Jack of all trades (5e Class)

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Jack of All Trades

When becoming an adventurer, choices must be made as to how they will leave their mark. Perhaps by becoming a master of the blade, brutally cutting down anyone foolish enough to stand on the opposite side of their weapon. Others may dabble in the arcane arts, twisting reality around their fingertips, changing the world into their image. Some would even turn to the road of unlimited power, no matter what price or deal they must make. Others, however, would much rather put an egg into each basket.

Creating a Jack of All Trades

How did your character choose to become a Jack of All Trades? Perhaps they found their fancy in all manners of things, picking up tips and tricks from your adventures and learning a thing or two on the roads. Were you turned away wherever you go, unable to master a single element, and rather becoming a master of all rather than a master of one?


Quick Build

You can make a jack quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity or constitution. Second, choose any background.

Class Features

As a Jack of all trades you gain the following class features.

Hit Points

Hit Dice: 1d8 per Jack of all trades level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Jack of all trades level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: All
Saving Throws: Intelligence, Dexterity
Skills:

Equipment

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

  • (a) a longsword or (b) a rapier or (c) a greataxe
  • (a) leather armor or (b) a shield
  • (a) any light weapon or (b) a short bow & 20 arrows
  • (a) metalworking tools or (b) thieves tools or (c) a spell focus
  • (a) a traveller's outfit or (b) {{{item5b}}}
  • If you are using starting wealth, you have 4d6 in funds.

Table: The Jack of all trades

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th
1st+2only a jack
2nd+2
3rd+2trick2
4th+2Ability Score Improvement3
5th+33
6th+3knower of some3
7th+342
8th+3Ability Score Improvement42
9th+442
10th+443
11th+443
12th+4Ability Score Improvement43
13th+5432
14th+5432
15th+5432
16th+5Ability Score Improvement433
17th+6433
18th+6renaissance man433
19th+6Ability Score Improvement4331
20th+6master of one4331

Master of None



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.

trick

By third level you've picked up something while adventuring choose one trick from this list:

Caster

you may cast spells as a sorcerer one third your level would, you may select spells know from any spell list and you know 2 cantrips, your spellcasting ability is Intelligence

Sneaky

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. this increases to 2d6 extra damage at level 9, and 3d6 at level 15

car-ot-ee

you deal 1d4 damage with your unarmed attacks and they are treated as light weapons this damage increases to 1d6 at 9th level and 1d8 damage at fifteenth.

extra attack

you may attack twice instead of once when you take an attack action, this becomes three attacks at 17th level

knower of some

chose a number of your proficiencies equal to your Intelligence modifier you now add your whole proficiency bonus to those items.

renaissance man

choose one ability score, you add your full proficiency bonus to checks involving that ability.

master of one

you may add three times your proficiency bonus to one skill

Multiclassing


Prerequisites. To qualify for multiclassing into the Jack of all trades, you must meet these prerequisites: 22 intelligence Proficiencies. When you multiclass into the Jack of all trades, you gain the following proficiencies: all normal jack proficiencies


Back to Main Page 5e Homebrew Classes

gollark: Rust would just infer when you need to Drop things.
gollark: Besides, you have to do that repeatedly and might forget it!
gollark: Modern garbage collectors are very good so that doesn't really happen.
gollark: It GCs it. Which is much more productive, if less performant.
gollark: I assumed Beef was higher-level than this.
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