Dijnn User (5e Class)

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Djinn User[edit]

  • This is based on the anime Magi and the djinn from with in that anime

About Djinn Users[edit]

Each Djinn user has clear a tower know has the dungeons at the top of each tower lies a djinn and each djinn has its own power and wishes, If you have the power to reach the top and be accepted by the djinn they will become one with a metal vessel (which can be anything from a ring to a sword). The djinn will give you its power so you can reach your goal and show everyone what it means to be a djinn user.

Creating a Djinn User[edit]


Quick Build

You can make a Djinn User 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->

Class Features

As a Djinn User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Djinn User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Djinn User level after 1st

Proficiencies

Armor: None
Weapons: Djinn Weapons
Tools: Thieves Tools
Saving Throws:
Skills:

Equipment

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

  • A Metal Vessel
  • (a) A dungeoneer's pack or (b) A explorer's pack
  • A trinket
  • If you are using starting wealth, you have 5d8 in funds.

Table: The Djinn User

Level Proficiency
Bonus
Features
1st +2 Metal Vessel
2nd +2
3rd +2
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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, 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

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:

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