Umbrella Meister (5e Class)

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Umbrella Meisters[edit]

A gentleman walks into a tavern at the bad end of town and soon finds himself surrounded by the bad end of town's crowd. Unfortunately for them, he always carried his trusty sidekick: The good ol' umbrella. A few broken ribs and scattered corpses later, the gentleman walks out to look for a more hospitable tavern.

A lady closes her eyes in concentration, focusing her will through her paper umbrella. A pack of mercenary rangers track her through a dense patch of forest. But she finishes just in time. The paper umbrella transforms into a Karakasa, striking fear and mesmerizing the minds of the mercenaries long enough for her to make her escape.

A girl walks down a dark alleyway, sheltering herself from the rain with her parasol. A shadow descends upon her and, with a quick swish of iron, spills blood from her side. The girl panics, but this wound was no excuse for failure. She struck back with parasol and fire. She dashed up to the figure and pointed her parasol straight at his face, revealing a hole on the tip. "Kaboom!" She pulled the trigger.

Creating an Umbrella Meister[edit]


Quick Build

You can make a Umbrella Meister quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma, Wisdom, or Constitution depending on your subclass. Second, choose the Charlatan or Urchin background.

Class Features

As a Umbrella Meister you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armour
Weapons: Simple Weapons, Umbrellas
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose three from Athletics, Acrobatics, Sleight of Hand, Investigation, Perception, and Stealth

Equipment

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

  • (a) Umbrella or (b) Wagasa (Paper-Oil Umbrella) or (c) Parasol
  • (a) Scalemail or (b) Leather Armour
  • (a) Burglary Pack or (b) Explorer's Pack
  • (a) A pocketwatch or (b) A hand fan or (c) A dapper hat

Table: The Umbrella Meister

Level Proficiency
Bonus
Parry value Features
1st +2 - Umbrellas, Cunning Action, Unseen Strikes
2nd +2 1d4 Parry, On Your Tail
3rd +2 1d4 Umbrella Styles
4th +2 1d6 Ability Score Improvement
5th +3 1d6 Extra Attack
6th +3 1d8 Umbrella Style Feature
7th +3 1d8 Open Your Umbrella
8th +3 2d4 Ability Score Improvement
9th +4 2d4 Redirection, Graceful Dodge
10th +4 1d10 Proffessional Disarm, Umbrella Lover
11th +4 1d10 Umbrella Style Feature
12th +4 2d6 Ability Score Improvement
13th +5 2d6 Grace Against Giants
14th +5 2d8 Whipped Around
15th +5 2d8 You're Next
16th +5 2d10 Ability Score Improvement
17th +6 2d10 Umbrella Style Feature
18th +6 4d6 Shelter From The Storm
19th +6 4d6 Ability Score Improvement
20th +6 3d10 Umbrella Style Feature

Umbrellas[edit]

To start your journey with a love of umbrellas, umbrellas do 1d8+DEX bludgeoning damage when you wield them.

Cunning Action[edit]

At 1st level, you can take the Dash, Disengage, or Hide actions as a bonus action

Unseen Strikes[edit]

At 1st level, for each successful consecutive attack on a target, ignore 1 AC from the target (stacks). This needs two successful attacks to activate.

Parry[edit]

At 2nd level, when an enemy uses a non-magical attack on you, you may use your Reaction to reduce the damage received by a dice based on your level of Umbrella Meister (see "Parry Value" column) + Your Dexterity Modifier. You may use this feature a number of times equal to your Dexterity Modifier + half your Umbrella Meister level (rounded up) per short rest.

On Your Tail[edit]

At 2nd level, when an opponent moves away from you, you may use your reaction to follow closely behind them up to your movement speed. If you are within range after moving, use an attack of opportunity at the end of this movement.

Umbrella Styles[edit]

Choose between the magical wonder of the Parasol Style, the spiritual nature of the Wagasa Style, or the pure lethal force of the Para Pactum Style. You gain features from the Style you chose at 6th, 11th, 17th, and 20th level

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Open Your Umbrella[edit]

At Level 7. You may use your bonus action to temporarily stop your Unseen Strikes feature to Open your Umbrella. While using this feature, you may attack normally but opponents have disadvantage on their attack and damage rolls against you for as long as this feature remains active.

Redirection[edit]

At level 9. As an attack, you may send an opponent sprawling to a direction of your choice of 10ft. They take 1d10 bludgeoning damage when they hit an obstacle, Should they hit another opponent, they both take 1d10 bludgeoning damage. The damage increases to 2d10 at level 12, 3d10 at level 15, and 4d10 at level 18.

Graceful Dodge[edit]

At level 9. When you are targeted with an Area of Effect spell or forced to make a Dex Save, you may halve the damage on a failed save and negate all damage on a successful save.

Professional Disarm[edit]

At level 10. You add your proficiency bonus and have advantage on rolls to and against disarming. After disarming someone, you may either throw the weapon 20/40 ft away or force the opponent to lose their reactions for the round.

Umbrella Lover[edit]

At 10th level. Your umbrella strikes count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Grace against Giants[edit]

At 13th level, when creatures larger than your own size attempt to attack you, you gain temporary bonus to your AC equal to your dexterity modifier.

Whipped Around[edit]

At 14th level. As a special attack, choose up to your Dexterity modifier of opponents within 25ft to be affected. You make a melee attack against all of them. If it hits, they lose their reactions for the round and are at a disadvantage against attempts to knock them prone. You may do this twice per short rest

You're Next[edit]

At 15th level. After successfully hitting an opponent 2 times, you may move up to half your movement speed to launch one more attack at another opponent. This feature doesn't use up existing Extra Attacks and can only be used once per round.

Shelter From The Storm[edit]

At 18th level, two times per long rest, you may count yourself as within Total Cover for one round, but still be able to function normally as if you were not in cover. This means that you are unable to be targeted by line-of-sight effects including ranged spells, melee attacks, and ranged attacks.

Parasol[edit]

A Style for the magically inclined.


Spell Slots per Level
Umbrella Meister
Level
1st 2nd 3rd 4th Cantrips
Known
Spells
Known
3rd 2 - - - 3 3
4th 3 - - - 3 3
7th 4 2 - - 3 4
8th 4 2 - - 3 5
10th 4 3 - - 4 6
11th 4 3 - - 4 7
13th 4 3 2 - 4 8
14th 4 3 2 - 5 9
16th 4 3 3 - 5 9
19th 4 3 3 1 5 11
20th 4 3 3 1 5 12
Spellcasting[edit]

At the 3rd Level, you develop a foothold in the Weave through your Parasol. It is now considered your arcane focus.

Cantrips. You learn 3 cantrips from the Sorcerer spell list. You learn more as you level up, as shown on the table above.

Spell Slots. You regain your Sorcerer Spell Slots after completing a Long Rest.

Spells Known. When you gain a level in this class, you may replace a spell with another from the Sorcerer list, as long as you have spell slots for it.

Spellcasting Ability. Charisma.
Spell Save DC: Is equal to 8 + your proficiency bonus + your Charisma Modifier
Spell Attack Modifier: Is equal to your proficiency bonus + your Charisma Modifier


Arcane Smite/Shot/Cloud

At 6th level. Choose between Arcane Smite, Arcane Shot, or Arcane Mist

1. Arcane Smite - As an Attack, you may change the damage type of your strike to either Force, Radiant, or Necrotic. You may also spend a 1st-level spell slot to add 2d8 of the chosen damage type to your strike, plus 1d8 per spell slot level above 1st, to a maximum of 4d8.

2. Arcane Shot - As a Bonus Action, you may spend a 1st-level spell slot to gain 2 shots, plus 1 shot per spell slot level above 1st, to a maximum of 5 shots. Each shot can go 60/90 ft and deals 1d6 of either Force, Radiant, or Necrotic. You may target a singular target with every shot, or multiple targets with specific amounts of shots.

3. Arcane Cloud - As a Reaction, you may spend a 1st-level spell slot to spray Fire, Cold, Acid, or Lightning in a 20-ft cone. All creatures caught in the cone must make a dexterity saving throw against your spell save DC, or take 2d6 of the chosen damage type on a failed save and half as much on a successful save. You may add 1d6 of chosen damage type per spell slot level above 1st, to a maximum of 4d6.

-If Fire is your chosen damage type, opponents who fail the save are set ablaze and take 1d6 fire damage at the start of each of their turns until they do a DEX save vs Spell Save DC to pat themselves down.

-If Cold is your chosen damage type, opponents who fail the save lose half their movement speed.

-If Acid is your chosen damage type, opponents who fail the save have their AC reduced by 2 until the next round.

-If Lightning is your chosen damage type, opponents who fail the save must now make a constitution save against your Spell save DC to resist being stunned for one round


Positioned Phantasm

At 11th level. As a Bonus Action, you may create an illusory clone and place it anywhere within 30ft of you. Opponents must make an Intelligence saving throw against your Spell Save DC to discern which of you is the original. At 14th level, you may create up to your charisma modifier of clones and all opponents have disadvantage on the Intelligence saving throw against your Spell Save DC.

Catch the Wind

At 17th level. As an Action, you gain a flying speed of 40ft or equal to your walking speed, depending on which is higher.

Magically Inclined

At 20th level. You may expend your bonus action for the round to cast a cantrip after each successful attack for the next 10 minutes

Wagasa[edit]

Sometimes an Umbrella Meister loves their umbrella a little too much. These meisters delve into the spiritual nature of combat.


