Magical Hobo (5e Class)

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Magical Hobo



Magic hobos do some pretty insane stuff.


Yeehaw!

Creating a Magical Hobo

Magical Hobos are pretty often humble people living in some random alley. As a Magical Hobo you cant have a background that gives you more than 10 GP

Quick Build

You can make a Magical Hobo quickly by following these suggestions. First, pick Charisma and then pick Constitution.

Class Features

As a Magical Hobo you gain the following class features.

Hit Points

Hit Dice: 1d10 per Magical Hobo level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Magical Hobo level after 1st

Proficiencies

Armor: None
Weapons: quarterstaff
Tools: 1 of your choice
Saving Throws: Charisma, Constitution, Wisdom
Skills: Choose two from Athletics, Acrobatics, Insight, Perception, and Survival

Equipment

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

Table: The Magical Hobo

LevelProficiency
Bonus
Features
1st+2The Hobo Stick, Hard Bones
2nd+2Practical Men, Beggars sonata
3rd+2Western Whistle
4th+2Ability Score Improvement
5th+3Extra attack
6th+3Coin flip
7th+3Menacing Sonata
8th+3Ability Score Improvement
9th+4Even Harder Bones
10th+4Ribs Grow Back
11th+4The Good ol' Rock
12th+4Ability Score Improvement
13th+5The Stick of Truth
14th+5Sonata Improvements
15th+5Superior Critical
16th+5Ability Score Improvement
17th+6Hobro
18th+6The Humble Being
19th+6Ability Score Improvement
20th+6LA JUSTICIERA

Hard Bones

incomig damage is reduced by half your constitution modifier rounded up with a minimum of 1


The Hobo Stick

Starting at 1st level, you have hobo stick that deals 1d8 blunt damage and counts as a quarterstaff and can carry up tu 30 pounds, deals your proficiency bonus as force damage on hit. Additionaly, when you use mending on the stick, it is fully repaired regardless of the severity of the damage.

Practical Men

Starting at 2nd level, you learn the mending cantrip.

Beggars Sonata

Starting at 2nd level, you can use your hobo stick as a acustic guitar. In battle as an action you can start playing a song, you and all your pals receive 1d4 + your charisma mod of temporary hit points. It changes to 1d8 + charisma mod an lvl 14. Also you can use this out of combat to sit in a sidewalk and obtain 1d100 copper coins. you have to be in a city, or a town to use this.

Western Whistle

Starting at 3rd level, you can whistle and every hostile animal that can hear you is neutral agaist you. If you use Western Whistle (with reaction) agaist a thinking being, they have a -1 to their next attack roll.

Ability Score Improvement

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.

Extra attack

Starting at 5th level, as an action you can make 2 attacks.

Coin flip

Starting at 6th level, in your turn, before you do the attack rolls, you can use a coin (of any value) to flip it. roll a d20, if the result is a critical hit, all attacks made in that turn are critical hits, and you add your charisma mod to the damage.

Menacing Sonata

Starting at 7th level, as an action you can start playing an horrendous song that deals 1d6 + your charisma mod psychic damage to all hostile creatures that can hear you. It changes to 1d12 + charisma mod at level 14.

Even Harder Bones

Starting at 9th level, instead of reducing the incoming damage by half your cons mod, you mitigate your whole cons mod.

Ribs Grow Back

Starting at 10th level, every time you get hit, you roll 2 d20s, if the roll is a critical hit, you take no damage and you say "Tis but a scratch".

The Good ol' Rock

Starting at level 11, you grab a rock from the floor and store it in the bag of your hobo stick, this rock is weightless for you, but weights 14 tons for everybody else, it serves as a the best of the pillows. With this rock you sleep so well that you need to sleep half the time you should, and throws away every exhaustion point you had. (this rock does the damage of a normal rock if you hit with it or you drop it on somebody's head).

The Stick of The Truth

Starting at 13th level, Your stick Grows in magical and phisical power(but keeps its humble appareance), it now deals 1d10 blunt damage instead of 1d8, and you can pick up to 1 magical component per day that is not a gem from inside the bag for your wizard pals. In addition you can point your stick towards a creature that understands you and make them do a charisma save (dc: 9 + proficiency + your charisma mod) if they fail, they can say only the truth to you for the whole day.

Sonata Improvements

the dies of your sonatas are thicker


The Good ol' Catapult

Starting at 15th level, you can throw your Good ol' Rock to your enemies, making a normal attack roll. If it hits, it deals 3d10 bludgeoning damage, you have to grab your trusty rock from the floor after you throw it. If you lost your rock it reapears in your bag the next day.

Hobro

Starting at 17th, you add your charisma modifier to your attack rolls, and wherever an ally heals you or aids you in any way, you can say "thanks mate" healing them by 2 + half your charisma mod rounded down, if the ally is full health you give him temporary hit points.

The Humble Being

Starting at 18th level, wherever you roll a d20, a natural 1 counts as a critical hit.

LA JUSTICIERA

At 20th level, you can use your hobo stick as a shotgun, that deals 1d20 force damage and haves an effective range of 30ft, to calculate attack rolls with this gun you add proficiency x2 + charisma mod (hobro), this weapon deals an extra permanent d20 for every friend that have died in all the journey, including ally npcs. Wherever you shoot this gun you do the "bang" sound with your mouth and no other sound is played, its just a hobo holding a stick and some heads exploding. Epic.


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gollark: Magic.
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gollark: It's probably user error.
gollark: It works fine.
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