Freelancer (5e Class)

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Freelancer[edit]

The Job system is a way to branch out, discover new techniques, and specialize as a powerful warrior. The Freelancer is both the weakest, and the strongest, of these Jobs. While the Freelancer doesn't learn many unique techniques on its own, it can utilize the techniques learned from almost any Job.

The Job System[edit]

The Job system consists of the Freelancer, the Mime, and 20 other classes. Each of these classes can gain levels using ABP, or Ability Points. When a Job earns enough ABP, it advances to the next level, and learns a new technique. Roughly speaking, these techniques can be grouped into two categories: Innate Abilities, which are always active, and Command Abilities, which are denoted by "!" before their name and require activation. Every class can equip one Command Ability, and use this Command even if it comes from another Job. The strength of the Freelancer comes in its option to equip two of these Commands instead of just one, allowing it to function similar to a fusion of two jobs at once. The Mime takes it a step further, being able to equip three Commands.

Creating a Freelancer[edit]

Do you want more of a physical or magical character? Do you want a character who is flexible depending on the needs of the party? Do you want to prioritize offense or defense?

Quick Build

You can make a Freelancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Outlander background. Third, choose the longsword, leather armor, longbow, arrows, handaxes, and the explorer's pack.

Class Features

As a Freelancer you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Dagger
Tools: None
Saving Throws: Con, Wis
Skills: Choose two from Athletics, Acrobatics, Investigation, Medicine, Perception, Perform, Persuasion, Survival

Equipment

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

  • (a) Longsword or (b) Two daggers
  • (a) Chainmail or (b) Leather armor, a longbow, and 20 arrows
  • (a) Light crossbow and 20 bolts or (b) Two handaxes
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Freelancer

Level Proficiency
Bonus
Features MP
1st +2 Job 1, Commands, MP 25
2nd +2 50
3rd +2 Job 2 77
4th +2 Ability Score Improvement 103
5th +3 Job 3, Synergy 130
6th +3 Crystal Shards 156
7th +3 Job 1 Level 2 182
8th +3 Ability Score Improvement 208
9th +4 Job 2 Level 2 235
10th +4 275
11th +4 Job 3 Level 2, Galuf's Sacrifice 302
12th +4 Ability Score Improvement, Mime 330
13th +5 Job 1 Level 3 358
14th +5 Job 2 Level 3 385
15th +5 Job 3 Level 3 413
16th +5 Ability Score Improvement, Omega and Shinryu 441
17th +6 Job 1 Mastered 468
18th +6 Job 2 Mastered 496
19th +6 Ability Score Improvement, Job 3 Mastered 524
20th +6 Freelancer Mastered 546

Jobs[edit]

The Job system allows a Freelancer to switch Jobs as the situation needs. At level 1, you may choose your first Job. This Job starts at Job level 1, granting you its proficiencies and first level abilities. These Jobs will earn experience with you, gaining Job levels at specific levels as marked on the table. Once selected, these Jobs cannot be changed.

Commands[edit]

The signature of a Freelancer is the ability to equip Commands acquired from the jobs he has mastered. As a Freelancer, you can equip two Commands from your list of known Commands. Unless otherwise noted, these Commands require an action to use. Innate Abilities cannot be equipped, and are always active as soon as the appropriate Job level is reached. You may change your equipped Commands at any time outside of battle.

MP[edit]

Some Jobs allow you to cast spells. Instead of Spell slots, these spells require a resource unique to Freelancers known as "MP". Your MP pool has an amount of MP as indicated on the table. If you cast one of these spells, you must subtract the correct amount of MP from your available MP pool. If you do not have enough MP, you cannot cast the spell. MP is refilled after completing a long rest.

Job 2[edit]

At level 3, you may choose a second Job to begin leveling. This Job starts at Job level 1, granting you its proficiencies and first level ability.

Job 3[edit]

At level 5, you may choose a third Job to begin leveling. This Job starts at Job level 1, granting you its proficiencies and first level ability. This will be your final Job choice.

Synergy[edit]

The Jobs can be roughly grouped into three categories. By either focusing on a single category, or by being as flexible as possible, you can gain additional benefits. If you chose three jobs that fit the criteria on the table below, you will gain that Innate Ability.

Name of Synergy Jobs Required Innate Ability
3 Casters Three chosen from White Mage, Black Mage, Time Mage, Summoner, Red Mage, and Mystic Knight Gold Hairpin
3 Warriors Three chosen from Monk, Knight, Dragoon, Samurai, and Berserker Aegis Shield
3 Adventurers Three chosen from Ninja, Thief, Ranger, and Chemist Protect Ring
Soul of a Freelancer One each from Caster-types, Warrior-types, and Adventurer-types Ribbon

Ability Score Increase[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.

