Illuminator (5e Class)
Illuminator
A woman setup tubes in a field and light the fuse. After a few moment there a flash of light and in the sky beautiful fireworks go off.
A gnome walks into a goblin filled room pulls out a stick, he lights the fuse and balls of light come from the tip scaring the goblins off.
Illuminators Sky Flowers
The class of Illuminators class are in short pyrotechnic master. They have devoted their lives to learning and and creating fireworks. They normally use this to mimic magic of a type. Of course before taken this class make sure the DM is going allow such a class in the game.
Creating a Illuminator
Now think about who makes up your character, what is their background? How did they end up as a Illuminator? Was it something they were born into? Are his or her family Illuminators and trained you into it. Was it something they is discovering later in life. Did you lose a friend or family to one of these horror and sworn vengeance? Were you hunted by one of these horrors and turn the tables on it.
What made them start adventuring? Did they decide to do this for the next thrill? Was is by pure chance you were in the wrong place at the right time? Are you looking for something existential or personal? All these questions are lead to better understanding your character and their motivations.
It can be hard to find good backgrounds for an Illumunator. Illuminator Entertainer will be the most widely applicable background. Guild Artisan maybe a guild full of Illuminators. A noble background could be chosen for how well educated lords and ladies can be. Let your Creativity will be your best guide for your background.
- Quick Build
You can make an Illuminator quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom and Constitution. Choose the Entertainer background. Choose Sleight of Hand, Perception, and Performance as your skills. Choose a pick and dungeoneer's pack for your starting equipment in addition to anything granted by your background.
Class Features
As a Illuminator you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Illuminator level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Illuminator level after 1st
- Proficiencies
Armor: Leather Armor
Weapons: Simple weapons, longsword
Tools: Dungeoneer's Pack, Tinker’s tools
Saving Throws: Wisdom, Constitution
Skills: Choose four from Athletics, Acrobatics, Insight, Persuasion, Sleight of Hand, Investigation, and Performance, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a short sword
- One Simple Weapon
- leather armor
- (a) an Dungeoneer's Pack or (b) an Tinker Tools
- If you are using starting wealth, you have 4d6 x 10 gp in funds.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Firework Cafter, Dragon Candle, Fire Sticks, Sparklers |
2nd | +2 | Action Surge (one use) |
3rd | +2 | Smoke Bombs |
4th | +2 | Ability Score Improvement |
5th | +3 | Bottle Rocket |
6th | +3 | M-80 |
7th | +3 | Evasion |
8th | +3 | Ability Score Improvement |
9th | +4 | Indomitable (one use) |
10th | +4 | Mortar |
11th | +4 | Uncanny Dodge |
12th | +4 | Ability Score Improvement |
13th | +5 | Indomitable (two uses) |
14th | +5 | Blindsense |
15th | +5 | - |
16th | +5 | Ability Score Improvement |
17th | +6 | Action Surge (two uses), Indomitable (three uses) |
18th | +6 | - |
19th | +6 | Ability Score Improvement |
20th | +6 | - |
Firework Cafter
At 1st level, You gain the knowledge to create all the components and the construction of the fireworks.
Dragon Candle
At 1st level, You can produce Dragon Candles a long tubes that when lighted at one end shoot off colorful balls. The shots crackle, flash, or explode. You can actually hold these in your hand while they fire off. It takes an action to fire.
Dragon Candle Time: 1 round to light, Next round it fires Range: 60 feet
The Illuminator lights the candle the first turn. Next time the Illuminators turn comes the candle fires. The target makes a Dex Save if they pass the charge misses. When it hits it does 1d4+2 damage on a hit. Once lit the candle fires all its charges. Once all the changes are used up the Dragon Candle is unless.
At higher levels: The candle again charges and power, at level 4 The candle has two charges and the attacks do 2d4+2, at level 8 The candle has three charges and the attacks do 3d4+2, at level 12 The candle has two charges and the attacks do 4d4+2, at level 16 The candle has two charges amd the attacks do 5d4+2.
Fire Sticks
At 1th level, you are able to create fire starters. You can create a tinderbox over the course of a short rest.
Sparklers
At 1st level, Sparklers are sticks that give off colored sparks when lit. You can wave them around and create a light show. They give off light in a five foot radius. They are not the best at given light and the the light it gives is dim light.
Action Surge
Starting at 2nd 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 possible 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.
Smoke Bombs
At 3rd level, A smoke bomb is a firework designed to produce smoke upon ignition. The bomb has a 10 foot radius. Those in the smoke cover are blind until leaving the cloud. Anyone inside the cloud have 3/4 cover. Creature with blindsight arm immune to the effects of the smoke bomb
- Smoke Bomb
- Category: Items
- Damage: -
- Damage Type:-
- Properties: Thrown
- Range: 20/60
- Weight: 1
Bottle Rocket
At 5th level, A bottle rocket is a very small skyrocket. A typical bottle rocket consists of a rocket engine attached to a stabilizing stick. The user can place the stick in an empty bottle (hence the name), and ignite the rocket engine; the mouth of the bottle guides the stick, stabilizing the rocket in its first moments of flight.
- Bottle Rocket
- Category: Items
- Damage: 1d12
- Damage Type: Fire
- Properties: missile
- Range: 150/600
- Weight: 1
M-80
At 6th level, Traditionally, M-80s were made from a small paper tube, often red, approximately 1 1/2 inches (3.8 cm) long and 9/16 inch (1.4 cm) inside diameter, with a fuse or wick coming out of the side; this type of fuse is commonly known as cannon fuse or Visco fuse, after a company responsible for standardizing the product. The tubes often hold approximately 2 1/2–3 grams of pyrotechnic flash powder; many sources state that an M-80 carries 3 grams of powder. The M-80 has a radius of five feet. All in the blast radius can make a dex save to half the damage.
- M-80
- Category: Items
- Damage: 2d12
- Damage Type: Fire
- Properties: AOE
- Range: 20/60
- Weight: 1
Evasion
At 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Indomitable
At 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Mortar
At 10th level, Similar to its cannon brother, the mortar uses gunpowder to propel heavy balls of cast iron through the air at destructive speeds; however, it instead launch the ball in an arc more than a straight line to fall at the target from above. The mortar can hit targets behind cover. In a campaign without gunpowder, a cannon might be an arcane device built by clever gnomes or wizardly engineers.
A mortar is usually supported in a wooden frame with wheels. Before it can be fired, the cannon must be loaded and aimed. It takes one action to load the weapon, one action to aim it, and one action to fire it.
- Mortar
Armor Class: 19 Hit Points: 50 Damage immunities: poison, psychic Cost: 1000 gp Mortar Ball: Ranged Weapon Attack: +6 to hit, range 400/1800 ft., one target. Hit: 27 (5d10) bludgeoning damage.
Uncanny Dodge
At 11th level, when an attacker that you can see hits you with an Attack, you can use your reaction to halve the attack's damage against you.
Blindsense
At 14th level, The Illuminator can caste Blindsense once between longrest.
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