Santa Claus (5e Subclass)

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Santa Claus[edit]

Rogue Subclass

Rogue Level Cantrips Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 ~ ~ ~
4th 2 4 3 ~ ~ ~
5th 2 4 3 ~ ~ ~
6th 2 4 3 ~ ~ ~
7th 2 5 4 2 ~ ~
8th 2 6 4 2 ~ ~
9th 2 6 4 2 ~ ~
10th 3 7 4 3 ~ ~
11th 3 8 4 3 ~ ~
12th 3 8 4 3 ~ ~
13th 3 9 4 3 2 ~
14th 3 10 4 3 2 ~
15th 3 10 4 3 2 ~
16th 3 11 4 3 3 ~
17th 3 11 4 3 3 ~
18th 3 11 4 3 3 ~
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Spellcasting[edit]

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips[edit]

You learn two cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots[edit]

The Santa Claus Spellcasting table shows how many spell slots you have to cast your 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 finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher[edit]

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Santa Claus Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability[edit]

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC= 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier= your proficiency bonus + your Intelligence modifier

Bag of Holding[edit]

Also at 3rd level, you get a Bag of Holding.

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Naughty or Nice[edit]

Starting at 9th level, you can sense the alignment of any creature you interact with. After talking to or listening to this creature for 1 minute, you can ask the DM where they fall on the alignment chart (For example, Lawful Good or Chaotic Evil)

Tight Fit[edit]

At 13th level, you can travel through any space half your size. Your body magically slims and becomes extremely flexible, similar to that of an octopus. You still take damage if the area you are travelling in is dangerous, such as on fire or covered with acid.

At 17th level, you can now fit into any space a third your size.

All in One Night[edit]

Also at 17th level, you can double your party's movement speed when travelling long distances.

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