Jack-of-all-classes (5e Class)

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Myth of Lytheria: the Ancient City Powered by Stone[edit]


Long ago, in the days before your great, great, great grandparents was a small wonderous hovering city-nation called Lytheria. I am sure that you have heard of great ancient cities that are able to fly to new lands. Lytheria is not like those cities. This "flying" city hovers only a few feet away from the ocean water. Its magic is far too weak to magic the entire city above the stormy waters, much less a gentle green hill on land. Lytheria is not much different than a large hovering boat. It constantly floats from one port to another, trading wonderous items. Lytheria was a wonderous city full of wonderful artificers and magic users. They store magic in stones, pearls, and crystals. It is only natural for them to be experts in golem creation.

This story is not about the city of Lytheria or its wonderous golems. It is about a young wizard who's name is lost to history and her crystal that single handed ended her own civilization.

Nameless wizard

A young soon-to-be wizard sighs as she stares out of the window. She lazily watch stone golems collecting trash. She has been stuck on trying to understand this "useless" colorless crystal. Her "outgoing" and "adventurous" father has sent her another useless stone as a gift from his travels. He claims that the crystal holds "great" power that will "change" everything. Like all of the other useless stone that he has sent, wizard's father claims that she is the only one that can unlock its "power".

It was late night, a night which most people of her age would be out to party with friends. Not her. She is stuck at home with a useless crystal to keep her company. The future wizard is studying for the final test. Her grades was bad and getting a good grade on this test will, barely, make her succeed the class. She has trouble at memorizing complex spells and remember important facts for the upcoming test.

The stressed student jolts up in her seat and a loud clang as a crystal falls onto the desk. The morning sunlight steams through the wind. The groggy human moans in pain. Her head hurts from long periods of studying, stay up late, and accidently using the hard crystal as a pillow. Her eyes widen as she sees the time. She is almost late for school. She quickly tosses all of her study material in the backpack and rushes out of the door.


The tired and hurried student rushed to her first class. The bell rings as she sits down at her usual seat. Its test time. It is time to put all the studying to the test. As the teacher places the final test papers in front of the almost late student, the student stares at her test blankly. She cannot remember most of the material of test. The panicked student try to recall any moment that she has study for the test. Nothing. It is like someone purposely and magically removed her memories. How can she pass this important test? In her panic, she unconsciously reached into her pocket. The troubled person's finger unexpectedly hits a cold, hard object. The crystal that her father gift to her. The surprised spell caster thought that she left it at home. At her touch, the crystal warms up and memories flood into the victim's head. She recall perfectly of the times that she has studied. The will be wizard smiles. This final test will be a breeze. This useless crystal is not so useless.

Mass Production

Many years has past. The student used her crystal to store her memories into it. At anytime, she can fetch With this feature, she quickly learned all types of magic and learn a few non-magical abilities. With years under her belt, she sets out to reproduce the "memory" crystal. With the funding from the government and the brightest minds, they discover on how to create new "memory" crystals. It is said that the process of creating new crystals was so horrifying, that our familiar fully trained wizard killed herself. No matter how cruel the creation process is, the government mass produced this crystals for the general public. Soon everyone in Lytheria has one.

Fall of Lytheria

An unknown time has pasted since the mass production of the "memory" crystals and the death of the discover of these crystals. One day, a small port town was visited by the floating town of Lytheria. Unlike the previous times, the city was quiet, almost like a ghost town. The villagers called out to the city but no sound comes from the city. The villagers climb aboard on the hovering island. Everything was a mess. It seemed that their was a mass riot at some point. On the ground their was dead bodies but not a single drop of blood or signs of wounds. Strange small crystals grow on the dead body, clustered of the head and spine. Later, medics discover that the bodies die, not by the crystal growth, but from lack of food, water, or air. It almost as if they forgot how to take care of themselves. Blinded by greed, the villagers looted Lytheria. Seeing that the crystal made great jewelry, they dissected the body and crafted the crystals in jewelry.


It is said that Lytheria's crystals can be found in any old jewelry. You never know if your old heirloom or jewelry store contains the lost Lytheria crystals. The crystals are dormant and impossible to tell if they are the real deal. Until that special someone touches one and makes that special connection. There is rumors that old caves containing natural Lytheria crystals, the location where that poor wizard's father first discover these dangerous crystals.


