Polymath, Variant (5e Class)
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Polymath[edit]
A dwarf tactician, readying to counter a charging chimera with their swift reflexes to make a striking blow with their great axe to finish them off. A tiefling magian that lets loose a chain of arching bolt of lightning to a clan of hobgoblins, whilst fending off a orc with their shortsword. Blending in their surroundings. A halfling spy uses their magic to disguise themselves as a guard to gain access to a rich nobleman's manor to take back a family heirloom that belongs to someone else.
Whatever fighting style they emulate. The polymath is a versatile class that can emulate a number of roles within a party, they believe in the philosophy of 'why be good at one thing, when you can be good at many?' They specialise in armed combat, spellcasting and agility among other traits to become well-rounded warriors.
- Sheer Versatility
A polymath a emulate a array of different specialities. hunters, knights, mages, tricksters and gladiators might usually be completely different from each other. but they can all stem from becoming a polymath to begin with. A way of noticeable difference between a warrior to a polymath warrior is that polymath has quicker reflexes, using them to out manure enemy attacks, hide from danger, charge towards foes and to take a extra swing at a enemy if necessary.
The polymaths quick thinking can save them from a number of shortcomings. whenever its escaping quicksand, bartering a shop owner, lifting heavy debris, retracing a remedy to cure poison, investigate a scene of a crime or trying to survive a harsh blizzard. A polymath can redeem themselves from failing a opportunity in a instant.
- Social Outcasts
Polymaths don't often hail from complex civilizations. They commonly are acolytes, charlatans, hermits, and outlanders.
Some polymath dedicate themselves to study the multiples types of combat and spellcasting from of main classes of the forgotten realm in order to teach to others or to empower themselves with greater knowledge of a variety of combat styles.
Despite them being lone wolfs. Polymaths tend to wise and interactive characters that can make great leaders and lecturers. They can fit into almost any role in a group of adventurers and become more than the typical jack-of-a-trades that other people tend to expect.
Creating a Polymath[edit]
When creating a polymath, consider how they obtained or learned to use of weapon combat or magic. Where they a apprentice of a warrior or a polymath? where they brought up to fend for themselves? did they train as a soldier or a guard for a kingdom or country? were you trained by a mage to master your spellcasting? or are you studying the many styles of combat that heroes from all around the world emulate?
What lead your character to living a life of a adventurer? did they decide they wanted to be more than what they are? have they always wanted to explore the world they live in? perhaps they have been a born adventurer and had many memories of doing so while younger? or are they on a quest for a relic, revenge or to save someone or a group of people?
- Quickbuild
You can make a polymath quickly by following these suggestions. First, Dexterity should be your highest ability score, follow by by Constitution. Alternatively, you can make Charisma your highest if you want to focus on spellcasting or Strength if you want to focus on melee weapons. Second, choose the Hermit background. Third, choose the Charm Person and Thunderwave as your 1st-level spells when you reach level 2nd.
Class Features
As a Polymath you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Polymath level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Polymath level after 1st
- Proficiencies
Armor: Light Armor, Shields
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Scimitars
Tools: None
Saving Throws: Charisma, Wisdom
Skills: Choose any two from Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion and Religion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Shortsword or (b) Any Simple Melee Weapon
- (a) A Light Crossbow and 20 bolts or (b) Any Simple Weapon
- (a) A Explorers Pack or (b) A Dungeoneers Pack
- Leather Armor and Two Daggers
Level | Proficiency Bonus |
Features | Spells Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | Primed Arsenal | — | — | — | — | — | — |
2nd | +2 | Fighting Styles, Spellcasting | 2 | 2 | — | — | — | — |
3rd | +2 | Polymathic Archetype Feature | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Redemption Dice (d6) | 4 | 4 | 2 | — | — | — |
6th | +3 | Polymathic Archetype Feature | 4 | 4 | 2 | — | — | — |
7th | +3 | — | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | Redemption Dice (d8) | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Polymathic Archetype Feature, Primed Arsenal (3rd choice) | 6 | 4 | 3 | 2 | — | — |
11th | +4 | — | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | Redeeming Save (d10) | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Polymathic Archetype Feature, | 8 | 4 | 3 | 3 | 1 | — |
15th | +5 | — | 9 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 9 | 4 | 3 | 3 | 2 | — |
17th | +6 | Redeeming Save (d12) | 10 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spell Mastery | 10 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 11 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Remarkable Foresight | 11 | 4 | 3 | 3 | 3 | 2 |
Primed Arsenal[edit]
Starting at 1st level, you have learned a particular skills through rigorous training into becoming a polymath. Choose two of the following abilities. You gain an additional ability at level 10th.
