Free Spirit (5e Class)

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Energy Trough Liberty[edit]

Although ki is usually cultivated trough study and discipline, there are some that can tap into this mysterious energy by different means. Free spirits, as the name implies, strive for freedom, by ridding themselves of physical, mental and spiritual limitations.

They reflect this freedom in many ways. In fighting, free spirits don't rely on armor or weapons, that both restrict their freedom and makes one dependent on the strength of weapons, instead of the strength in their own bodies. For this reason, the rather fight with bare hands if they need to, although more often than not a free spirit will search for other ways to resolve a conflict that doesn't involve violence. They also use movement as a source of combat ability, since both a fluid movement can give you an edge in a fight, but can also let you escape a situation too hard for you to handle.

Mentally, the freedom is manifested by usually simple happiness. A free spirit is often joyful, and like to spread this joy to others, bringing comfort to his allies, leisure trough dance, song and stories; mending their wounds; cooking and brewing drinks; and otherwise make the hard life of an adventurer easier and happier. For this very reason, they tend to be hard to submit, since they have a strong personality and will. This also makes them very pleasant and likable, turning them great envoys and spokespersons for the groups they find themselves into.

Spiritually, the freedom from the material limitations of their bodies allow them to get in touch with the mystical forces that control the universe, in special the ki. They can manipulate the breath of life represented by this energy, and channel it trough their bodies, often aiming to bring joy, happiness and freedom to those around them.

Fighting For Freedom[edit]

Although they are often non-confrontational and peaceful, a free spirit can be angered when faced by tyranny. A free spirit tend to hate any coerced suppression of slavery, such as slavery , unprovoked aggression and even imprisonment, which sometimes puts the free spirits on the wrong side of the law. It is not uncommon to see free spirits fighting against tyrannical government, rebelling against oppression, freeing slaves or joining criminal groups.

Usually a free spirit who find himself in those types of groups will try to not rely on violent action, but instead will use tactics to undermine the power of oppressors, such as stealing, defaming and exposing those who undertake such actions. Others will try to counteract the harm done by tyrants, aiding the poor in unequal societies, or helping the wound in times of war.

Creating a Free spirit[edit]

Maybe a cleric in heavy armor might not be able to get to a downed ally quick enough? That is where you can come in. As a free spirit, you can run rather fast to heal your friends with your ki. At later levels, you might be able to heal them from afar.

Maybe your in a large group, separated from your allies in a large battle, rushing to them quickly to join them can save them.

Perhaps an enemy is far too quick for everyone and is getting away? Your high speed can help you catch and slow them down.

This class is meant to help others, and run quickly to catch up.

Quick Build

You can make a free spirit quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Charisma. Second, choose any background you wish to use, just make sure it fits your character. Remember, this class is weaponless, Be sure you pick a good race to play this as well.

Class Features

As a Free Spirit you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: None
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Animal Handling, Athletics, Deception, Insight, Medicine, Performance, Persuasion, Sleight of Hand, Stealth and Survival

Equipment

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

  • rope (10 feet)
  • bedroll
  • cracked spyglass
  • (a) A bag of holding, only large enough to store the above items and about 2 sets of clothing. or (b) A large backpack, enough to fit all the above and more.

Table: The Free Spirit

Level Proficiency
Bonus
Features Ki points Freedom Die Unarmored Movement
1st +2 Ki,Freeform Stance, Unarmored Movement 1 1d4 +5 ft.
2nd +2 Freedom Lessons,freeform strike 2 1d4 +10 ft.
3rd +2 Evasive Reflexes, Freedom Path 3 1d4 +10 ft.
4th +2 Ability Score Improvement 4 1d4 +10 ft.
5th +3 Agile Reaction, Combat Reflexes 5 1d6 +10 ft.
6th +3 Freedom Path Feature 6 1d6 +15 ft.
7th +3 7 1d6 +15 ft.
8th +3 Ability Score Improvement 8 1d6 +15 ft.
9th +4 Freedom Path Feature 9 1d8 +15 ft.
10th +4 Mobile Strikes 10 1d8 +20 ft.
11th +4 Improved Freeform Stance 11 1d8 +20 ft.
12th +4 Ability Score Improvement 12 1d8 +20 ft.
13th +5 Font of Inspiration 13 1d10 +20 ft.
14th +5 14 1d10 +25 ft.
15th +5 15 1d10 +25 ft.
16th +5 Ability Score Improvement 16 1d10 +25 ft.
17th +6 17 1d12 +25 ft.
18th +6 Freedom Path Feature 18 1d12 +30 ft.
19th +6 Ability Score Improvement 19 1d12 +30 ft.
20th +6 20 1d12 +30 ft.

Ki[edit]

Starting at 1st level, your pursuit of freedom allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your free spirit level determines the number of points you have, as shown in the Ki Points column of the Free Spirit table.

You can spend these points to fuel various ki features. You start knowing two such features. You learn more ki features as you gain levels in this class, learning two additional ones at 3rd, 7th, 11th and 15th levels. The ki features you have available to you are detailed on the Ki Features section below.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

Freeform Stance[edit]

At 1st level, you can reflect your freedom in the way you move, with grace, fluidity and speed. As a bonus action on your turn, you can enter in your freeform fighting stance. When you enter in your freeform fighting stance, you gain the benefits of the Dash action on that turn, and gain the following benefits for the duration:

  • When you make an attack against a creature, that creature can't take opportunity attacks against you.
  • You can roll a d4, instead of the normal damage for your unarmed strikes. This number increases as you gain levels in this class, as shown on the Freeform Die column on the Free Spirit table.
  • You can use your Dexterity modifier, instead of Strength, for attacks and damage rolls with your unarmed strikes.
  • While not wearing armor or shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

The stance ends after 1 minute, if you are reduced to 0 hit points, or if you become unable to move. You can also choose to end it as a bonus action.

Unarmored Movement[edit]

Starting at 1st level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown in the Free Spirit table.

Freeform Strike[edit]

At 2nd level, while you are in your freeform stance, you can make an extremely unpredictable freeform strike. When you do so, you can use your bonus action to make an unarmed strike at advantage. After doing so, your leave your freeform stance.

You can use this feature a number of times equal to your Dexterity modifier (minimum once), and regain your uses after completing a short or a long rest.

Freedom Lessons[edit]

At 2nd level, during your journeys, you learn and evolve with each experience you have pass through. This give you the opportunity of learning certain lessons. You start by knowing two such techniques, but you learn 1 more at lvl 5, lvl 9, and lvl 15 in this class.

Whenever you gain a new level in this class, you can replace a lesson you know for a new one.

Inspiration[edit]

At 2nd level, you can inspire others through your joyful demeanor. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration point.

Once within the next 10 minutes, the creature can spend the point to roll your freedom die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration point, but must decide before the GM says whether the roll succeeds or fails. Once the Freedom Die is rolled, the inspiration point is lost. A creature can have only one Inspiration point at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Evasive Reflexes[edit]

At 3rd level, if you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw.

In addition, if you take fall damage, you can use this reaction to ignore that damage up to a height equal to your Unarmored Movement speed. Beyond that height, the damage is halved when you use this reaction.

Agile Reaction[edit]

Starting at 5th level, you can take two reactions, instead of one, in each of your rounds. You can still take only one reaction in each of your turns.

In addition, when you are attacked, forced to make a saving throw or after making a Freeform Strike, you can assume your Freeform Stance as a reaction.

Combat Reflexes[edit]

Also at 5th level, you let your body loose and relaxed, allowing it to act on its own, free from your control and restrain, improving your reflexes. When a creature moves within 10 feet of you, you can use your reaction to move 5 feet and make an opportunity attack against that creature.

Mobile Strikes[edit]

At 10th level, when you make an attack against a creature, that creature can't make opportunity attacks against you until the end of your next turn.

Improved Freeform Stance[edit]

At 11th level, your freeform stance grants you the following additional benefits for its duration:

  • Your movement is unaffected by difficult terrain
  • Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.
  • You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has you grappled.
  • Being underwater imposes no penalties on the your movement or attacks.

Font of Inspiration[edit]

Beginning when you reach 13th level, you regain all of your expended uses of Inspiration when you finish a short or long rest.

Freedom Paths[edit]

Path of Kindness[edit]

Those who follow the path of kindness understand that freedom can be achieved through selflessly helping others. Liberty, for those who follow this path, isn't defined by the usual hedonistic interpretation, devoting yourself to pleasure, but in creating a chain of help by aiding the weak and curing the sick. Free spirits who adopt the kindness as their path for freedom often act as healers, caretakers and philanthropists. While for outside onlookers this seems to be a burden, for those who follow this path you can't have real freedom if you can't help others to find that freedom.

Touch of Kindness

Starting at 3rd level, you are naturally gifted at helping others, which turns you into a very likable individual. You gain proficiency with Medicine and Persuasion skills.

In addition, when you make a Persuasion check, you can use your Wisdom modifier, rather than your Charisma, for that check.

Selfless Rescue

Also at 3rd level, you rush towards your allies in order to save them. You can spend 1 ki point to start a rescue. When you do so, you can move up to your movement speed towards a friendly creature, and, if you end within 5 feet of it, you can use a ki feature that target's an ally without using another ki point.

Superior Care

At 6th, whenever you spend ki points to restore a creature hit points, that creature gain temporary hit points equal to 1 + your proficiency bonus.

In addition, during a short rest, you can spend the whole short rest within 5 feet of a creature, tending to its wounds. When you do so, if that creature spend a hit dice to recover hit points during a short rest, the creature can use the maximum number possible on the dice, instead of rolling for it.

Agile Care

At 9th level, you can make Wisdom (Medicine) checks or use objects that have beneficial effects on another creature (such as potions, antitoxins or healer's kits) using a bonus action, rather than an action.

In addition, if a friendly creature died within your last turn, you can use an Action to bring it back to life with 1 hit point. You can't do it again until you finish a short or long rest.

Shared Kindness

At 11th level, whenever you use a Path ability to restore a creature's hit points, you regain the same amount of hit points as the amount restored.

Breath of Life

When you reach the 17th level, you can blow health and life back to a creature's body. You can cast either heal, greater restoration or resurrection once, without spending spell slots or material components. Once you cast either spell, you can't do it again until you finish a long rest.

Path of Chaos[edit]

Followers of the path of chaos believe that freedom is found when you stop trying to control the uncontrollable forces of fate and universe and just let yourself be led by those invisible forces, like a boat without a sailor navigating through the sea. They understand that the battle against the forces of nature is fruitless, and that the effort employed by most people in order to control the uncontrollable is a source of pain and misery, and prevents them to reach their full potential.

Unpredictability

Starting at 3rd level, your erratic behavior makes your thoughts and actions hard to predict. When you make a Dexterity (Sleight of Hand), Charisma (Deception) or a check with a gaming set, a roll of 7 or lower becomes an 8 instead.

Erratic Strike

Also at 3rd level, whenever take the Attack action while you are in your Freeform Stance, you have advantage in all unarmed strikes made, and all attacks made against you also have advantage until the start of your next turn.

When an attack is made at advantage against you due to the use of this feature, you reduce the damage taken on a hit by your Freedom Die.

Twist Fate

At 6th level, fluff. While in your Freeform Stance, you can make an attack, if you roll a 1 on the attack, the attack is a hit and you regain 1 ki point.

Alternatively, if a creature scores a 20 on an attack against you, that attack automatically misses and you also regain 1 ki point.

Chaotic Shield

At 9th level, fluff. When a creature makes an attack against you, you can use your reaction to roll your freedom die.

If you roll a number above your proficiency bonus, that attack is made at disadvantage. If the number rolled is equal or below your proficiency bonus, the attack is made at advantage instead.

Twist Fate

When you reach the 17th level, you gain the ability to alter fate. When a creature you can see within 60 feet makes an attack, ability check or saving throw with Advantage, you can turn that into Disadvantage, or vice versa, using a reaction.

Path of Joy[edit]

Those who seek the path of joy believe that freedom is reach when you let yourself find pleasure in your life. Pleasure is not only reached by great parties and indulgences, but also in the small things, like a good conversation with a friend, a song of a bird, a pleasant smell or sound, and many other moments that more often than not pass without notice. They understand that other creatures risk ended up being imprisoned by desire and uncontrollable pursuit of pleasure, and that the reason for this prisons is that desire can make you numb for the true joy of life.

Bon Vivant

Starting at 3rd level, you gain proficiency with Performance and with two musical instruments.

In addition, you have advantage on Charisma (Persuasion) checks made against creatures that have been spectators of a performance of yours or listened you play an instrument for at least 1 minute.

Joyful Stance

At 3rd level, while you are in your Freeform Stance, your allies within 10 feet are emboldened and comfortable, gaining temporary hit points equal to your Wisdom modifier (minimum 1).

Spread Happiness

Starting at 6th level, you can project an aura of happiness from you. You can cast calm emotions centered on yourself, as a bonus action. The sphere moves with your movement.

You can use this feature a number of times equal to your proficiency bonus, regaining uses upon completing a long rest.

Path of Liberation[edit]

Free spirits who follow the path of liberation are the more militant of the free spirits. They believe that true freedom can only be found by fighting tyranny. These liberators fight against oppression head on, launching themselves against powerful enemies, terrible dictatorships and evil empires, helping the oppressed to find strength and fight for their own freedom.

Liberator's Tools

At 3rd level, you gain proficiency with all simple and martial weapons.

Ki Features[edit]

Fresh Air

You can spend 1 ki point when you assume your Freeform stance to increase your movement speed by 10 feet until the end of your turn. When you do so, you ignore the effects of non-magical difficult terrain until the end of your turn. This increases to 15 feet at 5th level, 20 feet at 11th level, 25 feet at 17th level and 30 feet at 20th level.

