Difference between revisions of "User:Ghostthered/Neuromancer (5e Class)"
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{{5e Class Simple | {{5e Class Simple | ||
|classname=Neuromancer | |classname=Neuromancer | ||
− | |feature1= | + | |feature1=Spell casting(four per day), lesser mind read, subclass ability (sub) |
− | |feature2= | + | |feature2=spells, |
|feature3=<!-- features granted at 3 --> | |feature3=<!-- features granted at 3 --> | ||
|feature4=<!-- features granted at 4 --> | |feature4=<!-- features granted at 4 --> | ||
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===<- class feature name ->=== | ===<- class feature name ->=== | ||
− | + | '''cantrips spells'''-choose 4-blade ward, friends, guidance, minor illusion, true strike, vicious mockery. | |
+ | '''1st level spells'''-choose 2- color spray, disguise self, silent image, sleep, charm person, mage armor. | ||
+ | |||
+ | '''lesser mind read'''- you can look up basic knowledge about this person (ex. name birthday, if lying, ect.) and things in a 24 hour span. | ||
+ | |||
+ | '''sub'''- You gain an ability depending on you subclass. | ||
====<- class feature sub-ability ->==== | ====<- class feature sub-ability ->==== | ||
Revision as of 02:15, 14 November 2014
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Contents
Neuromancer
This is a class that is Dedicated to using the mind against someone. This can be a great tool or a powerful weapon, so use it wisely.
<- intro section 1 name ->
<- intro section 1 ->
<- intro section 2 name ->
<- intro section 2 ->
Creating a Neuromancer
<- creating a member of this class section ->
Quick Build
The most important skill for the neuromancer is intelligence. A close second would be wisdom and charisma.
Class Features
As a Neuromancer, you gain the following class features.
Hit Points
Hit Dice: 16 per Neuromancer level
Hit Points at 1st Level: 6 + your Intelligence modifier
Hit Points at Higher Levels: 16 + your Intelligence modifier
Proficiencies
Armor: None
Weapons: Quarterstaff, dagger, hand crossbow.
Tools: One instrument.
Saving Throws: Intelligence, Charisma
Skills: Choose three from Perception, Arcana, Investigation, History, Religion, Persuasion.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- <- equipment line 1 ->
- <- equipment line 2 ->
- <- equipment line 3 ->
The Neuromancer
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Spell casting(four per day), lesser mind read, subclass ability (sub) |
2nd | +2 | spells, |
3rd | +2 | |
4th | +2 | |
5th | +3 | |
6th | +3 | |
7th | +3 | |
8th | +3 | |
9th | +4 | |
10th | +4 | |
11th | +4 | |
12th | +4 | |
13th | +5 | |
14th | +5 | |
15th | +5 | |
16th | +5 | |
17th | +6 | |
18th | +6 | |
19th | +6 | |
20th | +6 |
<- class feature name ->
cantrips spells-choose 4-blade ward, friends, guidance, minor illusion, true strike, vicious mockery.
1st level spells-choose 2- color spray, disguise self, silent image, sleep, charm person, mage armor.
lesser mind read- you can look up basic knowledge about this person (ex. name birthday, if lying, ect.) and things in a 24 hour span.
sub- You gain an ability depending on you subclass.
<- class feature sub-ability ->
<- description of class features sub-ability ->
<--- repeat above class feature blocks for all class features --->
<- subclass header ->
<- subclass introduction ->
<- include ant desired subclasses on this page with the following format: "{{:<Subclass Name> (5e Subclass)}}", with each entry on it's own line. for example: ->
{{:<Subclass Name1> (5e Subclass)}}
{{:<Subclass Name2> (5e Subclass)}}