- Ruinous Blow - Your weapon glows with a arcane energy, strengthening your might. As a bonus action, you can add a number of d4's to your next damage roll equal to half your Polymath level (rounded up, to a minimum of 1) when using a melee weapon.
- Slick Acumen - You attune yourself to your mind eye. You gain advantage on one skill check for 1 minute.
- Self-Restoration - You use your magic to bolster your vitality. As a bonus action, You regain health equal to your polymath level + 4.
- Unarmoured Defense - While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
- Speak in Tongues - You understand polysian, a coded language designed to be easily learned so that only you and fellow polymath's can speak. When written down, it can only be translated by a fluent speaker or by magical means.
- Marksman - As a bonus action, You lock your senses on to one creature you see within range. You gain advantage on attacks rolls or ability checks against one target of your choice for 1 round.
- Arcane Awakened - Your dedication to spellcasting has granted you to cast spells much earlier. You can learn one Magian Polymath cantrip or 1st level polymath spell of your choice. If you pick a 1st level spell, you have one spell slot to cast it. (this does not affect the number of spells you learn) If you pick this at level 10th, you can learn one additional Polymath cantrip or spell that is no spell level higher than your highest level spell slots.
Additional Options[edit]
- Eagle Eye - As a bonus action, You can focus you accuracy to make land a deadly strike. When you make a ranged weapon attack. You can chose to remove disadvantage from attack at long range or gain advantage at attack with the weapons normal range and remove disadvantage from attacking within 5ft.
- Versatile - You gain 2 additional skills from the following list: Animal Handling, Athletics, History, Insight, Intimidation, Perception, Persuasion and Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.
You can use this feature you chosen features as many times as your charisma modifier before taking a long-rest, with the exception of Unarmoured Defensive, Arcane Awakened, Speak in Tongues and Versatile.
Spellcasting[edit]
At the 2nd level, you have learned to cast arcane spells.
Spell Slots[edit]
The Polymath table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these Polymath spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
At 2nd level, you know three 1st-level spells of your choice from the polymath spell list. The Spells Known column of the polymath table shows when you learn more polymath spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new polymath spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Polymath spells you know and replace it with another spell from the Polymath spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your Polymath spells, your power derives from researching how to wield magic from your own determination. 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 an Polymath 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 polymath spells.
Additional Ability[edit]
https://media.wizards.com/2019/dnd/downloads/UA_ClassFeatures.pdf
- Spell Versatility
Whenever you finish a long rest, you can replace one spell you learned from this Spellcasting feature with another spell from the polymath spell list. The new spell must be the same level as the spell you replace.
Fighting Style[edit]
Also at level 2nd, 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.
- Close Quarters Shooter (UA)
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Mariner (UA)
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Tunnel Fighter (UA)
You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Additional fighting styles
- Arcane Warrior
You learn one cantrips of your choice from the Magian spell list. They count as polymath spells for you, and Charisma is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Magian spell list.
Polymathic Archetype[edit]
At 3rd level, you choose a polymathic archetype that you strive to emulate, such as the Tactician. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th level.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can gain this ability a second time if you choose the Duellist Archetype
Redemption Dice[edit]
At level 5th, your mental agility has become fast enough to to turn any bad situation around. If you fail a saving throw, you can use a redemption die to roll a d6 and add it to the roll that you've rolled for. You have as many Redemption Dice equal to your charisma modifier. You regain all expended uses after a long rest.
The dice becomes a d8 at level 9th, a d10 at level 13th and a d12 at level 17th.
Spell Mastery[edit]
At 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level and a 2nd-level polymath spell that are in your list of spells. The spells chosen cannot restore hitpoints or grant temporary hitpoints.
You can cast those spells at their lowest level without expending a spell slot. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.
Remarkable Foresight[edit]
At level 20th, you are adept for preparing for the unexpected. When you roll initiative and have no uses of Redemption die left, you regain one die.
Polymath Archetypes[edit]
Despite Polymaths being a all-rounder class, some sway towards a particular skill or combat style they favor. Your choice of archetype is a reflection of your preferred technique.
