Graceling (5e Class)
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Graceful killers and artisans alike, nothing they set their hands to remains secret to them long. Blessed with Grace, cursed with two different eyes, make them your friends... or die.
Death with a Grace beyond Life
Gracelings are Blessed, or Cursed depending on who you ask, with incredible... well, grace. Grace with their own body, with any tools or weapons... terrible grace, the gift of killing some call it.
For those who know the signs, one can tell a Graceling apart by the color of their eyes, which will always be of two very different distinct colors. Many end up employed by powerful influential people, such as nobles and kings, as assassins. Others end up exiled from their home due to their... uncanny ability to do anything anyone shows them just once better than that very person. Often they are both exiles from somewhere and prized retainers elsewhere. Also, their sheer skill at killing makes them feared by their own masters.
"No blade was ever more feared by its wielders than a Graceling." On matters of ruling, uniting and dividing by King Olvion the sage.
Creating a Graceling
Gracelings are often born with their strange gift of skill, but sometimes awaken to it later in life after a traumatic event or an intense experience of some kind. When building your character, you'll want to think on when their Grace manifested and how it was seen by those around them at the time. You'll also want to consider how they see it for themselves. Is it a boon or a curse ? Do they like being blessed with the skill to kill or do they despise it ? How did they live until now? What sort of jobs did they have in their past ? Hired mercenary ? Royal Assassin ? What is their history with the people they worked for or with ? Did it end well ?
- Quick Build
You can make a Graceling quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Exile or Assassin background.
As a Graceling you gain the following class features.
- Hit Points
Armor: Light armor, shields
Saving Throws: Dexterity, Charisma
Skills: Choose four from Acrobatics, Athletics, Intimidation, Investigation, Perception, Performance, Sleight of Hand, Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A leather armor or (b) fancy Noble's clothes or (c) traveler's clothes
- (a) Two shortswords or (b) a rapier
- (a) A light crossbow and 20 bolts or (b) two handaxes or (c) four throwing daggers
- (a) Explorer's pack or (b) Dungeoneer's pack
- If you are using starting wealth, you have 4d4 x 10 gp in funds.
|2nd||+2||Minor Ability Score Increase|
|3rd||+2||Grace Archetype, Class Archetype Feature|
|4th||+2||Ability Score Improvement|
|6th||+3||Minor Ability Score Increase|
|7th||+3||Class Archetype Feature|
|8th||+3||Ability Score Improvement|
|9th||+4||Class Archetype Feature|
|10th||+4||Minor Ability Score Increase|
|12th||+4||Ability Score Improvement|
|13th||+5||Class Archetype Feature|
|14th||+5||Minor Ability Score Increase|
|15th||+5||Class Archetype Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Class Archetype Feature|
|18th||+6||Minor Ability Score Increase|
|19th||+6||Ability Score Improvement|
|20th||+6||Minor Ability Score Increase, Extra Attack|
- Grace of the Strong
As long as you have 16 Strength or more, you can wield any non-heavy non-finesse weapon as though it had finesse. You add your strength modifier to the attacks you make with melee weapons.
As long as you have 20 Strength or more, you can wield any non-finesse weapon as though it had finesse. You add your strength modifier to the attacks you make and to the damage you deal with melee weapons.
- Grace of the Cunning
As long as you have 16 Intelligence or more, you can use all tools, kits and instruments, and have proficiency in any tool, kit or instrument after 2 hours of practice or watching someone else use them.
As long as you have 20 Intelligence or more, you become proficient in 4 Wisdom or Charisma skills. If you choose a skill you are already proficient in, you gain Expertise in that skill (double your proficiency modifier).
- Grace of the Wise
As long as you have 16 Wisdom or more, you an cast any Cantrip you have seen cast at least once or have been the target of. You can memorise up to a limit of 5 cantrips at any time. Any time you see a cantrip being cast, you may exchange the knowledge of that cantrip for one of those you already have memorised.
As long as you have 20 Wisdom or more, you an cast any 1st level spell you have seen cast at least once or have been the target of. You can memorise up to a limit of 5 1st level spells at any time. Any time you see a 1st level spells being cast, you may exchange the knowledge of that 1st level spells for one of those you already have memorised. You have an amount of 1st level spell slots equal to your half your level rounded down.
