Fulgurmancer (5e Class)

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Fulgurmancer[edit]

Fulgurmancers are people who have the ability to convert their own energy into electrical energy at will. This only happens through a naturally skilled wizard that was able to gain this power through years of practice and rituals. Others became this way after they were forced to endure massive amounts of arcane lightning and survived, such as an encounter with a thunderbird. Overusing this power will kill the fulgurmancer by draining their life energy.

Fulgurmancer Origins[edit]

Fulgurmancers are always hungry or in search of other energy sources. They tend to prefer fighting from a distance, and especially with someone who can restore their vigor. Because of the rapid energy consumption, they are usually tired. Many fulgurmancers choose not to use their ability unless absolutely necessary.

Creating a Fulgurmancer[edit]

The most important parts of creating a Fulgurmancer are how you got your abilities, and how you use them. Are you terrified to use your powers for fear of hurting someone you love? Or maybe you are reckless with them and actively look for excuses to use them. Maybe you were a wizard, but chose to focus in on lightning, sacrificing versatility. Maybe you were out in a massive thunderstorm with nowhere to go, and had a close encounter with a mighty thunderbird. What do you use your powers for? Maybe to defend yourself, or maybe you are a doctor and use it to jump- start someone's heart.

Quick Build

You can make a fulgurmancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose any background. Third, choose either explorer's pack, traveler's clothes, and two daggers or a scimitar.

Class Features

As a Class Features you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Daggers, Scimitars, Quarterstaffs
Tools: Choose any 1
Saving Throws: Choose 2: Dexterity, Wisdom, Constitution
Skills: Choose 3: Arcana, Investigation, Medicine, Perception, Survival, Intimidation, Performance.

Equipment

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

  • (a) Diplomat's Pack or (b) Explorer's Pack or (c) Dungeoneer's pack
  • (a) Any 1 melee weapon or (b) any 1 ranged weapon + 20 arrows or crossbow bolts
  • (a) 1 set of artisan's tools or (b) 1 set of game cards
  • If you are using starting wealth, you have 4d4x10gp in funds.

Table: The Class Features

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Sacrifice 2
2nd +2 <!-Class Feature2-> 3
3rd +2 <!-Class Feature3-> 4 2
4th +2 Ability Score Improvement 4 3
5th +3 4 3 2
6th +3 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 4 3 3 3 3 2 2 1 1

<!-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.

Sacrifice[edit]

As an action, you may take on a level of exaustion to regain all spell slots. This feature can only be used once and then must be regained during a long rest.

<!-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 fulgurmancer spell list and additional spells based on your subclass.

1st Level

witch bolt, chaos bolt, chromatic orb

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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