Spell Slots per Level
Umbrella Meister
Level
1st 2nd 3rd 4th Cantrips
Known
Spells
Known
3rd 2 - - - 2 3
4th 3 - - - 2 4
7th 4 2 - - 2 5
8th 4 2 - - 2 6
10th 4 3 - - 3 7
11th 4 3 - - 3 8
13th 4 3 2 - 3 9
14th 4 3 2 - 3 10
16th 4 3 3 - 3 11
19th 4 3 3 1 3 12
20th 4 3 3 1 3 13
Spellcasting[edit]

At the 3rd Level, you develop a relationship with nature and its spirits through your Wagasa. It is now considered your druidic focus.

Cantrips. You learn 2 cantrips from the Druid spell list. You learn more as you level up, as shown on the table above.

Spell Slots. You regain your Druid Spell Slots after completing a Long Rest.

Spells Known. When you gain a level in this class, you may replace a spell with another from the Druid spell list, as long as you have spell slots for it.

Spellcasting Ability. Wisdom.
Spell Save DC: Is equal to 8 + your proficiency bonus + your Wisdom Modifier
Spell Attack Modifier: Is equal to your proficiency bonus + your Wisdom Modifier


Protective Parrying

At 6th level. When an ally is targeted by an attack, you may use your reaction to either impose disadvantage on the opponents attack roll OR use your Parry feature to reduce the damage taken by your ally.


Spirit Summoning

At 11th level. As an action, you may call upon the aid of spirits. You may only have one spirit in your service at a time, they stop their services and disappear after 30 minutes. You can change which spirit you may summon after a short rest.

1. Nekomata - Summoning this spirit grants you and your allies advantage on Charisma checks. You may command the Nekomata to reanimate a medium-sized corpse as an ally, retaining all its abilities from when it was alive but now classified as undead. When the Nekomata leaves, the reanimated corpse crumbles to dust.

2. Nue - Summoning this spirit grants you and your allies advantage on Strength checks. You may command the Nue to poison a hostile creature so that they take 1d6 poison damage each turn, the opponent also has disadvantage on Constitution checks and saves.

3. Hakutaku - Summoning this spirit grants you and your allies advantage on Intelligence checks. You may command the Hakutaku to tell you one creature's maximum HP, AC, class, and vulnerabilities.

4. Tengu - Summoning this spirit grants you and your allies advantage on Dexterity checks. You may command the Tengu to give you and 6 more creatures +20ft to their ground movement speed and flying speed, if one doesn't have a flying speed, they gain a flying speed of 20ft.

5. Baku - Summoning this spirit grants you and your allies advantage on Wisdom checks. You may command the Baku to cast Sleep using an HP of Xd8, where X is equal to your number of Umbrella Meister levels

6. Tsukumogami - You may cast animate objects a number of times equal to your wisdom modifier.


Tsukumogami Master

At 17th level. As a reaction, you may summon a horde of Tsukumogami (living objects) to force an opponent to automatically fail any saving throw of your choice for a round. You may do this 2 times per long rest.

Karakasa

At 20th level. Should your umbrella touch a creature, you may force the creature to make a Charisma saving throw against (12 + proficiency bonus + Wisdom modifier). If they fail, you may choose to either charm or frighten them for 5 hours.

Para Pactum[edit]

For those purely focused in their umbrella's combat prowess

Critical Hit Upgrade

At 3rd level, your critical hit range increases to 19 and 20. At 8th level, your critical hit range increases to 18, 19, and 20.

Umbrella Bond

At 3rd level, over the course of 1 hour short rest, you can bond an umbrella to you. Once bonded, you cannot be disarmed unless you are incapacitated and if the umbrella is on the same plane of existence, you can summon it to your hand as a bonus action.

Hidden Blade/Shot

At 6th level, you may modify your umbrella to store a blade inside it. The blade does 1d8 slashing damage and can be used to attack as a bonus action.

Alternatively, you may modify your umbrella to store a gun inside it. The gun does 2d4 piercing damage, has a range of 30/60 ft can be used to attack as a bonus action.

At 11th level. The hidden blade gains +3 to attack rolls, and three times per short rest you may automatically have one attack with the blade become a critical attack. If you chose the hidden gun, it deals 3d6 piercing damage now.

Extra Attack

At 11th level. When you take the attack action. You may attack three times now.

Reflective Parry

At 17th level. As a reaction to an attack against you, you may reflect half the damage to an opponent within 25ft of you.

Supreme Bond

At 20th level. Your bonded umbrella can teleport to your hand, even from other planes of existence. You also double your proficiency bonus to attack rolls with your umbrella, and gain 5 temporary HP for each successful attack.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Umbrella Meister class, you must meet these prerequisites: Dexterity 15


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