Attuner (5e Class)
Attuner
A mage franticly throws magical daggers at a chest that came alive.
A ranger fights a disembodied skull and arms with a gun of fishy origins.
A warrior with a legendary sword prepares for his impending doom.
These are the adventurers of this world...
They are Attuners.
Mundane Users of Magic
The world of Terraria is suffused with magic, as evidenced by the endless number of abominations that roam the land. However, there are exceptionally few humanoids who can innately focus magic, even after years of study (the notable exception being the dryads). Because of this, most people use basic copper and iron equipment. More dedicated adventurers can obtain silver and gold equipment but while this mundane equipment may save you from a stray zombie or demon eye, it will leave you woefully unequipped for the true horrors of this world. This is why most adventurers turn to magic. Deep in the depths of the world are all manner of powerful magic items made in a bygone age. The most powerful of these magic items being found in the most dangerous, and often most evil places. Attuners must be careful exploring these evil places, lest they become no better than the monsters they seek to vanquish.
Creating an Attuner
- Quick Build
You can make an Attuner 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 Attuner you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Attuner level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Attuner level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: none
Saving Throws: Dexterity, Constitution
Skills: Choose any three
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a dagger
- a pickaxe
- a axe
Level | Proficiency Bonus | Features | Attunment Slots |
---|---|---|---|
1st | +2 | Attuner Synergy | 4 |
2nd | +2 | <!-Class Feature2-> | 4 |
3rd | +2 | Attuner Synergy | 5 |
4th | +2 | Ability Score Improvement | 5 |
5th | +3 | Fast Attunment | 6 |
6th | +3 | Ability Score Improvement | 6 |
7th | +3 | Attuner Synergy | 7 |
8th | +3 | Ability Score Improvement | 7 |
9th | +4 | — | 8 |
10th | +4 | Attuner Synergy | 8 |
11th | +4 | — | 9 |
12th | +4 | Ability Score Improvement | 9 |
13th | +5 | — | 10 |
14th | +5 | Ability Score Improvement | 10 |
15th | +5 | Attuner Synergy | 11 |
16th | +5 | Ability Score Improvement | 11 |
17th | +6 | — | 12 |
18th | +6 | Attuner Synergy | 12 |
19th | +6 | Ability Score Improvement | 12 |
20th | +6 | — | 12 |
Attuner Synergy
As an attuner, you have dabbled in magical things of all types. At 1st level, You can use any magic item, ignoring any class or race requirements. Additionally, you can attune to 1 extra magic item, in addition to the regular three. This increases as you gain levels, as shown in the Attuner table.
Fighting Style
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense While you are wearing armor, you gain a +1 bonus to AC.
Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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->