Whiz Lord (5e Class)

Work In Progress
April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Whiz Lord

“I’m playing a Whiz Lord!” -Random background character in that one Puffin Forest video

What’s a Whiz Lord?

Those people who want to be wizards, but are terrible at it, and can’t.

Creating a Whiz Lord

When making a Whiz Lord, ask why they want to be a wizard, and why they’re so bad at it.

Quick Build

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

Class Features

As a Whiz Lord you gain the following class features.

Hit Points

Hit Dice: 1d4 per Whiz Lord level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Whiz Lord level after 1st

Proficiencies

Armor: none
Weapons: Quarterstaffs, nets, darts
Tools: Gaming sets
Saving Throws: Wisdom, Charisma
Skills: Pick one of the following: Sleight of Hand, Preformance, Medicine, Insight

Equipment

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

  • (a) Quarterstaff or (b) Net or (c) 3 darts
  • (a) Playing card set or (b) Dice set
  • Spellbook
  • If you are using starting wealth, you have 4d4 in funds.

Table: The Whiz Lord

LevelProficiency
Bonus
FeaturesSpellzKnawledge ScoreStuff Points
1st+2<!-Class Feature1->111
2nd+2<!-Class Feature2->112
3rd+2<!-Class Feature3->223
4th+2Ability Score Improvement224
5th+3335
6th+3336
7th+3447
8th+3Ability Score Improvement448
9th+4559
10th+45510
11th+46611
12th+4Ability Score Improvement6612
13th+57713
14th+57714
15th+58815
16th+5Ability Score Improvement8816
17th+69917
18th+69918
19th+6Ability Score Improvement101019
20th+6101020

“Spellcasting”

At 1st level, you attempt to cast spells, and they only kinda work. See the “Spell” List below. You can know an amount of spells equal to your Knawledge Score, whenever you get knocked unconscious, you forget those spells, and get to respec, choosing new spells to learn. You can only learn and cast spells when you have a spellbook on your person, and are able to open and read it. You can cast an amount of “Spells” equal to your Spellz, if your run out of “Spells” to cast, you can study during a short rest, letting you cast another “Spell,” you can also study during a long rest, which resets your used “Spells,” allowing you to cast them again. “Spells” with the somatic property require a sleight of hand check with a DC of 8. “Spells” with the verbal property require a charisma check with a DC of 8, if this spell is offensive, it is intimidation, if it is defensive, it is persuasion, if it is utility, it is performance of deception, determined by the DM depending on the situation. “Spells” with the material property require an alchemist’s supplies check with a DC of 12, you can expend an amount of Stuff Points to receive a +1 bonus per Stuff Point expended, you regain all Stuff Points at the end of a long rest, though you forgo the benefits of the long rest and cannot stand watch during it.

<!-Subclass Feature->

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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.

<!-Class Feature->

<!-Class feature game rule information->


<!-Class Option 1->

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

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Whiz Lord “Spell” List

WIP

Multiclassing


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

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

0.00
(0 votes)

Back to Main Page 5e Homebrew Classes

gollark: It's called livEGPS.
gollark: I did this ages ago for ironic purposes.
gollark: So incorrect ones? Great*!
gollark: Strings on the GPS channel? This will do nothing whatsoever.
gollark: Incorrect positions? That would be bad.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.