Cartarook (5e Class)

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Cartarook[edit]

A goblin plays the Three of Spades, and in a swirl of mist, suddenly appears atop a nearby rooftop to a relatively small building.

An elf ranger attempts to fire a volley of arrows at a human, who in turn and with the flick of their wrist, plays an Ace of Hearts, protecting theirself from harm.

An undead ghoul plays a Five of Diamonds, absorbing the essence of an elite royal captain, as its own, until nothing but bones remain.

Refusing to surrender to an infernal being, a heavily armored dwarf plays the Five of Clubs, rallying the party in a final act of desperation.

A Cartarook is an elite member of the Secret Order, the true name for which, not only cannot, but is not to be uttered, for to do so would be in violation of its own code of ethics. A member of this order is not an elite merely as a means to sustain their living, but moreso as a force of reckoning: an "Invisible Hand", as one might call or name it, actively guiding the masses and shaping their path towards an egalitarian temperance, in four slightly different tennets. The Sword of Spades, is their tennet for precision, freedom, and equality; the Chalice of Hearts, their tennet for kindness, compassion, and entertainment; the Pentacle of Diamonds, their tennet for prestige, prosperity, and order; and lastly, the Wand of Clubs, their tennet for justice, discipline, and devotion to the Secret Order above all else.

The Sword of Spades[edit]

The sword, also known as a "spade", is a Cartarook's one true weapon, and ultimate line of defense: it is simultaneously the knives they carry and the sword that blocks the path for a would-be adversary, in turn cutting to the heart of what truly matters in the world: freedom for all, but with the added responsibility that the power of true freedom brings - equality. To achieve one's means, however, it matters not the quality of one's spade, but the mind they possess, as a sharp mind can cut down any foe worse than any blade, and be risen like a banner, to match the vigor of a rising current.

The Chalice of Hearts[edit]

Just as a heart is the tenderness one feels for another, a chalice's main function is to quench one's thirst, to feed those who cannot feed themselves, and to ensure that all is done in merriment and good company: the Chalice of Hearts is as much about the people as it is about being in service to them, and thus an effective chalice is in boundless supply of anything the Heart desires: fortune, solitude, comfort, entertainment - but only for those in need of it. Those who possess this virtue possess not only kindness in their hearts, but also possess the will to entertain and perform, to the heart's content.

The Pentacle of Diamonds[edit]

Albeit not a symbol traditionally associated with a Diamond, a Pentacle is a symbol of the Earth, itself: ever ebbing and flowing with the rhythm of timespace, itself. Conversely, a Diamond is a symbol of wealth and prosperity, no matter the form such should take - but more importantly, it is a symbol of prestige, and the rigid structure and form that should come with it: this rigid structure not only ensures that those beneath oneself are supported, but also that those who engage in this philosophy carry themselves with a certain grace, charm, and influence, so as to ensure that order, stability, and tranquility remain in all things.

The Wand of Clubs[edit]

Albeit not one's traditional weapon of choice, a club is simultaneously an act of mercy, and a conduit for greater power; make no mistake, however: this power is only meant for punishing the wicked, and ensuring that righteousness prevails - no matter what form the forces of Good & Evil should take. Furthermore, it is through rigorous training and discipline that a club's true potential is reached, as well as a temperant, stable mind that ensures that justice is served swiftly and effectively, without overstepping one's own bounds, so as not to "fan the flames".

Creating a Cartarook[edit]

When creating a Cartarook, consider the steps that were taken that led to you becoming a member of the Secret Order: what led you to becoming a Secret Order member, and why do you remain one to this day? Do you have a reputation for upholding your promises, and thus were led to make an unbreakable Oath by someone you care for? Were you led down a brow-beaten path, and are in need of a community to call your own, but were either shunned or have alienated and estranged yourself from the rest of the world? Did you decide to go adventuring one day, only to figure out that your way of adventuring did not fit the mold of other adventurers, and thus found this to be the means, with which you forge an identity for yourself? Did you manage to vanquish an ancient evil, only to realize not only that the evil was not truly vanquished, but also that you possessed latent abilities you could not rightly explain? Are you an apprentice looking to further your craft, but find that the path you are on doesn't quite suit your needs and skillset alike, and thus have opted to diversify your craft, instead? Do you consider yourself a firm believer and thus a devout worshipper of the Tennets the Secret Order follows, and thus see yourself as but a humble servant to its virtues, in need of training and structure in your life?

Quick Build

To build a Cartarook quickly, it is recommended that you choose the following starting options. First, your Constitution should be your highest ability score, followed by your Wisdom. Second, choose any background that best suits your character. Third, depending upon your character build, select one of the following starting equipment options for your inventory:

  • For a defensive/optimal build: A longsword and a shield, a priest's pack, and a scale mail.
  • For a stealth build: Two rapiers, a scholar's pack, and a leather armor.
  • For a power build: A greatsword, a priest's pack, and a chain mail.

Class Features

As a Cartarook you gain the following class features.

Hit Points

Hit Dice: 1d10 per Cartarook level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Cartarook level after 1st

Proficiencies

Armor: All armor and shields
Weapons: Clubs, daggers, flails, glaives, greatclubs, greatswords, knives, light hammers, longswords, maces, mauls, morningstars, quarterstaves, rapiers, scimitars, shortswords, sickles, and warhammers
Tools: Playing card sets
Saving Throws: Constitution, Wisdom
Skills: Choose two from acrobatics, athletics, arcana, deception, history, insight, intimidation, investigation, nature, perception, performance, persuasion, religion, or sleight of hand.

Equipment

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

  • (a) Any two-handed martial weapon of your choice that you are proficient with or (b) Any one-handed martial weapon of your choice that you are proficient with, and a shield or (c) Any two one-handed martial weapons of your choice that you are proficient with
  • (a) A Priest's Pack or (b) A Scholar's Pack
  • (a) Leather Armor or (b) Scale Mail or (c) Chain Mail
  • A deck of playing cards, two daggers, and two light hammers.
  • If you are using starting wealth, you have 4d6 x 10 GP in funds.

Table: The Cartarook

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 The Secret Path
2nd +2 Spellcasting 2
3rd +2 Fighting Style 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Secret Path Feature 4 2
7th +3 Fortune's Favor 4 3
8th +3 Ability Score Improvement 4 3
9th +4 Cartomancy 1 4 3 2
10th +4 Extra Healing 4 3 2
11th +4 Secret Path Feature 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 Misfortune's Meddling 4 3 3 1
14th +5 Cartomancy 2 4 3 3 1
15th +5 Extra Defense 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Secret Path Feature 4 3 3 3 1
18th +6 Cartomancy 3 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Extra Life 4 3 3 3 2

The Secret Paths[edit]

Starting at 1st level, and again at 6th, 11th, and 17th levels, you acquire new features from engaging in one of the Secret Paths: The Path of Fire, The Path of Life, The Path of War, or The Path of Wind.

Spellcasting[edit]

Starting at 2nd level, your Secret Order's unique connection to the Tarot grants you the ability to perform miracles for the masses, in the form of spellcasting.

Preparing and Casting Spells

The Cartarook Table shows how many spell slots you have to cast your spells. To cast one of your Cartarook spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Cartarook spells that are available for you to cast, choosing from the Cartarook spells list. When you do so, choose a number of Cartarook spells equal to your Wisdom modifier + half of your Cartarook level, rounded down (minimum of 1 spell). The spells must be for a level, for which you have spell slots.

For example, if you are a 5th level Cartarook, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Cartarook spells requires time spent, infusing your playing cards with the magic of the Tarot: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your primary spellcasting ability and Constitution is your secondary spellcasting ability for your cartarook spells, since the Tarot itself is as much about the individual affecting fate, itself, as it is about fate being changed by other people. Consequently, you use your Wisdom whenever a spell refers to your spellcasting ability; however, you use both your Wisdom and Constitution modifiers alike when setting the saving throw DC for a Cartarook spell and when making an attack roll with one.

Spellcasting Focus

You can use a playing card set or a deck of playing cards as a spellcasting focus for your Cartarook spells. To cast one of these spells, you must infuse Tarot magic into the playing card, itself, the card number being equivalent to the spell level that can be infused into that card (the 6 or higher of any suit, including face cards, are treated as the spell level of the spell that is prepared onto them). Once a spell is cast using one of your playing cards, it magically returns to your deck of playing cards or playing card set, and cannot be used again for spellcasting purposes, until after you have completed a long rest.

Fighting Style[edit]

When you reach 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to your AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When 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, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Great Weapon Parry & Riposte

When you engage in fighting with a two-handed or a versatile weapon (using it as a two-handed weapon), you gain a +2 bonus to your AC and to all your saving throws against attacks and spells that are used against you. As a reaction to an attack or spell used against you that either failed or missed, you may attempt to perform the dash action and/or a riposte attack against a creature within melee range, dealing weapon damage upon a successful hit.

Protection

When 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. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

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.

Extra Attack[edit]

When you reach 5th level, you are able to Attack twice within a single combat turn.

Fortune's Favor[edit]

Starting at 7th level, as either a bonus action or a reaction, you may choose a creature within 60 feet of you (including yourself), and attempt to infuse it with good fortune. The chosen creature has an advantage on their next attack roll, skill check, or saving throw. You may use this feature a number of times upwards of your Wisdom modifier (minimum of 1), after which its uses may be replenished after finishing a long rest. A long rest replenishes all of your uses of this feature.

At higher levels. The range for this feature increases from 60 feet to 120 feet when you reach 13th level.

Cartomancy[edit]

When you reach 9th level, you acquire the ability to infuse a spell into a playing card that can then be cast by other creatures besides oneself, at will. At 14th and 18th levels, the strength of your cartomancy increases, improving the overall spellcasting ability and damage of a spell infused into one of your cards: by +1 at 14th level, and by +2 at 18th level. As normal, once a creature casts a spell, using one of your spell-infused playing cards, it magically returns to your deck of playing cards or playing card set, and cannot be used again for spellcasting purposes, until after you have completed a long rest.

Extra Healing[edit]

When you reach 10th level, your total number of Hit Dice are increased equal to your Wisdom modifier (minimum of a +1 bonus). Additionally, you may recover your Hit Points with them as an action, outside of short rests.

Misfortune's Meddling[edit]

Starting at 13th level, as either a bonus action or a reaction, you may choose a creature within 120 feet of you (including yourself), and attempt to infuse it with misfortune. The chosen creature has a disadvantage on their next attack roll, skill check, or saving throw. You may use this feature a number of times upwards of your Wisdom modifier (minimum of 1), after which it cannot be used again, until after you have finished a long rest. Finishing a long rest replenishes all uses of this feature.

Extra Defense[edit]

When you reach 15th level, you apply your Constitution modifier to all of your saving throws, and your overall Armor Class is increased equal to your Constitution modifier (minimum of a +1 increase).

Extra Life[edit]

When you reach 20th level, if your Hit Points reach 0, you may as a bonus action, attempt to resurrect yourself from the dead, by applying your Wisdom modifier to your death save. Upon a successful death save with this feature, you may expend a number of your Hit Dice and recover that many Hit Points. Once you use this feature successfully, you cannot do so again, until after you have finished a long rest.

The Secret Paths[edit]

As is the case with your order, by their very nature, so too is the path you may choose for yourself as a bonafide Cartarook: secretive, and full of disciplinary actions by Virtue of the Order. This is to ensure that no one (aside from an "Invisible Hand") can discern your true abilities, and thus it is for your own protection to keep your path a secret (hence, it is a Secret Path); nevertheless, you will be well-equipped with the tools necessary to fit your new role.

The Path of Fire[edit]

The Path of Fire isn't so much a literal path of fire, as it is a path of virtue: those who engage in this path learn the true and virtuous way, and to smite those who violate the rules of the Secret Order. Consequently then, it is the traditions, themselves, that are most usefully applied, both toward oneself and other creatures beside oneself alike, to ensure, not only that Fate, itself, remains unaltered, but also that those who have lost all hope remain hopeful for the future ahead of them, through one's own affirmative actions, both direct and indirect.

Path of the Virtuous

Starting at 1st level, you become proficient in your choice of two of the following skills: arcana, history, religion, or nature. Additionally, you learn how to speak, read, and write Celestial, Draconic, and Infernal, and have an advantage on all Charisma-based skill checks, when engaged in dialogue with a celestial or infernal being, or a draconic creature.

Emblazoned Weapon

When you reach 6th level, and as a bonus action, you may either emblazon your weapon in magical flames, replacing its weapon damage-type with your choice of either fire or radiant damage, or magically extinguish your weapon and return it to normal. A weapon emblazoned by this feature has an Attack and Damage Roll modifier equal to your Spell Attack Bonus, which replaces its weapon Attack and Damage roll modifiers.

Vital Spirit

When you reach 11th level, your vital spirit drastically increases your maximum hit points.

  • Your maximum hit points at 1st level increases from 10 to 12.
  • Your maximum hit points per Cartarook level, after first level increases from 1d10 (or 6) to 1d12 (or 7). You may re-roll once for your maximum hit points as a result of this feature.
  • In addition to your Constitution modifier, your Wisdom modifier now increases your maximum hit points, per Cartarook level.
Spontaneous Combustion

When you reach 17th level, once as a reaction, if you take damage from any source, you may spontaneously combust, in your choice of either a heavenly light, or a hellfire blaze. Any creature within 30 feet of you must make a Dexterity Saving Throw, the DC for which is equal to your Wisdom modifier + your Constitution modifier + 9. Upon a failed save, a creature is knocked back 45 feet, and falls prone, taking 8d10 of your chosen damage-type (fire or radiant) + 4d10 force damage. Upon a successful save, a creature successfully evades, moving 15 feet in any direction desired, and then takes half as much (fire or radiant) damage, and no force damage.

Additionally, upon the resolution of this feature, you may teleport yourself upwards of 60 feet to any point on the ground you can see, the dimensions for which your size does not exceed.

Once you use this feature, you cannot do so again, until after you have completed a long rest.

The Path of Life[edit]

As enthralling as one must be compassionate, but also impartial to all, the Path of Life is one best walked by those who generally have deep social connections with others, and is able to be hospitable to those in need, whilst also being able to perform for the masses. This is not to say, however, that those who engage in this path are pushovers, as when push comes to shove, they are more than capable of dishing out what others deal to them, in kind. In fact, it is probably the one who knows people best that knows better than anyone how best to defeat them.

The Cup of Just

Starting at 1st level, you become proficient in your choice of two of the following skills: deception, performance, persuasion, or sleight of hand. Additionally, you learn how to speak, read, and write Elvish.

Once per day, as an action, you may randomly generate one random item or treasure, either by rolling a d100 for a random treasure, or at the DM's discretion for a random item. To determine whether you randomly generate an item or a treasure, you must roll for it: if you roll an odd number, then you generate one random treasure; if you roll an even number, then you generate one random item.

Frozen Weapon

When you reach 6th level, and as a bonus Action, you may either magically freeze your weapon solid, replacing its weapon damage-type with your choice of either cold or necrotic damage, or magically thaw your weapon and return it to normal. A weapon frozen by this feature has an Attack and Damage Roll modifier equal to your Spell Attack Bonus, which replaces its weapon Attack and Damage roll modifiers.

Healing Pool

When you reach 11th level, you acquire a healing pool equal to your maximum hit points. As an action, you may choose a willing creature within a range of 60 feet of you (including yourself): expend an amount from your healing pool, and then recover that many of the chosen creature's Hit Points. You cannot expend a number that exceeds that of your remaining healing pool. Once your healing pool drops to 0, you cannot use this feature again, until after you have completed a short or long rest. During a short rest, any hit dice you expend to recover your hit points also recovers your healing pool by exactly the same amount. After completing a long rest, you recover all of your healing pool.

Amphibious Adaptation

When you reach 17th level, you acquire a swim speed equal to your movement speed, and the ability to breathe underwater. In the event you already have the ability to breathe underwater, prior to this feature, you become resistant to both cold and piercing damage, instead.

The Path of War[edit]

The Path of War is as straightforward, as it is demanding of those who engage in this path, as those who engage in it, seek to align themselves with the Earth, itself, by aligning oneself with its most egregious of perils: conflict. Wherever a conflict arises, those who engage in this path seek to end it, before it can escalate further, either through diplomacy, or through use of force. In either case, however, it is those who are the most prepared for combat, who are the most likely to receive a favorable outcome.

Heavy Combat Training

Starting at 1st level, you become proficient in one weapon, one vehicle (water or land), and one set of artisan's tools of your choice, and your choice of three of the following skills: animal handling, athletics, intimidation, medicine, or survival. Additionally, you learn how to speak, read, and write Dwarvish.

Coat of Arms

When you reach 6th level, and as a bonus action, you may either coat your weapon in a magical residue, replacing its weapon damage-type with your choice of either poison or acid damage, or magically cure your weapon, returning it to normal. A weapon coated by this feature has an Attack and Damage Roll modifier equal to your Spell Attack Bonus, which replaces its weapon Attack and Damage roll modifiers.

Defensive Aura

When you reach 11th level, you acquire a Defensive Aura, improving the overall defenses and reflexes of your party. All friendly and non-hostile creatures within 90 feet of you (including yourself) gain a +1 bonus to their Armor Class and their saving throws against attacks and spells.

At higher levels. When you reach 17th level, the range for your Defensive Aura feature increases from 90 to 150 feet, and the Armor Class and Saving Throw bonuses your Defensive Aura feature provides increases from +1 to +2.

Attack Aura

When you reach 17th level, you acquire an Attack Aura, improving one's overall attacking capabilities within your party. All friendly and non-hostile creatures within 150 feet of you (including yourself) acquire a +2 bonus to their Attack and Damage Rolls.

The Path of Wind[edit]

The Path of Wind is as much about intelligence and sophistication, as it is about freedom of movement, especially from within the shadows. As such, those who engage in this path learn how to gather all forms of intelligence, by using stealth, subterfuge, and surreptition to their advantage. In the event that those who engage in this path should ever be discovered, however, one has at their disposal a wide range of different abilities that can be used to debilitate their foes and win the day, ranging from swift strikes, to subtle Arcanum maneuvers.

Strident Inquisitor

Starting at 1st level, you become proficient in your choice of three of the following skills: acrobatics, insight, investigation, perception, and stealth skills. Additionally, you learn one tools proficiency of your choice.

Whenever you come across a spell you do not already know, you may attempt to learn it as an action, by succeeding an Arcana skill check with advantage, the DC for which is equal to the spell's level +10, and then, upon a successful check, add that spell to your list of prepared spells, permanently. Performing this action takes 1 minute, for every spell level the spell has, and once it is added to your list of prepared spells, it cannot be removed from it.

Electric Weapon

When you reach 6th level, and as a bonus action, you may either electrify your weapon with a magical energy, replacing the weapon damage-type with your choice of either lightning or force damage, or magically discharge your weapon and return it to normal. A weapon electrified by this feature has an Attack and Damage Roll modifier equal to your Spell Attack Bonus, which replaces its weapon Attack and Damage roll modifiers.

Extra Attack 2

When you reach 11th level, you are able to Attack up to thrice within a single combat turn.

Levitation

When you reach 17th level, you acquire the ability to levitate off of the ground, which you may toggle on or off, either as a bonus action or a reaction. This form of levitation replaces your movement speed with a flying speed, and ensures that all of your movements are performed in the air and not on the ground. You may Toggle this feature on/off an even number of times in total, upwards of your Wisdom modifier + your Constitution modifier. Once all uses of this feature have reached 0, you cannot use this feature again, until after you have completed a long rest.

Cartarook Spells List[edit]

Potential criteria for this spells list:

  • Can pertain either to one of the four (eight) elements (air [lightning/force], earth [poison/acid], fire[/radiant], water [cold/necrotic]), or to one of the following: (1) The Holy/Unholy Flames, (2) Performing "Miracles" for oneself and others, (3) Battle Strategy, (4) Nature-Oriented (5) Freedom of Movement, (6) Intellect/Information Gathering
  • Must have no formal material cost (saves time and effort, and for balancing purposes)
  • Cannot be an ammunition-based nor a ranged weapon-based spell, due to not meeting the requirements for it.
  • The Mission of the Secret Order prohibits the dulling or inhibition of the clarity of one's senses, as well as the restriction of their free will.
    • Exceptions, wherein they apply to the Tennets of the Secret Order, are still applicable to the spells list, regardless of the Secret Order's Mission.
1st level

Absorb Elements, Arms of Hadar, Burning Hands, Chaos Bolt, Cure Wounds, Detect Evil and Good, Detect Magic, Disguise Self, Divine Favor, Earth Tremor, Ensnaring Strike, Entangle, Expeditious Retreat, Faerie Fire, Fog Cloud, Frost Fingers, Gift of Alacrity, Guiding Bolt, Healing Word, Hellish Rebuke, Heroism, Hunter's Mark, Inflict Wounds, Magic Missile, Magnify Gravity, Purify Food and Drink, Ray of Sickness, Searing Smite, Shield, Silvery Barbs, Speak with Animals, Zephyr Strike

2nd level

Alter Self, Beast Sense, Blur, Branding Smite, Calm Emotions, Crown Madness, Earthbind, Find Steed, Find Traps, Flock of Familiars, Healing Spirit, Kinetic Jaunt, Knock, Lesser Restoration, Magic Weapon, Mirror Image, Misty Step, Prayer of Healing, Protection from Poison, Pyrotechnics, Ray of Enfeeblement, Scorching Ray, Skywrite, Spiritual Weapon, Vortex Warp, Warding Wind, Wristpocket, Zone of Truth

3rd level

Ashardon's Stride, Aura of Vitality, Beacon of Hope, Bestow Curse, Blinding Smite, Blink, Call Lightning, Conjure Animals, Counterspell, Create Food and Water, Crusader's Mantle, Daylight, Dispel Magic, Elemental Weapon, Fast Friends, Intellect Fortress, Life Transference, Mass Healing Word, Meld into Stone, Motivational Speech, Phantom Steed, Plant Growth, Protection from Energy, Pulse Wave, Remove Curse, Speak with Plants, Spirit Shroud, Thunder Step, Tiny Servant, Vampiric Touch

4th level

Aura of Life, Aura of Purity, Blight, Charm Monster, Conjure Minor Elementals, Death Ward, Elemental Bane, Find Greater Steed, Giant Insect, Grasping Vine, Greater Invisibility, Guardian of Faith, Guardian of Nature, Sickening Radiance, Staggering Smite, Stormsphere

5th level

Antilife Shell, Banishing Smite, Circle of Power, Cloudkill, Commune with Nature, Contagion, Control Winds, Destructive Wave, Enervation, Far Step, Holy Weapon, Immolation, Mass Cure Wounds, Mislead, Seeming, Skill Empowerment, Temporal Shunt, Tree Stride, Wrath of Nature

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Cartarook class, you must meet these prerequisites: either a Constitution or a Wisdom of 13 or higher.

Proficiencies. When you multiclass into the Cartarook class, you gain the following proficiencies.

  • Armor: Light armor, medium armor, and shields
  • Weapons: Flails, glaives, greatswords, longswords, mauls, morningstars, rapiers, scimitars, shortswords, and warhammers
  • Tools: Playing card sets


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