Tychomancer (5e Class)

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Tychomancer[edit]

As the rumble of the enemy's hoofbeats grows ever louder, a young halfling squire calmly kneels to retrieve a horseshoe from the dusty battlefield. He shuts his eyes and turns it over in his hands, seemingly oblivious to his own peril. He rises after a moment, eyes still closed, and hurls it toward the advancing army with all his might. Impossibly, it connects with the helmet of one of the soldiers, toppling him from his saddle and causing his horse to collide with its neighbor. One fallen soldier soon becomes three, then ten, twenty, fifty! In seconds, the entire offensive is in disarray. The halfling opens his eyes to a scene of utter confusion. He permits himself the faintest of smiles, then looses a battle cry and rushes to meet his foes.

In the darkness of the tunnel, a tiefling stops to catch her breath

Feeling lucky?[edit]

A tychomancer is someone who manipulates luck to suit his will. Tychomancers can use their abilities to support allies or to inhibit the efforts of enemies. A skilled enough tychomancer can even hold his own against many enemies at once.

Creating a Tychomancer[edit]

Main questions: Offense or defense? Buff or debuff?

Quick Build

You can make a tychomancer quickly by following these suggestions. First, charisma should be your highest ability score, followed by dexterity. Second, choose the charlatan background.

Class Features

As a Tychomancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tychomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tychomancer level after 1st

Proficiencies

Armor: none
Weapons: improvised weapons, simple weapons
Tools:
Saving Throws: charisma and dexterity
Skills: Choose two from sleight of hand, persuasion, insight, or religion.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Two daggers
  • A longbow with twenty arrows
  • An arcane focus
  • Tychomancers spellbook.

Table: The Tychomancer

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Unarmored defense, Basic tychomancy Spellcasting 2
2nd +2 Archetype 3
3rd +2 Bad luck? Never! 4 2
4th +2 Ability Score Improvement 4 3
5th +3 event 4 3 2
6th +3 Advanced tychomancy 4 3 3
7th +3 divine influence 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 abiliity? I'm lucky! 4 3 3 3 1
10th +4 lucky strike 4 3 3 3 2
11th +4 maximum efficiency 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 Forethought, Advanced tychomancy 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 Advanced tychomancy 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

You can learn spells from the wizard and sorcerer spell lists in addition to your tychomancer spells. Your spellcasting ability for these is charisma

Unarmored defense[edit]

While not wearing armor, your AC is 10 + your dexterity modifier + your charisma modifier.

Basic tychomancy[edit]

You may cast true strike at any given time. You also gain the following spells:

Basic entropy curse

All creatures within a 10-foot sphere centering on a point within 20 feet of the caster gain disadvantage on their next attack roll. Consumes 1 luck points.

Basic ordiny blessing:

All creatures within a 10-foot sphere centering on a point within 20 feet of the caster gain advantage on their next attack roll. Consumes 1 luck points.

At level three:

Almost:

as a reaction to an attack on you or an ally, the damage taken is reduced by 1d6 + charisma modifier. Consumes 1 luck points.

Lucky points:

The number of luck points yours is your modifier of charisma + proficiency.

Archetype[edit]

At second level, you choose an archetype which determines your characters roll in combat.

{{Gambler

{{Curseslinger

{{Battleweaver

Bad luck? Never![edit]

your lucky charm is energized like never before, at level three you cannot have critical failures.

Ability Score Increase[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.

Event[edit]

at level five your luck simply starts to influence everything that exists, every three turns you can throw 3d6 three, two and one are bad numbers, which will harm you or your group for three turns. if it gives results four, five and six, you and / or your group will receive a bonus that could be in the attack, or an event that damages your enemies, but things related to luck, for example a pillar of a temple falling on the enemy. this power depends entirely on the DM creativity. after the result you must wait the three turns to roll the dice again, regardless of whether it was a good or a bad thing. you can use this power equal to your modifier + proficiency, everything is recovered when a long rest ends.  


Advanced tychomancy[edit]

At levels six, fifteen, and twenty you gain an advanced tychomancy spell from your archetype.

Divine influence[edit]

At level seven, your luck starts to influence even gods, even without being a cleric or praying so much, the Tychomancer can use prayer of healing instantly. Of course, still using your action, this characteristic can be used equal to your proficiency.

abiliity? I'm lucky![edit]

at level nine, your luck starts to influence everything you do. you hava advantage in absolutely everything he does. but the DM will decide whether or not it depends on luck, otherwise, he will not be able to use this ability.

lucky strike[edit]

at level ten your luck is now able to create moments that can be used to your advantage. this ability allows any trick to be launched as a bonus action.

Maximum efficiency[edit]

at level eleven, you can use your luck to have maximum efficiency. you can add 1d6 + your charisma modifier to the damage done. this ability can be used three times + charisma modifier + proficiency. you can use this feature only 3 times in your action.

Forethought[edit]

At level fifteen, you gain advantage on perception checks and a +7 bonus to passive perception. You can cast clairvoyance at any given time.

Gambler[edit]

The most common Tychomancer, who spends it time playing cards or something like that.

Is this your card?

At level two, you can copy and cast one cantrip/1st spell of a hostille creature you can see, before the creature cast. You need to finish a short/long rest before you can use this feature again.

Clarividence? Tychovidence!

At level six, you gain the ability of see through the Luck of one creature, and before it's action, aware it from the sucess/fail on it. The amount of times you can use it equals to your charisma modifier. You need to finish a short/long rest before you can use this feature again.

Yes, i am feeling Lucky.

At level fifteen, you gain the ability to literally roll a magic dice. choose a modifier from your character and Roll 3d6. For 1 minute the dice result is replaced by the modifier. You need to finish a short/long rest before you can use this feature again.

Entropic curseslinger[edit]

Some tychomancers see entropy as the quickest route to their goals. Such tychomancers are able to wreak havoc among their enemies, causing attacks to miss entirely, hit other, unintended targets, or even damage the attacker themselves. (and even messing with perception)

Lucky

At level two, enemies have disadvantage on attack rolls against you. You gain advantage on attack rolls with improvised weapons.

Entropy Blight

At level six, you gain the ability to cast Entropy Blight. This curse affects a single target and causes them to gain disadvantage on both saving throws and attack rolls for a number of their turns equal to your half your charisma modifier (rounded up). While under the effects of this spell, a target can make a dexterity saving throw (against your spell save DC) to end the curse's effects early. On a failed attempt, the target and one other random enemy within thirty feet of it take 1d10 necrotic damage. Any enemy damaged by this spell is then under the effects of Entropy Blight. This consumes 1 third level spell slot.

Entropic blast

At level fifteen, you gain the spell Entropic Blast, which fires out five beams of energy at random enemies. Each beam does 2d10 necrotic damage and inflicts the effects of a focused entropy curse for a number of rounds equal to half your charisma modifier. It consumes 1 sixth level spell slot.

Oh, you mean you WANTED to succeed?

At level twenty, as a reaction you can make a charisma saving throw with disadvantage against an attack . On a success, the enemies roll is replaced with a 1.

Battleweaver[edit]

Some tychomancers prefer to keep danger at a greater distance. These Battleweavers stay on the edges of battle, letting their allies do the fighting while manipulating luck in their favor.

Aura of Fortune

At level two, you gain an aura that causes allies within ten feet of you to have advantage on attack rolls and saving throws.

Face of a Friend

You can exert your power over chance to seem more sympathetic and trustworthy to others. At level six, you can cast "Charm Person" at will using one Luck Point. Add half your charisma modifier to your spell save DC FOR THIS ABILITY.

Luck healing

At level fifteen you can cast cure wounds at will, as well as being able to use a third level spell slot to give a downed ally advantage on their death saving throws.

(Un)fortunate Magnetism

At level twenty as a reaction you can compel a single target spell cast by an enemy to hit you instead of an ally.

Tychomancer Spell List[edit]

You know all of the spells on the basic Tychomancer spell list and additional spells based on your archetype.

1st Level

Choose three cantrips from the wizard or sorcerer spell list, true strike, entropy curse.

2nd Level

Choose two first level spells from the wizard or sorcerer spell list.

3rd Level

Choose two second level spells from the wizard or sorcerer spell list

4th Level

Choose two first level and one second level spells from the wizard or sorcerer spell list.

5th Level

Choose one third level spell from the wizard or sorcerer spell list.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Tychomancer class, you must meet these prerequisites: 15 Charisma and Dexterity.

Proficiencies. When you multiclass into the Tychomancer class, you gain the following proficiencies: Improvised weapons.



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