Just a Man (5e Class)
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<!-Introduction Leader->[edit]
Creating a[edit]
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Just a Man you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Just a Man level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Just a Man level after 1st
- Proficiencies
Armor: Light Armor and Shields
Weapons: Improvised weapons and Daggers
Tools: Land Vehicles or Water Vehicles at your choice.
Saving Throws: Charisma, Constitution
Skills: You have proficiency with 3 skills of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Normal Guy | Known Craftman's Tricks |
---|---|---|---|---|
1st | +2 | One Man's Speciality, Lucky Stroke, Annoying Presence | 1d4 | - |
2nd | +2 | The Craftsman's Genius | 1d4 | 2 |
3rd | +2 | An Ordinary Life | 1d4 | 2 |
4th | +2 | Ability Score Improvement | 1d4 | 3 |
5th | +3 | — | 1d4 | 3 |
6th | +3 | — | 1d6 | 3 |
7th | +3 | — | 1d6 | 4 |
8th | +3 | Ability Score Improvement | 1d6 | 4 |
9th | +4 | — | 1d6 | 4 |
10th | +4 | — | 1d6 | 5 |
11th | +4 | — | 1d8 | 5 |
12th | +4 | Ability Score Improvement | 1d8 | 5 |
13th | +5 | — | 1d8 | 6 |
14th | +5 | — | 1d8 | 6 |
15th | +5 | — | 1d8 | 6 |
16th | +5 | Ability Score Improvement | 1d10 | 7 |
17th | +6 | — | 1d10 | 7 |
18th | +6 | — | 1d10 | 7 |
19th | +6 | Ability Score Improvement | 1d10 | 8 |
20th | +6 | — | 1d10 | 8 |
What is this class supuse to do[edit]
Just a Man needs some Luck to survive. Just a Man usually have low profile, to a point that even magic can miss it. Just a Man usually know a lot about some particular field, which make him perfect for some reliable work. Just a Man can inflict psyquic damage to their foes by just existing. It's painfully unpleasant to be defeated by an extra. In some cases Just a Man is guided by a divine force out of their curiosity for the living. (Subclass) In some cases Just a Man is Just that Lucky. Unbelieveable levels of luck. (Subclass) Finally Just a Man is particularly good at holding beatings. (Subclass)
Feature of level 2: The Craftsman's Genius (You know X Homemade fixes and you can use them as long as you have the right tool and you are proficient with it: Like how to create an explosive concoction, create a glass gem that looks like a diamond, untie a rope even if you are the one tied, ungrade clothes to make them resistant to fire or cold ambients, lacate weak spots in a wall, floor or door...)
One Man's Speciality[edit]
At 1st level, as a Just a Man, you provide a competent service—either to your hometown or on an itinerant basis wherever you go. Choose one of the following specialties that best represents what you do for a living. You gain proficiency with the tools chosen from that speciality, and you add one of each to your inventory. Finally, whenever you make a skill check using those tools, if the d20 roll is a 4 or less, you can treat it as a 5.
At 9th level, you gain Expertise with the tools granted by your chosen speciality.
- Wood Worker
You gain proficiency with Carpenter's Tools and Woodcarver's Tools.
- Map Maker
You gain proficiency with Navigator's Tools and Cartographer Tools.
- Alchemy Sage
You gain proficiency with Alchemist's Supplies and Herbalism's Kit.
- Food-versed
You gain proficiency with Cook's Utensils and Brewer's Supplies.
- Metal Worker
You gain proficiency with Smith's Tools and Tinker's Tools.
- Leather Worker
You gain proficiency with Cobbler's Tools and Leatherworker's Tools.
- Thread Worker
You gain proficiency with Weaver's Tools and Disguise's Kit.
- Gambler
You gain proficiency with 2 Gaming Sets of your choice, you can raplace one of them with Forgery Kit.
- Artist
You gain proficiency with 2 Instruments of your choice, you can raplace one of them with pinter's supplies.
Lucky Stroke[edit]
Whenever you or a creature you can see make an skill check, saving throw or attack roll, or a creature makes an attack roll against you, you may roll your Normal Guy die and add or subtract the result from that roll. You must decide after rolling but before knowing the outcome. You can use this feature a number of times equal to twice your proficiency bonus.
Annoying Presence[edit]
At level 1, Just a Man is not capacitated to deal with major threats, and any of your foes knows this well, and so. Your presence deeply bothers them. On each round, the first time a creature misses an attack against you or you hit an attack against a creature, that creature is dealt 1d4 additional psychic damage. This die changes as you gain Just a Man levels, as shown in the Normal Guy column of the Just a Man table.
The Craftsman's Genius[edit]
At 2nd level, the time you have spended devoted to your work shows off. You have learn some tricks by your self or from other working pals. You initially know 2 Craftman's Tricks, and you learn more as you get levels in this class. Most of the Craftman's Tricks require you to have a Component Pouch (25 GP) with you and the appropiate tools. You can only learn a Craftman's Trick if you meet its prerequisites.
