Walls of Elisia: Charasmatic (5e Class)

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Charismatic Character[edit]

In a fit of laughter, a gnome makes bunny ears on a zombie with a mage hand

A half-elf weaves a subtle magic over the guard in front of the settlement, her words will be well heard in the ears of this soldier

A half-orc laughs, raising a mug high up. He slowly influences the people of this small bar with a subtle dust-like magic that originated from the beer in that very mug

Laughing and love always seemed to follow you, whether you engaged or not. You were what the olden day fellows called the "fey-tongued", a sharp-minded, quick-thinking, and generally likeable person.

The Center of Attention[edit]

Maybe you were a popular kid, maybe an influencer, maybe a marketer, maybe even a charlatan, but you were always likeable.

Creating a Charismatic Character[edit]

How'd you become so gosh darn likable. Maybe you were born with it, maybe you learned it.

Quick Build

You can make a Charismatic Character quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.

Class Features

As a Charismatic you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple melee weapons
Tools: One musical Instrument of gaming set
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

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

Table: The Charismatic

Level Proficiency
Bonus
Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Magical Expertise, Spellcasting 2 2 1 1st
2nd +2 Cunning Words 2 3 2 1st
3rd +2 Tool of the Magical Trade 2 4 2 2nd
4th +2 Ability Score Improvement 3 5 2 2nd
5th +3 3 6 2 3rd
6th +3 Magical Expertise Feature 3 7 2 3rd
7th +3 3 8 2 4th
8th +3 Ability Score Improvement 3 9 2 4th
9th +4 3 10 2 5th
10th +4 Magical Expertise Feature 4 10 2 5th
11th +4 Mystic Arcanum (6th level) 4 11 3 5th
12th +4 Ability Score Improvement 4 11 3 5th
13th +5 Mystic Arcanum (7th level) 4 12 3 5th
14th +5 Magical Expertise Feature 4 12 3 5th
15th +5 Mystic Arcanum (8th level) 4 13 3 5th
16th +5 Ability Score Improvement 4 13 3 5th
17th +6 Mystic Arcanum (9th level) 4 14 4 5th
18th +6 4 14 4 5th
19th +6 Ability Score Improvement 4 15 4 5th
20th +6 Magical Expertise Feature 4 15 4 5th


Magical Expertise[edit]

You found the type of magic you were good with; Protector, Enhancer, and Enchanter. These different types of magic offer new spells and features at levels 6, 10, 14, and 20

Spellcasting[edit]

Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips

You know two cantrips of your choice from the bard spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Charismatic table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Charismatic spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Charismatic table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Charismatic spells, so 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 Charismatic spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your spells.

Cunning Words[edit]

Your Charismatic Abilities are enhanced. You gain expertise in one Charisma based skill (ex. Deception, Intimidation, etc)

Tool of the Magical Trade[edit]

Based on your Magical Expertise, you gain a tool that enhances those abilities.

Tool of the Protector

This tool comes in the form of a necklace with a shield on it. It allows the user to gain a spell slot of any level, as long as it is an Abjuration spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

Tool of the Enchanter

This tool comes in the form of a ring with a pair of eyes on it. It allows the user to gain a spell slot of any level, as long as it is an Enchantment spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

Tool of the Enhancer

This tool comes in the form of a bracelet with a cross on it (like a Red Cross Symbol).. It allows the user to gain a spell slot of any level, as long as it is a Transmutation spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

Ability Score Improvement[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.


Mystic Arcanum[edit]

At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

Protecter[edit]

Protecter Expanded Spells
Spell Level Spells
1st Sanctuary, Armor of Agathys
2nd Lesser Restoration, Aid
3rd Dispel Magic, Protection from Energy
4th Banishment, Death Ward
5th Dispel Evil and Good, Greater Restoration
DON'T TOUCH MY BABY

At level 6, you gain the ability to support allies when they take damage. Once per long rest, when a friendly creature takes damage within 60 feet of you, you can use your reaction to half the damage and restore an amount of hit points equal to your PB + your Charismatic Level

Protected Mind and Body

At 10th level, you've used your abilities long enough to hold them for longer periods of time. You can hold concentration on spells for twice as long. You also gain advantage on all saving throws that involve concentration

Aura of Protection

At 14th level, you radiate an aura of protection. You emit an aura that ranges out to 20 feet, any hostile creature within this aura has disadvantage on attack rolls and any friendly creature in this area has advantage on attack rolls.

Shields before Swords

At level 20, you fully understand your role as a Protector. When a friendly creature takes damage within a radius of 60 feet of you, you can expend a spell slot to subtract damage equal to a d20


Enchanter[edit]

Enchanter Expanded Spells
Spell Level Spells
1st Charm Person, Heroism
2nd Calm Emotions, Suggestion
3rd Dispel Magic, Tongues
4th Compulsion, Confusion
5th Modify Memory, Dominate Person
Such a lovely Face

At level 6 your beauty helps you with many things. You gain advantage to all Charisma (Persuasion) checks involving characters with a romantic fixation on you. You also gain proficiency with the disguise kit

Hey, that's my Trick

At level 10,you are able to find out where others use your tricks against you. You have resistance to psychic damage along with advantage on saving throws against being charmed or put to sleep. Once per long rest, you can also use your reaction to cast counterspell (DC 13) when an enchantment spell is cast within 30 feet of you.

No, I won't allow it

At 14th level, you can influence the actions of others in combat. When a creature makes an attack, you can use your reaction to expend a spell slot and add or subtract a d10 to the roll.

A Rival to Sune Herself

At level 20, you become a rival to the gods in beauty. Your Charisma score is increased by 4 to a maximum of 24. Once per long rest, you can also use your reaction to half the damage of an incoming attack.

Enhancer[edit]

Enhancer Expanded Spells
Spell Level Spells
1st Feather Fall, Longstrider
2nd Alter Self, Magic Weapon
3rd Fly, Haste
4th Polymorph, Fabricate
5th Telekinesis, Animate Object
Enchanced Weapon

At 6th level, you learn how to imbue your weapons with enhanced power. You can imbue a weapon that you or a friendly ally is using with extra damage that is equal to your hit die. You can choose from Fire, Cold, Thunder, Force, or Lightning damage types.

Adrenaline Shot

At 10th level, you learn to use the thrill of battle to enhance your abilities. When entering combat, for one minute you gain the following benefits

  • You gain a +1 to AC
  • You gain advantage on all concentration rolls


Super Duper Man

At 14 level, you gain a boon of your transmuter abilities. When you use your Enhanced Weapon feature, you can double your extra damage dealt

Adrenaline Seeker

At 20th level, you don't need a thrill to enhance your abilities. You no longer need to be in combat to gain the Adrenaline Shot feature

Charismatic Spell List[edit]

Charismatic Characters use the Warlock Spell list, but use the Cantrip list of the Bard



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