Legendary (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

[edit]

The powered Legendary(weave) class[edit]

ATTENTION: THIS CLASS IS PROPOSITALLY BROKEN AND IT WILL GO AGAINST EVERYTHING YOU MAY HAVE SEEN. Be warned. Classy people are already, in a way, blessed with such a gift given to them. There are relatively few creatures that can accomplish feats worthy of a class, compared to people in general. However, it is not as if it were a miracle that someone developed a specific class, given that, with the exception of some blessed by birth, as sorcerers, with intense training, an ordinary person can become a warrior or even a magician, for example. In several barbarian villages, there are people who, due to their living conditions, develop extreme survival characteristics, being possible to find even young people with considerable levels in the barbarian, or even warrior, class. Given that, although not common in large cities, it is relatively easy to find someone with some level in something and even those with an incredible mastery of their skills are not impossible to find. Although very powerful, characters with high levels of a class did not acquire this power by a miracle (well, at least not probably), but by much training and perhaps necessity. Despite this, very rare phenomena eventually happen, giving rise to incredible occasions, where beings with unthinkable powers would appear - a miracle. The cause of the appearance of these creatures is uncertain, fleeing the control and knowledge of even the gods, and being of immeasurable magnitude - THIS IS THE LEGENDARY CLASS. Every 10,000 years, there is the appearance of a being blessed by fate, with incomparable powers, so powerful that even deities need to be on the alert. The manifestation of an essential personified force - chaos, magic (weave), order, luck, time, space - ends up resulting in a totally varied class, which does not exist in this class, always varying according to the manifestation in question, and even changing the chosen race in a few details...

Creating an Legendary(weave)[edit]

Why did you have born with those powers? whay are you so special and powerful? what will you use that power for? will you try to fight agaist the evil with that power or you are going to live your life by your own? do you want to find some one with answers for your questions or maybe look for someone or something so strong or even more than you? Even vengeance against someone in particular or try to own the world?

Quick Build

don't have it. make the way you want and by your own way.

Class Features

As a Legendary(weave) you gain the following class features.

Hit Points

Hit Dice: 2d4 per Legendary(weave) level
Hit Points at 1st Level: 2d4 + Constitution modifier
Hit Points at Higher Levels: 2d4 (or 5) + Constitution modifier per Legendary(weave) level after 1st

Proficiencies

Armor: Light armors
Weapons: up to 5 of your choice
Tools: up to 3 f your choice
Saving Throws: Dexterity, Intelligence, Wisdom, Charisma
Skills: chose 5 from the following; Arcana, Acrobatics, Deception, History, Insight, Investigation, Perception, Medicine, Religion, Stealth, Survival

Equipment

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

  • 2d6 commum clothes
  • component bag
  • arcane focus and a staff
  • If you are using starting wealth, you have 4d4 in funds.

Table: The Legendary(weave)

Level Proficiency
Bonus
Features Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Primordial magic, Magic race 6 18 2
2nd +2 9 36 3
3rd +2 12 54 4 2
4th +2 Ability Score Improvement 15 72 4 3
5th +3 18 90 4 3 2
6th +3 Extra Attack 21 108 4 3 3
7th +3 24 126 4 3 3 1
8th +3 Ability Score Improvement 27 144 4 3 3 2
9th +4 30 162 4 3 3 3 1
10th +4 33 180 4 3 3 3 2
11th +4 36 198 4 3 3 3 2 1
12th +4 Ability Score Improvement 39 216 4 3 3 3 2 1
13th +5 42 234 4 3 3 3 2 1 1
14th +5 45 252 4 3 3 3 2 1 1
15th +5 48 270 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1
17th +6 6 15 4 3 3 3 2 1 1 1 1
18th +6 6 15 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 6 15 4 3 3 3 3 2 2 1 1

Magic race[edit]

At 1st level, your hit dices increase by 1d4 and you increase all of your ability scores in 1d6.

<!-Use semi-colons for subheaders->

Spellcasting[edit]

Cantrips

At 1st level, you know six cantrips of your choice from the Spell List. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Legendary(weave) table; Spellcasting Ability Charisma, wisdom or intelligence. Any of these 3 you can use like your spellcasting ability for your spells, but only one for spell, since your magic power can be used however you want and need. You use any of them whenever a spell refers to your spellcasting ability. In addition, you also use any of those modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Spell save DC = 10 + your proficiency bonus + your intelligence, wisdom or charisma modifier Spell attack modifier = your proficiency bonus + your intelligence, wisdom, charisma modifier ->

Primordial magic[edit]

the purest version of conventional magic, being very powerful, following the equivalence of power shown below and dispensing with material components. conversion of primordial to conventional magic: slot 1st level of primordial magic = 3rd slot of conventional magic; 2nd = 5th; 3rd = 7th; 4th = 8th; 5th = 9th. slots above the 5th level increase the level according to the arithmetic pattern of the 4th and 5th, that is, one by one: 7th level slot = 11th level (5 + 2 => 9 + 2). all primordial magic used in a primordial magic slot greater than or equal to the level of the spell, the spell will triple its damage, range, area and effect. if used at a lower level, the spell will give 50% more damage, as will its range, area and effect increased by the same proportion. (Effects also include duration time) it also strengthens your tricks, giving double the damage data, such as double the effect data, duration time, area of effect, among others.

<!Class Feature->[edit]

<!Class Feature->[edit]

Magical ability Score Improvement[edit]

When you level up, you can increase one ability score of your choice by 1.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 2->[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:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: