User:Quincy/Wumbomancer
Wumbomancer[edit]
The Wumbomancer is an avatar of the universal chaos, this is called Wumbo (at least the Wumbomancers call it that). These wumbomancers were not born as wumbomancers, nor did they study it. Some event in their life, often very strange or unusual, makes them a target for Wumbo. After they are infused, most lose their old lives completely. They even lose their race in the process, being transformed into a shapeless form of swirling colors. Most wumbomancers find a way to manipulate the Wumbo inside them to form themselves into some presentable form. The life of a wumbomancer is often difficult, as wumbomancers are trusted by no one, that is the ones that find out that the legend of the wumbomaber is true. Some wumbomancers have even killed due to sheer mistrust.
This being said, the wumbomancers often finds bliss in their difficulties, some completely oblivious to the problems around them.
Creating a Wumbomancer[edit]
Each Wumbomancer has his or her own unique properties, and the backstories can vary widely, though it seems to be a general consensus that a person cannot be a true Wumbomancer and still have a perfectly sound mind.
Expect playing this class to be chaotic. If you are a player that likes to min/max or has to control all the aspects of your character, this isn't a class for you. Anyone wishing to play this class should ask their DM or GM if it's okay. This class is out there,even for homebrew.
Class Features
As a Wumbomancer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Wumbomancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Wumbomancer level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple
Tools: Choose one from any
Saving Throws: Wisdom, Intelligence
Skills: Choose two from any
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- One Trinket of Choice
- Wumbomancer's Staff
- One item worth not more than 10gp
- Oversized Helmet
Level | Proficiency Bonus |
Features | Wumbo-dice | Cantrips Known | Spells Known | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||||
1st | +2 | Wumbomancer's Luck, Insanity Traits, The Spoon of Transmutation, Evangelist of Wumbo, Wumbocasting, | 1d4 | 3 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Redirection | 1d4 | 3 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | The Scrolls of Summon.... Town... | 1d4 | 3 | 4 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 1d4 | 4 | 5 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | ---- | 1d6 | 4 | 6 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Are You Feeling Lucky? | 1d6 | 4 | 7 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 1d6 | 4 | 8 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 1d6 | 5 | 9 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 1d6 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 1d10 | 5 | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 1d10 | 5 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 1d10 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ---- | 1d10 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 1d10 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 1d12 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 1d12 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 1d12 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 1d12 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 1d12 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 2d12 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Wumbomancer Features[edit]
Wumbomancer's Luck[edit]
When Initiative is rolled, you may choose to make a Combat Wumbo D20 roll. (See Combat Wumbo Rolls below)
Insanity Traits[edit]
At the beginning of your campaign, you must choose one, and only one, of the following feats to be part of the...personality...behind your character. Although I said you may *choose* one, I *STRONGLY* recommend you you roll for it. Because that is just simply more fun and random! Which is the point of this class! In addition, I recommend that you discuss these potential attributes with your DM before hand to eliminate any s/he thinks would not fit the environment of the game they are building. So without further discourse.. Here are your options, or even better, the potential results of your die roll. Good luck!
#1 The Doge King[edit]
1. You are obsessively compelled to collect dogs! In addition to the items listed for your class you start with a bag of holding with a "D" on it. The “D" stands for dogs. This bag of holding may only contain dogs. Once you come into contact with a dog, you must make every reasonable effort to obtain that dog. It is to be considered unreasonable to kill a player character or NPC to obtain a dog, although this may still be done. Once your bag of holding contains 100 dogs, you gain GigaDoge.
2. You love nature! Anytime you are in battle near a tree or in a forest, you are distracted by your concern for the trees, roll a will save at the beginning of combat or your movement is reduced by 10 feet for the encounter. In fact you love nature so much that whenever any rest is taken near or in a tree, you must hold a conversation with it, make sure your companions know you are talking to the trees so they can join in on the conversation! Trees are the best listeners! Once during this rest, during your conversation with the tree, roll your D20 Wumbo-Die. If a natural 20 is rolled, an acorn with a green glow falls onto your head. You should probably go buy a pot and some nice dirt and plant that sucker! The planted acorn must then be tended to for 4 long rests and must be watered at each rest, long or short, or it dies. Using holy water instead of regular water speeds this up by 1 long rest, but may only be done once. Upon the 4th (or 3rd) long rest, the planted acorn grows into an Awakened Shrub. Each time you level up add one more die to its HP and it gains an additional attack dice. These factors are reset when it evolves. Upon leveling up the 4th time after the awakened shrub awakes, it grows into an Awakened Tree, Upon the 9th time leveling up after the awakened shrub awakes, it grows into a Treant. This creature, in any state of growth, will always be loyal to you. http://www.aidedd.org/dnd/monstres.php?vo=awakened-shrub http://engl393-dnd5th.wikia.com/wiki/Awakened_Tree_(Monster) https://roll20.net/compendium/dnd5e/Treant#content
(I have no clue how to fix this)
3. WHAT THE HELL WAS THAT!?! You are a pretty jittery fellow, aren't ya? Whenever if your initiative roll is odd, you are so nervous and jittery, you drop your all held items (or forget which spell you are casting [this does not count against your spell slots]) roll 1d4, this is the number of actions it takes for you to find your weapon, or remember your spell. You may use your movement as one action, and your attack as another. If even, you collect yourself and proceed with combat normally. After the 20th instance of dropping your weapon at initiative, your senses become razor-sharp, and you are granted a permanent +2 to initiative rolls.
(Crappy idea, may be unsalvageable)
4. You are sexually attracted to fire. BRING ON THE HEAT BABY! Anyone carrying a light source automatically has +1 persuasion toward you. In addition, anytime you are camped near or around a fire you take 1d4 fire damage and are set on fire. At least you got some pleasure out of it! (I *STRONGLY* recommend you carry multiple water skins, or even buckets) After you have been set on fire 69 times, you permanently gain the feat “Fire Crotch” this feat cuts any fire damage done against you in half and makes you immune to being set on fire, been there, done that.
(Weird. Idea might be salvageable)
5. Ears ringing?
6. Shoop Da Wumbo.
While most Wumbomancers tend to construct their staves out of strange and questionable materials, you have somehow managed to outdo them all. Instead of using a powerful gem as a focus, you instead choose to use the eye of a living dragon as your focus. The energy channeled through it keeps the eye alive, it even blinks. Most of the time it looks pretty pissed though. As a side effect of using a living focus for your staff, your staff has the ability to store life energy.
When initiative is rolled, you may choose to sacrifice some of your life energy to store into the staff. Roll 1d10, your maximum HP decreases by this much until the next long rest. The staff stores half of this energy (rounded up), to the energy bank. The maximum stored energy in the staff is equal to your maximum HP.
During combat, you may spend one action to release the energy stored in the focus. Divide the stored energy by 2 and round down to the nearest whole number. Roll that many d2's if a hit is made. If the roll to hit is a 1 the eye quickly swivels around and releases the energy at you. If the roll to hit is a 20, you may choose the damage type, and the target must make a constitution saving throw against your spell save DC, if they fail, they are rendered blind for their next turn.
After 500hp has been discharged on hostile living creatures in combat, you may now count the focus as a third eye and gain +2 perception whenever you possess the staff. In addition, If the same number is rolled on a d20 3 times consecutively, by any player or players, the dragon is back. And he's pissed. The Dragon immediately flies in from above and is immediately hostile to you and your allies. Treat this monster as an Adult Black Dragon. HAVE FUN DEALING WITH THAT!
(Rewritten, still a bit convoluted. Could be made less wordy.)
7. Surprise Motherfucker! Sometimes, you're just not where you are supposed to be, you really don't know why… or how. When a combat initiative roll is made, if the number is even, proceed with normal combat, if it is odd, you immediately appear 10 feet behind the enemy that's the furthest away from you, no one ever sees this, so don't ask how it happens! If this does happen, however, roll your d6 Wumbo-Die, if the result is even, you roll with it! Good job, buddy! You are considered stealth behind the enemy. If the number is odd, you appear behind the enemy.. except you are facing the wrong way… and you are upside down...The enemy now knows you are there and has advantage against you on their first attack against you. After this occurs 30 times, you always get stealth, and no d6 roll is required, if you are teleported behind the enemy as a result of this feat.
(OP)
8. Your grandpappy always said you could do anything if you just put your mind to it and believe in yourself! (Your grandpappy later died trying to walk through a fire, believing he would emerge from the other side unscathed.) And you really took the idea to heart! Ever since you were a little boy/girl/whatever you always wanted to be able to fly. After a long tenure of tedious study (3 days later) you concluded with 100% certainty that the key to flight was weight!....and feathers…. In order to achieve flight you have called upon the power of Wumbo to sustain your body while you starve off the extra weight...and it does...somehow… you're starting weight is 60 lbs and each rest you lose 5 lbs if you have consumed NOTHING. Water is acceptable as long as it is...excreted. Any other consumed material increases your weight by 10 lbs (wow you REALLY screwed up your metabolism there buddy!) This includes alcohol, potions, food, and drink. After each rest you immediately take 1d4 + 2 damage in starvation pains per level Wumbomancer In addition you have constructed a flight suit...out of chicken feathers. It can be worn over armor and takes no damage during combat. Once you have achieved a weight of 15 lbs or less, your movement speed increases by 15 feet, and you can glide twice your movement speed from an elevated vantage. If this weight requirement is continually met for 20 consecutive rests, you no longer take starvation damage. In addition, if you are rolling initiative and skeletal creatures are involved, if you roll a natural 20, they mistake you as an ally until a blow is dealt to any of them by you.
(Convoluted and potentially insensitive. Idea may be salvageable)
9. Bubble Buddy!
In addition to your starting items, you also start with an infinite bottle of bubbles and a magic wand. That is to say, a bubble blowing wand. When initiative is rolled, you may choose to sacrifice some life energy to empower the bubble wand with wumbatic energy. Roll 1d4 per level of Wumbomancer and take that much damage. Half of the roll, rounded up, is the number of bubble buddies you summon. These creatures persist until they are popped (HP reaches 0) or until you release them, though I don't know why you'd do that. These creatures have 1 HP, 0 for all ability scores, AC of 1, have a +0 to hit and deal 1 annoyance (psychic) damage. All bubble buddies can be commanded as a whole using your bonus action. Whenever a bubble Buddy is popped, you take 1 remorse damage. An enemy may move through any space occupied by a bubble buddy, this pops the bubble buddy occupying that space. When this happens, they lose 10 feet of movement.
If, at any point in time, you have 50 or more bubble buddies under your command, you may choose to try to have them combine into the Bubble Goliath. Roll a d20, anything 13 and above is a success, and they combine to form the Goliath. Anything 7-12 renders no result. Anything 1-6 results in the destruction of half (rounded down) of the number of bubble buddies under your control. This action may only be attempted once per long rest. The Bubble Goliath has the following stats: HP-50 All ability scores-13, AC-14, a speed of 30 feet, a flying speed of 15 feet. it has +6 to hit deals 1d20 annoyance (psychic) damage per attack, and also cannot regenerate health by any means. Upon the destruction of the Bubble Goliath, you must make a Constitution save DC 13, or take 1d20 remorse damage.
(Extremely convoluted, extremely wording, but this idea needs to be saved.)
Wumbocasting[edit]
The Study of Wumbo opens up the mind of the Wumbomancer to spells from every field of the magical arts. The Wumbomancer can use spells from any school of magic.
Wumbo Cantrips[edit]
At 1st level you have the Wumbo Super-Position, Noisrevni and TEA TIME!!! cantrips. You gain the Flippin' Tables cantrip at 5th level, #5 at 9th level and Every Cantrip is Awesome! canptrip at 13th level.
Spellcasting Ability[edit]
Wisdom is your spellcasting ability. Don't know why, just had to pick one.
Spellcasting:
For every spell of a given level you pick, randomly pick another from all possible spells of this level. This can be done by rolling 1 or 2 D100s. If the total is higher than the number of spells, halve the number (rounded down or up). This spell and the spell that is chosen. For each spell pairing, choose the spell you wish to have, and roll a D20, if the Dice roll is equal to or higher than 11, you get the spell you have chosen, if lower than 11, you get the other. If you roll a 20, you get the spell you chose, then pick a spell from the next highest level than you can cast. Roll a D20, if higher than 13, you add that spell, without it counting against the number of spells known. To cast this spell, use one of your highest level slots, and one other. Or Twinned spells idea
Spell save DC = 8 + your proficiency bonus +
Spell attack modifier = your proficiency bonus +
Wumbocasting Focus[edit]
You can use your Wumbomancer's Staff as a casting focus.
The Scrolls of Summon.... Town...[edit]
Walking through a desert looking for the ever-evasive desert-snow, you came across a person... at least you think it was a person... it was hard to tell, being that there was a house sitting on top of their corpse, honestly all you could tell is that they had a left arm and liked to wear red shoes. Anyways, this dead person was holding a wad of papers in their left hand that you asked if you could borrow, they didn't say anything, so you assumed it was okay.
To use, the brass ring must be pulled off the scroll, and the scroll must be thrown to the desired location. Upon use, a small, functional town that has 3 inhabitants is summoned. The inhabitants include 1 shopkeeper, 1 inn keeper, 1 barkeep, or anything chosen by the DM. The shopkeeper and barkeep sell wares designated by your DM and the inn keeper rents room(s) at a price designated by your DM. after 36 hours, or after the last person or animal in your party leaves the radius of the town, it immediately disappears. This scroll may abso-freaking-luty NOT be used indoors, in combat, or near, on, or inside any creature. These scrolls may only be used, and crafted, by you.
The recipe for making another scroll of Summon Town is as follows:
Head of a creature rated at CR 5 or higher. Diamond dust worth 2000gp One piece of parchment One brass ring to hold the scroll closed One long rest worth of total concentration (all 24 hours).
Or any recipe that your DM deems appropriate
Upon character creation, roll a D20. If the result is 15 or higher, you start with one Scroll of Summon Town.
Redirection[edit]
WHOA, WHOA, WHOA! You are not okay with all this "damage" coming your way. Better do something about this. Starting at the 2nd level, you gain the ability to redirect some of the damage your Wumbomancer is taking. As a reaction, number all the combatants, including yourself... wait... Roll your D20 until an assigned number is achieved. The damage redirected is equal to 2d8+ your Wumbomancer level. This damage is dealt in Wumbo damage to the assigned combatant. Oh, and if you roll your own number, add an additional 2d8 to the damage being dealt to you, by yourself. Should have put the warnings at the beginning.
(Anything involving numbering all combatants is too complicated)
Evangelist of Wumbo[edit]
The Great and Mighty Wumbo has seen fit to make you an evangelist of its Power, to go throughout the world and speak of its wonders! (That's usually as far as most Wumbomancers get before they get beheaded, so you're doing pretty good!) To assist you in this process Wumbo has given you the gift of annoying others about your religion. Once per long rest, have any creature with whom you are speaking make a Charisma Save against your Spell Save DC. If they fail, you lock them into a conversation with you that they cannot leave as long as you keep talking, up to three minutes, or if they are dealt damage. While they are in conversation with you, their passive perception decreases by 5, and they make Perception Checks with disadvantage. If done in combat, the target had advantage on thier saving throw. You need not share a language with the target.
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 you 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.
Are You Feeling Lucky?[edit]
Upon activation, you are reduced to 1 HP for 2 rounds, you can add your life points to your next attack by dividing it into d4's rounded up. For the next two rounds, you cannot be healed by any means. If your next attack kills the opponent, you are fully healed and not subject to any healing restrictions. If you are killed in the next two rounds, you may not be stabilized or resurrected. This may only be activated once per long rest. This may only be used during combat.
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Wumbomancer Spells[edit]
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Wumbomancer Cantrips[edit]
Wumbo Super-Position[edit]
Cantrip level Wumbocation. Casting Time: 1 Bonus Action. Range: Self. Components: S. Duration: Instantaneous
You intertwine your body with the power of Wumbo. You're movement speed is doubled for this combat round, however, the Wumbo is too unstable to predict, it could be that you didn't actually move at all when you thought you did. When you move to a new position using the extra movement afforded to you by this spell, place another marker on the battlefield to represent this potential location. At any point in time after this marker has been placed, if any damage would be dealt to or by either instance of you (your marker or the potential marker) or if any important interaction takes place that would require the knowledge of which position you are in, roll a D2 (indicate which location would be which outcome) to see which location you are actually in. If an enemy attacks a location where you are not, the damage is null and void. Likewise, if you attempt to do any damage from a position you are not actually in, that damage is null and void. Once a measurement has been made and your real position is established, remove the temporary marker from the battlefield until again needed. Any damage or actions made invalidly will be forfeited.
(Maybe some simplification)
Noisrevni (neh-jerv-nee)[edit]
Cantrip level Wumbocation. Casting Time: 1 Round. Range: Room or World-Radius Components: S,V. Duration: 1d4 Rounds
You just noticed that you put your tunic on upside down...again... well... there's only one logical way to fix this problem... You begin to channel the power of Wumbo through your body, focusing on your tunic, willing it to be turned right-side up. Finally, you release all your energy and find...You were successful! The tunic is now properly oriented with the rest of your clothes :) Except it wasn't the tunic you turned upside down... It was the rest of you! No... Wait... That's still not quite right... OH!!! You turned the whole ROOM upside down EXCEPT for your tunic... Well... That works too! :) The floor is now the ceiling and the ceiling now the floor. If this spell is cast outside, you react quickly enough to know that this is a serious game-breaking problem, and quickly revert the orientation of the world back to normal. Phew. That would have caused some SERIOUS problems! If that happens... just.. treat the effects as the same, and when it comes back to your turn to return everything back to 'normal' just....flip everyone that isn't readied on their heads for fun anyways. >:) When this spell is began to be cast, the castor, if s/he so chooses may or may not (Trolololo) warn other player characters that s/he is about to perform this spell. Any character may then spend their movement action to 'ready' themselves for the change. Once the spell is complete all targets in the room (or...radius) that are not 'readied' must make a Dexterity saving throw or they are knocked prone for one round. >:) and receive 1 Wumbo Die of damage. After the appointed number of rounds pass and it is again your turn, the room will revert to its normal orientation. This time, all enemy targets with Passive Perception of 14 or higher may also ready themselves for the change. Upon reverting, all 'unreadied' targets must make a Dexterity saving throw or they are knocked prone and receive 1 Wumbo Die of damage. OH! and your tunic was on right the whole time to begin with!! Silly you! If combat ends while the room is inverted...well.. just wait for it to pass I guess.. Might be useful to explore the room upside down? This cantrip may only be used 4 times per rest, and may not be recast if the spell is still in effect.
(Extremely wordy, way too powerful to be a cantrip)
TEA TIME!!![edit]
Cantrip level Wumbocation. Casting Time: 1 Action. Range: EVERYONE!...in combat Components: S,V. Duration: 1 Round
Boy this fight sure is boring... you casually check your pocket watch, if you don't have a pocket watch, just use an item in your inventory and pretend it is a pocket watch. *Sigh* Okay, back to fighting... Wait a second! IT'S TEA TIME! Calmly, but firmly, explain to all combatants that they are not savages, if they actually are savages, you convince them that they are not savages (idiotic savages!), and that tea time is a noble tradition that must be observed. If you are in combat against creatures, One ration per creature must be sacrificed in order to placate them temporarily, or tea time is ruined and the spell fails. All combat immediately halts for one round, and the only actions allowed are talk, eat, drink, and smoke. during this period of time, you Summon a modestly nice dining table and chairs according to the number and size of combatants. All combatants, friend and foe, sit at the table and may choose to eat or smoke a pipe. You energize the food/tobacco of yourself and allies with the power of Wumbo, and foes if you really want to, and this allows them to restore one of their hit dice plus Constitution modifer. All food drink consumed by the Wumbomancer during this spell is considered to contain no calories. When combat returns to you and you have finished your drink/food/pipe, you desummon the table and chairs and normal combat resumes. This spell may only be used once per day (twice if you or anyone in your group is 4 feet and 6 inches or shorter, but may not be used twice in the same encounter.) (Too powerful to be a cantrip)
Flippin' Tables[edit]
Cantrip level Wumbocation. Casting Time:' Reaction. Range: 120 feet. Components: S, V. Duration:" 1d4 Rounds
You see an arrow headed straight for your ally's knee! You need to stop that arrow or it'll be a terrible, terrible joke for the rest of your game! When an ally is declared the target of a ranged attack, you immediately summon a dining table and flip it in their general direction, hoping for the best. Roll your d6 Wumbo-Die. On 1, the table lands on your ally and does 1d6 Wumbo damage to them, and renders them prone for 1 turn. On 2, the table spins out of control and lands somewhere on the battlefield, at random (try rolling a dice and seeing where it lands.) That table now counts as half cover. On 3, the table lands near your ally, but not close enough to completely shield them. Reduce the melee damage by 1 Wumbo Die + Dexterity. On 4, the table lands pretty well! Your ally is now immediately in half cover and incoming damage sustained from this attack is halved, or reduced by Wumbo Die plus Dexterity, whichever is higher. On 5, the table lands right as the attack is about to strike the table, and is nullified completely. Still treat this as half cover. On 6, the table redirects the damage being done toward the nearest enemy but is reduced by half. (Too powerful to be a cantrip)
Cantrip #5[edit]
0th level Abjuration. Casting Time: 1 Action. Range: 120 feet. Components: S. Duration: Rounds equal to your Intelligence modifier.
Words go here.
Every Cantrip is Awesome![edit]
0th level Wumbocation. Casting Time: Variable. Range: Variable. Componenets: Variable. Duration: Varaible.
Immediately following a long rest, you may pick any cantrip to use in place of this cantrip. Sounds pretty neat, huh? Well… it is. However… they do say that practice makes perfect… and you’ve never even *heard* of this cantrip until now… so… you imagine you’ll be pretty great at this! When casting the cantrip designated to hold this cantrip slot, you flail your arms randomly in the air and hope for the best! Roll 1d2 and call your roll, if called correctly, proceed with the spell as normal. If called incorrectly, you take 1d4 per level Wumbomancer and the spell fails. After three failures, the Wumbomancer decides… maybe this just isn’t a good spell for him/her, and can no longer use that cantrip. (A new one may still be chosen after the next long rest.) Ooooh, And the Wumbomancer gets bored REALLY easily… So you can never use the same cantrip twice. If you somehow manage to run out of potential cantrips, Start the list all over again. This spell may only be used at the DM’s discretion, as to both whether you can use this cantrip, and as to whether you can use a particular cantrip. (Needs refining)
Wumbomancer Spells[edit]
And The Kitchen Sink Too![edit]
Special. Casting Time: 1 Action. Range: 40 Feet. Components: S Duration: Instantaneous.
WOW! This battle must be really hard! Last time you checked, you had at LEAST one spell left.. although you don’t remember how long ago that was… It’s time you pulled out all the stoppers. You summon a VERY large basin of some sorta liquid? You then proceed to hurl this basin at an enemy of your choosing. The basin itself does 1d10 times half your Wumbomancer level rounded up in bludgeoning damage. In addition, roll 1d6 this will determine the liquid inside the basin. 1- lukewarm water 2- acid 3- alchemist’s fire 4- GoGo Juice (heals target by 1d8) 5- Tar (Movement Speed halved for one round) 6- The Darkness (Target is blind for 1 round). This spell may only be cast when all of your spell slots are exhausted, and may only be cast once per long rest.
A Sandwich[edit]
-1st level Wumbomancer. Casting Time: None. Range: Self. Components: None Duration: Instantaneous.
I know what you’re thinking.... You’re thinking this is a spell. This is not a spell. It’s a sandwich. What would make you think otherwise? Upon casting this sandwich, you look down into your hands, and there is a sandwich costing not more than 5sp. It’s really that simple. This sandwich may be used once per day, and does not exhaust a spell slot (Because it’s a sandwich…)
Wumbo Disentanglement[edit]
1st level Wumbomancer. Casting Time: 1 Action. Range: 60 feet. Components: V Duration: Instantaneous.
Choose two targets engaged in combat, and politely ask them to stop fighting, it is getting to be really loud. They must make a Wisdom saving throw, or else they disengage combat for one combat round.
(Too powerful to be a level 1 spell? Plus wording is incorrect)
I Wumbo, You Wumbo, He/She/Me...Wumbo[edit]
1st level Wumbomancer. Casting Time: 1 ActionRange: All combatants within 120 feet. Components: S,V Duration: 1d4 Rounds.
You project your appearance onto all combatants within range. When observing a potential target that has been effected by this spell, any character must pass a Perception check of 15 in order to identify the target, or else that target is assumed to be you. This is for both enemies and allies. In addition, when this spell is cast, the DM may, at his/her discretion, assign generic tokens to represent combatants, and shuffle them on the field of battle. (Note that the DM must keep track of which tokens represent each combatant) If this is the case, each player character will be identified, in secret, which token represents their character, and may not disclose this information until an ally successfully perceives them. The same goes for communication between enemies.
