Feca The True Shield (5e Class)

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Feca, The True Shield

The best tank!

Introduction

Fecas are born protectors. When a friend has entrusted them with something, you'll never get it off them - not even over their dead body! They'll fight tirelessly to keep their allies safe. Oh, and you should think twice before picking off any stray Gobbal: Fecas may not be shepherds any more, but it's still in their nature to stand guard over any vulnerable creature targeted by a vicious attacker ...

Feca can use its shield to trim blows, attack, protect its allies and cast elemental spells to cause advantages to its allies and disadvantages to its enemies. Depending on the occasion the Feca can be a great healer. They can control up to three elements, put elemental mats on the ground and create protective barriers for their allies, can break enemy movement and also cause medium damage with their fire spells. Your water element spells will heal single and area targets, bonus to your allies and to Feca itself.

Creating a Feca


Quick Build

You can make a Feca quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charism. Second, choose the Soldier background.

Class Features

As a Feca you gain the following class features.

Hit Points

Hit Dice: 1d12 per Feca level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Feca level after 1st

Proficiencies

Armor: All Armors.
Weapons: Shield
Tools: Herbalism kit
Saving Throws: Constitution and Charism
Skills: Nature, Deception, and two other skills

Equipment

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

  • (a) Chain Mail or (b) Ring Mail + 45gp
  • Feca Shield
  • (a) Diplomat's Pack or (b) Dungeoneer’s Pack

Table: The Feca

LevelProficiency
Bonus
Features
1st+2<!-Class Feature1->
2nd+2<!-Class Feature2->
3rd+2<!-Class Feature3->
4th+2Ability Score Improvement
5th+3
6th+3
7th+3
8th+3Ability Score Improvement
9th+4
10th+4
11th+4
12th+4Ability Score Improvement
13th+5
14th+5
15th+5
16th+5Ability Score Improvement
17th+6
18th+6
19th+6Ability Score Improvement
20th+6

<!-Class Feature->

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<!-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 Increase

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->

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<!-Class Feature->

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<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

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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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