Old Hermit (5e Class)

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The hermit[edit]

After the brotherhood ended, you wandered the world, discovered things and people, and above all, secrets that should not have been discovered.

=== Creating The Old hermit===.

Class Features

As a Grand Caster you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: simple and martial weapons, shields
Tools: A set of tools of your choice
Saving Throws: Intelligence and Dexterity
Skills: choose 4 from intelligence skills

Equipment

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

  • (a) one martial melee weapon or (b) two simple melee weapons
  • studded leather armor
  • (a) longbow with 30 arrows or (b) shortbow with 30 arrows or (c) 2 hand crossbows with 60 bolts
  • (a) diplomat's pack or (b) dungeoneer's pack or (c) explorer's pack
  • A set of tools of your choice

Table: The Grand Caster

Level Proficiency
Bonus
Cantrips Known Spells Known Features
1st +2 2 2
2nd +2 2 3
3rd +2 2 4
4th +2 3 5 Ability Score Improvement
5th +3 3 6
6th +3 3 7
7th +3 3 8
8th +3 4 9 Ability Score Improvement
9th +4 4 10
10th +4 4 10
11th +4 4 11
12th +4 5 11 Ability Score Improvement
13th +5 5 12
14th +5 5 12
15th +5 5 13
16th +5 5 13 Ability Score Improvement
17th +6 6 14
18th +6 6 14
19th +6 6 15 Ability Score Improvement
20th +6 6 15

Cantrips[edit]

As a the old hermit you have access to all Cantrips but can only know up to what your level dictates. Intelligence is your spell-casting modifier.

Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + Intelligence modifier

Action Surge[edit]

At 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.


the great sage[edit]

When you reach 20 th level, one per session you can ask the GM a question and he will answer you as best he can.


Pesquisador Arcano[edit]

Spellcasting[edit]

At 3rd level, you immediately gain the spellcasting ability of a Wizard, and can learn spells from Wizard and Warlock spell list. You gain spell slots at the same levels as Wizards. You also get your grimoire, you can write and copy spells into it, copying spells costs 100 gold, and 1 hour to write. You don't need an arcane focus


Observant[edit]

At 5nd level, you gain proficiency, or expertise if you already have proficiency, in perception. You also gain the alert feat.


Rule Breaker[edit]

At 9th level, You have been able to break past your limits. You gain +2 to your Intelligence , your maximum Intelligence increases by 4 (ex. 20 maximum becomes 24 maximum, no longer limited to 20.) Other magical means may possibly increase this maximum further. You can be attuned to a number of magical items equal to your Intelligence Modifier.


Magic Resistance[edit]

At 12th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic. The spell will do you no damage if it succeeds.


Intelligence[edit]

At 14th level, you gain proficiency, or expertise if you already have proficiency, in Intelligence saving throws and all skills related to Intelligence. You have advantage on all Intelligence checks.


Collector[edit]

At 18th level, you have immense skill at finding rare things. When searching if you find a magical item make a investigation check against a DC the DM creates if you pass you find a extra magic item. The DM then rolls a percentile die to determine the rarity of the item using the following chart.

1= artifact, 2-5= legendary, 6-30= very rare, 31-50= rare, 51 -70= uncommon, 71-100= common.


Guerreiro Arcano[edit]

Spellcasting[edit]

At 3rd level, you immediately gain the spellcasting ability of a Wizard, and can learn spells from Wizard and paladin spell list. You also get your grimoire, you can write and copy spells into it, copying spells costs 100 gold, and 1 hour to write. You need an arcane focus


Extra Attack[edit]

When you reach 5th level, when you cast a spell you can make a weapon attack.


Refining the Basics[edit]

Starting 9th level, your cantrips deal an additional 1d6 damage if they deal damage.

This damage increases by an additional 1d6 damage at level 18.


Smart Evasion[edit]

At 12rd level, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier when you are wearing light or no armor.


High Speed Casting[edit]

At 18th level, you gain the ability to cast two spells a turn, instead of only one, as part of the same action (or bonus action). Their collective level can be no greater than half your level. After using this feature, you can only use it again after a long rest.