Freelancer (5e Class)
Page by WhiskersTheTriton[edit]
The Jack of All Trades[edit]
Creating a Freelancer[edit]
When creating a Freelancer, ask yourself the following questions: What made your character decide they want to be a Freelancer? Why is your character diverse via all means? Are they a team player? Does your character wish to master all forms of combat? Or could they never choose a certain path to walk down?
- Quick Build
You can make a Freelancer by following these suggestions. First, Intelligence should be your highest ability score, followed by Strength. Second, choose the Noble background.
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: Light armor, shields
Weapons: Simple weapons
Tools: Any one artisan's tools, any one gaming set
Saving Throws: Intelligence, Strength
Skills: Choose any three skills of your choice.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) leather armor or (b) a shield
- (a) any one artisan's tools or (b) any one gaming set
- (a) a diplomat's pack or (b) a scholar's pack
- If you are using starting wealth, you have 4d6 x 10 gp in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Examine, Quick Proficiency | — | — | — | — | — |
2nd | +2 | Spell Casting | 2 | — | — | — | — |
3rd | +2 | Halfsies, Freelancer Subclass | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, Quick Proficiency | 3 | — | — | — | — |
5th | +3 | Divining Rod | 4 | 2 | — | — | — |
6th | +3 | Subclass Feature | 4 | 2 | — | — | — |
7th | +3 | Dungeon Master, Quick Proficiency | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | Stand Ground | 4 | 3 | 2 | — | — |
10th | +4 | Quick Proficiency, Subclass Feature | 4 | 3 | 2 | — | — |
11th | +4 | Damage Reduction | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Waste Not, Quick Proficiency | 4 | 3 | 3 | 1 | — |
14th | +5 | Subclass Feature | 4 | 3 | 3 | 1 | — |
15th | +5 | Greater Ability Score Improvement, Quick Proficiency | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement, Quick Proficiency | 4 | 3 | 3 | 2 | — |
17th | +6 | Square One | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Subclass Feature | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Mimic, Quick Proficiency | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Late Bloomer | 4 | 3 | 3 | 3 | 2 |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery[edit]
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense[edit]
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting[edit]
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection[edit]
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting[edit]
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Examine[edit]
At the first level, you learn how to draw vital information from your rivals. Using an action, you can learn a creature's type family, their languages, an ability score, a skill score, challenge rating, remaining hp, a resistance, an immunity, or a vulnerability. You can use this as many times equal to your Freelancer level and gain expended uses after a long rest. (Half as much rounded down after a short rest.) At level 5 you may expend two uses with one action, at level 9 three uses, at level 13 four uses, and at level 17 five uses.
Quick Proficiency[edit]
Freelancers are quick and efficient learners. At the first level, you gain proficiency with any weapon, armor, language, vehicle, or tool of your choosing. You gain another proficiency at level 4, level 7, level 10, level 13, level 16, and level 19. After level one, gaining another proficiency requires that you spend a short rest learning how to become proficient with this new skill before actually gaining said proficiency.
Spell Casting[edit]
At 2nd level, the Freelancer gains access to several Arcane Imbuements and spells to further augment their ranged attacks.
- Preparing Spells
The Freelancer table shows how many spell slots you have to cast your spells. To cast one of your Freelancer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Freelancer spells that are available for you to cast, choosing from the Freelancerspell list. When you do so, choose a number of Freelancer spells equal to your Freelancer level plus one (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of Freelancer spells requires time spent in studying and meditating: at least 1 minute per spell level for each spell on your list.
- Spells Known
Your spells known equals your Freelancer level plus one (minimum of one spell).
- Spellcasting Ability
Intelligence is the spellcasting ability for your Freelancer spells.
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spellcasting Focus
You can use an arcane or druidic focus as a spellcasting focus for your Freelancer spells.
Halfsies[edit]
Help yourself, and your teammates. At level 3, you may choose to drink a health potion at half the potency. Doing so allows an ally of your choice within 60 ft. to reap the same benefits. At level 7 you may choose an additional target, at level 11 three targets, at level 15 four targets, and at level 19 five targets.
Freelancer Subclasses[edit]
At 3rd level, you may pick a subclass from. You gain a feature at 3rd level from taking this subclass and gain additional features at 6th, 10th, 14th, and 18th levels.
Ability Score Increase[edit]
When you reach the 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.
Divining Rod[edit]
Did someone say treasure? After some experience you've learned the likely locations for hidden treasures and compartments. At level 5, you have advantage on investigation checks relying on finding treasure nearby. You also have advantage on investigation checks when attempting to find hidden entrances and compartments.
Dungeon Master[edit]
You begin to understand the layouts of dungeons, avoiding them is now second nature. At level 7, you have advantage on investigation checks to find hidden traps. If you succeed you learn the nature of the trap. You also gain advantage on dexterity saving throws against traps.
Stand Ground[edit]
Through trials and tribulations, you refuse to stay down. When you reach the 9th level, you have a 75% chance to survive with 1 HP when suffering damage that would result in a K.O.
Damage Reduction[edit]
At level 11, you've become accustomed to the most basic of attacks. You are resistant to damage from nonmagical piercing, slashing, and bludgeoning attacks.
Waste Not[edit]
At 13th level, you become resourceful and learn how to use some items more efficiently. Whenever you use a consumable item there is a 50% chance that you don't expend a use of the item.
Greater Ability Score Improvement[edit]
At the 15th level, the max to your Intelligence or Strength scores increase by 2 for a total of 22. You can increase two ability score of your choice by 1, or one ability score of your choice by 2.
Square One[edit]
At the 17th level, you learn how to nullify all magic and ailments around you. All ailments and curses within a 20 ft radius sphere are lifted. Not only that but all current spells in effect (such as concentrations spells or spells that occur for more than one turn) are immediately ended. After using Square One you can't use it again until you take a long rest.
Mimic[edit]
When you reach the 19th level, you learn how to copy someone's moves and recreate them perfectly. You mimic the last ability used or spell cast in the initiative order. Whether it be your own, an enemy's or an ally's. Use the same stats as the target you copied from, except this move expends zero resources, spell slots, etc. Once you use Mimic, you can't use it again until you take a long rest.
Late Bloomer[edit]
When you reach the 20th level, all of your ability score maximums increase by two, and in turn all of your ability scores increase by two.
Subclasses[edit]
Mages[edit]
Freelancers who focused more on their arcane abilities.
Arcane Scholar[edit]
At level 3, you gain proficiency in arcana and history, if you're already proficient you gain expertise in these skills.
Efficient Caster[edit]
At level 6, when you cast a spell there is a 25% chance that a spell slot isn't expended. (You must have the spell slot already in order to use this ability.)
Mercenaries[edit]
Experienced fighters with a wide range of talents.
Intimidating Figure[edit]
At level 3, you gain proficiency in intimidation and athletics checks, if you're already proficient you gain expertise in these skills.
New Style[edit]
At level 6, you learn an additional fighting style. You may also take the attack action twice on your turn, and your attack and damage bonus with weapons goes up by one.
Merchants[edit]
Merchants focus on the use of items and their way with words to get what they want.
Silver Tongue[edit]
At level 3, you gain proficiency in persuasion and sleight of hand, if you're already proficient you gain expertise in these skills.
True Bargain[edit]
At level 6, you gain advantage on persuasion checks to halve the price of an item you're trying to buy and to double the price of an item you're trying to sell.
All for One[edit]
At level 10, when using a consumable on yourself allies of your choosing equal to your Freelancer level divided by four (rounded down) will gain the same affects.
Freelancer Spell List[edit]
- 1st Level
bane, charm person, comprehend languages, cure wounds, detect magic, detect poison and disease, find familiar, healing word, mage armor, magic missile, thunderwave.
- 2nd Level
find steed, find traps, heat metal, invisibility, lesser restoration, magic mouth, misty step, pass without trace, shatter, web, zone of truth.
- 3rd Level
conjure animals, counterspell, dispel magic, fireball, fly, leomund's tiny hut, lightning arrow, remove curse, sending.
- 4th Level
arcane eye, banishment, confusion, dimension door, freedom of movement, greater invisibility, locate creature, stoneskin.
- 5th Level
animate objects, antilife shell, conjure elemental, hold monster, modify memory, reincarnate, scrying, telekinesis, wall of force.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the ace attorney class, you must meet these prerequisites: 13 Intelligence and 13 Strength Proficiencies. When you multiclass into the ace attorney class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes