The Department of Mysteries and Paranormal (5e Class)
The DMP[edit]
The Department of Mysteries and Paranormal is a department full of students who's interests and curiosities lie in the hidden secrets of the world that most overlook.
Housed somewhere on the outskirts of the town the department's silo is pretty easy to spot. To gain access into this silo, however, is a different story. In the place of darkness, you must know how to “follow the walls”, as the students like to say. Maybe a member of the DMP with the coordinates tattooed will help you find your way, but make no mistake: be kind to all of the department's members, or you might find yourself in the middle of a field alone. Once inside of their little home, you’ll find that they aren’t as mean and ominous as this description makes them out to be. Yes, these students still summon demons and hunt ghosts but come on... who doesn’t? What’s important is that they know how to do it safely. The DMP loves learning about mysteries and the legends that are told around the bonfire on Sunday nights. The river that runs just right outside the silo is where they enjoy their summer days. Once Inside the silo you’ll find the nests of students scattered throughout the multi-level floors, and looking a little more you’ll find all of the books on the paranormal and their hunting bags. Each week they set out to go explore the forest and record their findings of the paranormal, and each member of the DMP has their own unique hunting style, most picking theirs up from others, so never be afraid to test new things out. There’s a world out their waiting to be seen and the DMP intends to find it.
Warning[edit]
This class doesn't actually go higher than level five, specifically because each level written is considered a whole year at the school (besides the first level, Initiation). This class' level five is the equivalent of a normal class' level twenty, leveling in this class is not meant for normal leveling up.
- Quick Build
The Department of Mysteries and Paranormal relies on its ability to safely hunt the paranormal and understand legends. You can make a DMP student quickly by following these suggestions. First, make Intelligence your highest ability score, followed by Dexterity.
Class Features
As a Department of Mysteries and Paranormal you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Department of Mysteries and Paranormal level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Department of Mysteries and Paranormal level after 1st
- Proficiencies
Armor: None
Weapons: Improvised Weapons
Tools: Thieves' Tools or a playing card set.
Saving Throws: Intelligence, Dexterity
Skills: Religion, and also choose two from Arcana, History, Insight, Investigation, Nature, or Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Thieves' Tools or (b) a playing card set
- (a) An androgynous school uniform or (b) An feminine school uniform
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Initiation |
2nd | +2 | Intro to Hunting |
3rd | +2 | Intro to Summoning |
4th | +2 | Ability Score Improvement, Parapsychology |
5th | +3 | The Paranormal Investigator |
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 | — |
Initiation[edit]
Congratulations on making it into the Department of Mysteries and Paranormal! As a reward, you can pick one feat from the following: Alert, Dungeon Delver, Keen Mind, or Stealthy.
Intro to Hunting[edit]
In their first year, the students of the Department of Mysteries and Paranormal are taught to hunt the paranormal and handle situations in dealing with them. You have advantage on Intelligence (Religion) checks in relation to figuring out paranormal entities and how to handle them.
Intro to Summoning[edit]
In their second year, the students of the Department of Mysteries and Paranormal are taught how to summon demons and the paranormal safely. You gain proficiency in one form of communication with the paranormal (Ouija board, tarot card, etc) and you have advantage when you use this tool to communicate with the paranormal.
Parapsychology[edit]
In their third year, the students of the Department of Mysteries and Paranormal spend time seeking out the paranormal in historic stories and legends. You gain proficiency specifically in Intelligence (History) checks in relation to the paranormal.
The Paranormal Investigator[edit]
Finishing up their final year at school, students of the Department of Mysteries and Paranormal have spent majority of their time studying the paranormal, where they reside, their stories, and how to handle them.
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