Life's Grip

You can spend 1 ki point as an action to touch a creature. That creature regain a number of hit points equal to your Freedom die + your Charisma modifier.

Flee

You can spend 1 ki point when you are hit by an attack as a reaction to move up to half your movement speed, without provoking opportunity attacks. Roll the die and reduce from the damage taken by on the attack.

Breath of Freedom

You can spend 1 ki point as a bonus action to allow one ally to move up to half its movement speed as a reaction. This movement doesn't provoke opportunity attacks. The ally must be able to see and hear you.

Burst of Speed

When you assume your Freeform Stance, you can spend 1 ki point to increase your movement speed by half your current speed until the end of your turn.

Agile Movement

You can spend 1 ki point as a bonus action to give yourself advantage on a Dexterity (Acrobatics) or Strength (Athletics) check. You can also do so as a reaction on a contested check of those skills.

Roll With Strikes

Whenever you take damage, you can spend a number of ki up to your proficiency bonus, to reduce the damage by an amount equal to one roll of your Freedom die per point spent. You can use this feature only once per turn, and you must be able to move in order to use this feature.

Protection of the Wind

You can spend 1 ki point when you assume your Freeform Stance to gain a bonus of +2 to your AC for the duration of the stance.

Freed Mind

When you make a saving throw, you can spend 1 ki point as a reaction to add your Freedom die to the result of the saving throw.

Taking the Initiative

You can spend 1 ki point when rolling initiative, to add your freedom die to the result of the initiative roll. If you use this when you are surprised, you are no longer surprised.

Fluid Movement

You can spend 1 ki point to take the Disengage action as a bonus action. When you do so, you add your Freedom Die to your AC until the end of this turn.

Quick Evasion

You can spend 1 ki point as a reaction when you are hit by an attack roll to add your Freedom Die to your AC, potentially causing the attack to miss.

Freedom Techniques[edit]

Artistic Expression

You gain proficiency in two musical instruments of choice and in the Performance skill. In addition, you can add your Dexterity modifier to your checks with these skills.

Enthralling Dance

While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.

Inspire Freedom

Whenever you use your Inspiration feature, your ally can benefit from your freeform fighting until it spends the inspiration die.

In addition, if the damage die of the weapon used by your ally is lower than your Freedom die, it can use the freedom die instead.

Break Free

When you make a Dexterity (Acrobatics) check to break out of a grapple or restraint, you have advantage on the check. In addition, you can use your Dexterity modifier, instead of Strength, to resist any effect that would reduce your movement speed.

Freerunner

When you make a Strength (Athletics) check, you can use your Dexterity modifier, instead of your Strength modifier.

In addition, when measuring your jump distance, you can use your Dexterity score, instead of your Strength score.

Hobby

You gain proficiency in two tools or musical instruments of choice. Your proficiency bonus is doubled with the chosen proficiencies.

Energetic Personality

You can use your Charisma, instead of your Dexterity, for your Free Spirit class features that require your Dexterity modifier.

Light in the Dark

When you or any friendly creature within 10 feet that is able to see you makes a saving throw against the frightened condition, it can add your Charisma modifier to the save.

Impeccable Stance

prerequisite:5th level

While you are in your Freeform Stance, attacks against you can't have advantage.

Elemental Freedom

prerequisite: 5th level

You can use your reaction when you take Acid, Cold, Fire, Lighting or Thunder damage to reduce that damage to half.

Lasting Freedom

prerequisite: 5th level

When you use your inspiration on a creature, the creature can use that die to any Dexterity (Acrobatics) check it makes until it spends the die.

Positive Attitude

prerequisite: 9th level

You have advantage on saving throws to resist the frightened condition. You also gain resistance to psychic damage.

Wind Movement

prerequisite: 9th level

While moving, you can walk trough vertical surfaces and on the surface of the water as if it were firm ground.

Reliable Freedom

prerequisite: 9th level

When you make a Charisma (Performance) or Dexterity (Acrobatics) check and roll a 9 or lower, you can choose a 10 instead.

Expedient Stance

prerequisite: 9th level

When you roll initiative, if you aren't surprised, you can assume your freeform stance as a reaction on your first turn of combat.

Keep Moving

prerequisite: 15th level

When you break your Freeform Stance, you can re-assume the stance using your reaction.

Supreme Liberty

prerequisite: 15th level

When you roll a 1 on your freedom die, you can reroll that die and use the new roll if you have spent ki on that turn.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the free spirit class, you must meet these prerequisites: 13 strength, 13 constitution

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

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