Prodigy (5e Class)

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Creating a Prodigy[edit]

When making a Prodigy character, think of this class as a shell, for you to pour your wants into. If you want to play a simpler Wizard, consider your character as it was a wizard who was able to learn spellcasting quickly or if you want to play a simpler Bard, consider your character as a person who accidentaly started casting spells with their songs and is really good at it but doesn't know why.

Quick Build

You can make a Prodigy quickly by following these suggestions. First, make your highest ability score your Prodigy's Role bonus proficiency, followed by Dexterity or Constitution. Second, choose any Background corresponding to the way you learned how to cast spells.

Class Features

As a Prodigy you gain the following class features.

Hit Points

Hit Dice: 1d8 per Prodigy level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Prodigy level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons and Martial meelee weapons.
Tools: None.
Saving Throws: Wisdom and choose one from Dexterity, Intelligence or Charisma.
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Performance, Persuasion, and Religion.

Equipment

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

  • (a) a quarterstaff or (b) any melee weapon.
  • (a) a light crossbow and 20 bolts or (b) a shield or (c) any simple weapon.
  • (a) an explorer's pack or (b) a scholar's pack.
  • Leather armor.
  • If you are using starting wealth, you have 3d4 × 10 gp in funds.

Table: The Prodigy

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 2 Prodigy's Role, Spellcasting 2
2nd +2 2 Weave Absorption, Arcane Regeneration 3
3rd +2 2 4 2
4th +2 3 Ability Score Improvement 4 3
5th +3 3 4 3 2
6th +3 3 Prodigy's Role Feature 4 3 3
7th +3 3 4 3 3 1
8th +3 3 Ability Score Improvement, Versatile Caster 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 4 Prodigy's Role Feature, Focused Casting 4 3 3 3 2
11th +4 4 4 3 3 3 2 1
12th +4 4 Ability Score Improvement 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 5 Empowered Spells 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 5 Ability Score Improvement, Expanded Capacity 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 5 4 3 3 3 3 1 1 1 1
19th +6 5 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 6 Master of the Weave 4 3 3 3 3 2 2 1 1

Prodigy's Role[edit]

Choose one role related to the origin of your powers: Expert, Chosen one, or Talented. It will grant you additional features from your role at 6th and 10th levels.

All the Prodigy's Roles are detailed at the end of the Prodigy's page

Spellcasting[edit]

You have the ability to cast spells. When you chose your Prodigy's Role: Expert, Chosen one, or Talented. It determined the spell list and spellcasting ability used by you, as shown on the Spellcasting table.

Role Spell List Ability
Expert Wizard Intelligence
Chosen one Cleric and Druid Wisdom
Talented Bard and Warlock Charisma
Spell Slots.

The Prodigy table shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finishes a long rest.

Spells Known.

You know two cantrips and three 1st-level spell of your choice from your spell list.

The Cantrips Known column of the Prodigy table shows the number of cantrips you know. Choose a number of spells from your spell list equal to your Intelligence modifier + your Prodigy level. For example, if you’re a 3rd-level Prodigy, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.

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

Spellcasting Ability.

Your spellcasting ability for these spells depends on the choice you made on the Spellcasting table.

You use your spellcasting ability whenever a spell refers to that ability. In addition, you use your spellcasting ability modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one.

 Spell save DC = 9 + your proficiency bonus + your spellcasting modifier
 Spell attack modifier = your proficiency bonus + your spellcasting modifier
Spellcasting Focus.

You can use a focus for your spells depending on the choice you made on the Spellcasting table. An Expert can use an arcane focus, a Chosen one can use a holy symbol, and a Talented can use an arcane focus or a musical instrument.

Ritual Casting

You can cast a spell as a ritual if that spell has the ritual tag and you have access to the spell. You don’t need to have the spell prepared.

