User:Quincy/Trader
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<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> 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 you gain the following class features.
- Hit Points
Set parameter to Hit Dice per level, e.g. 1d10
- Proficiencies
Armor:
Weapons:
Tools: Profession
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Martial Arts | Features | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | ||||
1st | +2 | 1d4 | Expertise, Martial Arts | — | — | — | — | — |
2nd | +2 | 1d4 | Spellcasting | 2 | — | — | — | — |
3rd | +2 | 1d4 | Fast Movement, Trader Archetype | 3 | — | — | — | — |
4th | +2 | 1d4 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | 1d6 | Extra Attack | 4 | 2 | — | — | — |
6th | +3 | 1d6 | Expertise | 4 | 2 | — | — | — |
7th | +3 | 1d6 | — | 4 | 3 | — | — | — |
8th | +3 | 1d6 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | 1d6 | — | 4 | 3 | 2 | — | — |
10th | +4 | 1d6 | — | 4 | 3 | 2 | — | — |
11th | +4 | 1d8 | — | 4 | 3 | 3 | — | — |
12th | +4 | 1d8 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | 1d8 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | 1d8 | — | 4 | 3 | 3 | 1 | — |
15th | +5 | 1d8 | — | 4 | 3 | 3 | 2 | — |
16th | +5 | 1d8 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | 1d10 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | 1d10 | — | 4 | 3 | 3 | 3 | 1 |
19th | +6 | 1d10 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | 1d10 | — | 4 | 3 | 3 | 3 | 2 |
Expertise[edit]
At 1st level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your skill or tool proficiencies to gain this benefit.
Martial Arts[edit]
At 1st level, your practice of martial arts improves your capabilities with unarmed strikes and trader weapons, which are shortswords and any simple melee weapons that don't have the two-handed property. You gain the following benefits:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and trader weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or trader weapon. This die changes as you gain trader levels, as shown in the Martial Arts column of the Trader table.
- When you use the Attack action with an unarmed strike or trader weapon on your turn, you can make one unarmed strike or trader weapon attack as a bonus action. You can choose to make a shove attempt or a grapple check in place of this bonus attack.
Spellcasting[edit]
By the time you reach 2nd level, your study of mystical secrets allows you to cast spells, much as a wizard does.
- Spell Slots
The Trader table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell comprehend languages and have a 1st-level and a 2nd-level spell slot available, you can cast comprehend languages using either slot.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Trader spell list.
The Spells Known column of the Trader table shows when you learn more trader spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the trader spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
- Spellcasting Ability
Charisma is your spellcasting ability for your ranger spells, since your magic draws on your force of personality. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a trader spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Fast Movement[edit]
At 3rd level, your speed increases by 10 feet.
Trader Archetype[edit]
At 3rd level, you chose an archetype reflecting your style of business. Choose between Arcanist, Frontiersman, or Sea Captain, all detailed at the end of the class description. Your choice grants you features at 3rd, 7th, 11th, and 15th 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.
<!-Class Feature->[edit]
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<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
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: