User:Rlyehable/sandbox/Jack of All Trades

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Author: Rlyehable (talk)
Date Created: 2017.02.04
Status: 1st Draft
Editing: Clarity edits only please
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Jack of All Trades[edit]

As the name implies the Jack of all trades can do a little of everything, but excels at none of them.

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Quick Build[edit]

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Class Features[edit]

As a Jack-of-all-trades, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Jack-of-all-trades level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Jack-of-all-trades level after first

Proficiencies[edit]

Armor: Light Armor and Shields
Weapons: Simple Weapons
Tools: Healing Kit, Musical Instrument, and Thieves' Tools
Saving Throws: Choice of two
Skills: Choose three from Template:5ed.

Equipment[edit]

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

  • A simple melee weapon, a simple ranged weapon
  • (a) a quiver/pouch of 20 arrows, bolts or sling stones, or (b) a 2nd simple weapon.
  • Leather armor, thieve's tools, musical instrument of choice, and a trinket[1]
  • Traveler's Clothes and choice of one: Burglar’s Pack, Diplomat’s Pack, Dungeoneer’s Pack, Entertainer’s Pack, Explorer's Pack, Explorer’s Pack, Monster Hunter's Pack[2], Priest’s Pack, or Scholar’s Pack


Overview Table[edit]

The Jack-of-All-Trades

Level Proficiency
Bonus
Features Cantrips Spells
Known
Spell Slots per Spell Level
1st 2nd 3rd 4th 5th
1st +2 Jack of All Trades, Spellcasting 2
2nd +2 New Skill 2 1 2
3rd +2 Armor Proficiency, Resistance 3 2 3
4th +2 Ability Score Improvement, New Skill 3 2 3
5th +3 Extra Attack, Resistance 3 3 4 2
6th +3 Weapon Proficiency, New Skill 4 3 4 2
7th +3 Evasion, Resistance 4 4 4 3
8th +3 Ability Score Improvement, New Skill 4 4 4 3
9th +4 Bonus Feat, Resistance 4 4 4 3 2
10th +4 Magic Resistance, New Skill 4 5 4 3 2
11th +4 4 5 4 3 3
12th +4 Ability Score Improvement, New Skill 5 6 4 3 3
13th +5 5 6 4 3 3 1
14th +5 New Skill 5 7 4 3 3 1
15th +5 5 7 4 3 3 2
16th +5 Ability Score Improvement, New Skill 5 8 4 3 3 2
17th +6 5 8 4 3 3 3 1
18th +6 New Skill 5 9 4 3 3 3 1
19th +6 Ability Score Improvement 5 9 4 3 3 3 2
20th +6 New Skill 5 10 4 3 3 3 2


Jack of All Trades[edit]

Starting at 1st level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Spellcasting[edit]

You have stumbled upon how to tap into magic. As your levels increase you gain greater understanding of how to do this.

Cantrips[edit]

You know two cantrips of your choice from all spell lists, list. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.

Spell Slots[edit]

The Jack-of-all-trades 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[edit]

At 2nd level, you know two 1st-­level spells of your choice from all spell lists.

The Spells Known column of the Jack-of-all-trades table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the spells you know and replace it with another spell from the spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

You choose either Intelligence, Wisdom, or Charisma as your spellcasting ability for your spells. In addition, you use your spellcasting modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your spellcasting ability modifier

Spell attack modifier = your proficiency bonus + your spellcasting ability modifier

Ritual Casting[edit]

You can cast any spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You can use a charm as a spellcasting focus for your spells. A charm can be any trinket. (see Publication:Player's Handbook (5e) p. 160-161 for examples; work with your DM for an acceptable charm)

New Skill[edit]

Starting at 2nd level and every other level afterwards, you gain proficiency in a skill in which you do not already have proficiency.

Resistance[edit]

Starting at 2nd level you gain resistance to one damage type not caused by a magic weapon. At later levels (indicated on the Overview Table), you gain additional resistances.

Armor Proficiency[edit]

Starting at 4th level, you gain proficiency in Template:Srd5.

Ability Score Improvement[edit]

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, increase two ability scores of your choice by 1, or you can choose a feat. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the srd5:attack action on your turn.

Weapon Proficiency[edit]

Beginning at 6th level, you have proficiency in martial weapons

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Bonus Feat[edit]

Beginning at 9th level, you can choose a(or an additional) Feat (see Player's Handbook for examples).

Magic Resistance[edit]

Beginning at 10th level, you gain advantage against spells and spell-like effects. In addition, you gain resistance to any damage produced by a spell.

<--- repeat above class feature blocks for all class features --->


Sources[edit]


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