Each class is specialized in something. Wizards are masters of magic. Rogue are masters of skills. Monks are masters of unarmed fighting. Paladins are masters of smiting. What happens if there was a way to change your own class at will? There is a mythical magical item that makes this dream come true. A Crystal has the ability to hold knowledge of any class. With this priceless artifact, a normal person can experience any class that they can imagine.

Jack-of-all-classes is someone with great potential and lucky enough to find one of these dormant Lytheria crystal. Unlike the myths, these crystal are perfectly safe for you to use. At least that what you strongly believe. You freely can store and fetch your past experiences into and from your crystal. You are not a master of anything. You are more of a jack-of-all-trades with your near unlimited potential drawing from many years of experience and class features.

Creating a Jack-of-all-classes[edit]

Glowing Crystal Teardrop Necklace Larp, [[1]]

What drives your character to spend effort and time to learn all of the classes? What stops your character's desire to be focused in a single class? How did you find Lytheria's crystal? How did that discovery change your life?

Quick Build

You can make a Jack-of-all-classes quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution. Second, choose the sage background.

Class Features

As a Jack-of-all-classes you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jack-of-all-classes level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jack-of-all-classes level after 1st


Armor: light armor
Weapons: simple weapon
Tools: none
Saving Throws: Constitution and Intelligence
Skills: Choose any 2 skills of your choice


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

  • (a) any two simple weapon or (b) any one simple weapon and shield or (c) any one martial weapon and any one simple weapon
  • (a) 2 daggers or (b) sling shot and bag containing 20 rounds of ammo
  • Lytheria's Crystal (or more widely known as memory crystal), Spellbook, and leather armor

Table: The Jack-of-all-classes

Level Proficiency
Features Mimicries Known Mimicry Level Cantrips Known Spells Prepared —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Novice Spellcaster, Memory Backup, Class Mimicry 1 1 1 2 2
2nd +2 Novice Fighter, Loyal Crystal, Mimicry Switch, Mimicries Known (2) 2 1 1 3 3
3rd +2 Crystal Focus, Crystal Storage, Gear Switch 2 2 2 4 4 2
4th +2 Ability Score Improvement 2 2 2 5 4 3
5th +3 Novice Boon 2 2 2 7 4 3 2
6th +3 Mimicries Known (3) 3 3 2 8 4 3 3
7th +3 Sword and Shield Expert 3 4 2 9 4 3 3 1
8th +3 Ability Score Improvement 3 5 2 10 4 3 3 2
9th +4 Crystal Focus Improvement 3 6 2 11 4 3 3 3 1
10th +4 Mimicries Known (4) 4 7 3 13 4 3 3 3 2
11th +4 Weapon Expert 4 8 3 14 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 9 3 15 4 3 3 3 2 1
13th +5 Mimicries Known (5) 5 9 3 18 4 3 3 3 2 1 1
14th +5 Crystal Focus Improvement 5 10 4 19 4 3 3 3 2 1 1
15th +5 Crystal and Spellbook Link 5 11 4 18 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 12 4 19 4 3 3 3 2 1 1 1
17th +6 Mimicries Known (6), Armor Expert 6 13 4 22 4 3 3 3 2 1 1 1 1
18th +6 Crystal Focus Improvement 6 13 4 23 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 14 4 24 4 3 3 3 3 2 1 1 1
20th +6 Muliti-Mode Form, Mimicries Known (7) 7 15 4 25 4 3 3 3 3 2 2 1 1


At 1st level, you use a Spellbook containing Spells to help you remember your spells.

Cantrips (0-Level Spells)

At 1st level, you know one cantrips of your choice from any spell list. At higher levels, you learn additional cantrips from any spell list, as shown in the Cantrips Known column of the Jack-of-all-classes table.

When you gain a level in this class, you can replace one of the cantrips you know with another cantrip from any spell list.


At the 1st level, you have a Spellbook containing two 1st level spell from any spell list and all the spells you learned from Novice spellcaster. Your spellbook is the repository of all the Spells you know, including your Cantrips.

All spells in your spellbook cannot be copied in any way.

