Grandcaster, Variant (5e Class)

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Grand Caster[edit]

Brought back through ancient magical artifacts or beings of immense power, the casters of old bring their legend back to life. Their existence is quite different, as they do not originate from their history, but of the legend they garnered.

Creating a Grand Caster[edit]

Quick Build

You can make a Grand Caster quickly by following these suggestions. First, Intelligence should be your highest ability score followed by dexterity.

Class Features

As a Grand Caster you gain the following class features.

Hit Points

Hit Dice: 1d6 per Grand Caster level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Grand Caster level after 1st

Proficiencies

Armor: Light armor
Weapons: simple
Tools: A set of tools of your choice
Saving Throws: Intelligence, Wisdom and Charisma
Skills: choose 4 from intelligence skills

Equipment

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

  • (a) two simple melee weapons or (b) one simple melee weapon and Light Crossbow
  • studded leather armor
  • A set of tools of your choice
  • (a) diplomat's pack or (b) dungeoneer's pack or (c) explorer's pack
  • Spellbook

Table: The Grand Caster

Level Proficiency
Bonus
Cantrips Known Spells Known Features Spell Slots Spell Slot Level
1st +2 3 3 Cantrips, Spellcasting, Spellbook, Learning Spells of 1st Level and Higher, Spell Slots 2 1
2nd +2 3 4 Observant 2 1
3rd +2 3 5 Smart Versatility, Arcane Mastery 3 2
4th +2 4 6 Ability Score Improvement, Ability Score Improvement 4 2
5th +3 4 7 5 3
6th +3 4 8 Ability Score Improvement, Arcane Mastery 6 3
7th +3 4 9 High Speed Casting 7 4
8th +3 5 10 Ability Score Improvement 8 4
9th +4 5 10 Rule Breaker 9 5
10th +4 5 11 Refining the Basics, Arcane Mastery 10 5
11th +4 5 11 Magic Resistance 10 5
12th +4 6 12 Ability Score Improvement 11 5
13th +5 6 12 Spirit of Knowledge(2) 11 6
14th +5 6 13 Talented Caster Feature 12 6
15th +5 6 13 Magical Knowledge 12 7
16th +5 6 14 Ability Score Improvement, Arcane Mastery 13 7
17th +6 7 14 Counter Casting 13 8
18th +6 7 15 Collector Feature, Arcane Mastery 14 8
19th +6 7 15 Ability Score Improvement 14 9
20th +6 7 16 Ultimate Caster Feature 15 9

Cantrips[edit]

As a Grand Caster you have access to all Cantrips but can only know up to what your level dictates. Intelligence is your spell-casting modifier.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + Intelligence modifier

Spellcasting[edit]

At 1st level, you immediately gain the spellcasting ability of all types of classes, because of this you can learn spells from all spell list. You also ignore the spells material requirements.

Spellbook[edit]

At 1st level, you have a spellbook containing six 1st-level spells of your choice from any class. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.

Learning Spells of 1st Level and Higher[edit]

Each time you put a level in Grandcaster, you can add two spells of your choice to your spellbook. Each of these spells must be of a level for which you have spell slots, as shown on the Grandcaster table. On your adventures, you might find other spells that you can add to your spellbook, in order to do so you must have either seen it or read it in another book. The time it takes to add a spell to your spellbook is based on the level it is, 30minutes per spell level, this time gets halved every 2 levels you put into Grandcaster.

Spell Slots[edit]

The Grandcaster table shows how many spell slots you have to cast your spells of 1st through 9th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Observant[edit]

At 2nd level, you gain proficiency and advantage on perception and investigation checks.

Arcane Mastery[edit]

At 2nd level, you choose an Arcane Mastery from the list of available Masteries, you may choose to focus in one of the many types of magic available to you, or be a wild card and not master any specific, but be amazing at them all. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Smart Versatility[edit]

At 3rd level, you add double your Intelligence modifier to your Armor Class, your hit points per level, your attack and damage rolls, and the Difficulty Class of your character spells.

You can choose 2 intelligence skills and a tool and double the attribute bonus on them.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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.

Arcane Mastery[edit]

At 6th level, you gain the feature stated by your subclass below.

High Speed Casting[edit]

At 7th level, you gain the ability to cast twice as many spells per turn as part of the same action (or bonus action).

