Power Broker (5e Class)
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Power Broker[edit]
One way or another you've gained some level of magical power, and you want, no need more power. Not for any noabl goal in truth, you just want the power.
<!-Introduction Leader->[edit]
Creating a Power Broker[edit]
- Quick Build
You can make a Power Broker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Charleten background. Third, choose a pair of fancy clothes.
Class Features
As a Power Broker you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Power Broker level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Power Broker level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Melee
Tools: Thieves tools, Playing card set
Saving Throws: Charisma, Dexterity
Skills: Choose 3 between Sleight of hand, Stealth, Deception, Performance, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) {{{item1b}}}
- (a) 50 gold coins or (b) {{{item2b}}}
- (a) Leather Armor or (b) {{{item3b}}}
- (a) 100 darts or (b) {{{item4b}}}
- If you are using starting wealth, you have 150 gold coins in funds.
Level | Proficiency Bonus |
Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | YOUR Magic, Soul Points | 1 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Subclass Feature | 1 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Summon Equipment | 1 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 1 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | More Magic | 1 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Enhanced Magic | 2 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Subclass Feature | 2 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 2 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Shadow Strike | 2 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Stolen Power | 2 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Subclass Feature | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 3 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Create Item | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Dissolve | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Subclass Feature | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Alter Reality | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Stolen Power | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Subclass Feature | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Your Magic[edit]
(1st level) Somehow you managed to either gain or steal some magic power, enjoy. This power is mostly concentrated in a focus, which can be any item you choose.
Soul Points[edit]
(1st level) Whenever a creature dies within a 100 ft diameter circle around you, you gain a number of Soul Points equal to half the creatures CR. Your gain the ability to use these points later.
Subclass Feature[edit]
At 2nd level, you chose a type. Choose between Deal Maker, Gambler or theif, detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 10th and 15th level.
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.
Summon Equipment[edit]
(3rd level) You can summon any of your equipment at will, even if its on another plane.
More Magic[edit]
(5th level) You can spend soul points to create new spell slots. The cost is double the spell level(level 1 slot costs two soul points, level 2 costs 4 soul points, so on and so fourth)
Enhanced Magic[edit]
(6th level) You can spend soul points to enhance your spells. Increased range(1 point gives 10 extra ft). Increased damage(5 points for an extra damage die).
Shadow Strike[edit]
(9th level) Spend soul points to create a shadow creature to attack. The attack deals 1d6 per soul point, and uses your Charisma modifier for both attack and damage roll's.
Stolen Power[edit]
(10th level) Pick one level three or lower ability from any D&D5e class.(Example: action surge from fighters, or smites from Paladins)
Create Item[edit]
(13th level) You can create any item of rarity very rare or lower. You can do this a number of times equal to your Charisma modifier per long rest.
Dissolve[edit]
(14th level) You can teleport yourself to a location you have previously been.
Alter Reality[edit]
(17th level) You can use your immense power to change some things about reality. from changing what material something is, to the color of the sky. the only limitation is you cant kill or unmake someone with this power, also it takes a full minute to edit reality.
Stolen Power[edit]
(18th level) You gain one level 15 or lower feature from any class you want.
Deal Maker[edit]
You gained your power through making deals with both more and less powerful entities, always making sure you come out on top.
- Deal
You have the power to make and enforce deals. If someone shakes your hand after making a deal they will be forced to uphold their end of the deal. They are incapable of escaping your deal, but sadly they still have their freedom.
- Charismatic
at the 3rd level, You always have advantage on persuasion and deception rolls.
- Contract
at the 7th level, You can make contracts with other living beings, if they accept one of their wishes come true in exchange of them giving one of the following:
Stat steal: While that creature is alive, you gain +2 from one of their stats while they lose -2 of the same stat, this effect will disappear after the creature is dead.
Life Power: You gain half of the creature's hit points as temporary hit points, while the creature is alive your hit points will always replenish after a long rest.
Feature Trade: You will gain one of the creature's features, which can be Actions, bonus actions or reactions.
You can have as many contracts equal to your proficiency bonus + Your Charisma modifier.
- Clock in
At level 10, you can make a deal with a single creature that their CR is higher than your level. Creature bound by Legendary pact can use all of their features and can take action immediately.
You can only summon a creature with Legendary Pact once per day and it only stays around for a minute.
- Life or Death
at 15th level, You can make a Deal with a nearby living creature, and give them the following options:
Part of your power: You will lose one of your attack actions permanently to give to the creature, in exchange of you receiving half of her maximum hit points into your maximum health.
Ressurection: You will grant one of the creatures most important wishes, and after your death you can posses it's body to become a fiend.
Gambler[edit]
Through luck and stacking the deck you've won power, and you wont give it up.
- Stacked Deck
You can spend soul points to add an equal number of d4's to any role. usable a number of times equal to your charisma modifier. This increases to a d6 at 10th level, and d8's at 18th level.
- bet
Once per long rest you can roll a d4, on a 1 you drop to 1 HP, on a 4 you and your whole team heal to full. on a two or three nothing happens.
- Don't Bluff me
You gain proficiency in insight checks.
- Roulette
Roll a d10 once per long rest. 1-deal 10 damage to everyone including yourself. 2-deal 100 damage to a target of your choice, that is hostile. 3-You have disadvantage on your next saving throw. 4-Your next roll has advantage. 5-All your enemies are healed by your charisma modifier times your level.(DM's discretion) 6-Heal your party by your charisma modifier times 4. 7-You take double damage next time you take damage. 8-Raises your party's AC by 2 until you take a long rest. 9-Lose your bonus action until the combat encounter ends. 10-You can cast an extra spell below level 3 until the combat encounter ends.
- Cashing out
You can spend Soul Points to heal you, 20 hp per point.
Thief[edit]
You stole your power.
- Evasion
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.
- Expertise
Pick two skills too double your proficiency at.
- Blindsight
You can see in complete darkness
- Open Sesame
You can spend 2 soul points to open any nonmagical lock, and 6 to open a magical lock or seal.
- In Their Walls
You can spend 5 soul points to gain the ability to phase through walls for 5 minutes.
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes<!-stealthy, often with low hit points-><!-often gets magical ability from a separate source, has sorcery points and a spell slot table-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-gains power through knowledge, almost always spellcaster-><!-keep this category if the class uses multiple tags->