User:Quincy/Yegg
Yegg
Yegg |
Class Features
As a Yegg you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Yegg level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Yegg level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple, martial, and all crossbows
Tools: Thieves tools, and 1 other
Saving Throws: Str, Dex, Wis, int choose 2
Skills: History, Athletics, Acrobatics, Insight,Investigation, Perception, arcana, stealth, Sleight of hand, religion, deception,intimidation, persuasion Choose 4
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Mace or (b) Shortsword
- (a) Light Crossbow and 20 bolts or (b) any martial weapon
- (a) Thieves tools and Tinker's tools or (b) Thieves tools and Forgery kit or (c) Thieves tools and Disguise kit
- (a) leather armor or (b) Chain Shirt
Level | Proficiency Bonus | Cantrips Known | Spells Known | Features | —Spell Slots per Spell Level— | |||
---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | |||||
1st | +2 | 0 | 0 | Clientele,Treasured insight | — | — | — | — |
2nd | +2 | 0 | 0 | Bruiser, Trap finder | — | — | — | — |
3rd | +2 | 3 | 2 | Yegg Archetype | 2 | — | — | — |
4th | +2 | 4 | 3 | Ability Score Improvement | 3 | — | — | — |
5th | +3 | 4 | 4 | Extra Attack, Clock | 3 | — | — | — |
6th | +3 | 4 | 5 | Archetype feature | 3 | — | — | — |
7th | +3 | 4 | 5 | Cunning action, Reverse engineer | 4 | 2 | — | — |
8th | +3 | 4 | 6 | Ability Score Improvement | 4 | 2 | — | — |
9th | +4 | 4 | 7 | Expert Haggler, Practice makes perfect | 4 | 2 | — | — |
10th | +4 | 4 | 8 | Archetype feature | 4 | 3 | — | — |
11th | +4 | 4 | 9 | Scent of treasure | 4 | 3 | — | — |
12th | +4 | 4 | 9 | Ability Score Improvement | 4 | 3 | — | — |
13th | +5 | 4 | 10 | Delvers sight | 4 | 3 | 2 | — |
14th | +5 | 4 | 12 | Archetype feature | 4 | 3 | 2 | — |
15th | +5 | 4 | 13 | Lock Master | 4 | 3 | 2 | — |
16th | +5 | 4 | 13 | Ability Score Improvement | 4 | 3 | 3 | — |
17th | +6 | 4 | 14 | Escape artist | 4 | 3 | 3 | — |
18th | +6 | 4 | 16 | — | 4 | 3 | 3 | — |
19th | +6 | 4 | 18 | Ability Score Improvement | 4 | 3 | 3 | 1 |
20th | +6 | 4 | 20 | Ultimate Haggler | 4 | 3 | 3 | 1 |
Clientele
At 1st Level you gain proficiency in thieves cant and 2 other languages of your choice, and advantage on insight checks when attempting to find possible clients, or jobs.
Treasured Insight
At 1st level you gain advatage on insight and history checks on traesure, reliquary’s, gems, heirlooms ect.to find their value and import if any.
Bruiser
At 2nd level your unarmed strikes now do 1d4 of damage and can be governed by str or dex.
Trapfinder
At 2nd level you gain advantage when looking for non-magical traps.
Archetype feature
At 3rd level choose a Yegg archetype. (Thug, Arcane Aficionado)
Extra Attack
At 5th level gain an extra attack.
Clock
At 5th level you can choose to clock an enemy to deal an extra 5 damage to your roll. Enemy must make a con save equal to 8+pro bonus+str or dex depending on proficiency chosen, if neither 8+ pro bonus+ str mod. If enemy passes con save enemy is uneffected. If this skill is used while stealthed and if enemy fails their con save you can instead choose to render the enemy unconscious, this will only work on medium or smaller sized monsters. This will also not work on monsters such as ghosts, elementals, and other creatures that fall into this category.
Cunning action
At 7th level on a bonus action you can dash, disengage, or hide.
Reverse Engineer
At 7th level you can reverse engineer any non-magical trap doing so will render the trap harmless to allies and harmfull to enemies. Must make a sleight of hand check to do so, advantage if using tinker tools.
Expert haggler
At 9th level you get advantage on haggling with merchants, both with buying and selling items.
Practice makes perfect
At 9th level you can now have expertise in two tools you are proficient in, gain expertise in two skills you are proficient in, or one of each.
Scent of treasure
At 11th level while in a dungeon you always seem to know which way treasure lies.
Delvers sight
At 13th level your time spent underground and in dark places has gifted you with the ability to see better in low light. You now have darkvision up to 60ft. If you already have darkvision you now have superior darkvision up to 120ft. If you already have superior darkvision you now have blindsense up to 60ft. If you already have blindsense your blindsense now increases to 120ft.
Lock master
At 15th level you gain advantage on unlocking any lock magical or otherwise.
Escape artist
At 17th level whenever you are stuck in a tight spot you alway are able to find a way out. If thrown in prison you always have at least one lockpick, when stuck in a trap you can always find the off switch, and when cornered by a monster you always find an opening to slip away, can use reaction to completely avoid one attack from an enemy.
Ultimate haggler
At 20th level your aptitude for a deal is without equal, you always get max price when selling items and triple advantage when buying items.
Thug
At 3rd level your hit die now becomes a d12 and your unarmed attack becomes 1d6.
Heavy Hitter
At 3rd level your melee attacks gain an extra 1d4 of damage.
Extra attack
At 6th level you gain an extra attack.
Pummel
At 6th level you can take a -5 to hit to deal an extra damage die and an extra 5 damage to your target, melee only. (This can be combined with the ability clock, however if this is done and the target passes the DC save then the total damage will be halved.)
Smackdown
At 10th level your unarmed strike is now 1d8, also as a free action you can make one unarmed attack as long as you are using a 1 handed weapon.
Bone breaker
At 14th level your melee attacks deal an extra 1d8 of damage.
Arcane Aficionado
At 3rd level you now gain advantage when looking for magical traps. At 7th level you can reverse engineer magical traps.
Spellcasting
At 3rd level you can now cast spells. (Illusion school and 1 other school cantrips can come from any school)
Spell save DC= 8+ pro bonus+ int
Spell attack= Pro bonus+ int
Identify
At 3rd level you have advantage on identifying magical weapons, armor, and trinkets as well as their worth and importance.
Magical Sense
At 6th level you can spend a 1st level spell slot to sense magical items within 30ft. Every spell slot spent past 1st level increases range by 10ft. Duration of this ability is 10 minutes.
Rune Reader
At 6th level you can read and understand magical runes
Magical lockpick
At 10th level you can spend a 3rd level spell slot to create a magical lock pick that can unlock magical and non- magical locks/seals, concentration 1 min.
Magical resistance
At 14th level you gain resistance against all magics.