Crystal Shards[edit]

After a long adventure, you've recovered all but one of the Crystal Shards. At level 6, you may choose to learn the first level ability of any one Job you haven't chosen. You do not have that Job or its proficiencies, and it cannot level up. This does not affect your Synergy.

Galuf's Sacrifice[edit]

The brave warrior Galuf has fallen in combat against Exdeath. His granddaughter Krile will take his place, and inherit his power in addition to her own. You may change your third Job selection to a different Job, and level it to Job level 2. You no longer have the original Job or its proficiencies, but you may keep its first and second level abilities. If this changes your Synergy, you immediately lose the benefits of the original Synergy and gain the benefits of any new Synergy you qualify for.

Mime[edit]

The humble Mime class takes the ideas of the Freelancer and elevates them to new heights. You may now equip 3 Command Abilities instead of 2.

Omega and Shinryu[edit]

The mightiest beasts in the Void have fallen to your blade. You gain the Omega Badge and the Dragon Seal.

Freelancer Mastered[edit]

You have done so much work, and mastered four jobs. Now its time to reap the rewards. At level 20, you master the Freelancer Job, and gain proficiencies in all armor, shields, and all simple and martial weapons.

The Jobs and Their Abilities[edit]

Each Job has a list of Abilities it learns as it levels up. The following chart lists the Abilities each Job learns as it levels up. Innate Abilities are listed normally, and are always active after you acquire them. Command Abilities have a "!" before their name, and must be equipped and activated to use.

Knight

The Knight is a Job focused on defending themselves and the weak. It grants proficiency with all armor and shields, and with Sword-type weapons. It learns the following Abilities as it levels up: 1 - !Guard, 2 - Cover, 3 - Brave Blade, 4 - Genji Shield

Dragoon

The Dragoon Job is a heavily armored yet acrobatic warrior that attacks with lances. It grants proficiency with all armor, and with Lance-type weapons. It learns the following Abilities as it levels up: 1 - !Jump, 2 - Mythril Helm, 3 - !Lance, 4 - Holy Lance

Samurai

The Samurai is a Job that focuses on powerful strikes against groups of enemies. It grants proficiency with medium and light armors, and with Sword-type weapons. It learns the following Abilities as it levels up: 1 - !Zeninage, 2 - Two-Handed, 3 - !Iainuki, 4 - Shirahadori

Mystic Knight

The Mystic Knight Job utilizes magic bound to blades in order to attack. It grants proficiency with medium and light armors, and with Sword-type weapons. It learns the following Abilities as it levels up: 1 - !Spellblade, 2 - Enhancer, 3 - Crystal Helm, 4 - Genji Gloves

Berserker

The Berserker Job is all about pure, raw, uncontrolled power. It grants proficiency with light armor, and with Axe-type weapons. It learns the following Abilities as it levels up: 1 - Berserk, 2 - Thornlet, 3 - Rune Axe, 4 - Bone Mail

Monk

The Monk Job uses internal energies to enhance attacks and heal itself. It grants proficiency with light armor, and with unarmed strikes. It learns the following Abilities as it levels up: 1 - !Focus, 2 - Barehanded, 3 - !Chakra, 4 - Counter

White Mage

The White Mage Job performs healing magics to mend wounds and cure diseases. It grants proficiency with light armor, and with Staff-type weapons. It learns the following Abilities as it levels up: 1 - !White, 2 - MP +10%, 3 - Sage's Miter, 4 - Sage's Staff

Black Mage

The Black Mage Job performs dark magics to attack enemies. It grants proficiency with light armor, and with Staff-type weapons. It learns the following Abilities as it levels up: 1 - !Black, 2 - MP +30%, 3 - Wizard's Hat, 4 - Magus Rod

Time Mage

The Time Mage Job uses magic to manipulate time and space. It grants proficiency with light armor, and with Staff-type weapons. It learns the following Abilities as it levels up: 1 - !Time, 2 - Mage Masher, 3 - Hermes Sandals, 4 - Mirage Vest

Summoner

The Summoner Job calls upon the aid of monsters to assist in battle. It grants proficiency with light armor, and with Staff-type weapons. It learns the following abilities as it levels up: 1 - !Summon, 2 - Main Gauche, 3 - !Call, 4 - Diamond Armlet

