Just a Man (5e Class)
[edit]
<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Just a Man you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Just a Man level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Just a Man level after 1st
- Proficiencies
Armor: Light Armor and Shields
Weapons: Improvised weapons and Simple Weapons
Tools: You have proficiency with a set of tools at your choice
Saving Throws: Charisma, Intelligence
Skills: You have proficiency with 3 skills of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Normal Guy | Known Craftman's Tricks |
---|---|---|---|---|
1st | +2 | One Man's Speciality, Lucky Stroke, Annoying Presence | 1d4 | - |
2nd | +2 | The Craftsman's Genius | 1d4 | 2 |
3rd | +2 | An Ordinary Life | 1d4 | 2 |
4th | +2 | Ability Score Improvement | 1d4 | 3 |
5th | +3 | — | 1d6 | 3 |
6th | +3 | — | 1d6 | 3 |
7th | +3 | — | 1d6 | 4 |
8th | +3 | Ability Score Improvement | 1d6 | 4 |
9th | +4 | — | 1d8 | 4 |
10th | +4 | — | 1d8 | 5 |
11th | +4 | — | 1d8 | 5 |
12th | +4 | Ability Score Improvement | 1d8 | 5 |
13th | +5 | — | 1d10 | 6 |
14th | +5 | — | 1d10 | 6 |
15th | +5 | — | 1d10 | 6 |
16th | +5 | Ability Score Improvement | 1d10 | 7 |
17th | +6 | — | 1d12 | 7 |
18th | +6 | — | 1d12 | 7 |
19th | +6 | Ability Score Improvement | 1d12 | 8 |
20th | +6 | — | 1d12 | 8 |
What is this class supuse to do[edit]
Just a Man needs some Luck to survive. Just a Man usually have low profile, to a point that even magic can miss it. Just a Man usually know a lot about some particular field, which make him perfect for some reliable work. Just a Man can inflict psyquic damage to their foes by just existing. It's painfully unpleasant to be defeated by an extra. In some cases Just a Man is guided by a divine force out of their curiosity for the living. (Subclass) In some cases Just a Man is Just that Lucky. Unbelieveable levels of luck. (Subclass) Finally Just a Man is particularly good at holding beatings. (Subclass)
Feature of level 2: The Craftsman's Genius (You know X Homemade fixes and you can use them as long as you have the right tool and you are proficient with it: Like how to create an explosive concoction, create a glass gem that looks like a diamond, untie a rope even if you are the one tied, ungrade clothes to make them resistant to fire or cold ambients, lacate weak spots in a wall, floor or door...)
One Man's Speciality[edit]
At the first level, you gain Expertise with one skill you are proficient with. Choose a Tools you are proficient with. You can add your Normal Guy die to any skill check that uses the chosen Tools.
Lucky Stroke[edit]
Whenever you roll a d20 or a creature makes an attack roll against you, you may roll your Normal Guy die and add or subtract the result from that roll. You must decide after rolling but before knowing the outcome. You can use this feature a number of times equal to your proficiency bonus.
Annoying Presence[edit]
At level 1, Just a Man is not capacitated to deal with major threats, and any of your foes knows this well, and so. Your presence deeply bothers them. On each round, the first time a creature misses an attack against you or you hit an attack against a creature, that creature is dealt 1d4 additional psychic damage. This die changes as you gain Just a Man levels, as shown in the Normal Guy column of the Just a Man table.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
An Ordinary Life[edit]
At 3rd level, you chose an Ordinary Life. Choose between Tough Guy, Lucky Guy or Favorite Guy, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 5th, 8th, 12th and 15th level.
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]
<!-Class feature game rule information->
Craftman's Tricks[edit]
- Alchemist's Supplies
- Brewer's Supplies
- Calligrapher's Supplies
· Using your Calligrapher’s Supplies, you can invest 1 minute to create a Copy-maker of any handwritten text, drawn symbol, seal, or engraving on a wall. You must be able to touch the surface containing the original mark. The Copy-maker is a sheet of parchment that contains an exact replica of the target. As an action, you may use the Copy-maker to imprint the copied mark onto any surface, provided you have ink or your Calligrapher's Supplies. This ability cannot replicate magical effects.
- Carpenter's Tools
- Cartograper's Tools
- Cobbler's Tools
- Cook's Utensils
- Glassblower's Tools
- Leatherworker's Tools
- Jeweler's Tools
· You may weaponize up to 52 cards from a cards deck. As a part of a long rest or investing 1 hour, you can utilize your ??? tools to add sharp edges to the cards in a deck. Each card becomes a weapon with the properties Finesse, Light, Thrown (Range 30/60) named Sharp Card, it deals 1d4 slashing damage. Sharp Card mastery property is Nick. A creature have proficiency with Sharp Cards if they are proficient with the Gaming Set of Playing Cards.
Tough Guy[edit]
<!-For subclasses introduce this class option here->
- Used to beatings
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your strength modifier.
- Tough Life
Upon reaching level 3, you gain a number of hit point equal to twice your level. Each time you get a level in this class you get +2 Hit points. Also, you can roll your Normal Guy die instead of the normal damage of your unarmed strike or improvised weapon.
- <!-Class Feature->
<!-Class feature game rule information->
Lucky Guy[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Favorite Guy[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
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:
Back to Main Page → 5e Homebrew → Classes