(convoluted)
Wumbatic Whistler[edit]
1st level Wumbomancer Casting Time: 1 Action Range: Self Components: S, V Duration: 1d4 rounds
Boy, combat sure can be boring sometimes... Unfortunately, you left your games and books on the wagon. What’s a Wumbomancer to do? Why, whistle, of course. Upon casting this spell, you start whistling. Roll 1d20 to determine the quality of your whistling. On a roll of 1-9, you start to whistle, but it sucks. Roll 1d4. The animal is aggressive only towards you for that many rounds. On a roll of 11-20, you start to whistle and it is far better than average. Roll 1d4, the animal is charmed by you for that many rounds after which, it disappears. You can command the animal using your bonus action on your turn. On a roll of 10 you start to whistle, and apparently you are whistling battle hymn of some sort. All of your party members seem to be becoming excited and motivated. All party members get +2 to hit, and the spells save DC of spellcasters increases by one. All animals summoned by this spell are chosen at the DM’s discretion. The player must roll 1d6 and that determines the CR of the animal summoned. 1- CR ⅛; 2- CR ⅙; 3- CR ¼; 4- CR ½; 5- CR 1; 6- CR 2.
(OP for level one, and will bog down combat, and bogs down the DM))
You Can't Get There From Here![edit]
1st level Wumbomancer Casting Time: Reaction Range: Uh... Components: S, V Duration: Instantaneous
An arrow?! Where?!?! Oh… that arrow! You see an arrow flying at you, man, you must have a good eye and a lot of brainpower to see an arrow mid-flight, and have enough time to think about what you should do about said arrow! ...Well you guess that you could just move out of the way… but these shoes are brand-new (you think…) and you really want to avoid any unnecessary wear and tear on them. Let's see… GOT IT! Instead of moving yourself out of the way, let's just make it so the arrow can't get to you! Making the room a bit longer should do the trick! As a reaction to any ranged attack directed at you, you instantly increase the length of the room by 1000 feet centered equidistant between you and the enemy performing the ranged attack. and then decrease it back to its normal length immediately after the projectile hits the ground, or the spell fizzles out. This spell may only be used once per combat encounter.
(brutally overpowered)
We'll Make it Great Again![edit]
2nd level Wumbomancer Casting Time: 1 Action Range: 10 feet (in front of you) Components: S, V Duration: Ad Absurdum
As you casually look around the room, you can’t help but notice how...plain… it looks. I mean.. this style might suit *some* people… but they clearly didn’t go to Treant's Regal University for Magnificent Partitions® What this place needs is more WALLS! A new set of walls will make this dungeon great again! Upon a successful hit, roll 1d10. Multiply this number by 10. This gives you the length, in feet, of the wall that you have just erected 10 feet in front of you. This wall is made of solid stone and contains no openings. Draw a line that many feet directly in front of your character’s line of sight. The wall is 5 feet thick and 30 feet high (unless prohibited by the ceiling, in which case it is its maximum height minus 10 feet). Note that if the wall makes contact with the wall opposite the Wumbomancer, the spell knows to respect other’s boundaries (BUHAHAHAHA!) and immediately stops there. Should any combatant be directly in front of the Wumbomancer when this spell is cast, they must make a Dexterity save or they are knocked flat by the wall surging up in their face, and take 1d4 per level of Wumbomancer and be knocked prone for 1 turn. This spell cannot be used to block doorways. Don’t be a dick. Have fun creating your terrible nuisance, though!
(check against similar spells for balance, wording incorrect) (and get rid of the shitty Trump joke.)
Shut Up and Take My Money![edit]
2nd level Wumbomancer Casting Time: 1 action Range: 30 feet Components: S Duration: Instantaneous
People too far away to jab your stick at? Need a quick diversion? What's a crossbow? I have the perfect solution for you! As proven time and time again, most (all) problems can simply be solved by throwing money at it! Luckily for you, you are the obsessive type that unfailingly sorts his/her money by demonination! Roll 1d4. 1 is copper, 2 is silver, 3 is gold, and 4 is platinum. If you pick a bag with no coins in it, the spell fails because you are poor. Now roll 1d8. That is the number of coins you grabbed from the respective coin purse. You then energize the coins with Wumbatic energy and hurl them at your enemies. 30 foot cone in front of you. Each must then make a Dexterity saving throw, if passed, the damage dealt is halved. Copper coins deal 1d2 damage, silver deals 1d4, gold deals 1d6, platinum deals 1d8 +1/2. All money thrown is destroyed upon impact.
(Rewritten, may need balancing)
Wumbo (Dis)Illumination[edit]
2nd level Chronomancer Casting Time: 1 action Range: 280 feetComponents: S Duration: 1d4 Rounds
Man is it bright in here! You wish you had brought your sunglasses with you... wait... what are sunglasses? Anyways, we have to do something about all this light! You Summon The Ancient Darkness in a 280 foot radius around you, removing all sources of light from the battlefield. Any further attempt to light the battlefield will anger the God of Darkness and it will deal 1d4 damage to the castor/lighter and immediately snuff out their light. Only combatants with dark vision or true vision can still see, but their sight is reduced to a 30 foot radius.
Man is it dark in here! Take off what? What are sunglasses? Anyways, we have to do something about all this not-light! You Summon a small star 50 feet above you that shines with blinding radiance in a 280 foot radius. All combatants that are looking in your general direction immediately take 1d4 radiance damage and are rendered blind for one turn. For some reason it doesn't seem as bright to you as the others complain it is...
