Tent (5e Class)
Tent[edit]
<!-Introduction Leader->[edit]
Creating a Tent[edit]
- Quick Build
You can make a tent quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Tent you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Tent level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tent level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, History, Perception, Performance, Persuasion, and Religion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- leather armor
- (a) two simple weapons or (b) a martial weapon
- (a) explorer's pack or (b) Scholar's pack
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Tentacles! |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
Tentacles![edit]
At 1st level you get to summon tentacles. The max amount of summons you can have at once is equal to your Charisma modifier + your proficiency modifier divided by 2 (rounded up). Tent = d6 damage
- Spell Save DC = 8 + your Charisma modifier + your proficiency bonus
- Attack Modifier = your Charisma modifier + your proficiency bonus
Subclass (name)[edit]
At 3rd level, you chose a (subclass). Choose between The More The Merrier, The Bigger The Better, Time to Spice Things Up or go big or go home, each detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th levels.
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
The More The Merrier[edit]
more tent for less dam
- <!-Class Feature->
At 3rd level, you are now able to summon twice the amount of tentacles. damage becomes 1d4, you can summon 3 per summon action. str for tentacles is locked at 10
- <!-Class Feature->
At 7th level, free upgrade (dex)
- <!-Class Feature->
At 11th level,
- <!-Class Feature->
At 15th level,
The Bigger The Better[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
At 3rd level,
- <!-Class Feature->
At 7th level, free upgrade (str)
- <!-Class Feature->
At 11th level,
- <!-Class Feature->
At 15th level,
Time to Spice Things Up[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
At 3rd level,
- <!-Class Feature->
At 7th level, free upgrade (con)
- <!-Class Feature->
At 11th level,
- <!-Class Feature->
At 15th level,
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:
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