Learning New Spells

Each time you level up in Jack-of-all-classes, you write down two new spells from any spell list of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Casting Spells

The Jack-of-all-classes table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Ritual Casting

You can cast a Jack-of-all-classes spell as a ritual if that spell has the ritual tag and you have prepared the spell from your spellbook.

Spellcasting Focus

You can use Lytheria's crystal as a Spellcasting Focus for your Jack-of-all-class' spells.

You can embed your crystal into a weapon or shield and it still preforms as a Spellcasting Focus. Jewelry containing Lytheria's crystal can serve as your Spellcasting Focus. The only requirement for these two option is that the crystal is exposed and touching your skin.

Preparing Spells

You prepare the list of Jack-of-all-classes Spells that are available for you to cast. To do so, choose several spells from any class's spell list from your spellbook up to the Prepared spells column in the Jack-of-all-classes table.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Jack-of-all-classes' Spellcasting Ability depends on the current Mimicry Class.

Bad Memory

Even if you can learn and prepare the spells and cantrips, you are unable to cast those spells unless the current Mimicry Class' spell list contain those spells and cantrip.

You are able to cast any spells gained Novice Spellcaster and from any other multiclass' spells.

Novice Spellcaster[edit]

At 1st level, your connection with your crystal gives you a little magical ability. You learn any one wizard cantrip and any one 1st level wizard spell of your choice.


Unlike your other spells, you use your intelligence for your Spellcasting Ability when you cast spells from Novice Spellcaster. You use your Intelligence whenever a spell refers to your Spellcasting Ability. In addition, you use your Intelligence modifier when setting the saving throw DC for Novice Spellcaster spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack modifier = your Proficiency Bonus + your Intelligence modifier

Memory Backup[edit]

At the 1st level, you can store and retrieve memories inside your crystal. As an action, you can move any of your memories to the crystal. While you no long can recall those memories, you do remember the process of putting your memories into your crystal. In most cases, you do remember the subject and very broad details of the stored memory.

As an action, you can move the memories from the crystal and return it back into your head. You can recall those stored memories as clear as the day you originally stored them.

Class Mimicry[edit]

At the 1st level, you learn a way to store memories of classes inside the crystal. Choose one of the class mimicries options below. As you gain levels in this class, you can have more class mimicries, as seen in the Jack-of-all-trades table under the Class Mimicry column.

Class Mimicry Table
Class Mimicry Proficiency Gained Primary Ability Score Subclass Mimicry Toughness Spellcaster Spell List
Artificer Medium armor, shields, Thieves’ tools, and tinker’s tools Intelligence Alchemist No Half Artificer
Barbarian Medium armor, shield, and martial weapons Strength Totem Yes None None
Bard Musical instrument and persuasion Charisma Lore No Full Bard
Cleric Medium armor, shields, and martial weapons Wisdom Life No Full Cleric
Druid Medium armor and shields Wisdom Land No Full Druid
Fighter All armors, shields, and martial weapons Strength Cavalier Yes None None
Monk Short swords Dexterity Open hand No None None
Paladin All armors, shields, and martial weapons Charisma Devotion Yes Half Paladin
Ranger Medium armor, shields, martial weapons, and nature Dexterity Hunter Yes Half Ranger
Rogue Thieves' tools, stealth, and slight of hand Dexterity Thief No None None
Sorcerer None Charisma Draconic No Full Sorcerer
Warlock None Charisma Fiend No Full Warlock
Wizard None Intelligence Evocation No Full Wizard

Class Mimicry Table Key[edit]

Proficiency Gain

When you are in this class mimicry, you gain those proficiencies. If you already have those proficiency, then nothing happens.

Primary Ability Score

It represents what ability score modifier could be improved. If your primary ability score modifier is lower than your Intelligence modifier / 2 (rounded up), you can replace your primary ability score modifier with Intelligence modifier /2 (rounded up). This does not effect your ability score.


It determines which subclass that class mimicry will utilize.

Mimicry Toughness

You gain Jack-of-all-classes levels worth of temporary hit points when you are in one of the class mimicries that have the mimicry toughness. This number of temporary hit points is shared across all class mimicries that have the mimicry toughness. You only restore these temporary hit points after long rest.

Spellcaster and Spell List

Spellcaster influences if the class mimicry limits your spellcasting and what spell you can cast.

