chaotic Spin[edit]

You can use your action to spin a fidget spinner rapidly, creating a chaotic whirlwind around you. Three creatures of your choice within 10 feet of you must make a Dexterity saving throw against your spell save DC, taking 2d6 slashing damage on a failed save, or half as much damage on a successful one. Once you use this feature, you can't use it again until you finish a short or long rest. This whirlwind of chaos is a manifestation of your mastery over fidget energy, unleashing a devastating attack that cuts through your enemies with reckless abandon.

Fidgeter Archetype Feature[edit]

Ability Score Improvement[edit]

Master Fidgeter[edit]

You have mastered the art of fidgeting. Your speed increases by an additional 10 feet. When you take the Attack action, you can make two additional attacks as a bonus action instead of one. This final evolution of your abilities elevates you to the pinnacle of fidget mastery. With unmatched speed and precision, you dance through the battlefield, striking down your foes with relentless efficiency. You have become a true master of chaos, a living embodiment of the Fidgeter philosophy.


Stuff for This Class Only[edit]

Spinner blade[edit]

You specialize in using Fidget Spinners as deadly weapons, gaining features that enhance your combat prowess and versatility with these spinning tools. When attacking with this roll a 1d8 in piercing damage.

Pop-it Bombs[edit]

You excel in using exploding pop-its to cause chaos on the battlefield, gaining features that allow you to control the flow of battle and disrupt your enemies' plans. When this explodes an enemy rolls a 2d10 in Concussion Damage. They explode on impact.

Mask of Fidget Spinners[edit]

If you have this mask equipped, you get ten extra “Spinner Blades” In and out of battle, but you only get ten extras. Once you have ten extras on you don’t get more.

Mask of Pop-Its[edit]

Just like the Mask of Fidget Spinners but for “Pop-It Bombs”, and you only get five extras.

Fidgeter Archetype Features[edit]

Spinner Blade Archetype Features[edit]

1. Blade Mastery:(level 3) Gain proficiency with a specific type of blade (e.g., dagger, short sword) and deal additional damage with Spinner Blades equal to your proficiency bonus. 2. Spinning Assault:(level 6) Once per turn, when you hit a creature with a Spinner Blade attack, you can choose to make a Spinning Assault. Roll a dexterity saving throw contested by the target's dexterity saving throw. On a

       success, you can make an additional Spinner Blade attack against the same target.

3. Razor Spin(at 10th level) Your Spinner Blades become incredibly sharp, allowing you to cut through defenses with ease. Your Spinner Blades ignore resistance to slashing damage. 4. Fire Spinner( at level 14) Spinner blades can turn on fire dealing an extra 1d4 of fire damage. 5. Bouncing Spinner (at level 18) if you throw a spinner blade and hit the target it can bounce and hit two other enemies in a ten foot radius.

Pop-it Bomb Archetype Features[edit]

1. Bomb Expertise:(level 3) Gain proficiency with alchemist's supplies and the ability to craft explosive pop-it bombs during rests. You can craft three bombs during a short or long rest. 2. Concussive Blast:(level 6) Your pop-it bombs now deal additional concussion damage equal to your Intelligence modifier. 3. Sticky Bombs:(level 10) You can choose to make your pop-it bombs sticky. On a successful hit, the target is restrained until the start of your next turn. 4. Chaos Detonation (at 14th level): You can unleash a massive explosion of chaos. As an action, throw a specially crafted pop-it bombs at a point you can see within 60 feet. Each creature within a 20-foot radius sphere centered on

       that point must make a Dexterity saving throw, taking 2d6 concussion damage on a failed save, or half as much damage on a successful one. After using this feature, you can't use it again until you finish a long rest.

5. Big Bomb(at level 18) you can put five bombs together to make a big explosion now enemies from a 30 feet radius take damage.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing, you must meet these prerequisites: Dexterity 16 and Strength 12.

Proficiencies. When you multiclass into a Fidgeter, you do not gain additional proficiencies.



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