Whiz Lord (5e Class)
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Whiz Lord[edit]
“I’m playing a Whiz Lord!” -Random background character in that one Puffin Forest video
What’s a Whiz Lord?[edit]
Those people who want to be wizards, but are terrible at it, and can’t.
Creating a Whiz Lord[edit]
When making a Whiz Lord, ask why they want to be a wizard, and why they’re so bad at it.
- Quick Build
You can make a Whiz Lord quickly by following these suggestions. First, dexterity should be your highest ability score, followed by charisma. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Whiz Lord you gain the following class features.
- Hit Points
Hit Dice: 1d4 per Whiz Lord level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Whiz Lord level after 1st
- Proficiencies
Armor: none
Weapons: Quarterstaffs, nets, darts
Tools: Gaming sets
Saving Throws: Wisdom, Charisma
Skills: Pick one of the following: Sleight of Hand, Preformance, Medicine, Insight
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) Net or (c) 3 darts
- (a) Playing card set or (b) Dice set
- Spellbook
- If you are using starting wealth, you have 4d4 in funds.
Level | Proficiency Bonus |
Features | Spellz | Knawledge Score | Stuff Points |
---|---|---|---|---|---|
1st | +2 | <!-Class Feature1-> | 1 | 1 | 1 |
2nd | +2 | <!-Class Feature2-> | 1 | 1 | 2 |
3rd | +2 | <!-Class Feature3-> | 2 | 2 | 3 |
4th | +2 | Ability Score Improvement | 2 | 2 | 4 |
5th | +3 | — | 3 | 3 | 5 |
6th | +3 | — | 3 | 3 | 6 |
7th | +3 | — | 4 | 4 | 7 |
8th | +3 | Ability Score Improvement | 4 | 4 | 8 |
9th | +4 | — | 5 | 5 | 9 |
10th | +4 | — | 5 | 5 | 10 |
11th | +4 | — | 6 | 6 | 11 |
12th | +4 | Ability Score Improvement | 6 | 6 | 12 |
13th | +5 | — | 7 | 7 | 13 |
14th | +5 | — | 7 | 7 | 14 |
15th | +5 | — | 8 | 8 | 15 |
16th | +5 | Ability Score Improvement | 8 | 8 | 16 |
17th | +6 | — | 9 | 9 | 17 |
18th | +6 | — | 9 | 9 | 18 |
19th | +6 | Ability Score Improvement | 10 | 10 | 19 |
20th | +6 | — | 10 | 10 | 20 |
“Spellcasting”[edit]
At 1st level, you attempt to cast spells, and they only kinda work. See the “Spell” List below. You can know an amount of spells equal to your Knawledge Score, whenever you get knocked unconscious, you forget those spells, and get to respec, choosing new spells to learn. You can only learn and cast spells when you have a spellbook on your person, and are able to open and read it. You can cast an amount of “Spells” equal to your Spellz, if your run out of “Spells” to cast, you can study during a short rest, letting you cast another “Spell,” you can also study during a long rest, which resets your used “Spells,” allowing you to cast them again. “Spells” with the somatic property require a sleight of hand check with a DC of 8. “Spells” with the verbal property require a charisma check with a DC of 8, if this spell is offensive, it is intimidation, if it is defensive, it is persuasion, if it is utility, it is performance of deception, determined by the DM depending on the situation. “Spells” with the material property require an alchemist’s supplies check with a DC of 12, you can expend an amount of Stuff Points to receive a +1 bonus per Stuff Point expended, you regain all Stuff Points at the end of a long rest, though you forgo the benefits of the long rest and cannot stand watch during it.
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
<!-Class Feature->[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Whiz Lord “Spell” List[edit]
WIP
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:
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