Grand Caster (5e Class)
Grand Caster
Brought back through ancient magical artifacts or beings of immense power, the casters of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.
Creating a Grand Caster
- Quick Build
You can make a Grand Caster quickly by following these suggestions. First, Intelligence should be your highest ability score followed by dexterity.
Class Features
As a Grand Caster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Grand Caster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Grand Caster level after 1st
- Proficiencies
Armor: Light armor
Weapons: simple and martial weapons, shields
Tools: A set of tools of your choice
Saving Throws: Intelligence and Dexterity
Skills: choose 4 from intelligence skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon or (b) two simple melee weapons
- studded leather armor
- (a) longbow with 30 arrows or (b) shortbow with 30 arrows or (c) 2 hand crossbows with 60 bolts
- (a) diplomat's pack or (b) dungeoneer's pack or (c) explorer's pack
- A set of tools of your choice
Level | Proficiency Bonus | Cantrips Known | Spells Known | Features |
---|---|---|---|---|
1st | +2 | 2 | 2 | Cantrips, Observant, Action Surge |
2nd | +2 | 2 | 3 | Fighting Style |
3rd | +2 | 2 | 4 | Spellcasting, Smart Evasion |
4th | +2 | 3 | 5 | Ability Score Improvement |
5th | +3 | 3 | 6 | Extra Attack |
6th | +3 | 3 | 7 | Ability Score Improvement |
7th | +3 | 3 | 8 | High Speed Casting |
8th | +3 | 4 | 9 | Ability Score Improvement |
9th | +4 | 4 | 10 | Rule Breaker |
10th | +4 | 4 | 10 | Refining the Basics, Extra Attack(2) |
11th | +4 | 4 | 11 | Magic Resistance |
12th | +4 | 5 | 11 | Ability Score Improvement |
13th | +5 | 5 | 12 | Spirit of Knowledge(2) |
14th | +5 | 5 | 12 | Intelligence Feature |
15th | +5 | 5 | 13 | Extra Attack(3) |
16th | +5 | 5 | 13 | Ability Score Improvement |
17th | +6 | 6 | 14 | Action Surge(2) |
18th | +6 | 6 | 14 | Collector Feature |
19th | +6 | 6 | 15 | Ability Score Improvement |
20th | +6 | 6 | 15 | Ultimate Caster Feature |
Cantrips
As a Grand Caster you have access to all Cantrips but can only know up to what your level dictates. Intelligence is your spell-casting modifier.
- Spell and class feature save DC = 8 + your proficiency bonus + your Intelligence modifier
- Spell attack modifier = your proficiency bonus + Intelligence modifier
Action Surge
At 1st level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a bonus action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Observant
At 2nd level, you gain proficiency, or expertise if you already have proficiency, in perception.
Fighting Style
When you reach 2nd level you can choose which way you fight and thus gain a bonus to that way of fighting.
- Archery
You gain a +2 bonus to attack and damage rolls you make with ranged weapons.
- Defence
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling
When weilding a melee weapon in one hand and no other weapon, 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 may add your ability modifier to the damage of the second attack.
Spellcasting
At 3rd level, you immediately gain the spellcasting ability of a Wizard and Warlock, and can learn spells from Wizard and Warlock spell list. You do not need any material components to use these spells. You gain spell slots at the same levels as Wizards. You regain spell slots at the same rate as Warlocks.
Smart Evasion
At 3rd level, your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier when you are wearing light or no armor.
Ability Score Increase
When you reach 4th level, and again at 6th, 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.
Extra Attack
When you reach 5th level, and again at 10th and 15th, you can make an additional attack when you take the attack action.
High Speed Casting
At 7th level, you gain the ability to cast two spells a turn, instead of only one, as part of the same action (or bonus action). Their collective level can be no greater than half your level.
Rule Breaker
At 9th level, You have been able to break past your limits. You gain +2 to your Intelligence , your maximum Intelligence increases by 4 (ex. 20 maximum becomes 24 maximum, no longer limited to 20.) Other magical means may possibly increase this maximum further.
Spirit of Knowledge
When you reach 9th level, if you fail a saving throw you can choose to succeed once, regaining all uses at the end of a long rest. At level 13, your maximum number of charges increases to 2.
Refining the Basics
Starting 10th level, your cantrips deal an additional 1d6 damage if they deal damage.
This damage increases by an additional 1d6 damage at level 18.
Magic Resistance
At 12th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times for that advantage.
Intelligence
At 14th level, you gain proficiency, or expertise if you already have proficiency, in Intelligence saving throws and all skills related to Intelligence.
Collector
At 18th level, you have immense skill at finding rare things. When searching if you find a magical item make a investigation check against a DC the DM creates if you pass you find a extra magic item. The DM then rolls a percentile die to determine the rarity of the item using the following chart.
1= artifact, 2-5= legendary, 6-30= very rare, 31-50= rare, 51 -70= uncommon, 71-100= common.
You can be attuned to a number of magical items equal to your Intelligence Modifier.
Ultimate Caster
At 20th level, you have become such a talented Caster, having learned how to refine your abilities like none other. You may pick one of the following aspects;
•Arcane Tradition You have studied long and hard, and gain the power of a Wizard of your level. Pick an Arcane Tradition from the list of Wizard Arcane Traditions, you instantly gain all the abilities of the chosen Tradition.
• Shapeshifter You gain the ability of a shapeshifter. You gain the True Polymorph (5e Spell) and can cast it without using a spell slot twice, regaining use at the end of a long rest.
Once you have chosen your Ultimate Caster Aspect, you may not change it.
Multiclassing
- Prerequisites.
To qualify for multiclassing into the Grand Caster class, you must meet these prerequisites: Intelligence 14, Dexterity 14
- Proficiencies.
When you multiclass into the Grand Caster class, you gain the following proficiencies: choose 2 from intelligence skills
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