Trailblazer (5e Class)
Welcome to the Trailblazer[edit]
Class Features
As a Trailblazer you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Trailblazer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Trailblazer level after 1st
- Proficiencies
Armor: Light
Weapons: Simple, Martial and Hat
Tools: Thieves' tools
Saving Throws: Strength or Charisma, Constitution
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation, sleight of hand
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Trail Blazing, Unarmoured Defense, Expertise, Blazing Path Feature |
2nd | +2 | Natural Explorer, Favored Enemy |
3rd | +2 | New Wisdom, Blazing Path Feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack, Blazing Path Feature |
6th | +3 | Action Surge, Blazing Path Feature |
7th | +3 | Blazing Path Feature, Indomitable |
8th | +3 | Ability Score Improvement |
9th | +4 | Robotic Hands |
10th | +4 | Blazing Path Feature |
11th | +4 | Aura of Courage |
12th | +4 | Ability Score Improvement |
13th | +5 | Blazing Path Feature |
14th | +5 | Undying Will |
15th | +5 | Blazing Path Feature |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Power Amplification |
19th | +6 | Ability Score Improvement |
20th | +6 | Blazing Path Final Feature |
Trail Blazing[edit]
At 1st level, your adventures and experiences have lead you down this path. Blazing Path.
You gain additional features from your path at 1st, 3rd, 5th, 6th, 7th, 10th, 13th, 15th, and 20th level.
At the end of a rest or as an action while not in combat you may change your selected path. You also gain the ability to summon a bound blade depending on your path, the damage and features will be described in the path.
Expertise[edit]
At 1st level, choose one of your skill proficiencies or your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose one more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Unarmoured Defense[edit]
Also Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 8 + your Strength or Dexterity + Constitution.
Favored Enemy[edit]
Beginning at 2nd level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.
Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.
You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.
When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.
You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Natural Explorer[edit]
Starting at 2nd level, you are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain for example: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
While traveling for an hour or more in your favored terrain, you gain the following benefits:
Difficult terrain doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. You choose additional favored terrain types at 6th and 10th level.
New Wisdom[edit]
At 3rd level, you gain a proficiency and expertise in a skill of your choice, at 6th and 9th level you gain an additional proficiency and expertise.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 13th level.
Action Surge[edit]
Starting at 6th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Indomitable[edit]
Beginning at 7th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Inspiring Leader[edit]
At 9th level, You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature gains advantage on their first attack, ability check and saving throw. A creature can't benefit from this again until it has finished a short or long rest
Aura of Courage[edit]
Starting at 11th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Undying Will[edit]
At 14th level, when you take damage that would reduce you to 0 hit points and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
Horizon's Echo From Afar[edit]
At 18th level, Once a day as an action you summon a otherworldly train that descends from the sky picking up you and your allies along its path. Allies within 40ft of the train may use their reaction to hop aboard gaining immunity to all damage. At the start of the next round, once aboard all allies may roll their highest damage attack or spell, combining all this damage into one. Creatures from the point the train was summoned to a 200ft line will get rammed by the train taking all the combined damage. The damage dealt is considered force damage and goes through resistance and immunity, and can not be negated in anyway.
Blazing Path[edit]
Destruction[edit]
- Stardust Bat
At 1st level, You can use your bonus action to create a Bound Bat in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The damage this bat does is 1d8 + Strength Bludgeoning.
- Your Bound Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.
- Immortal Third Strike
At 1st level, You have a limited well of stamina that you can draw on to protect yourself from harm. While outside of combat, you can use a bonus action to regain hit points equal to one roll of your hit die + your con.
You have 3 uses of this ability and they recharge on a short rest. At 6th level you have five uses.
- RIP Home Run
Beginning at 3rd level, you gain a well of five skill points used to fuel this feature, when making a attack you may consume a skill point to deal the damage to enemies within 5ft of the target of your attack. When you attack normally without this ability or in Stardust Ace you regain one skill point.
- Stardust Bat upgrade
At 5th level, the damage die of Stardust Bat increases to 1d10. At 8th this becomes 1d12, at 12th 2d6, at 15th 2d8 and at 19th 2d10.
- Stardust Ace
At 6th level, when you deal damage or take damage you gain one energy up to a max of ten allowing you to activate this ability (Rip Home Run only counts as one point whether you do or don't hit more than one target). Once you reach max energy you may activate Stardust Ace your next hit is a critical that does triple damage when used against one target, you may instead use RIP Home Run which becomes Blowout: RIP Home Run dealing a critical to the main target and normal damage to the adjacent enemies. After using this ability you lose all energy, you also lose all energy if you go unconscious.
- Perfect Pickoff
At 7th level, your proficiency and fearsomeness with a baseball bat is unparralled that some people have started to call you Galactic Baseballer. You now crit on a 19 with Stardust Bat. At 12th this becomes 18 and at 17th this becomes 17.
- Ready For Battle
At 10th level, at the start of initiative you regain 2 energy.
- A falling Star
At 13th level, When a enemy is defeated by a attack from Stardust Ace you regain one energy. (This effect can only be triggered once per attack).
- Indomitable Might
At 15th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.
- RULES ARE MADE TO BE BROKEN
At 20th level, Stardust Ace your next hit is a critical that does quadruple damage when used against one target, you may instead use RIP Home Run which becomes Blowout: RIP Home Run dealing a triple damage to the main target and double damage to the adjacent enemies.
Preservation[edit]
- The Amber Lance
At 1st level, You can use your bonus action to create a Bound Lance in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The damage this lance does is 1d10 + Strength Piercing and you have the reach property.
- Your Bound Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.
- Call Of The Guardian
At 1st level, You have a limited well of stamina that you can draw on to protect yourself from harm. While outside of combat, you can use a bonus action to gain 1/4 of your max health in temp hp for 1 round.
You have 3 uses of this ability and they recharge on a short rest. At 6th level you have five uses.
- Treasure Of The Architects
At 1st level, when you are receive damage you gain 1 stack of Magma Will for a max of 8 stacks, when you have 4 or more stacks your normal attack becomes Ice-Breaking Light when making a attack you consume 4 stacks of Magma Will to deal the damage to enemies within 5ft of the target of your attack. When attacking this way your attack deals fire damage instead. When using Ice-Breaking Light, Ever-Burning Amber or War-Flaming Lance with 4 or more Magma Will allies within 20ft of you gain temp hp equal to 1/10 of your max hp (Minimum of 1) for 2 rounds.
- Ever-Burning Amber
Beginning at 3rd level, you gain a well of five skill points used to fuel this feature, You compel creatures into a focusing on you. As an action and 1 skill point all creatures that you can see within 35ft are drawn to you, compelled by your demand. For one round, it has disadvantage on attack rolls against creatures other than you. Whilst taunted by you creatures effected by the taunt only do 50% of the damage they would normally deal to you. You also gain 1 stack of Magma Will.
- Amber Lance Upgrade
At 5th level, the damage die of Amber Lance increases to 1d12. At 8th this becomes 2d6, at 12th 2d8, at 15th 2d10 and at 19th 2d12.
- War-Flaming Lance
At 6th level, when you deal damage or take damage you gain one energy up to a max of ten allowing you to activate this ability (Ice-Breaking Light only counts as one point whether you do or don't hit more than one target). Once you reach max energy you may activate War-Flaming Lance. As an action you dash forward in a 35ft by 15ft line creatures in your path must make a dexterity saving throw vs 8 + your constitution modifier + proficiency taking half damage on a success. This deals double your lances damage as fire damage and your next normal attack will be Ice-Breaking light and will not consume magma will. After using this ability you lose all energy, you also lose all energy if you go unconscious.
- The Strong Defend The Weak
At 7th level, you and allies within 20ft of you gain a increase to your AC by 1. At 12th this becomes 2 and at 17th this becomes 3.
- Nation-Building Oath
At 10th level, at the start of initiative you regain 4 Stacks of Magma Will.
- Unwavering Gallantry
At 13th level, when dealing damage with Ice-Breaking light you regain 1/10 of your max hp (minimum of 1). (This effect can only be triggered once per attack).
- Indomitable Defense
At 15th level, you gain resistance to two damage types of your choice, choosing from bludgeoning, necrotic, piercing, radiant, and slashing. Whenever you finish a short or long rest, you can change the damage types you chose.
As an action, you can temporarily give up this resistance and transfer it to one creature you touch. The creature keeps the resistance until the end of your next short or long rest or until you transfer it back to yourself as a bonus action.
- Qliphoth's Wall
At 20th level, you gain the ability to cast the spell Invulnerability once a day. The effects are also applied to allies within 20ft of you.
Harmony[edit]
- Watchmaker's Hat
At 1st level, You can use your bonus action to create a Bound hat in your empty hand. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The damage this hat does is 1d4 + Charisma Bludgeoning with a range of 35ft. On a miss, the hat returns to the thrower's hand.
- Your Bound Blade disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter.
- Now! I'm The Band!
At 1st level, You have a limited well of stamina that you can draw on to boost yourself and allies'. While outside of combat, you can use a bonus action to add your hat's die to their damage for 2 rounds.
You have 3 uses of this ability and they recharge on a short rest. At 6th level you have five uses.
- Halftime To Make It Rain
Beginning at 3rd level, you gain a well of five skill points used to fuel this feature. As an action and 1 skill point you throw your hat above a enemy and it explodes into coins that rain down upon them. Creatures within a 30ft circle centred on a point you choose must make a dexterity saving throw vs Dc 8 + proficiency + Charisma or take 1d4 + Charisma radiant damage.
- Watchmaker's Hat Upgrade
At 5th level, the damage die of Amber Lance increases to 1d6. At 8th this becomes 1d8, at 12th 1d10, at 15th 1d12 and at 19th 2d6.
- All-Out Footlight Parade
At 6th level, when you deal damage or take damage you gain one energy up to a max of ten allowing you to activate this ability (Halftime To Make It Rain only counts as one point whether you do or don't hit more than one target). Once you reach max energy you may activate All-Out Footlight Parade. Grants all allies the backup dancer effect, lasting 3 rounds. This duration decreases by 1 at the start of every one of your turns. Allies with the backup dancer effect have their critical range reduced by 5 and for every successful attack its reduced by another 1. After using this ability you lose all energy, you also lose all energy if you go unconscious. (You can not gain more energy whilst All-Out Footlight Parade is active)
- Full-On Aerial Dance
At 7th level, you regain one energy when you or a ally scores a critical hit on a enemy.
- Shuffle Along
At 10th level, When a creature is hit by Halftime To Make It Rain for the first attack against that creature, allies gain a reduction to their Critical range by 1.
- Jailbreaking Rainbowwalk
At 13th level, at the start of initiative for three rounds gain one energy at the start of your turn.
- Watchmaker's Legacy
Starting at 15th level, you gain the ability to enter a state of clockwork consciousness as a bonus action. For the next minute, attack rolls against you can’t benefit from advantage, and whenever you make an attack roll, an ability check, or a saving throw, you can treat a d20 roll of 9 or lower as a 10. Once you use this action, you can’t use it again until you finish a long rest .
- And On The Eighth Day
At 20th level, you summon spirits of order to restore balance around you. As an action, you summon the spirits in a 30-foot cube originating from you. The spirits look like constructs of your choice. The spirits are intangible and invulnerable, work fast and efficiently, and create the following effects within the cube before vanishing:
The spirits restore up to 100 hit points, divided as you choose among any number of creatures of your choice in the cube.
Any damaged objects entirely in the cube are repaired.
Every spell of 6th level or lower ends on creatures and objects of your choice in the cube.
Once you use this action, you can’t use it again until you finish a long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Trailblazer class, you must meet these prerequisites: Strength or Dexterity 15 and Constitution or Charisma 13
Proficiencies. When you multiclass into the Trailblazer class, you gain the following proficiencies: Simple weapons, Martial weapons.
Back to Main Page → 5e Homebrew → Classes