Reanu Keeves (5e Class)
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This class is based on the Skyrim character created by the youtuber The Spiffing Brit of the same name
Reanu Keeeves[edit]
“ | Reanu Keeves has no need for people with heads
-Spiff |
” |
The mighty archmage descends from above, landing before a lone human, the only one remaining who dares to stand against his rule. With the Terrasque under his control, no one could stop him now! But when the archmage's Terrasque attempts to strike the rebel, the strike bounces off their armor like it was nothing. The rebel then takes out a simple fork, and points it at the beast, and, in an instant, the Terrasque is incinerated, with the remains of its soul trapped within a gem that will fuel the rebel's power further.
Perfectly Balanced[edit]
This class is designed for one thing: turning completely useless objects into overpowered artifacts. Utilizing the power of the Cheesy Exploits and Yorkshire Tea, they seek to gain the power of the class's namesake, and one day release him from his prison. Unlike most magical abilities, the Cheesy Exploits do not need much knowledge to accomplish, usually requiring Dexterity to pull off instead
Creating Reanu Keeves[edit]
What led you to seek out the power of Reanu Keeves? How did you first learn of the Cheesy Exploits? What is a Khajiit? These are all important questions.
- Quick Build
You can make Reanu Keeves quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitiution. Second, choose the charlatan or scholar background. Third, choose all 3, Pretend plate, and pipe pistol
Class Features
As a Reanu Keeves you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Reanu Keeves level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Reanu Keeves level after 1st
- Proficiencies
Armor: Heavy and Medium
Weapons: Forks, wooden swords, butter knives, longbows, shortbows, pipe pistols.
Tools:
Saving Throws: Dexterity
Skills: Sleight of Hand, Deception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 forks (1d4 piercing damage with proficiency, none otherwise) or (b) 2 wooden swords (1d4 bludgeoning damage with proficiency, none otherwise) or (c) A butter knife {1d4 slashing damage with proficiency, none otherwise) or (d) All 3 choices
- (a) Chain mail armor or (b) Half plate armor or (c) Pretend plate armor and gauntlets (Heavy armor, 11 armor class, disadvantage at stealth. Gauntlets do nothing at level 1 but also weigh nothing.)
- (a) 1 longbow or (b) 1 shortbow or (c) 1 pipe pistol (1d4 damage, infinite ammo. Will be useful later)
- A scholar's pack
- If you are using starting wealth, you have committed blasphemy! 6d4X10 electrum in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||
1st | +2 | Khajiit Trading Degree | — | — | — | — | — |
2nd | +2 | Soul Trap | 2 | — | — | — | — |
3rd | +2 | Burny Sanders | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Forkgive Me Extra Attack | 4 | 2 | — | — | — |
6th | +3 | Paralysis Poison | 4 | 2 | — | — | — |
7th | +3 | Soul Bucket | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Unnamed | 4 | 3 | — | — | — |
9th | +4 | A Song of Flame and Chill | 4 | 3 | 2 | — | — |
10th | +4 | Horse Tilt | 4 | 3 | 2 | — | — |
11th | +4 | 1000 Degree Knife | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | Yorkshire Tea Gold | 4 | 3 | 3 | 1 | — |
14th | +5 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | YEETFORCE 90000 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | 40k Power Armour on Steroids | 4 | 3 | 3 | 3 | 1 |
18th | +6 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, The Power of Yorkshire Tea | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Fortify Restoration | 4 | 3 | 3 | 3 | 2 |
Spellcasting[edit]
Your Spellcasting ability is Dexterity
Khajiit Trading Degree[edit]
At level 1, you have a degree in Khajiit trading, when speaking with someone who is selling something, you can choose to make a DC 20 sleight of hand or deception check, your choice. On a successful roll, you sell the target one of their own items of your choice, gaining money equal to what you would get if you were to sell the target the item, otherwise, nothing happens. This can be repeated as much as you want, although the DC increases by 5 each time you use it on the same target within a day, resetting at dawn. You can expend a charged soul gem to reduce the DC by 5 per gem. You can also say you went to college without lying, and you possess an actual physical degree, which weighs nothing and is worth 1 bronze
Soul Trap[edit]
At level 2, you gain the ability to trap the souls of your foes. Every long rest, you create 10 items referred to as soul gems, magical prisons designed to contain souls. As a bonus action, you can cast soul trap on your target, which lasts for 1 minute. Upon the death of a soul trapped creature, their soul is transferred to one of the soul gems in your inventory, combining into a charged soul gem. Charged soul gems are essential for various features
Burny Sanders[edit]
At level 3, you can expend 1 charged soul gem to transform 1 fork into Burny Sanders. Burny Sanders is a fork infused with fire magic, dealing 1d4 additional fire damage. You can infuse additional charged soul gems to increase the number of d4 by 1 per gem, with the maximum number of d4 being your current level. Target is treated as vulnerable to fire damage if dual wielded with Forkgive Me
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.
Extra Attack[edit]
At level 5 you can attack twice instead of once whenever you take the attack action.
Forkgive Me[edit]
At level 5 you can expend 1 charged soul gem to transform 1 fork into Forkgive Me. Forkgive Me is a fork with the power of black holes, dealing 1d4 additional necrotic damage. You can infuse additional charged soul gems to increase the number of d4 by 1 per gem, with the maximum number being your current level. Target is treated as vulnerable to necrotic damage if dual wielded with Burny Sanders.
Paralysis Poison[edit]
At level 6 you can create paralysis poisons for 50 silver over a long rest. Paralysis poison can be infused into your weapon or stealthily administered. When stealthily administered you must make a dc 20 sleight of hand check. Upon poisoning the target, they must succeed a dc 25 Constitution saving throw or be paralyzed for 12 seconds or 2 rounds. Poisoning your weapon only lasts until you successfully hit your target.
Soul Bucket[edit]
At level 7 you can expend 1 charged soul gem to transform 1 wooden sword into Soul Bucket. The wooden sword casts soul trap on the target with a duration 6 months. When wielded with Unnamed its damage dice changes from 1d4 to 2d12. Anyone who attempts to hold it aside from you has their soul ripped out of them and placed within one of your soul gems, killing them.
Unnamed[edit]
At level 8 you can expend 2 charged soul gems to transform 1 wooden sword into Unnamed. The wooden sword absorbs the life force of anyone it hits, dealing 2d4 additional psychic damage and restoring a number of your own hitpoints equal to the amount of psychic damage done. You can infuse additional charged soul gems to increase the number of d4 by 1 per gem, with the maximum number being your current level. Target is treated as vulnerable to psychic damage if dual wielded with Soul Bucket. Anyone who attempts to hold it aside from you has all of their life force instantly ripped out of them and transferred to you, killing them.
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.
A Song of Flame and Chill[edit]
At level 9 you can expend 2 charged soul gems to transform 1 longbow into A Song of Flame and Chill. The bow simultaneously inflicts intense cold and intense heat on the target, dealing an additional 1d4 fire damage and 1d4 cold damage. You can infuse additional charged soul gems to increase both the fire and cold damage by 1d4 each per 2 gems, with the maximum number of d4 it can deal per damage type being equal to your level. Anyone who attempts to hold it aside from you is simultaneously burned and frozen, killing them.
Horse Tilt[edit]
At level 10 you gain the ability to use the Cheesy Exploits to gain uncontrollable speed. As an action, you can activate horse tilt, launching yourself in a direction of your choice at a speed of 1000 feet per turn. To change directions, you must succeed at a dc 15 dexterity check or continue on your current path. When stopping you will stop next turn rather than on the turn you choose to stop. This can be used as many times as you wish.
1000 Degree Knife[edit]
At level 11 you can expend 2 charged soul gems to transform 1 butter knife into a 1000-degree knife. The knife is infused with the power of the sun, dealing an additional 1d4 radiant damage. You can infuse additional charged soul gems to increase the damage by 1d4 per gem, with the maximum number of d4 radiant damage it can deal being twice your level. Target is treated as vulnerable to radiant damage upon hit. Anyone who attempts to hold it aside from you is instantly incinerated, killing them.
Yorkshire Tea Gold[edit]
At level 13 you can expend 2 charged soul gems to transform a set of pretend plate mail into Yorkshire Tea Gold. Yorkshire Tea Gold is a set of heavy armor with an armor class of 18, and it increases your hitpoints by 1 per level you have, which can be increased by 1 per charged soul gem expended on enhancement to a maximum of 12, although it still gives you disadvantage at stealth.
YEETFORCE 90000[edit]
At level 15 you can expend 2 charged soul gems to transform a pair of gauntlets into YEETFORCE 90000. YEETFORCE 90000 increases armor class by 2 and increases unarmed damage to 4d12 per hit.
40k Power Armour on Steroids[edit]
At level 17 you can expend 2 charged soul gems to transform Yorkshire Tea Gold into 40k Power Armor on Steroids. In addition to the original effects of Yorkshire Tea Gold, you can cast evocation and abjuration spells without expending spell slots or material components.
The Power of Yorkshire Tea[edit]
At level 19 you can expend 5 platinum or the equivalent in other currencies to transform a pipe pistol into The Power of Yorkshire Tea. When used to attack The Power of Yorkshire Tea fires an altered version of meteor swarm instead of bullets, with the altered meteor swarm only summoning one meteor instead of 4.
Fortify Restoration[edit]
At level 20, you can choose to perform a ritual that will grant you infinite power, known as the fortify restoration loop. To perform the loop, you must expend 20 charged soul gems over a long rest. After the ritual is completed you physically age to the equivalent of age 60 in human years unless you were already older, you become unaffected by the frailties of old age, though you can still die of old age, you cannot remove Yorkshire Tea Gold/40k Power Armor on Steroids or you will die, although it cannot be forcibly removed, and the bonuses of all of your items altered by this class is increased to 5 times what it would be at max level. Soul Bucket is unaffected, The Power of Yorkshire Tea can now fire a normal, non nerfed version of meteor swarm, paralysis poison now lasts 31 days and cannot be resisted, and YEETFORCE 90000 now increases unarmed damage to 40d12 bludgeoning damage rather than 4d12. Anyone who attempts to hold any items altered by this class other than you will now be absolutely obliterated by the wrath of Reanu Keeves.
Reanu Keeves's Spell List[edit]
You know all of the spells on the basic wizard spell list.
Multiclassing[edit]
Prerequisites. To qualify for becoming Reanu Keeves, you must meet these prerequisites: 13 Dexterity, Perfection.
Proficiencies. When you become Reanu Keeves, you gain the following proficiencies: Sleight of Hand, Deception, forks, wooden swords, butter knives, pipe pistols.
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