Fabric Blade (5e Class)

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Needle Blades[edit]

A class skilled at collecting herbs to make poisons. Gems funneling minor effects. And creating a mobile field of magicily sharpened fabric.

<!-Introduction Leader->[edit]

Creating a Needle Blade[edit]


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->

Class Features

As a Needle Blade you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium
Weapons: Simple, Martial, Pistols, Longneedles
Tools: Poisoner's kit
Saving Throws: Dexterity, Wisdom
Skills: Acrobatics

Equipment

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

  • (a) a Pistol & 40 Bullets or (b) a Longneedle or (c) any Martial Weapon
  • a Cloak
  • If you are using starting wealth, you have 10d6 + 16 in funds.

Table: The Needle Blade

Level Proficiency
Bonus
Brew Points Features Gem Storage
1st +2 0 Special Weapon Trained 0
2nd +2 2 Poisoner 0
3rd +2 3 <!-Class Feature3-> 0
4th +2 3 Ability Score Improvement, Herbalist 0
5th +3 4 Gem Storage 1
6th +3 4 1
7th +3 5 1
8th +3 5 Ability Score Improvement 2
9th +4 6 2
10th +4 6 2
11th +4 7 3
12th +4 7 Ability Score Improvement 3
13th +5 8 3
14th +5 8 4
15th +5 9 4
16th +5 9 Ability Score Improvement 4
17th +6 10 5
18th +6 10 5
19th +6 11 Ability Score Improvement 5
20th +6 11 6

Sharp Fabric[edit]

You can use

Path of Daggers[edit]

<!-At 2nd level, you chose a Path. Choose between Path of the Herbalist, Path of the Assassin, Path of the Clothier, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 4th, 9th, 13th, 18th.->

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.

Poisoner[edit]

<!-Class feature game rule information->


Path of the Herbalist[edit]

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

...

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Path of the Assassin[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->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Dex 13, Wis 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Perception, Acrobatics

1

Back to Main Page5e HomebrewClasses<!-creates potions or other consumable-><!-is based in music, travels, performance, and/or a wide range of spells-><!-makes use of animals or other creatures without the religion of druids or rangers, often lacks magic-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses guns or other ranged weapons-><!-tracker, hunter, understands nature and animals without being a druid or beast master-><!-stealthy, often with low hit points-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-keep this category if the class uses multiple tags->

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