Polymath (5e Class)
From D&D Wiki
|
Share your thoughts, vote the pages quality!
Polymath
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 sage 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
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 | Polymath Archetype Feature | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — |
5th | +3 | Extra Attack, Redeeming Save (d6) | 4 | 4 | 2 | — | — | — |
6th | +3 | Polymath Archetype Feature | 4 | 4 | 2 | — | — | — |
7th | +3 | — | 5 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 5 | 4 | 3 | — | — | — |
9th | +4 | — | 6 | 4 | 3 | 2 | — | — |
10th | +4 | Polymath Archetype Feature, Primed Arsenal (3rd choice) | 6 | 4 | 3 | 2 | — | — |
11th | +4 | Redeeming Save (d8) | 7 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 7 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 1 | — |
14th | +5 | Polymath Archetype Feature, Redeeming Save (d10) | 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 | Masterful Intuition | 11 | 4 | 3 | 3 | 3 | 2 |
Primed Arsenal
Starting at 1st level, you have learned a particular ability through rigorous training into becoming a polymath. Choose two of the following abilities. You gain another 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 down, to a minimum of 1) when using a melee weapon. You can use this ability as many times equal to half your charisma modifier (rounded up)
- Slick Acumen - You attune yourself to your mind eye. You gain advantage on one skill check for 1 minute.
- Self-Restoration - As a bonus action, You regain health equal to your polymath level + 5. You can use this ability as many time equal to half your charisma modifier. (rounded up)
- Unarmored 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.
- Early Learner - Your dedication to spellcasting has granted you to cast spells much earlier. You can learn one Sage 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
- 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 Unarmored Defensive, Early Learner, Speak in Tongues, Ruinous blow and Versatile.
Spellcasting
At the 2nd level, you have learned to cast arcane spells.
Spell Slots
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.
- Expanded Spell Lists
If you choose the Templar or Spell Scout Archetype, You gain access to the spells that are on each of their respected spell tables. If you gain a spell that doesn’t appear on the polymath spell list, the spell is nonetheless a polymath spell for you.
Additional Ability
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
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 two cantrips of your choice from the Wizard 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 Wizard spell list.
https://media.wizards.com/2019/dnd/downloads/UA_ClassFeatures.pdf
(includes the fighting style option on pages 12-13)
Polymath Archetype
At 3rd level, At 3rd level, you choose an 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
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 Hero Archetype
Redeeming Save
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 redeeming save to roll a d6 and add it to the roll that you've rolled for. You can use this feature as many times equal to your charisma modifier. You regain all expended uses after a long rest.
The dice becomes a d8 at level 11th, a d10 at level 14th and a d12 at level 17th.
Spell Mastery
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. 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.
Masterful Intuition
Starting at level 20th, if you have no more redeeming save dice, you can regain up to 3 uses after a short rest.
Polymath Archetypes
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
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, when a creatures within 5 feet of you targets you for an attack , you can use a reaction to use a weapon attack that deals an additional 2d8 damage on a target after their attack roll. 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 and you can choose to cast that spell as a reaction whenever you are targeted by an attack.
- Eldritch Resistance
At level 10th, you can choose one type of damage and become resistance to that chosen damage. (except any non-magical weapon damage)
- Blitzkrieg
At level 14th, you can charge your weapon with a charismatic power that can wreak havoc on a enemy. As a bonus action, you can make a weapon attack against one creature. The target creature makes a constitution saving throw, on a failed save, you deal 10d10 damage and half as much on a successful save, the damage type is one you chosen for Eldritch Resistance. You must finish a long rest before you can use this feature again.
Hero
A flexible fighter, the hero can shine in close or ranged combat depending on the preferred fighting style of the user and can deal a chain of attack to anyone that is unlucky enough to get in a their way.
- Bonus Proficiencies
When you become a Hero 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.
Spy
A archetype that focuses on stealth and agility to dodge attacks and surprise foes. A spy can become proficient in a range of skills and utilizes the shadows to their advantage in combat or to gain treasure.
- Bonus Proficiencies
When you become a spy 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.
Sage
A Sage 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 power spellcasters.
- Sage 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 sage 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 (sage) spells.