Red Mage

The Red Mage Job uses both Black and White Magics, although it cannot reach as high a level as either. It grants proficiency with light armor, and with Staff-type weapons. It learns the following Abilities as it levels up: 1 - !Red, 2 - Reflect Ring, 3 - !Dualcast, 4 - Wonder Wand

Thief

The Thief Job excels in speed and agility. It grants proficiency with medium and light armors. It learns the following Abilities as it levels up: 1 - !Steal, 2 - Thief's Gloves, 3 - !Mug, 4 - Artful Dodger

Ninja

The Ninja Job uses stealth and trickery to avoid attacks while striking. It grants proficiency with medium and light armor, and with Sword-type weapons. It learns the following Abilities as it levels up: 1 - !Throw, 2 - Dual Wield, 3 - !Image, 4 - Twin Lance

Ranger

The Ranger Job is a master of bows and crossbows. It grants proficiency with medium and light armors, and with Bow-type weapons. It learns the following Abilities as it levels up: 1 - !Aim, 2 - Elven Mantle, 3 - !Rapid Fire, 4 - Yoichi's Bow

Chemist

The Chemist Job mixes potions and tinctures from raw ingredients. It learns the following Abilities as it levels up: 1 - !Mix, 2 - Pharmacology, 3 - !Recover, 4 - Angel Robe

Weapon Lists[edit]

Throughout the class description, weapon "types" have been referred to. The following list has a classification for most weapons; if a weapon is not listed, it does not fit any category unless your DM places it in one.

Weapon-type Included Weapons
Sword-type Short sword, Long sword, Rapier, Scimitar, Greatsword
Lance-type Javelin, Spear, Lance, Pike, Trident
Axe-type Handaxe, Battleaxe, Greataxe, Halberd
Staff-type Club, Greatclub, Mace, Quarterstaff, Flail, Maul, Morningstar
Bow-type Shortbow, Longbow, Light crossbow, Heavy crossbow, Hand crossbow

Abilities List[edit]

Command Abilities

The following abilities are all Command Abilities. Unless otherwise stated, they require an action to use.

!Aim: You may make a single ranged attack, and add 20 to that attack roll.
!Black: You have access to the first level of Black Magic spells listed below.
!Call: You may attempt a random Summon for no MP cost. Roll a d5 to determine the spell level, then a d3 to determine the spell. !Chakra: You recover 2d10 HP, and if you have the Blind and/or Poisoned conditions, you may remove them.
!Dualcast: You may use this action to cast two spells from any spell list you know.
!Focus: This Command can only be used if you haven't moved or used any actions, bonus actions, or free actions this turn. You cannot take any other actions or reactions until your next turn, but you may roll twice the number of damage dice on your next attack.
!Guard: If you would receive damage from a melee attack and you are holding a shield, roll a d4 and subtract the result from the incoming damage. This Command lasts until your next turn.
!Iainuki: You may make a single attack roll against any number of targets within 5ft of you. If the attack hits, roll a d4. On a result of 1, nothing happens. On any other result, the target instantly dies.
!Image: You create two images that last until they are destroyed or you exit combat. If you are targeted by an attack while both images are active, roll a d3. If only one image is active, roll a d2. On a result of 1, you take the attack as normal. On any other result, the attack misses and one of the images is destroyed. You may not have more than two images at any time.
!Jump: You may use an action to move up to 5 ft, and perform a single melee attack at the end of your movement as a bonus action. This movement cannot be interrupted and does not trigger Attacks of Opportunity. If you are using a javelin, spear, lance, pike, or trident, you deal double the damage with this attack.
!Lance: You may make a single melee attack with a held javelin, spear, lance, pike, or trident. You regain HP equal to half the damage dealt, rounded up; and you regain MP equal to 1/4 of the damage dealt, rounded up.
!Mix: You can craft and use an item as if you were an Alchemist.
!Mug: This works the same as !Steal, but if the attack hits, you inflict damage as normal.
!Rapid Fire: You can make two ranged attack actions with this Command.
!Recover: You remove all conditions from yourself except Grappled, Incapacitated(and any effects that include Incapacitated), Prone, and Restrained.
!Red: You have access to the first level of both Black Magic and White Magic spells listed below.
!Spellblade: You gain access to the first level of Spellblade spells on the list below.
!Steal: You may make a single attack roll. If it hits, you do not deal damage, but instead gain one item from the target's inventory list.
!Summon: You have access to the first level of Summon spells listed below.
!Throw: If you attack with a thrown weapon, add 1 to your attack and damage rolls.
!Time: You have access to the first level of Time Magic spells listed below.
!White: You have access to the first level of White Magic spells listed below.
!Zeninage: You must destroy an amount of gold pieces equal to ten times your Freelancer level in order to use this Command. If you do, you may roll a number of d10s equal to your Freelancer level, and deal that much damage to any number of targets within 20ft of you.