Charisma is your spellcasting ability for these spells.
- Curse of Grace
You cannot have any Ability score higher than your Dexterity score.
- Blessing of Grace
As long as you have 20 Dexterity or more, your attacks that deal piercing, slashing or bludgeoning damage are considered magical for the purposes of overcoming any Resistances.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques, such as Brightling. The archetype you choose grants you features at 3rd level and again at 7th, 9th, 13th, 15th and 17th level.
Minor Ability Score Increase
When you reach 2nd level, and again at 6th, 10th, 14th, 18th and 20th level, you can increase one ability score of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Ability Score Increase
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Brightlings are expert duellists and have elected to live in the light and not hide in the darkness. One will often find them as members of a court, either hiding their 'gift' or showing it off for all to see, depending on the environment.
Starting at 3rd level, 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.
- Bright Presence
Starting at 7th level, as an action you can cast Aid a number of times per day equal to your Charisma modifier. Charisma is your spellcasting ability for this spell.
- Dextrous Strike
Starting at 9th level, Once per round you can add your dexterity modifier to an attack roll. If the attack succeeds, you add your dexterity modifier to the damage roll as well.
Starting at 13th level, as a bonus action or a reaction, you can force up to 3 creatures within 30ft of you to make a dexterity saving throw against a DC of 18. On a fail, they are blinded until their next turn. You can use this ability a number of times per long rest equal to your proficiency modifier.
- Inspiring Skill
Starting at 15th level, the mere sight of you fighting with supreme skill is enough to inspire your allies. Whenever you enter the fray, you are considered under the effect of Beacon of Hope as long a you are engaging an enemy in combat.
- Superior Critical
Starting at 17th level, your weapon attacks score a critical hit on a roll of 18–20.
A Deathdancer moves through the battlefield untouchable, dual wielding blades and striking all around, dancing, and dealing death with shocking ease and... terrible beautiful grace.
- Glide Through the Battlefield
Starting at 3rd level, your AC increases by 1 for every enemy creature within 20ft of you. You gain the Dual-wielding feat.
- Blades like the Wind
Starting at 7th level, you gain a +2 bonus to damage rolls for every enemy within 20ft of you
- Action Surge
Starting at 9th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 13th level, as a bonus action or a reaction, you can force up to 3 creatures within 30ft of you to make a dexterity saving throw against a DC of 18. On a fail, they are stunned until their next turn. You can use this ability a number of times per long rest equal to your proficiency modifier.
- Superior Evasion
Starting at 15th level, you may decrease any damage you take by an amount equal to your dexterity modifier, a number of times per long rest equal to your proficiency modifier.
- Precise Strikes
Starting at 17th level, you can add your proficiency modifier to any Slashing, Bludgeoning or Piercing damage you deal.
Often unknown to those around them, the Shadowsong hides his gifts out of fear or out of cunning. Many Gracelings have been burned at stakes during times of ignorance for being witchlings or cursed children. Those that survive such superstitious scapegoat hunts make the shadows their own.
- Sneak Attack
Starting at 3rd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Starting at 7th level, you gain proficiency in 2 additional skills or Expertise in 2 skills you are already proficient in.
- Uncanny Dodge
Starting at 9th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Starting at 13th level, as a bonus action or a reaction, you can force up to 3 creatures within 60ft of you to make a dexterity saving throw against a DC of 18. On a fail, they take 1d12 + your dexterity modifier Slashing damage, and half as much on a successful save. You can use this ability a number of times per long rest equal to your proficiency modifier. The damage die increase to 2d12 at level 18, and 3d12 at level 20.
Starting at 15th level, you can now increase your dexterity ability score up to 24 with any ability point gain from this class.
- Divine Grace
Starting at 17th level, you now double your dexterity modifier to all dexterity skills and to dexterity Saving Throws.
Prerequisites. To qualify for multiclassing into the Graceling class, you must meet these prerequisites: Dexterity 16 or more
Proficiencies. When you multiclass into the Graceling class, you gain the following proficiencies: Acrobatics, Sleight of Hand