Duelle (5e Class)
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.
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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:
- (a) tiny silver dagger or (b) tiny bronze dagger
- If you are using starting wealth, you have 3PP, 2GP, 1SP in funds.
Level | Proficiency Bonus | Features | Cantrips Known | —Spell Slots per Spell Level— | ||||||||
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1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | ||||
1st | +2 | Spellcasting, Cube Square Law | 6 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | <!-Class Feature2-> | 12 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | <!-Class Feature3-> | 18 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 17 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | — | 16 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | — | 15 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | — | 14 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 13 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | — | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | — | 11 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | — | 10 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 9 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | — | 8 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | — | 7 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | — | 6 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | — | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | — | 3 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | — | 1 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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
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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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