  • None

Your spellcasting is almost non-existing. You can only cast cantrip that you learn from Novice spellcaster. You cannot cast any other cantrips or spells

  • Half

You can not use spell slots that are more than the Jack-of-all-classes level divided by 4 (rounded up). You unlock the ability cast spells from this class's spell list. You still are able to cast cantrip and spell that you learn from Novice spellcaster.

Your new spellcasting ability is the primary ability score modifier. Spells in Novice Spellcaster still uses intelligence as the spellcasting modifier.

Spell save DC = 8 + your Proficiency Bonus + your primary ability score modifier

Spell Attack modifier = your Proficiency Bonus + your primary ability score modifier

  • Full

You unlock the ability cast spells from this class's spell list. You still are able to cast cantrip and spell that you learn from Novice spellcaster.

Your new spellcasting ability is the primary ability score modifier. Spells in Novice Spellcaster still uses intelligence as the spellcasting modifier.

Spell save DC = 8 + your Proficiency Bonus + your primary ability score modifier

Spell Attack modifier = your Proficiency Bonus + your primary ability score modifier

Class Mimicry Features[edit]

At 1st level, class mimicries don't just grant proficiencies and spellcasting, it provides features from the original class. While in class mimicry, you gain all features of a 1st level in the original class. Your subclass for your class mimicry's feature can be found in the class mimicry table in class mimicry. Any feature that relies on the current class level, like rage or wild shape, treats mimicry level as levels of that class.

Whenever you gain jack-of-all-trades levels, your mimicry level may increase. When this happens, you gain all features of that new mimicry level in the original class except for ability score improvement, spellcasting, and pact magic.

Replacing Class Mimicry

After a long rest, you can replace one of your class mimicry with another class mimicry of your choice. If that Class Mimicry is a spellcaster, you may remove any number of spell in it's spell list from your spellbook. For each spell removed this way, you write a new spell from any spell list into your spellbook.

Set in Stone

When you learn a new feature from a class mimicry that has permeant multiple choices to pick from (like fighting style from fighter class), you are stuck with that feature as long you know that class mimicry. Using Mimicry Switch to make that class inactive then active does not change your choice on that feature. The only way to change your choice is to forget that class mimicry by replacing it, and then learn the class mimicry again in the future.

Additional Class Mimicry Features[edit]

Some class mimicries have additional features to properly work.

Novice Infusions

Granted to artificer class mimicry

Unlike the proper artificer counterpart, your infusions don't last as long. All of your infusions with the exception of homunculus servant and replicate magic item expire after long rest.

With the power of the crystal, if you end long rest as artificer class mimicry, all of your infusions are automatically refreshed. The first time you switch into artificer class mimicry after a long rest will automatically recreate all non-active infusions.

Unlike other class features, Artificer's infusions don't expire or disappear after switching out of Artificer Mimicry.

As you are still new to this, you make one less artificer infusions than normally.

Dark Magic

Granted to warlock class mimicry

As an action, you expend 3 spell slots of any level to create 1 dark magic spell slot. The dark magic spell slot's level is equal to the lowest spell slot level (max 5) used to create this. Unlike normal spell slots, dark magic spell slots are restored after short rest. Dark magic spell slot only disappears after long rest or after 24 hours.

Unlike most abilities, dark magic spell slots are usable by all class mimicry. The usual spell slot level limitations still apply to dark magic spell slots. Only the creation of dark magic spell slots is limited to warlock class mimicry.

Nature's Curse

Granted to druid class mimicry

Whenever you are in druid mimicry, any metal armor that you are wearing magically unequip from you. This has no effect on metal shields and weapons.

Fighter Novice[edit]

At the 2nd level, you practice your weapon fighting. You gain proficiency in one martial weapon of your choice.

Mimicry Switch[edit]

At the 2nd level, you learn to store memories of Class Mimicry into your crystal After short or long rest, you can switch your current, active class mimicry to a different inactive class mimicry that you have prepared. You lose all features and abilities from your old active class mimicry. During the switch, you automatically dispel and remove ongoing abilities or spells created by you, like rage and santurary. Spells casted by Novice Spellcaster is unaffected by this. You gain all features of your new mode.

When you switch back to a class mimicry that you have used, expended resources (like Mimicry Toughness and bardic inspiration) do not get restored. When you switch back, previously activated effects like bardic inspiration and santurary does not resume.