Polymath Spells List
- 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
Sage Spells List
- 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
Unearth Arcana
Expanded Spell list
(https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf)
- 2nd Aid, Augury (ritual), Enlarge/Reduce, Warding Bond
- 3rd Aura of Vitality, Life Transference (Xanathar's Guide)
- 4th Divination (ritual), Fire Shield, Phantasmal Killer, Revivify
- 5th Dawn
- 6th Flesh to Stone
- 9th Power Word Heal (Xanathar's Guide)
Starter Spells
- Cantrips: Infestation, Toll the Dead
- 1st Level: Guiding Hand, Puppet, Sudden Awakening, Sense Emotion
Elemental Evil
- 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
- Cantrips: Booming Blade, Green-Flame Blade, Lightning Lure, Sword Burst
Xanathar's Guide to Everything
- 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
Psionic Spells
https://media.wizards.com/2019/dnd/downloads/UA-PsychicSoulPsionics.pdf
- Cantrips: Mind Sliver
- 1st Level: Id Insinuation
- 2nd Level: Mental Barrier, Mind Thrust, Thought Shield
- 3rd Level: Psionic Blast
- 4th Level: Ego Whip
- 5th Level: Intellect Fortress
- 6th Level: Psychic Crush
UA Spells and Tattoo's
https://media.wizards.com/2020/dnd/downloads/UA2020-SpellsTattoos.pdf
- 3rd Level: Spirit Shroud , Summon Fey Spirit , Summon Shadow Spirit
- 6th Level: Otherworldly Form
Multiclassing
- Prerequisites
13 Charisma
- Proficiencies Gained
Light Armor, Shields, Simple Weapons
Starting Wealth: 4d4 x 10
Quick Play Character Sheet
Bonus Archetypes
Raider
A mounted warrior that rushes into battle to finish foes quickly, this archetype is a tanky, but fast fighter that relies on a mount for its speed a
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in medium armour and Martial Weapons
- Born to the Saddle
Starting at 3rd level, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off it, you can automatically land on your feet if you aren’t incapacitated and you fall less than 10 feet.
- Combat Superiority
When you choose this archetype at 6th 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 short or long rest.
You gain another superiority die at 14th level and one more at 19th level. Using Superiority Dice. You can expend superiority dice to gain a number of different benefits:
• When you make a check to influence or control a creature you are riding, you can expend one superiority die to add it to the 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.
• When you make an attack with a lance while mounted, you can expend one superiority die to add it to your damage roll. In addition, the target of the attack must make a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
• If either you or your mount is hit by an attack while you are mounted, you can expend one superiority die as a reaction, adding the number rolled to your or your mount’s AC. If the attack still hits, you or your mount take half damage from it.
- Improved Combat Superiority
At 10th level, your superiority dice turn into d10s. At 14th level, they turn into d12s.
- Relentless
Starting at 14th level, when you roll initiative and have no superiority dice remaining, you regain one superiority die.
Spell Scout
A Spell Scout specialize in ranged combat with both nature spells and archery to flank and take down their foes.
- Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency in two of the following skills of your choice: Arcana, History, Insight, Investigation, Nature, or Perception. You can gain proficiency with a tool of your choice in place of one skill choice.
- Expanded Spell Slots
When you choose this archetype at level 3rd, you gain the following list of spells...
Polymath Level | Spells |
---|---|
3rd | False Life, Hunter's Mark |
5th | Silence, Magic Weapon |
9th | elemental weapon, Magic Circle |
13th | Locate Creature, Greater Invisibility |
17th | Teleportation Circle, Legend Lore |
- Natural Explorer
When you become a Spell Scout at level 3rd, you are particularly familiar with one type of natural environment and are adept at travelling and surviving in such regions. Choose one type of favoured terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favoured terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While travelling for an hour or more in your favoured terrain, you gain the following benefits:
- Difficult terrain doesn’t slow your group’s travel.
- Your group can’t become lost except by magical means.
- Even when you are engaged in another activity while travelling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are travelling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
You choose additional favoured terrain types at 6th and 10th level.
- Alternative to Natural Explorer
https://media.wizards.com/2019/dnd/downloads/UA-ClassFeatures.pdf
- Deft Explorer
You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.
- Canny
Choose one skill: Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your bonus to ability checks using that skill. In addition, thanks to your extensive wandering, you are able to speak, read, and write two languages of your choice.
- Roving
Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.
- Tireless
As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Charisma modifier. You can use this special action a number of times equal to your Charisma modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.
