< User:Babosa

User:Babosa/Simple


<!-Introduction Leader->


Creating a


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium, Heavy and shields
Weapons: Simple and Martial
Tools: None
Saving Throws: Str and Con
Skills: Choose two skills from Acrobatics, Athletics, Arcana, Insight, Intimidation, Perception, and Survival

Equipment

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

Table: The

LevelProficiency
Bonus
Features—Spell Slots per Spell Level—
1st2nd3rd4th5th6th7th8th9th
1st+2Empowered Blow, Equipment Bond, Spellcasting2
2nd+2<!-Class Feature->3
3rd+242
4th+2Ability Score Improvement43
5th+3Extra Attack432
6th+3<!-Class Feature->433
7th+34331
8th+3Ability Score Improvement4332
9th+443331
10th+4<!-Class Feature->43332
11th+4433321
12th+4Ability Score Improvement433321
13th+54333211
14th+5<!-Class Feature->4333211
15th+543332111
16th+5Ability Score Improvement43332111
17th+6433321111
18th+6<!-Class Feature->433331111
19th+6Ability Score Improvement433332111
20th+6<!-Class Feature->433332211

Empowered Blow

Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal additional damage of the same type as the weapon to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Equipment Bond

maybe 2nd level?? Over the course of 1 hour short rest, you can bond a weapon or armor to you. Once bonded, the equipment cannot be forcibly removed from you unless you are incapacitated and if the equipment is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons and one armor at once. Magic items you are attuned to are also considered bonded to you.

Spellcasting

Spells with an asterisk are homebrew.

Cantrips

You know the following cantrips; Blade Ward, Energy Blast*, Mage Hand, True Strike.

Spell Slots

The table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

At the bottom of the description, there is a list of spells that shows what spells you learn at each <!-Class Name-> levels

The necessary homebrew spells are here

Spellcasting Ability

Constitution is your spellcasting ability for your spells. Your magic comes from . You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a <!-Class Name-> spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting

You can cast any <!-Class Name-> spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a personly significant token or a weapon as a spellcasting focus for your spells.

<!-Subclass Feature->

At 2nd level, you chose a <!-insert name of subclass feature->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 2nd level and again at <!-list all the levels the class gains subclass features->.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 1->

<!-For subclasses introduce this class option here->

<!-Subclass Feature->

<!-Subclass feature game rule information->

Spell List

When you reach an indicated level, you gain those spells.

<!-Class name-> Spells
<!-Class name-> LevelSpells
1st Cure Wounds, Detect Magic,
3rd Compelled Duel, Enhance Ability, Misty Step
5th Counterspell, Dispel Magic, Fireball
7th Fly
9th Banish
11th
13th
15th
17th Antimagic Field

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Con 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


The smites, knockprone, stun, restrain


Earthshaking slam enchant weapon

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