Libermancer (5e Class)
From D&D Wiki
Work In Progress |
Libermancer[edit]
A line has formed outside of the Library, filled with a cascade of injured journeymen and adventurers. One person having an arrow pierced into their thigh, the next having a bandaged-up right hand. One after the other, they go in, and seconds later they exit the Library, lacking any wounds or illness. Finally, the line stops, and a Kobold wearing a large-brimmed hat steps out of the local, shouting "That's it for the day, folks! Come back later!". Annoyed, the folks walk away. The Libermancer, after an hour of healing folk, is finally allowed to get back to his studies.
Stepping out of the dimly lit cavern, a ragged-dressed man cautiously walks out of a cave, using a carved slab of wood as a cane. He seems to carry with him a self-made leather-bound tome, each page sewn into it with dedication. From the dank cave, he wanders further into the Marshland, where he witnesses a Wyrmling hunting prey for, what he assumes, the first time in it's life. The Wyrmling blasts a wandering Deer with a deadly Frost Breath, freezing it solid. Then, the Wyrmling takes it's hunt away from the scene. The ragged man notes this down in his tome, writing in runes and Common to create a mishmash of a magical code. Suddenly, he emits a similar blast from his very fingertips, albeit weaker than the Wyrmling had done. This, he thought, was enough to work off of.
Libermancy[edit]
Many common folk find it easy to confuse the art of Libermancy and Wizardry; They are both casting spells written into books, and usually allow for versatile magical effects. However, a key difference in these two schools of thought is the difference of Flexibility and Power. While Wizards, when they get stronger, can cast greater, more grandiose incantations, Libermancers are granted abilities which allow them to be more useful with spells; Whether it be with having a vast amount of cheap, easy-to-use spells ready at a moment's notice, or learning and noting down spells as they go, or even adjusting their spells mid-cast to volatile effect, it is quite cumbersome trying to predict just what a Libermancer has up their sleeve. Or, rather, in their tome.
Creating a Libermancer[edit]
When you decide to make a Libermancer, you must first decide some important things; The most essential one, is how did you decide to become a Libermancer? What was that main, driving event which lead you to studying Libermancy, instead of Wizardry, or another form of magic? Were there any important mentor figures, or was it through self-study which drove you to learn and grow? Something equally important, is where you keep your Magical Notes. Typically, they would be in a book of some kind, but they can be formed in any sort of way, as long as you can read words put into it, and write words into it.
- Quick Build
You can make a Libermancer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom or Dexterity. Second, choose either the Hermit or Sage background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Libermancer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Libermancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Libermancer level after 1st
- Proficiencies
Armor:
Weapons: Club, Dagger, Sickle, Quarterstaff, Shortbow, Light Crossbow
Tools:
Saving Throws: Dexterity, Intelligence
Skills: Choose three between Animal Handling, Arcana, History, Insight, Investigation, Performance, Perception, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortbow and 20 arrows or (b) Any simple melee weapon
- (a) An arcane focus or (b) A component pouch
- A spellbook, a quill, and a philter with ink
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
<!-Class Feature->[edit]
<!-Class feature game rule information->
- <!-Use semi-colons for subheaders->
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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->
<!-Class Option 1->[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->
<!-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:
Back to Main Page → 5e Homebrew → Classes