All class mimicries can benefit from short or long rest, regardless of whether it is your active or inactive class mimicry. Only the active class can use short or long rest based features, like the song of rest and arcane recovery.

Whenever you switch your class mimicry, you may cause your crystal to change color, create a harmless sound, or a harmless flash of light. You cannot mimicry switch if you do not have your crystal within 30 ft of you.

Loyal Crystal[edit]

At 2nd level, you begin to understand your crystal better. As an action, you can summon your crystal to you regardless of the current location or plane of existence it is in. After a long rest, you can create a new Crystal, and the old one crumbles into ash.

Crystal Focus[edit]

Each jack-of-all-classes have different reactions to the crystal. Some of them desire to improve the speed of changing mimicry class. Others want to enhance mimicry class itself. At the 3rd level, you chose a Crystal Focuses. Choose between Change Focus, Mimicry Focus, Specialty Focus, Power Focus, and Subclass Focus, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 14th, and 18th levels.

Crystal Storage[edit]

At 3rd level, you discover a method to store items in your crystal. Your crystal can magically store up to 500 pounds of items. You can only store weapons, armors, clothes, tools, quiver, and ammo. No other type of item may be put inside. You can take out or put in any of these items as you would a regular item interaction from your bags. Crystal has the same weight regardless of what is inside. If the crystal is destroyed, the items come out and land on the ground.

Gear Switch[edit]

At the 3rd level, your connection with the crystal grows. As an action, you can change your gear that you are equipped with any gear inside the crystal that you are proficient in or do not require any proficiency (like clothes).

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.

Novice Boon[edit]

At the 5th level, you . Choose one feature below. You are able to use these feature regardless of your mimicry class

Artificer's Creation

You learn to awaken your crystal. You gain Homunculus Servant Infusion. Your Lytheria's crystal serves as the homunculus' heart and it serves as the 100 gd crystal requirement for this infusion.

Bard's Skills and Charm

You pick up the great skills and sharp tongue from the bards. You gain Jack-of-all-trades from bard class.

Additionally, whenever you are in Bard Mimicry, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. You can change this "expertise" each time you switch into a Bard Mimicry.

Cleric's Holy Mission

You become better at killing undead and healing others. Whenever you use your action to harm an undead, you deal an extra d4 radiant damage. When you do so, an ally within 5ft of that undead is healed 1 hp.

Druid's Natural Connection

You are more connected with nature. Once per short rest, you can cast find familiar.

Additionally, you learn speak with animals and speak with plants spells. These spells count part of your Novice Spellcaster's spells.

Fighter's Combat Skill

You are better at honing your combat skills. You learn one fighting style from any class.

Monk's Agility

You become as mobile as a monk. You gain deflect missiles from monk class. Treat Jack-of-all-classes levels as monk levels for this feature.

Additionally your speed is increased by 10 ft.

Paladin's Smite

You are able to channel some of the divine energy of a paladin.

Ranger's Keen Eye

You learn new tricks from the younger rangers. You learn Favored Foe optional feature from ranger. Treat Jack-of-all-classes levels as monk levels for this feature.

Rouge's Surprising Attacks

You become better at hitting the weak spots in your enemy. You gain sneak attack from rouge class. Treat your (proficiency modifier -1) as rogue class for this feature. This stacks with sneak attack from other sources.

Sorcerer's Metamagic

You learn how to mess with the weave. You gain the metamagic feat.

Warlock's Dark Magic

You learn the dark magic of a warlock. You learn on 1st level warlock invocation.

Additionally, cantrips from your Novice Spellcaster deals extra damage equal to your charisma modifier.

Wizard' Knowledge

You study the great spells of wizards. You learn 5 new wizard spells and 5 new spells from any spell list. Each time you level up in this class, you learn one more wizard spell and one more spell from any spell list,

Spellcaster's Extra Magic

You become better at magic. Choose one spellcasting class of your choice. You learn two cantrips and one 1st level spell from that class' spell list. These spell and cantrips count part of your Novice Spellcaster's spells.

Martials' Second Attack

You copy the great speed of great fighters. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.

Sword and Shield Expert[edit]

At the 7th level, you are used to fighting in heavier armor and with a shield. You gain proficiency in medium armor and shield.

Weapon Expert[edit]

At the 11th level, after long time using weapons, you have become comfortable with all weapons. You gain proficiency in all weapons

Crystal and Spellbook Link[edit]

At the 15th level, you figure out how to use Crystal and the Spellbook simultaneously. When holding to both your Crystal and Spellbook, you can cast a ritual spell in your spellbook without preparing the spell. This ignores the Mimicry Class spellcasting limitations like unable to cast spells or incorrect spellcasting mimicry class. For example, as long a barbarian subclass is holding the Crystal and Spellbook, they can cast the ritual find familiar spell from the wizard spell list.

Armor Expert[edit]

At the 17th level, you learn to move in heavy armor. You have proficiency with heavy armor.

Muliti-Mode Form[edit]

At the 20th level, you become a master of all of your prepared class mimicries. When you use Mimicry Switch, you can choose to keep the old, active class mimicry and use your new, inactive class mimicry at the same time. When you do this, you gain benefits from both class mimicries. In this state, you keep access to all your spell slots, ignoring any spell casting restriction of both class mimicries. After an hour or ending it prematurely with an action, you lose the oldest class mimicry and gain one level of exhaustion. Falling unconscious or falling below one hp does not end this prematurely.

Optional Class Mimicry[edit]

The below is additional class mimicry that you can use with GM permission.

Class Mimicry Table
Class Mimicry Proficiency Gained Primary Ability Score Subclass Mimicry Toughness Spellcaster Spell List
Blood Hunter Martial weapon, medium Armor, shields, alchemist's kit, and survival skill Dexterity Ghost Slayer Yes No No
Any Homebrew Class All starting proficiencies Suggested Primary Ability Stat First listed subclass yes if the hit dice is d10 or higher depends depends

Change Focus[edit]

You focus heavily on speeding up class changing. You reach a point where you almost change on command.

Quick Change

At the 3rd level, you can change your mimicry class almost instantly. As an action, you can use Mimicry Switch.

Unfocused Mimicry Class Level

At the 3rd level, you tunnel focus into speeding up mimicry switch cause you to fall behind on mimicry level. Your mimicry level is halved (rounded up, min 2).

Improved Gear Switch

At the 3rd level, your ability to quickly change your mimicry class impacts your crystal. Whenever you use Mimicry Switch, you can use Gear Switch with that same action.

Additionally, you gain the ability to use Gear Switch on armors, weapon, and shields.

Modify Mimicry Class

At the 9th level, you are beginning to be familiar with the ins and outs of the mimicry class. After long rest, you can do one of the following to one of your mimicry classes.

  • Choose a spell and replace it with a spell of your choice within the usual limitations.
  • Choose a feature with multiple options, like fighting style or invocation, and replace the old choice with a new one.
  • Choose a skill proficiency and replace it with another skill proficiency
Time for Battle

At the 14th level, the quick and constantly changing mimicry classes cause mimicry class features to blur together. All mimicry classes have a mimicry toughness.

Additionally, your Mimicy Toughness is increased to double of your Jack-of-all-classes level.

Improved Quick Change

At the 18th level, you can change your mimicry class reached to perfection. As an action or bonus action, you can use Mimicry Switch.

Mimicry Focus[edit]

You are supposed to be the one who can access all classes. It is time to make that dream come true.


At the 3rd level, you spend long hours training in multiple classes. You double the number of mimicry classes known.

Stored Switch

At the 3rd level, with all of those memories stored in the crystal, you begin to improve your speed to complete Mimicry Switch. You can use Mimicry Switch as an action and bonus action. You use this feature up to your proficiency modifier per short or long rest.

Improved Memory

At the 9th level, you can remember much more spells. You are able to prepare all spells in your spellbook.


At the 14th level, you can retain proficiency from all mimicry classes. You gain proficiency in persuasion, nature, stealth, sleight of hand, thieves' tools, and one musical instrument of your choice.

True Jack-of-all-classes

At the 18th level, you reach the ultimate training method. You have an infinite amount of mimicry classes.

Specialty Focus[edit]

Each class has its specialty that scales with its level. Why should it not apply to you?

Class Specialty

At the 3rd level, you are good at self-improvement. Any features in Mimicry Class that rely on the current class level, like rage or wild shape, treat jack-of-all-classes (instead of mimicry level) as levels of that class.

Narrow Minded

At the 3rd level, improving mimicry classes make it harder to gain more mimicry classes known. You know half of the standard mimicry classes known (rounded up).

Additionally, after short or long rest, you can replace any number of class mimicries.

Emergency Change}}

At 3rd level, you mentally prepare a Mimicry Switch in your head, ready to activate when you lose focus. Whenever your spell's concentration is broken, you go below half of your maximum health, you become stunned, or you go below 10 hp but above 0 hp, you can use your reaction to use Mimicry Switch. You can use this feature once per short or long rest.

More Uses from Features

At the 9th level, you can use your mind to fuel your limited resources. In your Mimicry Class, any features that limits resources depending on ability score, like bardic inspiration, use your intelligence ability score instead.

Additionally, when you use Emergency Change, pick one ongoing spell effect or a feature with limited resources. Until the end of your next turn, that spell or feature does not prematurely end.

Specialized Short Rest

At the 14th level, you take great interest in short rest and how it affects the world and yourself. Choose a feature that activates during short rest from any mimicry class. You can use this feature regardless of what mimicry class you are in.

Each time you level up in this class, you can change the feature that you have chosen for specialized short rest.

Global Feature

At the 18th level, you learn how to keep some memories of previous mimicry classes. Choose a feature with limited uses. You can use this feature regardless of what mimicry class you are currently in.

Power Focus[edit]

Some crystal holders prefer the more straightforward approach, making their mimicry class even stronger than before. They spend a great deal of time improving the mimicry class itself.

Investment of Greater Power

At the 3rd level, you set yourself on the course for more power. Your gain proficiency in medium armor (but not shields) along with any one martial, one skill, and one tool of your choice.

Advanced Magical Training

At the 3rd level, you become more adept in magic. Choose 1 cantrip and 1 1st level spell from any spell list. These spells are considered as part of Novice Spellcaster.

Growing Power

At 3rd level, you can give yourself a power boast for a short time. As an action, you can use Mimicry Switch. For one minute, your Mimicry level is increased to Jack-of-classes level -1. At the end of that minute, you gain one level of exhaustion. You can use this ability once per long rest.

Well Prepared

At the 9th level, you improve your existing mimicry class during down time. If you end your short rest without using Mimicry Switch, your Mimicry level is increased by 1 until next Mimicry Switch. This bonus can be applied only twice.

At the 18th level, this bonus can be applied three times.

Advanced Training

At the 14th level, the time of countless hours finally bears fruit. Mimicry level is increased by 1.

At the 18th level, the mimicry level once again is increased by 1.

Subclass Focus[edit]

Every class has subclasses that make them stand out. Nothing is stopping your mimicry classes from also having their own subclasses. It is harder to achieve, but you are no quitter.

Subclass Specialty

At the 3rd level, you take your first step to branch out to new possibilities. Whenever you learn a new Mimicry Class, you decide what subclass that mimicry class will have.

After long rest, you can replace any Mimicry Class's subclass.

Narrow Minded

At the 3rd level, improving mimicry classes make it harder to gain more mimicry classes known. You know one less mimicry classes known (min 2).

Ritual Change

At the 3rd level, you have improved your Mimicry Switch. You can do mimicry switch after uninterrupted 10 minutes.

Subclass Switch

At the 9th level, your mimicry class can change on demand. Why not the subclasses in your mimicry class? As an action, you can change a subclass of your active mimicry class.

Subclass Revamp

At the 14th level, you reach the point where subclasses become second nature. Any features in the subclass that depends on class level, you can use Jack-of-all-classes levels instead of Mimicry level.

Subclass Master

At the 18th level, you are eager to learn more about subclasses. You learn all subclasses features that is equal to your Jack-of-all-classes level.


Jack-of-all-classes is very draining on the mind. It is a big mental task to multiclass or multiclass into.

Prerequisites. To qualify for multiclassing into the Jack-of-all-trades class, you must meet these prerequisites: 22 Intelligence

Proficiencies. When you multiclass into the Jack-of-all-trades class, you gain the following proficiencies: light armor

Special Rules[edit]

If your active mimicry class is the same class that you multiclass into or out of, the following is applied:

  • The total Mimicry level for that class is equal to original class plus normal mimicry level.
  • Mimicry class does not gain any features that you already received from the original class
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