Gimillian (5e Class)

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Chosen by a mysterious book, of unknown origin, you will soon be filled with enough magic power to conquer the world all on your own.

Tether between the multiverses[edit]

Being chosen by a leather bound book can change ones life! Soon after contact you start to hear a voice within your head and believe your growing crazy, until you find the book it talking to you. All it says is "Shall we continue our game?"

Creating a Gimillian[edit]

The book itself named Gimilli has a mind and action of its own, having forgotten its purpose, you must travel together to unlock the secrets it holds

Quick Build

You can make a Gimillian quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom or Intelligence. Second, choose the Dragon casualty background.

Class Features

As a Gimillian you gain the following class features.

Hit Points

Hit Dice: 1d20 per Gimillian level
Hit Points at 1st Level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per Gimillian level after 1st


Armor: Light, Medium
Weapons: Simple weapons, Martial weapons
Saving Throws: Charisma, Wisdom, Intelligence
Skills: Choose any 4


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

  • any simple weapon
  • (a) Leather armor or (b) Scale mail
  • (a) Explorers pack or (b) Dungeon pack

Table: The Gimillian

Level Proficiency
Highest Level Spell Slot Features
1st +2 1st Cantripadatious
2nd +2 1st Never ending retention
3rd +2 2nd Whats a casting material?, Specialty
4th +2 2nd Ability Score Improvement, Everything is never enough
5th +3 3rd Do i need to focus? , Extra Attack
6th +3 3rd Ability Score Improvement, What is love?
7th +3 4th I don't think so, Specialty Feature
8th +3 4th Ability Score Improvement
9th +4 5th Don't Touch me
10th +4 5th Binding of magic schools
11th +4 6th Extra Attack
12th +4 6th Ability Score Improvement
13th +5 7th Best defense is a good offence, Specialty Feature
14th +5 7th Ability Score Improvement
15th +5 8th Extra Attack
16th +5 8th Ability Score Improvement
17th +6 9th You will do as i command
18th +6 9th Truth of the world, Specialty Feature
19th +6 9th Ability Score Improvement
20th +6 9th All is mine


No one knows what they want, that's why sample platters exist. At 1st level, you may now learn and use cantrips from every class

Spellcasting Modifier[edit]

Charisma is your spellcasting modifier, your spell save DC is 8 + your Charisma modifier + your proficiency bonus. Your Spell attack Bonus is Charisma + your proficiency Bonus.

Never ending retention[edit]

Who in their right mind would memorize spells when you have a book to do that for you. you no longer have to forget and relearn spells, instead, you now know every spell in existence, on top of this casting spells no longer require the use of a spell slot. Additionally, you may use multiple reactions on a single turn.

What's a casting material?[edit]

Spending your time and money gathering thoes pesky casting materials, well now you don't need to. Casting materials are no longer needed for you


At 3rd level, you may chose to specialize in either Criticals, Hit Points, or in Spellcasting.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase all ability scores by 2 and gain a feat if they are permitted.

Everything is never enough[edit]

Human limits? Never heard of them. Your ability scores are no longer limited to the max of 30.

Do i need to focus?[edit]

Have you ever walked into a room and forgot why you went in there, it's ok it happens to the best of us. Concentration spells, are now continued as if you were focusing on them, however you may act independently. Additionally there is no limit to how many leveled spells you can cast in one turn.

Extra attack[edit]

"HIT ME BABY ONE MORE TIME" You may now make another attack on your turn. 3 times at level 11 and 4 at level 15, 5 at 20th level.

I don't think so[edit]

Nah bi**h you ain't my dad. You now have advantage against all saving throws and are proficient in all saving throws.

What is love?[edit]

"BABY DON'T HURT ME,DON'T HURT ME... NO MORE." You are now Immune to all Blindness, Charmed, Deafened, Fatigued, Grappled, Incapacitated, Paralyzed, Petrified, Poisoned, Stunned, Unconscious, and Exhaustion, you still can die but it requires 9 failed death saves and when knocked to 0 hit points you remain conscious.

