Hitchhiker (Hitchhiker's guide to the galaxy) (5e Class)
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A hitchhiker needs nothing but his towel, a towel has immense psychological value.For some reason, if discovered the person that discovers you will automatically assume that you are also in possession of a weapon,rations,a torch, a portable tent etc.Furthermore they will then happily lend you any of these or a dozen other items you might accidentally have "lost".
- 1 Creating a Hitchhiker
- 2 Class Features
- 2.1 Table: The Hitchhiker
- 2.2 Towels
- 2.3 Cotton Slots
- 2.4 Borrowing
- 2.5 Boosted Towel
- 2.6 Piercing Towel Strike
- 2.7 Towel Hardening
- 2.8 Travel Option
- 2.9 Ability Score Increase
- 2.10 Vicious Food
- 2.11 Experienced Hitchhiker
- 2.12 Food Sharpening
- 2.13 Towel Sling
- 2.14 Elemental Towels
- 2.15 Marvin the Robot
- 2.16 INFINITE TOWELS
- 3 Towel Master
- 4 Cotton Connoisseur
- 5 The Wanderer
Creating a Hitchhiker
- Quick Build
You can make a Hitchhiker quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose Towel, Long Towel and Explorer's kit.
As a Hitchhiker you gain the following class features.
- Hit Points
Armor: Leather/Studded Leather.
Weapons: Towel, Long Towel, Dagger, Dart, Scimitar, Shortsword
Tools: Navigator's Tools
Saving Throws: Charisma and Dex
Skills: Persuasion, Deception, Insight.
You start with the following equipment, in addition to the equipment granted by your background:
- Long Towel
- (a) Explorer's pack, or (b) Dungeoneer's pack.
- (a) An Empty Copy Of Hitchhiker's guide to DnD (Because your character is writing it.) or (b) Nothing
- (a) One instrument of your choice or (b) Navigator's Tools
- If you are using starting wealth, you have 4d4x10gp in funds.
|1st||+2||2||Boosted Towel, Borrowing|
|2nd||+2||4||Piercing Towel Strike, Towel Hardening|
|4th||+2||8||Ability Score Improvement, Magic Towel, Vicious Vegetables|
|5th||+3||10||Experienced Hitchhiker, Travel Option Feature|
|8th||+3||16||Ability Score Improvement, Travel Option Feature|
|11th||+4||22||Travel Option Feature|
|12th||+4||24||Ability Score Improvement|
|14th||+5||28||Marvin the Robot|
|15th||+5||30||Travel Option Feature|
|16th||+5||32||Ability Score Improvement|
|18th||+6||36||Travel Option Feature|
|19th||+6||38||Ability Score Improvement|
|20th||+6||40||INFINITE TOWELS, Travel Option Feature|
You use a cotton towel (your choice of colour) to attack enemies and use for solutions. Has the light and finesse property.
Towel Smack: You whip an enemy with a towel and deal 1d8 + Dex modifier bludgeoning damage. This increases to 2d8 at 5th level, 3d8 at 9th level, 4d8 at 13th level and 5d8 at 17th level.
Towel Throw: You can throw your towel up to 30 ft and the towel will cover an area of a 10x10ft square. When in that area, any creature that enters it has their speed halved and they must make a Dex saving throw equal to your DC or be knocked prone. Smaller creatures suffer disadvantage or the throw. The DC increases by 2 at 10th level and again at 15th.
You use a long cotton towel (your choice of colour) to stay out of reach from other enemies and at the same time be able to hit them. Has a reach of 5ft and the finesse property.
Long Towel Smack: You whip an enemy with this towel and deal 1d6 + Dex modifier bludgeoning damage. This increases to 2d6 at 5th level, 3d6 at 9th level, 4d6 at 13th level and 5d6 at 17th level.
Towel Wrap: You can use your towel to restrain a creature. Roll an opposed Strength check. If the creature fails, they are restrained. If the creature succeeds, they aren't affected. While restrained, the creature takes 1d4 bludgeoning damage (increases along with your Long Towel Smack, eg at lvl 5, you deal 2d4 damage) and depending on where you wrap the towel, the creature can also be blinded, deafened or unable to speak. The restrained creature can attempt to break free with a Strength saving throw equal to you DC on it's turn but at disadvantage. If you release the towel, the creature automatically breaks free.
Because you're a Hitchhiker, you use the power of your towel to enhance your abilities with Cotton Slots. You have Cotton Slots equal to double you Hitchhiker level. You regain all your Cotton Slots after a long rest and 2d4 Cotton Slots every short rest. This increases to 2d6 at 6th level, 2d8 at 8th level, 2d10 at 10th level, 2d12 at 12th level, 4d8 at 16th level and 4d10 at 20th level.
As a Hitchhiker, (as long as you have your towel) you can borrow things be it: Weapons, Armour, Rations etc.If you beat the person your asking in a Charisma roll (or if they just let you borrow it) you successfully borrow that item ,but borrow means you have to give it back. The amount of days you can borrow it for is the same as your current level. If you borrow it for longer you take 1d8 Psychic damage every hour because of your guilty conscience. If you break the limit for more than 8 hours, you gain 1 level of exhaustion. You can only lose the exhaustion level by giving back what you borrowed.
At 1st level, you can use 2 Cotton Slots and an action to boost your next towel hit by 1d12 bludgeoning damage. This feature can stack up to 3 times per action and you cannot use this feature again if the limit is reached until you attack with the boosted towel. The limit increases by 1 at 5th level and again at 9th, 12th, 15th and 20th level
Piercing Towel Strike
Starting at 2nd level, you can use 3 cotton slots to deal 2d6 extra bludgeoning damage with your towel if the AC of the enemy is less than yours. This increases to 3d6 at 5th level, 4d6 at 11th level and 5d6 at 17th level.
At 2nd level, you can use 4 Cotton Slots to increase your AC by you Charisma modifier for up to 1 minute.
At 3rd level, you choose a Hitchhiker Travel Option. Choose between The Towel Master, The Cotton Connoisseur or The Wanderer.
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.
Food is now a usable weapon (at your DM's discretion)ask your DM about damage because your DM might have preferences on the damage to be done. After attacking with the chosen food more than 10 times, it is destroyed and you have to find a new food item to use. The amount of times you can attack with one food item increases to 14 at6th level, 18 at 10th level, 24 at 16th level and 30 at 20th level.
At 5th level, you have learned how to be an adept Hitchhiker and gain expertise in 2 Charisma skills of your choice.
At 7th level, if you sharpen your food right, you can improve the food's damage by one die of the damage that it deals at the cost of an action and a Performance check. On a successful DC 14 you successfully sharpen the food. If you attempt to sharpen it again, the DC increases by 3 every time you do. You can keep sharpening until you fail. If you fail, you can no longer sharpen the food. The sharpened food will no longer be sharp after 10 minutes.
You get the ability to use your towel as a ranged weapon. You can now use it to propel small objects at enemies that weigh less than 4lb, or 8lb if you sling with a long towel, at enemies for the normal damage of that item up to 40ft/70ft.
At 9th level, for 7 cotton slots you can enchant your towel as an action with an element of your choice for up to a minute. This includes Acid, Cold, Fire, Force, Lightning, Poison and Thunder.
Marvin the Robot
At 14th level, you can call Marvin the Robot for 12 Cotton Slots. Marvin will have a separate turn with an initiative equal to your Charisma modifier and counts as a construct with a movement speed of 20ft. Marvin has an AC of 17 and hitpoints equal to half your hitpoints plus you Hitchhiker level. Marvin has no attacks apart from a constant 10ft sphere which affects all creatures including you. All creatures must make a Charisma saving throw equal to your Hitchhicker Save DC upon entering it or if they start their turn there. If they fail, they will lose the will to attack and start to sulk for 1 round. Marvin will last for 10 minutes or until he is destroyed. You can use this feature once per long rest.
No longer are you limited to your two towels you have a NEVER ENDING SUPPLY go CRAZY do literally anything you want (that's towel related of course and as always, at your DM's discretion).
- Health Boost
As a master of the towel you now get 1d10 per Hitchhiker level and at higher levels 1d10 + You Charisma modifier.
- No magic for you
As a towel master you prefer the melee part of a weaponized towel and lose magic but you gain an extra 1d6 this increases to 1d8 at level 6 and it increases to 1d10 at level 10 and again to 1d10+3 at level 15 and finally 1d12+5 at level 20 piercing damage on attacks.
- Enhance Towelament
At 8th level your towel activates its ultimate mode (make it with your DM but once made cannot be changed) and does increased damage/range (your choice).
- Water Immunity
At 15th level you become immune/resistant (your DM's choice) to all spells and weapons that use water as an element.
- Quality is better then quantity
You get 1d8 per Hitchhiker level + Your Charisma modifier at higher levels.
- Quality is better then quantity
As a Cotton Connoisseur you know that high quality towels are the way to go and because of this when in contact with a high-quality towel (your DM chooses whether your starting towel is high-quality) you gain the following benefits: +3 to your Charisma Stat and +2 to you Dexterity Stat
- Looking Incredible
At 5th level, you can start wearing towels as Armour giving you AC 8 + your Charisma Modifier + your Dexterity Modifier (If your modifiers changes so does your Armour class).
- A true beauty
At 12th level you can make LEGENDARY towels that grant the following effects: When in contact with it gain +5 to your Charisma stat and +4 to your dexterity stat.
<!;Can I borrow that? As a wanderer, people can tell you change places alot and don't expect you to give back borrowed items straight away
- Just that little bit faster.
At 5th level, your movement speed is increased by 15 feet.
At 12th level,