Macgyver (5e Subclass)
From D&D Wiki
MacGyver[edit]
Rogue Subclass
MacGyvers have a genius-level intellect and a particular ability for adaptation and improvisation. MacGyver persistence and the improvisational nature of their plans make them difficult to thwart, because not even they know what he is going to do next. Not following a single path but knowing about a lot of different things and have a great many skills, MacGyvers can make things out of what seems to be nowhere to help with any given situation. You also have a trusty item (a Switzz Army Knife) that is handy in all situations, and you carry with you at all times.
- Improv Master
At 3rd Level, you gain proficiency with improvised weapons, and you can use your Sneak Attack with those weapons, even if they do not have the finesse property.
In addition, you gain proficiency in Investigation. If you are already proficient, you add twice your proficiency bonus to checks with it instead.
- Macgyverism
Starting at 3rd level, you have the ability to create tools and objects out of what you find around you. As an action, choose a nonmagical item you want to improvise, and make an investigation check with a DC equal to the cost of the item in gp. On a success, you fabricate an improvised replica of that item. The replica lasts for 1 hour, until you fail on an ability check made with the item, or until you roll a 1 on the d20 for an attack roll with it, whichever happens first, after which it breaks. If you fail, or if the item breaks, the resources used to create it become unsalvageable.
- Knowledge is Power
At 9th Level, you gain proficiency in two of the following skills: Arcana, History, Nature or Religion. In addition, you also gain proficiency in two artisan tools you aren't proficient with already.
- Jack of All Trades
Starting at 13th level you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
- Better Lucky than Good
At 17th level luck always seems to be on your side. When you fail an ability check, attack roll, or saving throw, you can reroll the die, choosing the highest result. Alternatively, when a creature hits you with an attack, you can force that creature to reroll, choosing the lowest value.
You can use this feature three times, and regain expended uses when you finish a long rest.
Back to Main Page → 5e Homebrew → Character Options → Subclasses