Master of Distance (5e Class)
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Introduction[edit]
Free as a bird, the world seems to be a vast playground where you can give free rein to your desires. Discreet as a shadow, an outstanding explorer and a talented cartographer. There are few people as skilled as you in these areas. For you, knowledge and information are the keys to victory.
Creating a Master of distance[edit]
You are a character stingy with knowledge, talking, socializing, for you knowledge is part of one of the keys to a successful life. You travel the world in search of knowledge and discoveries, you are neither good nor bad, just curious. Like any living being, you will do anything to implement your goals, even if it is bad. Throughout your travels, you make it a point of honor to always be presentable no matter what the situation.
- Quick Build
You can make a Master of distance age quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity
Class Features
As a Master of distance you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Master of distance level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Master of distance level after 1st
- Proficiencies
Armor: Light Armor and Medium Armor
Weapons: Simple Weapons, Martial Weapon and Firearms
Tools: Cartographer's Tools, Navigator's Tools, Calligrapher's Supplies, Tinker’s tools and the horseback riding
Saving Throws: Charisma, Dexterity
Skills: You have mastered the following skills: Performance, Persuasion, Investigation, Religion, and History
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two crossbow hand, hand and 40 frames or (b) Longbow and 20 arrows
- (a) Short sword or (b) Rapier
- (a) Studded leather armor or (b) Scale mail armor
- (a) Cartographer's Tools, Navigator's Tools, Calligrapher's Supplies and Tinker's Tools, Explorer's pack or (b) Mastiff with two saddlebags, Explorer's pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Art of riding, Fighting Style |
2nd | +2 | Expert's eyes |
3rd | +2 | Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack Counter Leak |
6th | +3 | Archetype |
7th | +3 | Information service |
8th | +3 | Ability Score Improvement |
9th | +4 | Archetype |
10th | +4 | Enduring body |
11th | +4 | Weapon Switch |
12th | +4 | Ability Score Improvement |
13th | +5 | Superior targeting |
14th | +5 | No opposition |
15th | +5 | Magical damage |
16th | +5 | Ability Score Improvement |
17th | +6 | Archetype |
18th | +6 | Expert's Knowledge |
19th | +6 | Ability Score Improvement |
20th | +6 | Master in the art of mounting |
(Level 1) Art of riding[edit]
You have learned to use the "Find Steed" spell without needing a spell slot. The way you cast this spell is not very conventional, summoning your pet takes two turns.
(Level 1) Figthing style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Archery : You gain a +2 bonus to attack rolls you make with ranged weapons.
- Defense : While you are wearing armor, you gain a +1 bonus to AC.
- Two Weapon Combat: When you engage in two-weapon combat, you may add your ability modifier to the damage of the second weapon.
- Blind Fighting : You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
(Level 2) Expert's eyes[edit]
At 2nd level and above, you are experienced in the art and use of ranged weapons. You gain an extra +2 on attack rolls.
(Level 3) Archetype: Pet Summoner[edit]
At 3rd level, already able to summon the following pets: (Warhorse, Pony, Camel, Elk and Mastiff), you have created a special bond with your summoned pets. You can only summon one pet at a time, summoning one of your pets takes one turn. During combat, your summoned pet plays directly after you. When your summoned pet drops to 0 hit points, it returns to its space, after 1d8 hours you can summon your pet again. Finally, every time you gain a level, your companions (Warhorse, Pony, Camel, Elk, and Mastiff) gain an extra life die (for example, Mastiff gains 1d8 +1) as well as an increase in maximum hit points based on the result of the life die roll (as if they were a player character).
At level 3, 6, 9, 12, 15 and 18 you can take one of the following upgrades and add it to your companion. Choose one of the following upgrades for each of your companions. These upgrades only apply to your pets.
- Your pet gains a +2 bonus to its AC.
- Your pet deals an additional 1d4 points of damage when it hits a creature. This ability can only be used once per pet.
- Your pet gains a +2 bonus to attack rolls.
- Your pet gains a +2 bonus to all saving throws it makes.
- Your pet's melee weapon attacks are considered magical to overcome damage resistances and immunities.
- Your pet has an additional attack. This ability can be chosen up to two times per pet.
- Your pet can use a bonus action to disengage from an action.
