Conjuncter (5e Class)
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- 1 Conjunctor
- 1.1 <!-Introduction Leader->
- 1.2 Creating a
- 1.3 Class Features
- 2 Conjunctor Paths
This class is a similar to gambling, you succeed you get stronger, you fail you will get weaker. It is as simple as it can get
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
As a Conjunctor you gain the following class features.
- Hit Points
Saving Throws: Constitution
You start with the following equipment, in addition to the equipment granted by your background:
|Features||Maximum Power||Minimum Power|
|2nd||+2||Balance of good and evil||3||-3|
|4th||+2||Ability Score Improvement||4||-4|
|8th||+3||Ability Score Improvement||6||-6|
|12th||+4||Ability Score Improvement||8||-8|
|16th||+5||Ability Score Improvement||12||-12|
|19th||+6||Ability Score Improvement||15||-15|
Ability Score Increase
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.
With level 1 your actions directly affect your self awareness. The more confident you are in yourself the more powerful you become, it works also the other way around.
Upon succeeding a non-perception roll you gain 1 power, but upon failing a non-perception roll you lose 1 power. Natural 20´s increase your power points by an additional point and a
critical failure (Natural 1) will decrease your power by 1 additional point. (Damage rolls are usually excluded unless you want it to be interessting)
The power list is shown above.
When you finish a long rest roll a 1d4. The result determines by how much points your Gambling Power moves toward 0 (If it exceeds 0 it will remain at 0). The 1d4 will be replaced by a 1d10 at level 20.
When finishing a short rest you Gambling Power will shift towards 0 by 1 point. This effect will be tripled at level 20.
All these bonus/penalty rolls will not be affecting this feature in any way.
While having positive power you gain the following effects:
-> Active skill rolls (Like athletics and such, perception excluded)
- Power 1-5 = Add/Remove [1d4 divided by 2 rounded down] to/from this roll
- Power 6-10 = Add/remove [1d6 divided by 2 rounded down] to/from this roll
- Power 11-14 = Add/remove [1d8 divided by 2 rounded down] to/from this roll
- Power 15-20 = Add/remove [1d10 divided by 2 rounded down] to/from this roll
- Power 21-45 = Add/remove [2d6 divided by 2 rounded down] to/from this roll
- Power 46-70 = Add/remove [(2d4+1d6) divided by 2 rounded down] to/from this roll
- Power 71-99 = Add/remove [2d8 divided by 2 rounded down] to/from this roll
- Power 100 = Add/remove [5d4 divided by 2 rounded down] to/from this roll
-> Attribute/Saving throws
- Power 1-5 = Add/Remove 1 to/from this roll
- Power 6-10 = Add/remove 2 to/from this roll
- Power 11-14 = Add/remove 3 to/from this roll
- Power 15-20 = Add/remove 4 to/from this roll
- Power 21-45 = Add/remove 5 to/from this roll
- Power 46-70 = Add/remove 6 to/from this roll
- Power 71-95 = Add/remove 7 to/from this roll
- Power 96-100 = Add/remove 8 to/from this roll
-> Attack rolls
- Power 1-3 = Add/Remove 1 to/from this roll
- Power 4-8 = Add/remove 2 to/from this roll
- Power 9-12 = Add/remove 3 to/from this roll
- Power 13-14 = Add/remove 4 to/from this roll
- Power 15-20 = Add/Remove 5 to/from this roll
- Power 21-45 = Add/Remove 6 to/from this roll
- Power 46-70 = Add/Remove 7 to/from this roll
- Power 71-99 = Add/Remove 8 to/from this roll
- Power 100 = Add/Remove 9 to/from this roll
-> Damage rolls (Applies to your main damage type only)
- Power 1-4 = Add/Remove 1 to/from this roll
- Power 5-8 = Add/remove 2 to/from this roll
- Power 9-12 = Add/remove 1d4 to/from this roll
- Power 13-14 = Add/remove 1d6 to/from this roll
- Power 15-20 = Add/Remove 1d8 to/from this roll
- Power 21-40 = Add/Remove 2d4 to/from this roll
- Power 41-65 = Add/Remove 1d10 to/from this roll
- Power 66-75 = Add/Remove 2d6 to/from this roll
- Power 76-99 = Add/Remove 3d4 to/from this roll
- Power 100 = Add/Remove 1d20 to/from this roll
Balance of good and evil
With the beginning of level 2 your gambling power affects the temper and hostility of your fellow beings.