- Close-Quarters Shooting
At 6th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn't advantage on your roll. In addition, if you hit a creature within 5 feet of you with a ranged attack on your turn , that creature can’t take reactions until the end of this turn. (If you already have this ability via fighting styles, you gain the Archery fighting style instead.)
- 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.
- 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.
Templar
A holy warrior that has learned to channel divine energy to vanquish evil and can call upon the gods to give them great power when needed most.
- Bonus Proficiencies
When you become a Templar at 3rd level, you gain proficiency with medium and heavy armor.
- Expanded Spell Slots
When you choose this archetype at level 3rd, you gain the following list of spells...
Polymath Level | Spells |
---|---|
3rd | Command, Protection from Evil and Good |
5th | Blindness/Deafness, Spiritual Weapon |
9th | Hold Person, Fear |
13th | Spirit Guardians, Revivify |
17th | Hold Monster, Banishing Smite |
- Channel Divinity
At 6th level, you gain the following two Channel Divinity options.
Turn the Unholy. As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Guided Strike. You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
- Divine Strike
At 10th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Battle Magic
At 14th level, you have mastered the art of weaving spellcasting and weapon use into a single harmonious act. When you use your action to cast a Polymath spell, you can make one weapon attack as a bonus action.
Vampiric Trickster
As a Vampiric Trickster, you harness the power of the dark arts and supernatural powers to control life force and deceive foes.
- Veil of Darkness
When you choose this archetype at level 3rd, You can become invisible in darkness or dim light until you attack, cast a spell or enter bright light. You can use this feature as many time equal to you charisma modifier before taking a long rest.
- Bloodline
At level 3rd, you can sacrifice a number of hp to add to a damage roll, you can sacrifice up to a quarter of your health for this feature until you finish a long rest.
- Heightened Senses
At level 6th, you can sacrifice 2 hp to gain advantage on stealth, perception or survival checks.
- Siphon Life
At level 10th, when you reduce a creatures hp to 0, you regain hp equal to 1d8 + spell mod.
- Dominate Mind
At level 14th, you gain the ability to control a creatures mind. As a action, you can attempt to take control of a creature with 10ft from you the target creature must succeed on a wisdom saving throw, or be possessed until the creature succeed its saving throw.
The creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. If the controlled creature is damaged by a attack it can roll another save throw, ending the effect on a successful throw or if the creature hp reaches 0. Alternatively, you can end this spell using a bonus action.
Once you use this feature, you can’t use it again until you finish a long rest.
Vitalmancer
A archetype that can manipulate the life force of friend and foes. Wherever it be to heal allies or to damage enemies, the Vitalmancer can be a reliable companion for anyone.
- Divine Intervention
When you pick this archetype at level 3rd, you have the choice of learning either the Spare the Dying or Sacred Flame cantrip.
- Vigour Split
At level 6th, When you cast spare the dying or any healing spell, you can regain health equal to 1d4 + constitution mod. (minimum of 1 hp)
- Vengeance Bolt
Starting at level 10th, you can conjure a arrow that can pierce a enemy from afar that has attacked you. When you are hit with a weapon attack, you can use a bonus action to target the attacker to make a constitution saving throw. If failed save, you deal 1d6 + half your characters level (rounded down) piercing damage to the attacker if they are within 60ft from you and aren't behind total cover that is opaque.
- Death Touch
At Level 14th, you have the ability to inflict damage by simply touching a creature. When you make contact with a creature within 5ft from you, the creature makes a constitution saving throw, on a failed save you deal necrotic damage equal to 4 + your charisma modifier to a foe.
Shinobi
A type of warrior from the orient, these warriors use techniques in deception and landing devastating strikes to the enemy whilst maintaining their agility.
- Sound Mind
When you take this archetype at level 3rd, you gain advantage on saving throw against spells that charm, silence, or interrupt you casting a spell.
- A Thousand Faces
As a Shinobi you have learned to employ magics that assist you in infiltration. At 3rd level, you gain the ability to cast alter self at will, without expending a spell slot. Once you use this feature, you must finish a short or long rest before you can do so again.
- Revitalise
Starting a level 6th, you gain advantage on rolls for regaining health. (from rest or spells)
- Hunter Aura
At level 10th, you gain 10ft movement while holding 2 weapons and immunity from either diseases, poison, being possessed, slowed down by spells, charmed or put to sleep.
- Predatory Power
At level 14th, you have learned to hunter your enemies like prey. All your attack rolls increases by +2.
Back to Main Page → 5e Homebrew → Classes