Drow Paragon (5e Class)

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Drow Paragon


Prerequisites

In order to take levels in the Drow Paragon class, you must be a dark elf or a half-elf of dark elf ancestry.

Class Features

As a Drow Paragon you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple weapons, rapiers, scimitars, shortswords, hand crossbows
Tools: None
Saving Throws: Dexterity, your choice of Intelligence or Charisma
Skills: Choose two from Arcana, Athletics, History, Intimidation, Perception, Religion, Stealth, or Survival.

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

  • (a) two scimitars or (b) a rapier, a hand crossbow, and 20 bolts
  • leather armor
  • an explorer's pack
LevelProficiency
Bonus
FeaturesSpells Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Fighting Style, Subterranean Native
2nd+2Darkvision improvement, Spellcasting22
3rd+2Drow Magic improvement33
4th+2Ability Score Improvement33
5th+3Drow Magic improvement, Mystic Sense542
6th+3Extra Attack542
7th+3Magic Resistance643

Fighting Style

You have adopted 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.

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Subterranean Native

You are particularly familiar with subterranean environments and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to subterranean environments, your proficiency bonus is doubled if you are using a skill that you're proficient in.

While traveling for an hour or more in a subterranean environment, you gain the following benefits:

  • Difficult terrain doesn't slow your group's travel.
  • Your group can't become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Darkvision improvement

At 2nd level, your darkvision increases in range by 30 feet.

Spellcasting

By the time you reach 2nd level, you have gained rudimentary spellcasting ability.

Spell Slots

The Drow Paragon table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast that spell using either slot.

Spells Known of 1st Level and Higher

At 2nd level, choose either the cleric spell list or the wizard spell list. You know two 1st-level spells of your choice from your chosen spell list.

The Spells Known column of the Drow Paragon table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, and that spell must be from the spell list you chose at 2nd level. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list you chose at 2nd level, which also must be of a level for which you have spell slots.

Spellcasting Ability

Your spellcasting ability depends on which spell list you chose your spells from: if you chose your spells from the cleric spell list, your spellcasting ability is Wisdom. If you chose your spells from the wizard spell list, your spellcasting ability is Intelligence. Whenever a spell refers to your spellcasting ability, use the ability score that corresponds to your chosen spell list. Additionally, you use your spellcasting ability modifier when setting the saving throw DC for a drow paragon spellyou cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Drow Magic improvement

Starting from 3rd level, you can cast the faerie fire spell twice using your Drow Magic racial trait, instead of just once. Additionally, you can cast the spell levitate once between long rests, using Charisma as your spellcasting ability.

Starting from 5th level, you can cast the darkness spell twice using your Drow Magic racial trait, instead of just once. Additionally, you can cast the spell dispel magic once between long rests, using Charisma as your spellcasting ability.

Ability Score Increase

When you reach 4th 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 Sense

At 5th level, you learn the spell detect magic. If you already know that spell, you instead learn a different spell of your choice from the spell list you chose your spells from at 2nd level. That spell counts as a drow paragon spell for you and is included in the Spells Known column of the Drow Paragon table. You can cast the spell detect magic at will without expending a spell slot. You gain this benefit regardless of which spell you gain from this feature.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Resistance

Starting at 7th level, you have advantage on saving throws against spells and other magical effects.


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