Innate Abilities

The following Abilities are Innate Abilities. They are always active. They do not use a Command slot, and do not require activation.

Aegis Shield: This Ability is only active as long as you are holding a shield. While active, you have advantage on saving throws to reduce or avoid damage from magical sources.
Angel Robe: This Ability is only active as long as you are wearing light armor. While active, you gain resistance to the Acid damage type, and have advantage on saving throws to resist or cure poison.
Artful Dodger: Your movement speed is increased by 10 ft, and your Dexterity is increased by 1.
Barehanded: If you attack with unarmed strikes, you deal double the damage with those attacks.
Berserk: If you perform no other actions besides using the Attack action on a target within 5 ft of you, you may add your Freelancer level to your attack rolls.
Bone Mail: This Ability is only active as long as you are wearing medium or heavy armor. While active, you gain resistance to Cold and Necrotic damage types, but gain vulnerability to Fire and Radiant damage types.
Brave Blade: This Ability is only active as long as you are using a Sword-type weapon. While active, if you have a shield in your offhand, you may add your shield's AC bonus to your attack and damage rolls.
Counter: When you take damage from a melee attack made by an enemy within 5 ft of you, you may use your reaction to perform a single melee attack against that enemy.
Cover: If an attack would reduce the HP of an ally within your movement range to 0 or less, you may move to within 5 ft of that ally, and have the attack deal the damage to yourself instead.
Crystal Helm: This Ability is only active as long as you are wearing headgear. While active, add 2 to your AC.
Diamond Armlet: This Ability is only active as long as you are wearing a bracelet or bracers. While active, reduce damage dealt to you by 1.
Dragon Seal: You gain Damage Resistance 1.
Elven Mantle: This Ability is only active while you are wearing a cape. While active, any time a melee attack targets you, roll a d3. On a 1, that attack misses.
Enhancer: This Ability is only active as long as you are using a Sword-type weapon. While active, you have advantage on your damage rolls for attacks and spells that deal fire, cold, or lightning damage.
Genji Gloves: This Ability is only active as long as you are wearing gloves. While active, add 1 to your AC.
Genji Shield: This Ability is only active as long as you are using a shield. While active, add 1 to your AC.
Gold Hairpin: This Ability is only active as long as you are wearing headgear. While active, reduce the MP cost of spells by half. Round up the remaining total.
Hermes Sandals: This Ability is only active as long as you are wearing shoes. While active, add 1 to all Initiative rolls, and you cannot be affected by the sleep spell.
Holy Lance: This Ability is only active as long as you are using a Lance-type weapon. While active, add 1 to your damage rolls, and your weapon's damage type becomes radiant.
Mage Masher: This Ability is only active as long as you are using a Dagger. While active, if you make a critical hit, you may immediately cast silence on the target without expending a spell slot or MP, even if you do not know that spell.
Magus Rod: This Ability is only active as long as you are using a Staff-type weapon. While active, if you cast a spell with fire, cold, or lightning elemental damage, you have advantage on the damage roll.
Main Gauche: This Ability is only active as long as you are using a Dagger. While active, if you are targeted by a melee attack, roll a d4. On a 1, the attack misses.
Mirage Vest: This Ability is only active as long as you are wearing light armor. While active, after every long rest, you have the !Image Command active, even if you don't have that Command, except that you only have one image. Once this image is destroyed, it cannot be recreated until you complete another long rest. You may not have more than two images at any time.
MP +10%: Increase your maximum MP by 3 each time you gain a Freelancer level. This is retroactive for levels already earned.
MP +30%: Increase your maximum MP by 9 each time you gain a Freelancer level. This is retroactive for levels already earned.
Mythril Helm: This Ability is only active as long as you are wearing headgear. While active, add 1 to your AC.
Omega Badge: You gain resistance to damage caused from non-magical sources.
Pharmacology: Any potions or drinkable items you consume have double the restorative effect.
Protect Ring: This Ability is only active as long as you are wearing a ring. While active, increase your AC by 1. You may also regain your Freelancer level in HP at will, up to three times per long rest.
Reflect Ring: This Ability is only active as long as you are wearing a ring. While active, any spells that target you, regardless of source, apply to the source instead.
Ribbon: This Ability is only active as long as you are wearing headgear. While active, you have advantage on saving throws to resist or cure a condition.
Rune Axe: This Ability is only active as long as you are using an Axe-type weapon. While active, you may spend MP to increase damage on a critical hit. For every 10 points of MP spent, you may add 1 point of damage to your critical hit. This damage is applied after any multipliers.
Sage's Miter: This Ability is only active as long as you are wearing headgear. While active, increase your maximum MP by 5.
Sage's Staff: This Ability is only active as long as you are using a Staff-type weapon. While active, add 1 to your damage rolls, and your weapon's damage type becomes radiant.
Shirahadori: Whenever you are the target of a melee attack, you may use your reaction to roll a d4. On a result of 1, the attack misses you, regardless of any other effects.
Thief's Gloves: This Ability is only active as long as you are wearing gloves. While active, add your Freelancer level to attack rolls when using the !Steal or !Mug Commands.
Thornlet: This Ability is only active as long as you are wearing headgear. While active, add 3 to your AC. You lose HP equal to your Freelancer level after completing a long rest.
Twin Lance: This Ability is only active as long as you are using a Lance-type weapon. While active, you may use a bonus action to perform an additional attack against a target you have hit with a melee attack this turn.
Two-Handed: If you are wielding a one-handed weapon, and your other hand is free, you may double the die result when rolling damage.
Wizard's Hat: This Ability is only active as long as you are wearing headgear. While active, increase your maximum MP by 5.<
Wonder Wand: This Ability is only active as long as you are using a Staff-type weapon. While active, if you land a successful attack, instead of rolling damage, roll a d6. On a result of 1, 2, or 3, you cast Cure on the target. On a result of 4, you cast Fire; 5, Blizzard; and 6, Thunder. This spell is cast with no MP cost.
Yoichi's Bow: This Ability is only active as long as you are using a Bow-type weapon. While active, your critical threat range is doubled.