Tactician[edit]
A common path for polymath to go down. Tacticians gain a variety of option to broadened their ranged of skills and weapons to become powerful warriors in the battlefield.
- Bonus Proficiency
When you become this archetype at level 3rd, you gain proficiency with medium armor and martial weapons.
- Counter
At the beginning of level 3rd, You can swiftly strike at foes when they attempt to attack you. When a creatures within 5 feet of you targets you for an attack, you can use a reaction to use a weapon attack. On hit, the attack deals an additional 2d8 damage on a target, the damage type matches the weapon that you are wielding.
You can use this feature as many time equal to your charisma modifier a day before a long rest.
- Spellslinger
At level 6th, you can learn one cantrip from the Wizards spell list that has a damage roll. The cantrip you pick can add your charisma modifier to the damage roll.
- Eldritch Resilience
At level 10th, You have grown resilient in using magic in the mists of combat. You can choose to cast a damaging spell as a reaction whenever you are targeted by an attack that misses. In addition, you gain resistance to one type of damage of your choice that isn't bludgeoning, slashing or piercing.
- Striking Onslaught
At level 14th, you can charge yourself with a charismatic power, unleashing a devastating flurry of attacks onto a creature within range. As a bonus action, you can make a melee weapon attack against one creature. This attack count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
The target creature makes a constitution saving throw, on a failed save, you deal 10d10 damage, based on the weapon your are using and half as much on a successful save. You must finish a long rest before you can use this feature again.
Dualist[edit]
A flexible fighter, a dualist can shine in close or ranged one-on-one combat. Using their might and specialty in weapons to best those in fights.
- Bonus Proficiencies
When you become a dualist at 3rd level, you gain proficiency with medium armor and martial weapons.
- Combat Superiority
At 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
• When you make a check that allows you to apply your proficiency in a skill that you have, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful.
• When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
• If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
- Additional Fighting Style
At level 6th, you can choose a second option from the Fighting Style class feature.
- Extra attack (2)
At 10th level, you can attack three times instead of two, whenever you take the Attack action on your turn.
- Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
- Rapid Strike
Starting at 14th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Prodigy[edit]
A archetype that focuses on stealth and agility to dodge attacks and surprise foes. Prodigy's can become proficient in a range of skills to gain the upper hand in any situation they find themselves in.
- Bonus Proficiencies
When you become a Virtuoso at level 3, you gain proficiency in one skill of choice and one of the following items; poisoners kit, disguise kit or thieves tools.
- Expertise
When you choose this archetype at level 3, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 14th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
- Evasion
At 6th Level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- Uncanny Dodge
At level 10th, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
- Cloak of Shadows
At level 14th, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.
Magian[edit]
A Magian is a spell orientated Archetype of the Polymath. They follow a similar path to that of a wizard in order to broaden their spell pool to become powerful spellcasters.
- Magian Magic
At 3th levels, your arcane powers have reach a level beyond the average polymath capacity. You gain access to 3 cantrips of your choice, as well as learning spells from the Sage spell list at later levels. You can also cast spells as a ritual if they have the ritual tag.
Choose three cantrips of your choice from the Magian spell list below.
— Spell Slots per Spell Level — | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | Spells Known | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
3rd | 3 | 3 | 4 | 2 | - | - | - | - | - | - | - | |
4th | 4 | 3 | 4 | 3 | - | - | - | - | - | - | - | |
5th | 5 | 4 | 4 | 3 | 2 | - | - | - | - | - | - | |
6th | 6 | 4 | 4 | 3 | 3 | - | - | - | - | - | - | |
7th | 7 | 4 | 4 | 3 | 3 | 1 | - | - | - | - | - | |
8th | 8 | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - | |
9th | 9 | 4 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | |
10th | 10 | 5 | 3 | 2 | 3 | 3 | 2 | - | - | - | ||
11th | 11 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
12th | 12 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | |
13th | 13 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
14th | 15 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | |
15th | 16 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
16th | 17 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | |
17th | 18 | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | 19 | 5 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | 20 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | 21 | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
- Potent Spellcasting
Starting at 6th level, you add your Charisma modifier to the damage you deal with any Polymath cantrip
- Durable Magic
Beginning at 10th level, the magic you channel helps ward off harm. While you maintain concentration on a spell, you have a +2 bonus to AC and all saving throws.
