Halfwit (5e Class)
From D&D Wiki
- 1 Halfwit
- 1.1 The halfwit heroes
- 1.2 Creating a halfwit
- 1.3 Class Features
- 1.3.1 Table: The Halfwit
- 1.3.2 Stupidity Points
- 1.3.3 Idiotic Fighter
- 1.3.4 Ditsy Charm
- 1.3.5 Stumbling Luck
- 1.3.6 Idiotic Trope
- 1.3.7 Ability Score Change
- 1.3.8 Extra Attack
- 1.3.9 Haymaker
- 1.3.10 Flailing Strike
- 1.3.11 Infectious Stupidity
- 1.3.12 Laid Back
- 1.3.13 Infuriating Stupidity
- 1.3.14 Intelligence Black Hole
- 1.3.15 True Idiocy
- 1.3.16 Epiphany
- 1.3.17 Aneurysm
- 1.4 Meathead
- 1.5 Stoner
- 1.6 Multiclassing
Have you ever wanted to play a complete moron? Now's your chance.
The halfwit heroes
There are tales aplenty of mighty heroes strong of arm and wit, but what of those that are exceptional in ways less grand? This is a hero less for fairy tales, but instead a hero of happenstance stumbling upon greatness.
Creating a halfwit
As anyone can be a halfwit and their origins are often less than legendary, instead of focusing on how the power was obtained, focus on how it is used, and how it affected your character in their life prior to adventuring.
- Quick Build
You can make a halfwit quickly by following these suggestions. First, Intelligence should be your lowest ability score. Your highest score should be either Strength or Dexterity, depending on whether you want to focus on melee weapons or ranged weapons (or finesse weapons), followed by Constitution. Second, choose the background that fits your character the best. Bear in mind that having a low Intelligence score is imperative, as most features require a negative Intelligence modifier to be effective.
As a Halfwit you gain the following class features.
- Hit Points
Armor: All armor
Weapons: Simple weapons, one martial weapon of your choice
Saving Throws: Constitution, Charisma.
Skills: Choose any two skills that aren't related to either Intelligence or Wisdom.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) fine clothes or (b) common clothes
- (a) greatclub or (b) dagger
- (a) leather armor or (b) chain mail
- (a) 2x ale or (b) 2x brandy
|1st||+2||1||Idiotic fighter, ditsy charm.|
|4th||+2||3||Ability Score Improvement, Ability Score Change|
|5th||+3||3||Extra Attack, Haymaker|
|8th||+3||5||Ability Score Improvement, Ability Score Change|
|12th||+4||7||Ability Score Improvement, Ability Score Change|
|14th||+5||8||Intelligence Black Hole|
|16th||+5||9||Ability Score Improvement, Ability Score Change|
|19th||+6||15||Ability Score Improvement, Epiphany|
Through intense ineptitude, you have gained the power to channel your stupidity into an ability, allowing it to be empowered. You can spend 1 stupidity point to subtract your Intelligence modifier from an ability check or saving throw that does not apply it. Stupidity points are regained upon finishing a short or long rest.
No one can predict the actions of someone who doesn't even know themselves. You can subtract your Intelligence modifier from the damage rolls of your weapon attacks.
Those of a nice disposition will often see your antics endearing or amusing. Whenever you fail a Charisma check against a creature, depending on the personality of that creature (DM's discretion), that creature must make a Wisdom saving throw. The DC for the saving throw is equal to 8 + your proficiency bonus - your Intelligence modifier. On a failed save, that creature is charmed by you for the next minute or until you do anything harmful to it.
Starting from 2nd level, you tend to find things of incredible use entirely by accident while wandering aimlessly. Ability checks you make to find hidden items and mechanisms have advantage; however, whenever you find a trap or mechanism this way, it is automatically activated. You can spend 1 stupidity point to avoid activating it.
Upon reaching 3rd level, your idiocy reaches unprecedented levels, allowing you to choose an Idiotic Trope to embody. Choose Meathead or Stoner, both detailed at the end of the class description.
