User:Ghostthered/Neuromancer (5e Class)

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Author: Ghostthered (talk)
Date Created: 12 November 2014
Status: In process
Editing: Clarity edits only please
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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.

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Creating a Neuromancer[edit]

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Quick Build[edit]

The most important skill for the neuromancer is intelligence. A close second would be wisdom and charisma.

Class Features[edit]

As a Neuromancer, you gain the following class features.

Hit Points[edit]

Hit Dice: 16 per Neuromancer level
Hit Points at 1st Level: 6 + your Intelligence modifier
Hit Points at Higher Levels: 16


Armor: None
Weapons: Quarterstaff, dagger, hand crossbow.
Tools: One instrument.
Saving Throws: Intelligence, Charisma
Skills: Choose three from Perception, Arcana, Investigation, History, Religion, Persuasion.


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

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The Neuromancer

Level Proficiency
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

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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.

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