Black Magic Spell List[edit]

You know all of the following spells.

!Black1

Firebolt, Icebolt(as Firebolt but Cold damage), Thunderbolt(as Firebolt but Lightning damage)

!Black2

Poison(inflicts the poison status), Sleep, Polymorph

!Black3

Fireball, Iceball(as Fireball but Cold damage), Lightning Bolt

!Black4

Vampiric Touch, Flesh to Stone, Harm

!Black5

Fire Storm, Cold Storm(as Fire Storm but Cold damage), Lightning Storm(as Fire Storm but Lightning damage)

!Black6

Meteor Swarm, Power Word Kill, Osmose(regain lower level spell slots)

White Magic Spell List[edit]

You know all of the following spells.

!White1

Cure Wounds, Identify, Protection from Poison

!White2

Silence, Shield, Reduce

!White3

Mass Cure Wounds, Death Ward, Confusion

!White4

Etherealness, Globe of Invulnerability, Greater Restoration

!White5

Heal, Primordial Ward, Dominate Monster

!White6

True Resurrection, Sunburst, Antimagic Field

Time Magic Spell List[edit]

You know all of the following spells.

!Time1

Longstrider, Slow, Aura of Vitality

!Time2

Silence, Haste, Levitate

!Time3

Hex, Hold Person, Teleport

!Time4

Melf's Minute Meteors, Slowga(as Slow but double effects), Contingency

!Time5

Flesh Rot(as Contagion, but can only choose Flesh Rot), Hastega(as Haste but double effects), Sickening Radiance

!Time6

Meteor Swarm, Time Stop, Imprisonment

Summon Spell List[edit]

You know all of the following spells.

!Summon1

Magic Missile, Vampiric Touch, Entangle

!Summon2

Fireball, Iceball, Lightning Bolt

!Summon3

Investiture of Stone, Destructive Wave, Flesh to Stone

!Summon4

Chain Lightning, Primordial Ward(affects all allies and self), Power Word Kill

!Summon5

Tsunami, Sunburst, Phoenix(as True Resurrection and Flame Strike)

Spellblade Spell List[edit]

You know all of the following spells.

!Spellblade1

Firebolt, Coldbolt, Thunderbolt

!Spellblade2

Poison, Silence, Sleep

!Spellblade3

Fireball, Iceball, Lightning Bolt

!Spellblade4

Vampiric Touch, Flesh to Stone, Harm

!Spellblade5

Fire Storm, Cold Storm, Lightning Storm

!Spellblade6

Sunburst, Meteor Swarm, Osmose

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