Grandiloquo (5e Class)
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A Grandiloquent[edit]
A Grandiloquent is someone's way of using complicated language to attract admiration and attention, especially to make someone or something seem important. The Grandiloquent is a hydrid of a bard and a sorcerer, here we are going to play with character interpretation because as he mentions the words of power certain new things can happen, and the opposite also happens.
Introduction Leader[edit]
Avoid this class if you're not the type of person who likes a lot of roleplaying. Playing this class your words of power are what they really are: POWERFUL. The idea here is to use certain words in the middle of your adventure that trigger random events, with the same idea of the sorcerer wild magic table. It is always up to the GM to decide which ones will be taken into account for different events. And I will also leave at the end of the class description a table with several possibilities of words that could be used to increment your class. They were used for both attacking, skill checks, and saving throws. Choosing many languages for your character to speak is an interesting thing to do. Imagine a situation where you and your team are in an argument with some villain that only you understand, your skill in diplomacy could save you or make your situation much worse. Let's suppose you made everything worse, in combat you could use your Cloud of Daggers with a word of thundering power and the daggers, when in contact with the targets, cause flashes of lightning in an area beyond the normal 1.5 meters of this spell, which blinded the vision momentarily that way your rogue friend could deal a critical hit (as long as he hits). You could also use your healing spells with another word of light power that increases the healing radius, or causes the spell to heal you for 1d4 hit points.
In addition to the table, for reasons of your creativity and your GM's agreement, you could with some magic item that you eventually find (or not), your words of power create even more powerful secondary effects. Now with no more further ado, let's start creating your Grandiloquo.
Creating a Grandiloquo[edit]
- Quick Build
You can make a Grandiloquo quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the Acolyte background.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d6 per level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per level after 1st
- Proficiencies
Armor: light armor
Weapons: daggers, javelins, slings, quarterstaffs, light crossbows
Tools: three musical instruments of your choice
Saving Throws: intelligence, Charisma
Skills: choose 3 from: Arcana, History, Insight, Perception, Nature, Survival, Investigation, Medicine and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a rapier or (b) a longsword or (c) any simple weapon
- (a) a diplomat pack or (b) an artist pack
- (a) a lute or (b) any other musical instrument
- leather armor and a dagger
Level | Proficiency Bonus |
Features | Power Word Uses | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Power Words | 1 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | — | 1 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | — | 1 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 2 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 2 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 2 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 4 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 16 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 16 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
<!-Class Feature->[edit]
<!-Class feature game rule information->
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<!-Subclass Feature->[edit]
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Ability Score Improvement[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.
<!-Class Feature->[edit]
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<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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