Not a Miss-take (5e Class)

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Not a Miss-take[edit]

<!-Introduction Leader->[edit]

Creating a Not a Miss-take[edit]


Quick Build

You can make a Not a Miss-take quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the noble background. Third, choose <!-elaborate on equipment choices->

Class Features

As a sorcerer you gain the following class features.

Hit Points

Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per sorcerer level after 1st

Proficiencies

Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion

Equipment

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

Table: The sorcerer

Level Proficiency
Bonus
Cantrips Known Features Spells Known Spell Points Max Slot
1st +2 4 Spellcasting, Sorcerous Origin, Never Made a Miss-take 2 4 1
2nd +2 4 Second Pair of Eyes 3 6 1
3rd +2 4 Metamagic 4 14 2
4th +2 5 Ability Score Improvement 5 17 2
5th +3 5 6 27 3
6th +3 5 Sorcerous Origin feature 7 32 3
7th +3 5 8 38 4
8th +3 5 Ability Score Improvement 9 44 4
9th +4 5 10 57 5
10th +4 6 Metamagic 11 64 5
11th +4 6 12 73 6
12th +4 6 Ability Score Improvement 12 73 6
13th +5 6 13 83 7
14th +5 6 Sorcerous Origin feature 13 83 7
15th +5 6 14 94 8
16th +5 6 Ability Score Improvement 14 94 8
17th +6 6 Auto Aim 15 107 9
18th +6 6 Sorcerous Origin feature 15 114 9
19th +6 6 Ability Score Improvement 15 123 9
20th +6 6 Never Going to Make Another Miss-take 15 133 9

Spellcasting[edit]

An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells.

Cantrips

At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.

Spell Points

You a pool of magic represented as spell points. Each spell has a point cost based on its level. The Spell Point Cost table summarizes the cost in spell points of slots from 1st to 9th level. Cantrips don’t require slots and therefore don’t require spell points.

You expend a number of spell points to create a spell slot of a given level, and then use that slot to cast a spell. You can’t reduce your spell point total to less than 0, and you regain all spent spell points when you finish a long rest.

Spells of 6th level and higher are particularly taxing to cast. You can use spell points to create one slot of each level of 6th or higher. You can’t create another slot of the same level until you finish a long rest.

The number of spell points you have to spend is based on your level as a spellcaster, as shown in the Spell Points by Level table. Your level also determines the maximum-level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

For example, if you know the 1st-level spell magic missile and the maximum slot s 2nd level, you can cast magic missile by using 2 spell points to cast it as a 1st level spell or 3 spell points to cast it as a 2nd level spell.

Spells Known of 1st Level and Higher

You know magic missile and find familiar spells.

The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your sorcerer spells.

Sorcerous Origin[edit]

At 1st level, choose a Sorcerous Origin, which describes the source of your innate magical power.

Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Never Made a Miss-take[edit]

At 1st level, your hatred for making a miss-take is enough to warp reality. Whenever you miss with an attack, you can use your reaction to rewrite the last 6 seconds of history. Each creature within 120 ft from you believe that your familiar, not you, miss with that attack. This feature does not effect creatures that are immune to charm, at or higher than level 20, or have a CR rating at or greater than 20.

You can only use this feature as long as your familiar can see the intended target.

Second Pair of Eyes[edit]

At 2nd level, your familiar is better at helping you avoid a miss-take. Whenever your familiar shares the same space as you and takes the help action, you gain advantage to your next attack,

Metamagic[edit]

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th level.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Careful Spell

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 spell point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell

When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell.

When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.

Empowered Spell

When you roll damage for a spell, you can spend 1 spell point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.

You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 spell point to double its duration, to a maximum duration of 24 hours.

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 spell points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell

When you cast a spell that has a casting time of 1 action, you can spend 2 spell points to change the casting time to 1 bonus action for this casting.

Seeking Spell

If you make an attack roll for a spell and miss, you can spend 2 spell points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Subtle Spell

When you cast a spell, you can spend 1 spell point to cast it without any somatic or verbal components.

Twinned Spell

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).

To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost is.

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.

Auto Aim[edit]

At 17th level, after long time of practice, you gain mastery over the best spell ever. You can cast magic missile at 1st level without expending a spell slot. If you want to cast this spell at a higher level, you must expend a spell slot as normal.

Never Going to Make Another Miss-take[edit]

At 20th level, you bend time and space to make sure that you never, never make another miss-take. All of your attacks have advantage.

Additionally, whenever you miss with an attack, you can use your reaction to reroll all dice used for the attack and you must take the new result.

Sorcerous Origins[edit]

Different sorcerers claim different origins for their innate magic. Choose any sorcerous origins from the sorcerer class. You may use spell points as sorcery points for these subclass features.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Not a Miss-take class, you must meet these prerequisites: char 13

Proficiencies. When you multiclass into the Not a Miss-take class, you gain the following proficiencies: none

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