Dad (5e Class)
From D&D Wiki
- 1 Dad
- 1.1 Creating a Dad
- 1.2 Class Features
- 1.2.1 Table: The Dad
- 1.2.2 Cargo Shorts
- 1.2.3 Fanny Pack of Holding
- 1.2.4 "World's Best Dad" Longsword
- 1.2.5 Dad Bod
- 1.2.6 Handyman
- 1.2.7 Fatherly Advice
- 1.2.8 Jack of All Trades
- 1.2.9 Ability Score Increase
- 1.2.10 Let Me Help You With That
- 1.2.11 Distraction Action
- 1.2.12 Extra Attack
- 1.2.13 He Who Smelt It...
- 1.2.14 Elderly Archetype
- 1.2.15 Senior Discount
- 1.2.16 Who's a Good Boy?
- 1.2.17 Don't Touch That Thermostat
- 1.2.18 Unrelenting Parent
- 1.2.19 Stink Eye
- 1.2.20 Master Artisan
- 1.2.21 Tough Skin
- 1.3 Grandpa
- 1.4 Grumpy Old Man
- 1.5 Multiclassing
Dads of all races can be as gentle as a butterfly or as vicious as a swarm of bees. With strength and wisdom, dads will protect those he loves armed with unique magic and a sword engraved with "World's Best Dad" on the handle. This special magic is handled down from his dad and his dad before. Dads use their voice to inspire the ones around them and assault their enemies. If words are not enough, a dad will not hesitate to kick some butt. You do not need to have biological children to be a dad. You simply regard everyone in your party as family.
Creating a Dad
|Just another great dad.|
Dads can be any race and any alignment but shy away from evil alignments.
- Quick Build
You can make a Dad quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the City Worker background. Third, take the History and Performance skills.
As a Dad you gain the following class features.
- Hit Points
Weapons: "World's Best Dad" Longsword
Tools: Artisan's tools (Pick 3)
Saving Throws: Strength and Wisdom
Skills: Choose 4 from Athletics, History, Investigation, Nature, Religion, Animal Handling, Insight, Survival, Performance, or Persuasion.
You start with the following equipment, in addition to the equipment granted by your background:
- A Hawaiian Shirt
- Socks with Sandals
- (a) Cargo Shorts or (b) Fanny Pack of Holding
- If you are using starting wealth, you have 6d8×10 in funds.
|1st||+2||Dad Bod, Handyman|
|3rd||+2||Jack of All Trades|
|4th||+2||Ability Score Improvement|
|5th||+3||Let Me Help You With That|
|6th||+3||Distraction Action, Extra Attack|
|7th||+3||He Who Smelt It...|
|8th||+3||Ability Score Improvement, Elderly Archetype|
|11th||+4||Elderly Archetype feature|
|12th||+4||Ability Score Improvement, Who's a Good Boy?|
|13th||+5||Endure the Elements|
|15th||+5||Elderly Archetype feature|
|16th||+5||Ability Score Improvement, Stink Eye|
|19th||+6||Ability Score Improvement, Elderly Archetype feature|
Drab and years out of style, these pants can hold up to 70 lbs. of miscellaneous items while weighing 25% of the load carried in them. It takes one action to find anything stored in the pants. If these pants are worn by any other class, they will rip and fall off.
Fanny Pack of Holding
This fanny pack acts as a Bag of Holding which can hold up to 35 lbs. If the pack is lost, another can be made from one yard of leather and scrap metal. This will take you two full days or 6 long rests.
"World's Best Dad" Longsword
This longsword, with the words "World's Best Dad" engraved onto the hilt, can be one of the dadliest weapons in the universe when wielded by a dad. This longsword is infused with ancient magic and is considered an artisan's tool, therefore you are proficient adding your proficiency bonus on hit and damage rolls.
Starting at 1st level, while you are wearing no armor, not wielding a shield and dressed in a Hawaiian shirt with socks and sandals, you AC equals 10 + your Constitution modifier + your Wisdom modifier.
Beginning at level 1, you know the mending cantrip and can cast it normally.
At 2nd level, you inspire others through the singing of Classic Rock and the use of your Air Guitar or Air Drums. To do so, you use a bonus action on your turn to choose up to three creatures within 30 feet. Whenever a target makes an attack roll or a saving throw once within the next 10 minutes, the target can roll a d4 and add the number rolled to the attack roll or saving throw. You may perform this action a number of times equal to your Wisdom modifier before having to complete a short or long rest.
Jack of All Trades
At 3rd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
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.
Let Me Help You With That
At 5th level, any ally within a 5 foot radius gets advantage on skill checks equal to a Help action.
Beginning at 6th level, you use your refined wit to distract your enemy within a 30 foot range with a bad joke or telling the target his shoes are untied. The target must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. The damage increases by 1d4 when you reach 9th level (2d4), 12th level (3d4), and 16th level (4d4).
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
He Who Smelt It...
Beginning at level 7, you can create a 20 foot radius sphere of nauseating gas centered on you. The invisible cloud lingers in the air for one minute. Each creature in the effected area must make a Constitution saving throw. On a failed save, the creature spends its action that turn retching and reeling. Creatures that do not need to breathe automatically succeed on the saving throw. A moderate wind disperses the stink after 4 rounds. A strong wind disperses it after one round.
At 8th level, your age begins to manifest; how you react to it is up to you. Choose an archetype from the following options:
- An elderly man with immense kindness in his heart.
- Grumpy Old Man
- A stinky old guy who hates all the newfangled stuff in life.
You gain additional archetype features at levels 11, 15, and 19.
Starting at level 10, you gain a discount of (d20+10)% on drinks, food, entrance fees, and traveling items, but not weapons, armor, or magic items.
Who's a Good Boy?
When you reach level 12, you start to seek for animal companionship at your old age. You may select any creature from the Monster Manual's Appendix A to be your pet, provided it has a CR of 3 or less. This creature will obey you (but only you); it cannot be persuaded through any means to betray you, not even through effects like being charmed or frightened.
Don't Touch That Thermostat
At 13th level, you gain advantage on attack rolls that deal cold or fire damage.
Beginning at level 14, your ability to stand strong even in the face of whining, screaming children has given you resistance to nearly any sort of persuasion. You gain advantage on saving throws against being charmed or frightened, and you have advantage on Charisma checks and saving throws against being persuaded in any way.
When you reach 16th level, you can give your opponents the stink eye. All opponents within 30 feet that can see you must make a Wisdom saving throw. On a failed save, their initiative is at a -5, and each opponent has disadvantage on its next two attacks against you or your allies. On a successful save, each opponent has disadvantage on its first attack against you (just you). You can use this once per long rest.
When you reach level 17, your practice in random hobbies has began to bear fruit. You may select two bonuses (they cannot be the same) from the following list to increase your character's dad-ly skill:
- Increase any ability score by 2
- Become proficient in one skill
- Greater Mending
- One time per week you know one piece of information thought to be useless but somehow is important
- Increase your maximum hit points by 2
- Increase your walking speed by 10 feet (may be substituted for another movement type if you cannot walk)
- Add 1d6 to the damage of any weapon or spell
At 20th level, you gain resistance to bludgeoning and piercing damage.
Starting when you choose this class option at 8th level, whenever a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. This action can be used a number of times equal to your Wisdom modifier per long rest.
- Candy Dish
At 11th level, you can use your bonus action to make a candy. A creature can use its action to eat a piece of candy which restores 2d8 + your Wisdom modifier. Up to five candies can be made each day. If they are not used within 24 hours, they lose their potency. A creature can eat one piece of candy per 24 hours. The healing increases at 14th level (3d8 + Wisdom modifier) and again at 18th level (4d8 + Wisdom modifier).
- Grandpa's Love
At 15th level, you gain such grandparental love that you are able to manifest it in the form of spells. Below is the spellcasting table for your remaining levels:
|Grandpa Level||Cantrips Known||Spells Known||1st||2nd||3rd||4th||5th||6th|
You may select spells from Druid, Cleric or Wizard spell list.
- Sweater of Armor
At 19th level, you receive a gift from a loved one. Either handed down or made with love, this magic sweater grants an AC bonus of +3. The magic will only work for you and if worn by anyone else, they will receive a -1 to AC.
Grumpy Old Man
- Great Weapon Fighting
Starting when you choose this class option at 8th level, whenever you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll.
- Extra Attack
Beginning at 11th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
- Back Hand
Starting at 15th level, after an attack on a target, you can back hand the same target or another target within a 5 foot radius as a bonus action doing 1d6 bludgeoning damage. The target back handed must attack you on its next turn or suffer disadvantage. You can use this action once per long rest.
- Get Off My Lawn!
At 19th level, you can enter a rage as a bonus action. Your rage lasts for 1 minute. It ends early either if you are knocked unconscious, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. While raging, you gain the following effects:
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll of +3.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You can't cast spells or concentrate on them while raging.
Proficiencies. When you multiclass into the Dad class, you gain the following proficiencies: History and Performance.