Rule Breaker[edit]

At 9th level, You have been able to break past your limits. You gain +2 to your Intelligence, Wisdom and Charisma , your maximum Intelligence, Wisdom and Charisma increases by 4 (ex. 20 maximum becomes 24 maximum, no longer limited to 20.) Other magical means may possibly increase this maximum further.

Spirit of Knowledge[edit]

When you reach 9th level, if you fail a saving throw you can choose to succeed once, regaining all uses at the end of a long rest. At level 13, your maximum number of charges increases to 2.

Arcane Mastery[edit]

At 10th level, you gain the feature stated by your subclass below.

Refining the Basics[edit]

Starting 10th level, your cantrips deal an additional 1d10 damage if they deal damage.

This damage increases by an additional 1d10 damage at level 18.

Magic Resistance[edit]

At 12th level, you gain the ultimate magic defense. You gain advantage on all Saving Throws against magic and you get to roll 3 times for that advantage.

Arcane Mastery[edit]

At 14th level, you gain the feature stated by your subclass below.

Magical Knowledge[edit]

At 15th level, you have seen so many spells throughout your life you can name and describe every spell you see. You are capable of adding spells to your spell book even just hearing the name of the spell so long its within your spell slot levels.

Counter Casting[edit]

At 17th level, you have been in so many dangerous situations you only thought now, that you can protect yourself with a spell. Whenever you are attacked, you may use your reaction to cast a spell at the attack, if its a spell your attacking you must make a ranged attack roll against their spell save DC, if its an attacker, you make a ranged attack roll against their AC.

Collector[edit]

At 18th level, you have immense skill at finding rare things. When searching if you find a magical item make a investigation check against a DC the DM creates if you pass you find a extra magic item. The DM then rolls a percentile die to determine the rarity of the item using the following chart.

1= artifact, 2= legendary, 3-5= very rare, 6-9= rare, 10-14= uncommon, 15-20= common.

Arcane Mastery[edit]

At 18th level, you gain the feature stated by your subclass below.

Ultimate Caster[edit]

At 20th level you are able to improve your spells and use each of the effects below once a day.

•You can ignore any limitations your magic has for maximum effect.

•You can ignore the dice roll and choose the maximum result (or minimum in the case of a saving throw against DC).

Arcane Mastery Subclasses[edit]

While you have the power of all types of magic, you can choose to either focus in one type of magic and be a master at it, or be amazing at all types of magic.

Master of Artifice[edit]

While you love magic, you just find technological advancement and creation so amazing you decide to focus on it.

Tools? Who needs them?[edit]

At 2nd level you decide you don’t need tools, that all you need is in your hand, your spell book. So long your spell book is within reading distance you are capable of using any feature gained within this subclass without the use of tools.

Artifice over all[edit]

At 2nd level you gain 2 cantrips from the artificer class, and 1 additional spell in the artificer class, you gain 1 more artificer spell on levels 6th, 10th, 14th 18th.

Creative Mind[edit]

At 6th level, your interest in how things function becomes more fluidic with your mind, showing your love for creation. You are capable of building just about anything just by thinking of it, however it will take time, and materials.

Discuss with the DM what you want to build and how it would function, though if its a creature it should not be anything more than half your level in CR (Example: at level 6 your max CR rating for your creature creation is 3). You can only control creatures equal to your proficiency bonus.

Weaponization[edit]

At 6th level, you choose what it means for a weapon to be a weapon, as such you are capable of weaponizing anything you want from a sword hilt to a stick, of course discuss with your DM what it is, what it requires and what it does.

Fix-it-yourself[edit]

At 10th level, you can fix just about anything as if it was brand new. For every rank of rarity of the item you're trying to fix, it will cost that many spell slots (common 1, uncommon 2, rare 3, very rare 4, legendary 5, artifact 6).

Self-Improvement[edit]

At 14th level, you believe that your flesh is worthless, and that you can improve your body by making yourself into a living weapon. You are capable of making mechanical grafts to your body.

I suggest talking to your DM about what your grafts do and how they affect you, but they must also have a negative effect because you are changing a part of your body this with (example: you replace your left eye for a mechanical one, it grants true sight but you have disadvantage in perception and it requires time to recharge power via spell slots).

You can only modify body parts based on your intelligence mod.

Magical crafter[edit]

At 18th level, you understand everything about magical items, especially how to make them and how to clone them. When you have a magical item, over a short rest or the cost of spell slots based on the Fix-it-yourself formula for its rarity, you can properly clone it, this is however a form of concentration, so if it breaks you have to restart and your spell slots are still consumed

Master of Song[edit]

While learning about magic, you heard a person singing a song that made healed a persons broken leg, letting him walk once more, you than realize that music can be magical.