(Level 4) Ability Score Improvement[edit]
When you reach level 4, and again at levels 8, 12, 16 and 19, you can increase any one characteristic value by 2, or you can increase any two characteristic values by 1. You cannot increase an ability value greater than 20 using this feature.
(Level 5) Extra Attack[edit]
Starting at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
(Level 5) Counter Escape[edit]
Over the years of your life, you have trained yourself to not let yourself get hurt. Exploring the world in search of knowledge, you draw many enemies to you, you have learned to move away from your enemies in battle. When you take melee damage, you can choose to move back 15 feet while ignoring the creature's attack of opportunity.
(Level 6) Archetype: Pet Summoner[edit]
You can summon an additional creature in addition to another pet. If your pet has a higher AC than you, you can benefit from its AC when you summon it. In addition, if an enemy is in close combat with your pet while you are on top of them, your pet can perform these attacks.
After summoning the first pet, you can take an extra turn to summon a second pet.
(Level 7) Information service[edit]
Through constant observation, communication and reporting, you have developed a variety of skills. For you communication and information are the keys to victory, you master two skills related to wisdom or intelligence. If you can't take any skills related to wisdom or intelligence, you can switch one of the skills to expertise.
(Level 8) Ability Score Improvement[edit]
When you reach level 8, you can increase one feature value of your choice by 2, or you can increase two feature values of your choice by 1. You cannot increase an ability value greater than 20 using this feature.
(Level 9) Archetype: Pet Summoner[edit]
You've developed your pets to match your fighting abilities. Choose two of the following attributes for each of your pets.
- His maximum hit points increase by half his life (Example: if your pet has 40 hp, he gets 20 extra hp).
- The AC of your pets becomes equal to your natural AC. If your companions have AC bonuses, they add up.
- Choose a non-magical weapon that you own. Close combat attacks with your animal companion's weapon now deal damage equal to that of the chosen weapon. (You keep your weapon, your pet just gets the damage die).
- You can replace one of the attributes with an additional summon. If you take this option, each pet will get one attribute instead of two.
(Level 10) Enduring body[edit]
By dint of wandering in the lands of the world, you have become faster and more enduring when you move, you gain +10 feet on your walking speed.
(Level 11) Weapon Switch[edit]
You are able to switch weapons with a simple wrist movement. Switching from a one-handed weapon to a two-handed weapon, regardless of type, costs no action. If you are in possession of two light weapons at the same time, switching weapons works. You can only do it once per round.
(Level 12) Ability Score Improvement[edit]
When you reach level 12, you can increase one ability value of your choice by 2, or you can increase two ability values of your choice by 1. You cannot increase an ability value greater than 20 using this feature.
(Level 13) Superior targeting[edit]
Being an expert in ranged attacks, you become a master in the use of ranged weapons. Being always focused on your aim, you gain again a +2 on your attack roll.
(Level 14) No opposition[edit]
You infuse magic into the ranged weapons you use, so your weapons count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage. You may also choose to use your Dexterity modifier, instead of the Strength modifier, for attacks and damage rolls with any weapon.
(Level 15) Magical damage[edit]
The magic you infuse into your weapons grants you 1d6 magic damage to any damage you inflict.
(Level 16) Ability Score Improvement[edit]
When you reach level 16, you can increase one ability value of your choice by 2, or you can increase two ability values of your choice by 1. You cannot increase an ability value greater than 20 using this feature.
(Level 17) Archetype: Pet Summoner[edit]
The magical bond with your companions is so strong that you can now switch places at any time. As a bonus action, you can teleport, magically swapping places with your pet for a cost of 10 feet of your movement, regardless of the distance between you. If you ride your mount, it can benefit from teleportation for an additional cost of 5 feet of your movement.
(Level 18) Expert's Knowledge[edit]
Over time, you have handled various tools, used various utensils, ridden various beasts, and learned many things. You become an expert in three skills of your choice.
If you choose a skill that you have not mastered, you get them at expert rank.
(Level 19) Ability Score Improvement[edit]
When you reach level 19, you can increase one ability value of your choice by 2, or you can increase two ability values of your choice by 1. You cannot increase an ability value above 20 using this feature.
(Level 20) Master in the art of mounting[edit]
You have become an expert in the use of the "Find Steed" spell, now you can use the "Find Greater Steed" spell without needing a spell slot. Your new summoned pets are level 20 and have the benefits of the archetype.
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