See You, Space Cowboy[edit]
3rd level Wumbomancer Casting Time: 1 Action and all Movement Range: Any target within sprint range. Components: S, V Duration: Instantaneous
It’s a good thing you brought your sunglasses, because without wearing them, this spell wouldn’t look nearly as awesome. You look down and light a cigarette, when you look back up, you are wearing your sunglasses. You take a long drag, then you throw your cigarette at your enemy. While they are distracted, you sprint in towards them. once you reach the target, you form your hand into the necessary shape for the spell, two fingers extended with your thumb pointing up. You point your fingers into their chest (or equivalent), then you (the player) must say "Bang". Roll 1d10, then multiply your roll by 10, this is the amount of distance, in feet, that the target is catapulted. For every 10 feet the enemy travels in the air, they take 1d6 bludgeoning damage. For a Large creature, the distance catapulted is halved (rounded down). For Huge or larger, the enemy takes the damage, but is not moved. For Small or smaller creatures, the distance is multiplied by 1.5.
Wumborobics[edit]
3rd level Wumbomancer Casting Time: 1 Action Range: All Combatants Components: S, V Duration: Combat
Since an early age, the Wumbomancer was taught the importance of proper stretching and warming up before participating in rigorous activities. To his dismay, he finds himself in battle, like always, and he has yet to stretch today. This simply can not happen, the last thing the world needs is a Wumbomancer with a pulled hamstring. The only logical solution is for the Wumbomancer to stop what he/she is doing, and lead everyone in a rousing round of calisthenics. At this point, everyone in combat must decide whether or not to participate in the class being provided. Players and NPC’s (at the DM’s discretion) are welcome in the class, because the Wumbomancer does not want to see anyone get hurt in the wrong way. Once the class as assembled, even if it is just the Wumbomancer, s/he begins to lead everyone, or no one, in a rousing round of stretches and cardio exercises. Roll a d100 or percentiles to determine the efficiency of the Wumbomancer as a gym instructor. On a roll of 01-30: The wumbomancer realizes that s/he is a terrible teacher, and instantly loses the attention of the class. Rather than doing proper stretching and cardio, the class erupts into a push-up contest to determine who is the most naturally fit. Due to the strenuous nature of the contest, and having not properly stretched before said contest, everyone in the class takes -2 to all attack and damage rolls for the rest of combat. (If the player relies on dexterity for their weapon such as an archer their range is decreased by ¼, however, their damage remains the same since you cannot shoot an arrow harder, you think...) On rolls of 31-85, the Wumbomancer does a very average job instructing his/her class how to stretch. No one gets hurt, and everyone is better off having limbered up. Everyone who participated gains +2 to attack and damage for the rest on combat. On rolls of 86-100, the Wumbomancer has properly studied the way that bodies work and know exactly what muscles to loosen up and which cardio exercises to do so that people can successfully breath. He is like the Richard Simmons of D&D. All participants get +3 or 4 to all attack and damage rolls for the rest of combat. See how useful it is to stretch first?
(OP, too wordy, needs simplification)
I Want MOAR!!!!!!!!1!![edit]
3rd level Wumbomancer Casting Time: 1 Action Range: Variable Components: Variable Duration: Variable
What!? NOT SATISFIED WITH WHAT I’VE GIVEN YOU!? Go ahead then. Go find another spell you greedy bastard. Select a spell costing one action. You must choose two spell slots to exhaust, at least one of them must equal to the level of the spell that you are choosing to cast. The spell selected is cast with the normal effects. Good luck finding any amazing and refined flavor text there. I hope you feel terrible about yourself.
(Too much freedom? May need a greater downside.)
Yo' Momma So Fat...[edit]
4th level Wumbomancer Casting Time: 1 action Range: 120 feet Components: S, V Duration: 1d2 Rounds
you learned how to throw your voice. Pick a target within range and shout into your hand, close it, and throw the shout at them, make a spell attack. Upon a successful hit, the shout bursts into a really loud and annoying noise and does 4d6 annoyance (psychic) damage and the target is deaf for 1 round. Your voice is now positioned upon the target. You may now shout vulgarities at any other person within earshot and they must pass a Charisma Saving throw or they immediately become hostile to that target for 1d2 rounds.
Kamehameha[edit]
2th level Wumbology Casting Time: - Range: - Components: - Duration: -
You gather up all your strength and start channeling it into your hands, a bright blue ball forms in your hand, so bright that you are obscured in the light. Start saying (you, the player) 'KAAAAAAA-MEEEEHHH-AMEEEEE-bye"
You immediately move up to 500 feet away from the nearest enemy. This movement can be through closed doors and windows, so long as they aren't locked. The doors and/or windows need not be opened for this movement to take place. You do not provoke attacks of opportunity, and are invisible during this movement. You do however, trigger any traps in place while you move through spaces.
SPELL[edit]
4th level Wumbomancer Casting Time:- Range: - Components: - Duration: -
Misplacement
1 action, range 60 feet, instantaneous
Choose a Medium or smaller hostile creature within range and a point within 30 feet of the target where you would like that creature to be teleported. This must be solid ground. Roll a d20, if the result is 11 or higher, you successfully teleport the target, if lower, you are teleported to that location instead. If this happens, you are incapacitated for the round, and you forfeit your action for the next round of combat.
(At level x the roll must be 7 or higher. At level x, you may also target large creatures, the roll must be 11 or higher. At level x you nay target large creatures, the roll must be 7 or higher)
SPELL[edit]
5th level Wumbomancer Casting Time: - Range: - Components: - Duration: -
words
SPELL[edit]
5th level Wumbomancer Casting Time: - Range: - Components: - Duration: -
words
Nightmare Chaos Land[edit]
5th level Wumbomancer Casting Time: 1 Round Range: 60 feet Components: S Duration: 1d4 Rounds
Who wouldn't want to dream at any time of the day?! Even right now! Pick a target within range, you extend your mental influence into the targets mind, and cause them to go into a nightmare where they are battling their worst nightmares. Whoops. The target must make a Wisdom Saving throw, upon failure, Roll 1d4, this is the number of rounds that the enemy is trapped inside the battle that you have spawned (accidently) in their mind. Roll 1d6, this will determine the challenge rating of the enemies the target spawns in their mind. 1: CR ⅛ 2: CR ⅙ 3: CR ¼ 4: CR ½ 5: CR 1 6: CR 2. Finally, roll 1d6. This is the number of enemies spawned. If the CR is 1 or 2, subtract 2 from the result, minimum 1. During this spell, the target is incapacitated. The battle will follow the normal procedure of combat, with the target and his “enemies” rolling initiative, etc… All damage sustained by the target in this “battle” will be dealt directly to them as psychic damage. The spell will be ended after any one of the following criteria are met. The number of rounds rolled for the spell expires; the target defeats all “enemies”; the target is lowered down to less than 15% of their total HP.
Sans Vie[edit]
9th level Wumbomancer. Casting Time: 3 Rounds. Range: Any Visible TargetComponents: S.
Ah… it's a beautiful day outside. Birds are singing, flowers are blooming... on days like these, enemies like these should be… BURNING… IN… HELL! You look toward your enemies and they see blood running down out of your eye sockets, and your eyes are black and unforgiving. Your skin pales to a ghostly white and all your foes feel their sins crawling on their backs. On the first round after this spell is cast, a ominous feeling forms over the whole of the battlefield and all enemies must must a Constitution save or they lose one action for their next turn. On the second turn after you cast this, you begin to hover in the air. You raise your hands toward the sky/ceiling and swing them back down, causing lightning to strike where you directed it to. Each enemy must make a Dexterity save or they take 1d6 per level Wumbomancer each. The spot where the lightning strikes leaves a scorch on the ground that reeks of sulfur. On the third turn, the ground underneath your enemies begins to shake as they witness the souls of those that you’ve sent to the grave clawing their way out of the ground where the lightning struck. After one has crawled out of the abyss, then another, and another, soon they are coming out in hordes. Finally… they are all there… standing limp with their heads facing the ground. You can hear their groans of agony and despair. The sound rattles the bones of your enemies and makes their flesh crawl. Finally… you look up on your enemies and raise one hand, and snap your fingers. The agonized souls then begin to run toward each of your enemies, coming at them from every direction. They have nowhere left to run. When they reach each one,you delight in seeing the souls of the dead begin to claw into the souls of your enemies, slowly trying to rip each of their souls from their bodies. You hear your enemies screaming in pure agony as the souls of the dead dig their nails into their very souls and begin to rend the soul from their body... After enough clawing, and ripping… and tearing… their soul is finally ripped from its host and the body of your enemy falls limp on the ground. You watch as the dead drag their soul back into one of the pits that they rose from… and they start to climb back in… dragging the soul of your enemy...kicking and screaming in agony, into the pit. You watch as your enemy’s soul digs its nails into the ground, trying desperately one last time to free itself, as it is drug into the ground, with its nails dragging along the ground toward the pit, until finally its hand disappears, and everything is quiet now. You Smile. What. A. Beautiful. Day. Indeed. These “enemies” are now just empty husks, shells that contain no soul. All enemies are immediately reduced to 1 HP of a maximum of 1 HP, may no longer take any actions, and are prone indefinitely.
(Weak and wordy.)
Multiclassing[edit]
Prerequisites. This class cannot be multiclassed into. That would be crazy.
Proficiencies. When you multiclass into the Wumbomancer class, you gain the following proficiencies: Lots of headaches.
Combat Wumbo Rolls[edit]
1 You close your eyes and pretend that the fight is not a problem. You are placed at the bottom of initiative and are incapacitated for the first round of combat.
2 You realize that you forgot to turn your oven off! -5 to this initiative roll.
3-6 Normal Combat Conditions.
7-9 You feel invigorated by the power of Wumbo! Add 1d4 Wumbo damage to all damage done by you for the first two rounds.
10-12 You start to daydream about the awesomeness of Wumbo. For the first two rounds, you have disadvantage on all attack rolls.
13-15 You think you are in a play! And you, my good sir, are the best actor of the bunch! For the first round, you have advantage on all attack rolls.
16-18 Sometimes you forget which end of the weapon is the pointy one... Deal 1d4 Wumbo damage to yourself every time you deal damage for the first two rounds.
19- You feel like your turn in combat should be sooner. +5 to this initiative roll.
20- You and a creature of your choosing are moved to the top of the initiative, in the order of your choosing. Your speed is doubled for the first round of combat