Grand Caster (5e Class)

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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

Table: The Grand Caster

LevelProficiency
Bonus
Cantrips KnownSpells KnownFeatures
1st+222Cantrips, Observant, Action Surge
2nd+223Fighting Style
3rd+224Spellcasting, Smart Evasion
4th+235Ability Score Improvement
5th+336Extra Attack
6th+337Ability Score Improvement
7th+338High Speed Casting
8th+349Ability Score Improvement
9th+4410Rule Breaker
10th+4410Refining the Basics, Extra Attack(2)
11th+4411Magic Resistance
12th+4511Ability Score Improvement
13th+5512Spirit of Knowledge(2)
14th+5512Intelligence Feature
15th+5513Extra Attack(3)
16th+5513Ability Score Improvement
17th+6614Action Surge(2)
18th+6614Collector Feature
19th+6615Ability Score Improvement
20th+6615Ultimate 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

2.25
(4 votes)

Back to Main Page 5e Homebrew Classes

gollark: Meh.
gollark: "Waltz, bad nymph, for quick jigs vex." (28 letters) "Jived fox nymph grabs quick waltz." (28 letters) "Glib jocks quiz nymph to vex dwarf." (28 letters) "Sphinx of black quartz, judge my vow." (29 letters) "How vexingly quick daft zebras jump!" (30 letters) "The five boxing wizards jump quickly." (31 letters) "Jackdaws love my big sphinx of quartz." (31 letters) "Pack my box with five dozen liquor jugs." (32 letters)These 8 are shorter and mostly better (stolen blatantly from Wikipedia).
gollark: The fox/dog one is among the *least* cool pangrams, honestly?
gollark: sphnix of black quartz, judge my vow > the quick brown fox jumped over the lazy dog
gollark: Yes, also seriously whyyyy.
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