Musical Talent[edit]

At 2nd level you gain proficiency in one instrument of your choice, you may cast spells with this instrument and when you do its in the shape of a musical note based on the type of spell it was, choose what note is what school of magic when picking this class but these can not be changed.

Magic within the Music[edit]

At 2nd level, you gain 2 cantrips from the bard class, and 1 additional spell in the bard class, you gain 1 more bard spell on levels 6th, 10th, 14th 18th.

Musical empowerment[edit]

At 6th level, add your charisma mod to your spell casting mod and spell DC.

Genre[edit]

At 10th level, you find out that every song has its own genre, as such you go into these “stances” that manipulate how you play music. At the start of combat before initiative you select one of the following genres, and can only change them at the cost of your action:

•Jazz If the spell your casting has more than one dice rolled, you can choose to multiply the amount of targets that spell casts, but you split apart that many dice rolled (example, a spell with 3d8 can target 3 targets with 1d8 for each target, if there is an even amount of targets, you can chose to have 2d8 on one and 1d8 on another).

•Blues If the spell you are casting has additional effects, the effects last an additional 1 turn + 1 more per spell slot used to modify the spell, you can use up to a max of 3 spell additional spell slots to extend the duration to 4 additional turns.

•Classical If the spell you cast does no damage, add xd4 damage +spell mod to everyone affected by the spell, where X is the level of the spell.

•Funk If the spell you cast causes damage, you can choose the spit the type of damage your spell does based on the number of dice the spell has, you can also use additional spell slots to increase the damage types, 1 per additional damage type (for example a spell with 2d10 can do fire and lightning damage as 1d10 fire and 1d10 lightning)

•Rock If the spell you are casting deals damage, once every two turns you can make it so it ignores all resistances, immunities and absorptions but does not turn it into a vulnerability.

Ear Piercing Soundwaves[edit]

At 14th level, you realize that even when you mess up your song, it can still hurt people, which for you in this case is a good thing, whenever you fail a non damaging bard spell, you can roll xd10, where X is your charisma mod, to deal thunder damage to everyone around you. You can only do this once every 5 turns unless you pay 3 spell slots.

Bardic Empowerment[edit]

At 18th level you finally master your instrumental skills and learn to cast spells with ease.

•Your genre spell empowerments cost a quarter of the normal cost rounding up.

•Your Buff and Debuff Spells last double their normal duration.

•When you cast spells with your instrument, you may add an additional 2d8 thunder damage to the target when it hits.

Master of the Blessed[edit]

Your deep connection to religion has become one of your primary focuses in life, doing your very best to both help the innocent, and show people the way of your god.

Religious teachings[edit]

At 2nd level, you gain 2 cantrips from the Cleric class, and 1 additional spell in the Cleric class, you gain 1 more Cleric spell on levels 6th, 10th, 14th 18th.

Holy light[edit]

At 2nd level, your buffing spells heal xd4, where X is your half proficiency bonus rounded down. You can also cast spells with a holy symbol, and the spell damage changes to radiant.

Pacifism[edit]

At 6th level, your connection to your religion and your god becomes stronger. Whenever you are given the chance to, you can attempt to pacify an enemy, discuss with the DM about the DC but it should be determined based on how much they should trust you.

The teachings of your god[edit]

At 10th level, you become a voice for your god, and want to help show people the way of said god. Your healing effects and radiant damage increase by one dice amount and upgrade to the next dice level.

Also you are capable of teaching people a one use protection from good and evil spells.

Equalism of god[edit]

At 14th level, your god shows you that you have only been looking at him as a good god, but not a just and equal god, you may spread the word of god, but you also show them god's wrath when needed. You melee weapon attacks now deal an additional 2d8 radiant damage.

One with god[edit]

At 18th level your connection with god is so dedicated and grand, he has decided to give you blessings. Choose 3 blessings, talk to your dm about this.

Multiclassing[edit]

Prerequisites.

To qualify for multiclassing into the Grand Caster class, you must meet these prerequisites: Intelligence 14, Wisdom 14, Charisma 14

Proficiencies.

When you multiclass into the Grand Caster class, you gain the following proficiencies: choose 2 from intelligence skills

3.00
(3 votes)

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