As long as you have 3 or more gambling power other creatures have a slight impression that you are rather cocky and while in battle you are more likely to be targeted by an attack.
As long as you have -3 or less gambling power other creatures are more likely to pity you and your misfortune and while in battle you are less likely to be a target of an attack.
With the begining of level 5 you can "disable" magic connection from creatures.
You can use your action to deny targets creature within 5ft of you the accsess to any magic for 1 round.
In order to do so you have to succeed with your intelligence throw against targets intelligence saving throw.
At level 6 your are able to perform an additional attack action. You gain another one at level 11 and a third with the 18th level.
Level 9 Feature
With the beginning of the 10th level you can now devour the remaining luck of fresh corpses. You can do this only once every body regardless how often they died or something.
Whenever you devour luck roll 1d6, the outcome decides how many gambling power you regain.
While devourering you create a black hand of smoke which takes the corpse until all power is drained. (You are concentrating during that process.)
Level 14 Feature
Level 15 Feature
Your Gambling Power limit has been heavily increased and you now have a new possibility to have an impact on your power points.
After succeeding/failing a non-perception roll you can choose to roll a 'lucky dice'.
The 'lucky dice' is a simple 1d20 without any modifiers. Before you roll the die you have to "predict" how lucky you will be, by doing so you gain/lose additional Gambling Power.
Novice = Roll at least 10, Apprentice = Roll at least 13, Master = Roll at least 16, One trick pony = Roll at least 19.
If you roll the at least required number you gain Gambling Power otherwise you will lose some.
- Novice= Succsess 1 / Fail -1
- Apprentice= Succsess 1d4 / Fail -2
- Master= Succsess 1d6 / Fail -1d4
- One trick pony= Succsess 1d12 / Fail -2d4
You have 3 lucky dice uses after performing a long rest. (These uses can only be regained this way!)
<!-Battle orienteded features->
- Hands of fate
With the beginning of level 3 you are able to convert your gambling power in raw magical energy.
Whenever you perform a weapon attack you can consume up to 10 gambling power which creates a shadow claw that attacks a creature of your choice within a 5ft radius of you.
The claw has an attack roll of 5 + 1d20 and it deals 1d4 * used gambling power as slashing damage. Afterwards the claw disappears.
- Ambush of misfortune
With level 7 your disarm or disable attempts gain a +5 bonus. (Only once for every creature)
If this attempt succeeds you may perform a melee attack without the use of an action or a bonus action against target creature, but if it fails target creature may perform an attack of oppurtunity against you.
At level 13 you can influence the luck of other by consuming your own.
If a creature performs a non-damage roll you can use your reaction to twist the reality a tiny bit.
When you choose to, then you can reduce your gambling power to roll a die. The outcome of that roll will reduce the roll you reacted to.
- 3 Gambling power -> 1d4 reduction
- 4 Gambling power -> 1d6 reduction
- 5 Gambling power -> 1d8 reduction
- 6 Gambling power -> 2d4 reduction
- 8 Gambling power -> 3d4 reduction
- Strings of fate
With the beginning of the 17th level you can partially trick the laws of mortality.
If you would fall to 0 hit points or lower, time will go 10 minutes backwards. (If this occurs in battle, time rewinds back to the beginning of you last turn)
You will be afterwards cured from all poisions and diseases affecting you, you also are immune to poison and any illness for 1 hour.
No one besides you remembers what happend (because it never "actually" happend).
This feature will set your gambling power to 0 upon activation and can be reactivated after you reached your gambling power maximum again.
(If you reached your max. gambling power this feature is active again. It doesn´t matter if you have fewer gambling power upon dying)
<!-Social orienteded features->
- Street gambler
At the 3rd level you gain a +1 bonus on your roll whenever you play a game card game or something similar. You also know if you are betting on someting, for example a duel, you know who is more likely to win.
- <!-Class Feature->
With the beginning of level 7
At level 13 you can no longer recieve penalties on charisma saving throws or skills based on charisma as long as you have at least 1 gambling power.
If you would recieve a penalty on one of those checks, remove that from your gambling power as long as it is above 0.
- <!-Class Feature->
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: