Duelle (5e Class)

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Duelle

A duelle is generally a fairie or other tiny creature that engages in no combat directly, but buffs and supports its other companions. Duelles have many non-combat abilities as well, both in magical and mundane activities. Duelles are fragile and have very low hit points, so they do pretty much anything they can to avoid getting hit or taking damage including a vast panoply of spells to avoid taking damage. Their favorite cantrip is ignore me.

Prerequisites

You must be a member of a tiny race to be a duelle.

  • To qualify for multiclassing into the duelle class you must be a member of a tiny race or somehow a tiny member of a small race.
  • When you multiclass into the duelle class, you gain the following proficiencies: You learn the Ignore me cantrip.

<!-Introduction Leader->

The goal of a duelle is to dwell with a small, medium, or large companion and be a friend and support to them, either in their home, or traveling with them as a companion experiencing the world, and being protected by their companion, while they benefit their companion in the ways that only they can.

Creating a Duelle

What has caused you to leave home and explore the human or adventuring world? What kind of companion do you want?

Quick Build

You can make a duelle quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Intelligence. Second, choose the charlatan background. Third, choose a tiny silver dagger as a weapon, and the Ignore Me cantrip.

Class Features

As a duelle you gain the following class features.

Hit Points

Hit Dice: 1d4 per duelle level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per duelle level after 1st

Proficiencies

Armor: none
Weapons: tiny silver dagger
Tools:
Saving Throws: Dexterity, Charisma
Skills: Choose any four

Equipment

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

  • If you are using starting wealth, you have 3PP, 2GP, 1SP in funds.

Table: The duelle

LevelProficiency
Bonus
FeaturesCantrips Known—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Spellcasting, Cube Square Law62
2nd+2<!-Class Feature2->123
3rd+2<!-Class Feature3->1842
4th+2Ability Score Improvement1743
5th+316432
6th+315433
7th+3144331
8th+3Ability Score Improvement134332
9th+41243331
10th+41143332
11th+410433321
12th+4Ability Score Improvement9433321
13th+584333211
14th+574333211
15th+5643332111
16th+5Ability Score Improvement543332111
17th+64433321111
18th+63433331111
19th+6Ability Score Improvement2433332111
20th+61433332211

Spellcasting

You know all of the spells on your list but you may only cast any one spell once per day, available again at the end of a long rest. Dwelling spells may be cast an additional time.

Cube Square Law

By first level, you have mastered the cube square law. You only take 1/8 the amount of damage from falling (rounded up). You only take 1/8 the amount of damage you would take from area effects and area effect spells (rounded up).

Subclasses

At first level you pick a dwelling subclass. You can change sub-class if you wish at 3rd, 5th, 8th, 12th, and 17th levels.

Each dwelling has a list of spells which you can cast one additional time per day, and without using spell slots.

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.


Person Dwelling

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

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Place Dwelling

Place dwelling duelles find a home in the human world and move in. They generally create a little magic door at the base of a wall, or foundation or castle or city wall, and hollow out a little space behind it and build a home there.

Magic Door

At third level you can create a magic door to your fairy habitation in the base of wall of a human construction or a tree.

  • When you create the door, you designate six alignments that can not see or feel the door. Creatures with those alignments can not see or feel the door. Creatures of the other three alignments can.
  • When you create the door, you also create a hollow area behind it that is 12 cubic ft in volume. It may be any shape, but it may have only one entrance and exit - the magic door.
  • The magic door prevents area effects from entering the little space behind it, even if the door is open.
Denizen Spells
  • At fourth level, you may cast the following first level spells one additional time per day beginning at the end of a long rest, in this case without using slots.

Alarm, Illusory Script

  • At seventh level, you may cast the following second level spells one additional time per day beginning at the end of a long rest, in this case without using slots.

Arcane Lock, Continual Flame

Extradimensional Apartment

At 11th level you may make the area behind the magic door 11 times larger than the hollow space behind it by having the space behind it extend extradimensionally.

Spell List

You know all of the following spells that you have spell slots for:

Cantrips - 20 spells

Concealment, Control Flames, Dancing Lights, Friends, Guidance, Gust, Ignore Me, Light, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Prestidigitation, Resistance, Sanctuary, Shape Water, Spare the Dying, Thaumaturgy

1st Level - 30 spells

(Alarm), Animal Friendship, Beast Bond, Blade Ward, Bless, Cause Fear, Charm Person, Color Spray, Comprehend Languages, Create or Destroy Water, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Faerie Fire, Feather Fall, Flutter, Fog Cloud, Healing Word, Heroism, Identify, (Illusory Script), Jump, Longstrider, Mage Armor, Protection from Good and Evil, Purify Food and Drink, Shield, Silent Image, Sleep, Snare, Speak With Animals, Unseen Servant

2nd Level - 30 spells

Aid, Animal Messenger, (Arcane Lock), Barkskin, Beast Sense, Blur, Calm Emotions, (Continual flame), Darkness, Darkvision, Detect Thoughts, Enhance Ability, Enlarge/Reduce, Gaseous Form, Gust of Wind, Invisibility, Knock, Lesser Restoration, Magic Mouth, Magic Weapon, Mirror Image, Misty Step, Pass Without Trace, Passwall, Protection from Poison, Pyrotechnics, Rope Trick, See Invisibility, Skywrite, Spider Climb, Suggestion, Warding Wind, Zone of Truth

3rd Level - 20 spells

Aura of Vitality, Beacon of Hope, Blink, Catnap, Clairvoyance, [Create Food and Water], Daylight, Dispel Magic, Elemental Weapon, Feign death, Flame Arrows, Fly, Haste, Hypnotic Pattern, Major Image, Mass Healing Word, Meld Into Stone, Nondetection, Protection from Energy, Remove Curse, Sending, Speak with Plants, Tiny Servant, Tongues, Water Breathing, Water Walk, Wind Wall

4th Level - 12 spells

Arcane Eye, Aura of Life, Charm Monster, Compulsion, Death Ward, Dimension Door, Dominate Beast, Fabricate, Freedom of Movement, Greater Invisibility, Hallucinatory Terrain, [Locate Creature], Stone Shape, Stoneskin

5th Level - 12 spells

Antilife Shell, Awaken, Creation, Dispel Evil and Good, Dominate Person, Dream, Far Step, Greater Restoration, Legend Lore, Mislead, Modify Memory, Scrying, Seeming, Skill Empowerment, Teleportation Circle, Wall of Force, Wall of Stone

6th Level - 12 spells

Arcane gate, Blade Barrier, Conjure Fey, (Contingency), Find the Path, Forbiddance, Globe of Invulnerability, Guards and Wards, Heal, Heroes' Feast, Mass Suggestion, Move Earth, Primordial Ward, Scatter, True Seeing, Wind Walk

7th Level - 10 spells

Etherealness, Mirage Arcane, Plane Shift, Power Word Pain, Programmed Illusion, Project Image, Regenerate, Sequester

8th Level - 8 spells

Animal Shapes, Antimagic Field, Antipathy/Sympathy, Control Weather, (Demiplane), Dominate Monster, Glibness, Telepathy

9th Level - 6 spells

Astral Projection, Foresight, Invulnerability, Power Word Heal, Timestop, Weird, Wish

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