Anima Measter (5e Class)

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Anima Measter

"Anima Mea" means "My Soul" in Latin.

Yes, it's not a spelling mistake.

The Anima Measter is someone who controls their soul as feral Soul Animals.

And it's a clever pun, OK?!. I used way to long to come with up with it, so I'm using it.



<!-Introduction Leader->


Creating a Anima Measter

To master one's soul and spirit animal is the way of the Anima Measter's. When creating an Anima Measter it's important to think about what your spirit animal would be. Try to choose one that fits with your characters backstory or playstyle, or even their appearance.

There are four Soul Animals strong enough for Anima Measter to use.


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 Anima Measter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Anima Measter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Anima Measter level after 1st

Proficiencies

Armor: Light
Weapons: Simple
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose 2 between Acrobatics, Arcana, History, Insight, Persuasion, and Survival.

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) two daggers or (b) any simple weapon

Table: The Anima Measter

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2<!-Class Feature1->
2nd+2<!-Class Feature2->
3rd+2<!-Class Feature3->2
4th+2Ability Score Improvement3
5th+33
6th+33
7th+342
8th+3Ability Score Improvement42
9th+442
10th+443
11th+443
12th+4Ability Score Improvement43
13th+5432
14th+5432
15th+5432
16th+5Ability Score Improvement433
17th+6433
18th+6433
19th+6Ability Score Improvement4331
20th+64331

<!-Class Feature->

<!-Class feature game rule information->

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<!-Subclass Feature->

<!-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

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->

<!-Class feature game rule information->


<!-Class Option 1->

<!-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->

<!-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->

Spell List

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


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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