- Arcane Inheritance
Starting at level 14th, your well-versed spellcasting has allowed you to learn more sophisticated magic. You can add two spells from the wizards spell list and count them as Polymath (Magian) spells.
Polymath Spells List[edit]
- 1st level: Animal Friendship, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Detect Poison and Disease, Disguise Self, Feather Fall, Fog Cloud, Illusory Script, Jump, Longstrider, Protection from Evil and Good, Speak with Animals, Silent Image, Sleep, Thunderwave, Unseen Servant
- 2nd level: Blindness/Deafness, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Enhance Ability, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Object, Mirror Image, Misty Step, Phantasmal Force, Protection from Poison, See Invisibility, Shatter, Spider Climb, Suggestion
- 3rd level: Bestow Curse, Clairvoyance, Daylight, Dispel Magic, Fear, Feign Death, Glyph of Warding, Hypnotic Pattern, Major Image, Protection from Energy, Remove Curse, Sending, Stinking Cloud, Tongues, Water Breathing, Water Walk
- 4th level: Banishment, Blight, Confusion, Dimension Door, Freedom of Movement, Hallucinatory Terrain, Locate Creature, Polymorph, Stoneskin, Wall of Fire
- 5th level: Animate Objects, Dream, Geas, Greater Restoration, Hold Monster, Legend Lore, Planar Binding, Raise Dead, Scrying, Seeming, Teleportation Circle
Magian Spells List[edit]
- Cantrips: Blade Ward, Chill Touch, Friends, Light, Mage Hand, Mending, Message, Minor Illusion, Poison Spray, Prestidigitation, True Strike
- 1st level: Animal Friendship, Charm Person, Comprehend Languages, Cure Wounds, Detect Magic, Detect Poison and Disease, Disguise Self, Feather Fall, Fog Cloud, Illusory Script, Jump, Longstrider, Protection from Evil and Good, Speak with Animals, Silent Image, Sleep, Thunderwave, Unseen Servant
- 2nd level: Blindness/Deafness, Cloud of Daggers, Crown of Madness, Darkness, Darkvision, Enhance Ability, Hold Person, Invisibility, Knock, Lesser Restoration, Locate Object, Mirror Image, Misty Step, Phantasmal Force, Protection from Poison, See Invisibility, Shatter, Spider Climb, Suggestion
- 3rd level: Bestow Curse, Clairvoyance, Daylight, Dispel Magic, Fear, Feign Death, Glyph of Warding, Hypnotic Pattern, Major Image, Protection from Energy, Remove Curse, Sending, Stinking Cloud, Tongues, Water Breathing, Water Walk
- 4th level: Banishment, Blight, Confusion, Dimension Door, Freedom of Movement, Hallucinatory Terrain, Locate Creature, Polymorph, Stoneskin, Wall of Fire
- 5th level: Animate Objects, Dream, Geas, Greater Restoration, Hold Monster, Legend Lore, Planar Binding, Raise Dead, Scrying, Seeming, Teleportation Circle
- 6th level: arcane gate, Circle of Death, Create Undead, Eyebite, Mass Suggestion, Move Earth, Sunbeam, True Seeing
- 7th level: Etherealness, Finger of Death, Forcecage, Fire Storm, Mirage Arcane, Plane Shift, Reverse Gravity, Symbol, Teleport
- 8th level: Control Weather, Dominate Monster, Earthquake, Feeblemind, Power Word Stun, Sunburst
- 9th level: Astral Projection, Foresight, Gate, Imprisonment, Power Word Kill, True Polymorph
Additional Archytypes[edit]
Guardian[edit]
A protector that bolsters themselves to protect others around them. Guardian Polymaths weave defensive magic with their attuned vitality, so that they will become an unstoppable wall in the face of
- Bonus Proficiencies
At level 3rd, You gain proficiency in medium and heavy armor.
- Guardians Fortitude
Starting at level 3rd, your training in becoming a guardian has improved your ability to withstand blows that others couldn't take. You gain additional hp equal to your polymath level.
- Defensive Arcana
Also at level 3rd, you have diligently learned to abjure any incoming threats. Whenever you are targeted for an attack or saving throw, you can cast an abjuration spell as a reaction that has an instantaneous casting time. You must have the spell slot needed to cast the spell.
- Instant Bastion
At level 6th, you have learned to boaster your defence when you need it most. You can use your redeeming save die to add to your AC if an attack roll were to hit you, but not if the roll is a critical hit.
- Nullify Crit
Starting at level 10th, any critical hits made against you deal the same amount of damage as a normal hit. In addition, you can add half of your proficiency bonus (rounded down) to strength and constitution saving throws.
- Legendary Resistance
At level 14th, your expertise in defence has allowed you to surpass nearly any attack. Whenever you fail a saving throw, you can choose to succeed instead.
Your can use this feature as many times equal to half your charisma modifier. (Rounded up) Once you use this feature, you cannot use it again until after a long rest.
Optional Features[edit]
These are additional ability that you can choose to use for the Polymath. (Inspired by the optional abilities from Tasha's Cauldron of Everything) Consulting with your DM, you decide whether to gain an optional feature if you meet the level requirement noted in the feature's description. These features can be selected separately from one another; you can use some, all, or none of them.
If you take an optional feature that replaces another feature, you gain no benefit from the replaced one and don't qualify for anything in the game that requires it.
Renewal[edit]
2nd Level Polymath Feature
You can tap into the magic within you to restore your vitality. As an action, you can restore a number of hit points equal to 1d6 + your charisma modifier. You can use this ability a number of times equal to half your charisma modifier (rounded up) and regain all uses after a long rest.
At level 5th, this ability can now be used by expending a redemption dice. The die it uses also becomes the current die of the redemption dice and its usage is based on the amount of unexpended redemption dice.
Primed Versatility[edit]
4th Level Polymath Feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your polymath training.
- Replace the option you chose for the Primed Arsenal feature with one of that feature's other options.
- Replace a fighting style you know with another fighting style available to polymaths.
Spell Strike[edit]
5th Level Polymath Feature
The magic that lingers from the spell you casted can be transferred to your weapon. After you have casted a spell that expended a spell slot, you can make a weapon attack as a bonus action. When you do so, you can add your charisma modifier to the attack roll.
Additional Spells[edit]
Expanded Spell list (Optional Rule)[edit]
The spells in the following list expand the polymath spell list in the Player's Handbook. The list is organized by spell level, not character level. If a spell can be cast as a ritual, the ritual tag appears after the spell's name.
- 2nd Aid, Enlarge/Reduce, Magic Weapon
- 3rd Aura of Vitality, Elemental weapon, Revivify
- 4th Divination (Ritual), Fire Shield
Elemental Evil[edit]
- Cantrips: Control Flame, Create Bonfire, Frostbite, Gust, Mold Earth, Thunderclap, Shape Water
- 1st Level: Catapult, Earth Tremor, Ice Knife
- 2nd Level: Dust Devil, Earthbind
- 3rd Level: Erupting Earth, Flame Arrow, Wall of Water
- 4th Level: Watery Sphere
- 5th Level: Control Winds, Immolation
- 6th Level: Investiture of Flame, Investiture of Ice, Investiture of Storm, Investiture of Wind
Sword Coast Adventure[edit]
- Cantrips: Booming Blade, Green-Flame Blade, Lightning Lure, Sword Burst
Xanathar's Guide to Everything[edit]
- 3rd Level: Catnap, Enemies Abound
- 4th Level: Charm Monster
- 5th Level: Enervation, Synaptic Static, Wall of Light
- 7th Level: Power Word Pain
- 9th Level: Psychic Scream
Acquisitions Incorporated[edit]
- 1st Level: Distort Value
- 3rd Level: Fast Friends
Tasha's Cauldron of Everything[edit]
- 3rd Level: Intellect fortress, Spirit Shroud, Summon Fey
- 6th Level: Tasha's Otherworldly Guise
- 7th Level: Dream of the Blue Veil
Strixhaven[edit]
- 2nd Level: Borrowed Knowledge, Kinetic Jaunt
Fizban's Treasury of Dragons[edit]
- 2nd Level: Nathair's Mischief
- 3rd Level: Ashardalon's Stride
- 4th Level: Raulothim's Psychic Lance
Multiclassing[edit]
- Prerequisites
13 Charisma or Wisdom
- Proficiencies Gained
Light Armor, Shields, Simple Weapons
Starting Wealth: 4d4 x 10
Quick Play Character Sheet[edit]
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