User:Rlyehable/sandbox/Jack of All Trades
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- 1 Jack of All Trades
- 2 Class Features
- 2.1 Hit Points
- 2.2 Proficiencies
- 2.3 Equipment
- 2.4 Overview Table
- 2.5 Jack of All Trades
- 2.6 Spellcasting
- 2.7 New Skill
- 2.8 Resistance
- 2.9 Armor Proficiency
- 2.10 Ability Score Improvement
- 2.11 Extra Attack
- 2.12 Weapon Proficiency
- 2.13 Evasion
- 3 Bonus Feat
- 4 Magic Resistance
- 5 Sources
Jack of All Trades
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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As a Jack-of-all-trades, you gain the following class features.
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
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
- 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, Priest’s Pack, or Scholar’s Pack
|—Spell Slots per Spell Level—|
|1st||+2||Jack of All Trades, Spellcasting||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||—||—||—|
|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||—||—|
|12th||+4||Ability Score Improvement, New Skill||5||6||4||3||3||—||—|
|16th||+5||Ability Score Improvement, New Skill||5||8||4||3||3||2||—|
|19th||+6||Ability Score Improvement||5||9||4||3||3||3||2|
Jack of All Trades
You have stumbled upon how to tap into magic. As your levels increase you gain greater understanding of how to do this.
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
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.
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 attack modifier = your proficiency bonus + your spellcasting ability modifier
You can cast any spell you know as a ritual if that spell has the ritual tag.
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.
Starting at 4th level, you gain proficiency in Template:Srd5.
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, 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.
Beginning at 6th level, you have proficiency in martial weapons
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.
Beginning at 9th level, you can choose a(or an additional) Feat (see Player's Handbook for examples).
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.
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