Ability Score Change
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can alter your ability scores; you may do so by increasing one ability score of your choice by 2, or increasing two ability scores of your choice by 1. However, you also have the options of increasing one ability score by 1 and decreasing another ability score by 1, decreasing one ability score by 2, or decreasing two ability scores by 1. As normal, you can't increase an ability score above 20 using this feature, but nor can you decrease an ability score below 4.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you learn that by exposing your body and winding up your attacks, you can deliver powerful hits at the cost of safety. Before making an attack roll, you can spend 1 stupidity point to add your Intelligence modifier to your armor class and subtract twice that amount from the attack's damage roll. The change to your armor class lasts until the start of your next turn.
At 7th level, by uncontrollably flailing your limbs, you have learned to become harder to hit. When you make your first attack for your turn, you can spend 1 stupidity point to add your Intelligence modifier to all damage rolls you make this turn and subtract the same amount from your armor class until the start of your next turn. You cannot use this feature and the Haymaker feature within the same turn.
Starting at 10th level, as if absorbing your idiocy via osmosis, magic itself seems to fail around you. When a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to spend 1 stupidity point and force that creature to use your Intelligence modifier in place of its spellcasting ability modifier for that spell (This affects any save DCs or spell attack rolls that that spell may involve).
By 11th level, you have become so incredibly inept that you are no longer even capable of being scared or manipulated properly. You have advantage on saving throws against being frightened or charmed.
At 13th level, you have reached a point beyond irritating: your antics are now capable of whipping enemies into a frenzy. Whenever you miss with an attack roll against an enemy, the next attack they make against a creature other than you before the end of your next turn has disadvantage.
Intelligence Black Hole
Starting at 14th level, your head is so empty it now actually functions as a vacuum. You can use your bonus action to spend 2 stupidity points and choose a creature you can see within 60 feet of you. Until the end of your next turn, that creature adds your Intelligence modifier to every d20 roll it makes.
At 17th level, you gain the ability to truly empty your mind. You can use your action to treat your Intelligence score as 0, without incurring any negative effects beyond changing your Intelligence modifier, for the next 10 minutes. When you use this feature, you must finish a long rest before you can use it again.
At 19th level, your foolishness knows no bounds, and nor does its potential. You can use your action to instantly regain all expended stupidity points; you can also use your reaction to regain them when you are reduced to 0 hit points. Either way, once you have used this feature, you must finish a long rest before you can do so again.
Upon reaching 20th level, when you use your Intelligence Black Hole Feature, you can spend any number of stupidity points for it (including 1), and choose that many creatures. You do not need to be able to see those creatures, but you must have seen them within the last minute. For the next minute, each of those creatures adds your Intelligence modifier to every d20 roll it makes.
Who ever said idiots can't be useful? A Meathead serves as the brawn to a smarter persons' brains, and often doubles as their bodyguard.
Starting when you choose this Trope at 3rd level, you gain the ability to imprint on another creature. Whenever you finish a long rest, choose a creature you expect to see again within the next 24 hours. Until the next time you finish a long rest, you imprint on that creature. Whenever you grant cover to that creature, you grant three-quarters cover instead of half cover. In addition to this, whenever that creature is targeted by an attack while you are within 5 feet of it, you can use your reaction to spend 1 stupidity point and force that attack to target you instead.
- Boss's Orders
At 6th level, you gain a greater understanding of the relationship between you and the creatures you decide to imprint on. A creature you are imprinting on can use its bonus action to speak a brief, one-sentence command to you. Provided that you can understand the command, it is not something obviously harmful to you, and it is something you can physically do, you must make a Wisdom saving throw. The DC for the save is equal to 8 + your proficiency bonus - your Intelligence modifier, and you may choose to fail the save. On a failed save, you must follow the command to the best of your ability on your next turn. You have advantage on ability checks and attack rolls you make in order to follow such commands. Once an imprinted creature has used this feature, that creature must wait until the next time you finish a short or long rest before it can do so again.
Starting at 9th level, whenever you finish a long rest, you can imprint on a number of creatures up to 0 - your Intelligence modifier (minimum 1).
- Unwitting Accomplice
Upon reaching 12th level, whenever you use the Help action, the creature you are helping can choose to subtract your Intelligence modifier from the roll that you are helping them with.
By 15th level, you have taken enough hits for other people that seeing someone else take one drives you into a blind fury. You have advantage on attack rolls against any creature that you have seen damage a creature you are imprinting on.
- Unparalleled Protector
At 18th level, whenever a creature you are imprinting on is targeted by an attack from which you are not granting it cover, you can use your reaction to spend 2 stupidity points and immediately move up to your speed towards that creature. If this movement brings you within 5 feet of that creature, you may force that attack to target you instead.
Halfwits don't always come by their stupidity naturally; some augment themselves with unique drugs to decrease their intellect. This has the side effect of making them marginally less useless when their nervous system is being compromised.
Starting from 3rd level when you choose this Trope, whenever you finish a long rest, you produce a number of drugs equal to your proficiency bonus, regardless of your equipment or environment.
These drugs weigh half a pound each, and a creature consumes them by using an action to eat them. When a creature does, it must make a DC 12 Constitution saving throw; it can choose to fail this save. On a failed save, the creature is poisoned for the next hour, and while poisoned this way, its Intelligence score is reduced by 1d4. This effect cannot reduce a creature's Intelligence score below 0. A drug loses this effect 24 hours after it is produced. Eating one of these drugs while already poisoned by one does not extend the duration, but does reduce that creature's Intelligence score by another 1d4.
- Partial Immunity
At 3rd level, your fondness for, well, eating poison, has caused your nervous system to stop being surprised by pretty much anything. Being poisoned does not impose disadvantage on your attack rolls.
- Good Stuff
Upon reaching 6th level, you somehow learn to unlock magical effects from inexplicable ingredients. When you gain this feature, choose two of the below effects; whenever you create a drug, you can choose one of those effects to add to the effects of that drug.
Comprehend the Cosmos. While poisoned by this drug, a creature gains the effects of the detect magic spell.
Run the Land. While poisoned by this drug, a creature gains the effects of the expeditious retreat spell.
Be One with Nature. While poisoned by this drug, a creature gains the effects of the speak with animals spell.
Walk in Peace. When a creature becomes poisoned by this drug, it gains the effects of the sanctuary spell. The save DC for this effect is equal to 8 + your proficiency bonus, and the effect lasts until that creature is no longer poisoned by this drug or it makes an attack or casts a spell that affects an enemy creature.
- Speed Roller
By 9th level, you have made these drugs so many times you could do it in your sleep; or rather, while awake. Immediately after you regain your stupidity points by finishing a short rest, you can spend up to a number of stupidity points equal to your proficiency bonus to create that many drugs.
- At Peace with Poisons
By 9th level, you have eaten these drugs so many times that your nervous system just doesn't care any more. Being poisoned does not impose disadvantage on your ability checks.
- High Friends in Low Places
Starting at 12th level, any creature besides you who is poisoned by one of your drugs is charmed by you and can understand you and be understood by you, even if you don't share a language with it.
- Really Good Stuff
At 15th level, choose one of the effects from the Good Stuff feature you had not already picked. Whenever you create a drug, you may add that effect to it, even if it already has another effect from the same feature.
- Prophet of the Good Times
By 18th level, you have become so adept at the creation of drugs and the preaching of idiocy that people now tend to see things your way. While poisoned by one of your drugs, you gain the effects of the tongues spell, are considered proficient in the Deception, Intimidation, and Persuasion skills, and add double your proficiency bonus to checks involving those skills instead of your normal proficiency bonus.
Prerequisites. To qualify for multiclassing into the halfwit class, you must meet these prerequisites: Intelligence 9 or lower.
Proficiencies. When you multiclass into the Halfwit class, you gain the following proficiencies: Light armor, medium armor, simple weapons, one martial weapon of your choice.