Don't touch me[edit]

No one wants to touch that weird ooz, so don't. Touch spells no longer need to be delivered by touch and instead only a line of sight is needed

Binding of magic schools[edit]

Whats more difficult then choosing a place to eat? Rolling one under the opponents AC. your casting ability now includes your Cha, Wis, and Int modifiers

Best defense is a good offense[edit]

Stun locking your opponents with multiple attacks is how you win in every game. Your AC now is the same as your spell save DC. Additionally, you may cast any two single-target spells simultaneously.

You will do as i command[edit]

Teamwork is a bunch of people running around doing what I tell them to. All creatures now have disadvantage against a saving throw imposed by your spells. Additionally you may extend a persistent spell's duration to the end of an encounter or to one day.

Truth of the world[edit]

Deadpool isn't the only one who can break the 4th wall. By using a bonus action you can inspect a person or creature to find there character information such as HP, ability scores, AC, and all other related information

All is mine[edit]

After tasting everything this reality has to offer, you still don't feel satisfied. you may now travel to other realities freely as you wish



Expanded Critical Range

Starting at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. Starting at 13th level, your weapon attacks score a critical hit on a roll of 18-20. Starting at 18th level, your weapon attacks score a critical hit on a roll of 16-20.


Starting at 7th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. This increases to two additional dice at 13th level and three additional dice at 17th level.


Starting at 13th level, When you crit you may take the attack action without requiring an action.


Starting at 18th level, when you crit you may add your intelligence charisma and wisdom modifier to the damage of your attacks

Hit Points[edit]

Expanded Health Pool

Starting at 3rd level, You Gain 15 hit points and you gain an extra 5 hit points when you level up.

Health Pool

Starting at 7th level, You may Sacrifice a set number of Hitpoints to perform sorcerer meta magic, also you may use any number at one time :

  • Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 hit point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

  • Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 hit point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 hit point to make the range of the spell 30 feet.

  • Empowered Spell

When you roll damage for a spell, you can spend 1 hit point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

• Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 hit point to double its duration, to a maximum duration of 24 hours.

• Heightened Spell When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 hit points to give one target of the spell disadvantage on its first saving throw made against the spell.

• Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 hit points to change the casting time to 1 bonus action for this casting.

• Subtle Spell When you cast a spell, you can spend 1 hit point to cast it without any somatic or verbal components.

• Twinned Spell When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of hit points equal to the spell's level to target a second creature in range with the same spell (1 hit point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.


Starting at 13th level, On your turn, you can use a bonus action to regain hit points equal to 2d20 + your Gimilian level. Additionally, if you put a severed body part of yours back in place when you use this feature, the part reattaches, and you can hold your breath indefinitely, and you don't require food, water, or sleep, although you still require rest to reduce exhaustion and still benefit from finishing short and long rests. In addition, you age at a slower rate. For every 10 years that pass, your body ages only 1 year, and you are immune to being magically aged.

Blood Reaver

Starting at 18th level, Once Per turn you can add your hit points to the damage you deal in any attack, this added damage is doubled on a critical.


Expanded Magic

Starting at 3rd level, You may cast 2 spells when you take the cast a spell action, starting at 7th level, you may cast 3 spells, starting at 13th level, you may cast 4 spells. Additionally, you may ignore all components a spell requires. You also may change the spell saves required in any spell. Additionally, there is no limit to how many-leveled spells you can cast in one turn.

Elemental Wrath

Starting at 7th level, You and Your allies may benefit from the same spell cast multiple times and enemies may suffer further from the spells you cast, Additionally, you may change any element in a spell into any other element


Starting at 13th level, You may add your casting modifier to every die of damage in a spell, you may also expand the range of area of effect spells by 20 feet, and the range of all spells double.

Feel the Burn

Starting at 18th level, instead of rolling for damage die, You deal maximum damage multiplied by the level of the spell slot used to cast the spell.

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