Weave Absorption[edit]

Starting at 2nd level, you can empower a spell gathering the weave around you and concentrating its power on it, when casting a leveled spell which has a section that says "At Higher Levels.", you can expend Weave Points to get the benefits of casting it at higher levels, each Weave Point spent will cast the spell as a level more. For instance, as a 2nd level Prodigy, you can upcast the Magic Missile spell one level by using a first level spell slot, and a Weave Point.

When you use an amount of Weave Points equal to your proficiency bonus, you need to take a long rest to use it again, restoring all your uses of it once you finish the long rest.

Using this feature, you can't expend more than four Weave Points on a single spell and the sum of the spell's level and the Weave Points used can't be 10 or more. For example, casting a 7th level spell, the maximum Weave Points a caster can spend is 3, because of the "10 sum limit".

Arcane Regeneration[edit]

Starting at 2nd level, once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your Prodigy level rounded up, and you can't recover spell slots higher than 6th 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. As normal, you can't increase an ability score above 20 using this feature.

Versatile Caster[edit]

Starting at 8th level, once per day, you can swap out spells you know for other spells you have access to. You can swap spells with a combined spell level up to half your Prodigy level rounded up. While long resting you can freely change all your prepared spells.

For example, at 12th level you could swap your 6th level spell slot, or a 5th level spell slot and a 1st level one, or a 4th level spell and a 2nd level one, etc.

Focused Casting[edit]

At 10th level, taking damage can't break your concentration on a spell.

Expanded Capacity[edit]

At 16th level, your spellcasting ability cap reaches 22.

Master of the Weave[edit]

At 20th level, there is no limit of Weave Points you can use in a spell anymore. Additionally, you can use your Weave Points to regain spellslots, expending an amount of them equal to the spell slot you are trying to regain. You can force yourself to instantly regain all Weave Points you have access to, but you gain 2 levels of exhaustion by doing so.

The Prodigy's Role[edit]

The Expert[edit]

Shifter

At 6th level you gain access to a number of Shifter Points equivalent to your proficiency bonus. By spending one shifter point you can change the damage type of a spell. Alternatively you can spend two shifter points while using the polymorph spell to turn into any creature, rather than only beasts. All other restrictions of the polymorph spell still apply. You regain all uses of this feature after a long rest.

Flexible caster

At 10th level, you learn how to utilize Weave Points more effectively. You can now offset the cost of a spell by using Weave Points, i.e using a 3rd level spell slot, plus 1 Weave Point would allow you to cast a 4th level spell you have access to and know. This feature does not work on spells you do not know, and/or if you do not have access to spells of that tier yet. You cannot cast spells above 6th level with this feature. You cannot cast spells with just Weave Points. You can cast up to 1 6th level spell with this feature, 3 5th level spells, 5 4th level spells, 7 3rd level spells, or 9 2nd level spells. I.e you can only use Weave Points to mimic a 6th level spell once per combat, regardless of how many spell slots and Weave Points you have.

The Chosen One[edit]

Divine Aid or Nature Aid

At 6th level, when you cast a non-damaging spell which does not say "At higher levels." you can expend an amount of Weave Points equal to the spells level to cast another as a bonus action.

Blessed Symbol or World's Talisman

At 10th level, every time you need to cast a spell with your spellcasting focus, you can use a bonus action to make you and another two creatures you choose that are not farther than 30ft from you heal 2d8 + Wisdom modifier Health Points.

Additionaly, you can use a bonus action and expend two Weave Points to use this feature without casting any spell.

The Talented[edit]

Lucky charm

At 6th level, twice per short-rest, by using your reaction, you can get advantage on an attack roll, ability check or ability saving-throw, you can wait until after you make the roll before deciding to use this feature, but must decide before the DM says whether the roll succeeds or fails.

Expertise

At 10th level, choose four of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Prodigy class, you must meet these prerequisites: Charisma 13 or more, Wisdom 13 or more or Intelligence 13 or more.

Proficiencies. When you multiclass into the Prodigy class, you gain the following proficiencies: Simple weapons and Simple Weapons.

Some Clarifications[edit]

If you haven't noticed yet, I have just made the Sidekick Spellcaster more playable.

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