Also, add 1 Component Pouch to your inventory. When you use a Craftman's Trick that require you to have a Component Pouch, you use a charge of one Component Pouch. Each Component Pouch can be used this way up to 10 times. Once you consume the last use, it becomes a simple Pouch. You can invest 1 hour searching for materials providing you can move freely around a wide area, whatever it is a palace, a village or a forest... to refill your Normal Guy Die uses from your Component Pouches(Maximum of 10 each one). You can do so as part of a long rest.
Like how to create an explosive concoction, create a glass gem that looks like a diamond, untie a rope even if you are the one tied, ungrade clothes to make them resistant to fire or cold ambients, lacate weak spots in a wall, floor or door...
<!-Class Feature->[edit]
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An Ordinary Life[edit]
At 3rd level, you chose an Ordinary Life. Choose between Tough Guy, Lucky Guy or Favorite Guy, all detailed at the end of the class description. Your choice grants you features at level 3 and again at 5th, 8th, 12th and 15th level.
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.
<!-Class Feature->[edit]
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Craftman's Tricks[edit]
- Armor Patches
Tools: Those provided by the required Specialities
Prerequisite: Leather Worker or Metal Worker
Target: A suit of Armor
You can invest 1 minute using the proper tools and one use of a Components Pouch to improve an armor. One Armor can not be affected by more than one Armor Patches at the same time. Armor Patches give a bonus to the AC provided by that armor equal to half your proficiency bonus(rounded down). The next time the bearer of the armor is hit by an attack you roll your Normal Guy die and substract the result to the damage inflicted by that attack. The patches are then destroyed, and the AC bonus is lost.
- Soften friction
Tools: Those provided by the required Specialities
Prerequisite: Leather Worker or Metal Worker
Target: A suit of Armor
You can invest 1 minute using the proper tools and one use of a Components Pouch to reduce noise and friction in a suit of armor. For the next 24 hours, that armor does not impose disadvantage on Stealth checks, if it normally would.
- Sharpen Edge
Tools: Those provided by the required Speciality
Prerequisite: Metal Worker
Target: A weapon capable of doing Slashing or Piercing damage
You can invest 1 minute using the proper tools to sharpen the edges of a weapon. Whenever a creature hit an attack with a weapon you have sharpened, they may add your Normal Guy die to the damage roll of that attack. This damage can be apply a number of times equal to your proficiency.
Applying this Trick again does not stack, but it refreshes the number of remaining uses.
- Hollow Arrowhead Model
Tools: Those provided by the required Speciality
Prerequisite: Wood Worker
Target: Up to 20 arrows and/or bolts
You can invest 10 minutes using the Woodcarves's Tools to modify up to 20 arrows and/or bolts. Whenever a creature use one of these special projectile for a ranged attack, that creature adds a bonus to the attack roll equal to half your proficiency bonus (rounded down). Also, as a bonus action a creature can apply poison to the arrowhead of the arrow/bolt. A vial of poison can be use to apply poison on up to 5 of these projectiles. The projectile retains the poison until it hit something.
- Note: Each arrow/bolt can only benefit from one kind of arrowhead model.*
- Light Arrowhead Model
Tools: Those provided by the required Specialities
Prerequisite: Wood Worker
Target: Up to 20 arrows or bolts
You can invest 10 minutes using the Woodcarves's Tools to modify up to 20 arrows and/or bolts. Whenever a creature use one of these special projectile for a ranged attack, the normal and long range of that weapon doubles.
- Note: Each arrow/bolt can only benefit from one kind of arrowhead model.*
- Heavy Arrowhead Model
Tools: Those provided by the required Specialities
Prerequisite: Wood Worker
Target: Up to 20 arrows or bolts
You can invest 10 minutes using the Woodcarves's Tools and one use of a Components Pouch to modify up to 20 arrows and/or bolts. Whenever a creature use one of these special projectiles for a ranged attack, the normal and long range of that weapon halves. Whenever a creature is hit with this special projectile add a bonus to the damage equal to half your proficiency bonus (rounded down). Lastly, strong winds like the ones produced with the spell Wind Wall doesn't affect this projectiles and doesn't impose disadventage to the attack roll.
- Note: Each arrow/bolt can only benefit from one kind of arrowhead model.*
- Howling Arrowhead Model
Tools: Those provided by the required Specialities
Prerequisite: Wood Worker
Target: Up to 20 arrows or bolts
You can invest 10 minutes using the Woodcarves's Tools to modify up to 20 arrows and/or bolts. These special projectiles produce a loudly whistling sound when they are shot. This sound can be heard up to 600 feets away from its origin(the projectile).
- Note: Each arrow/bolt can only benefit from one kind of arrowhead model.*
- Flaming Arrowhead Model
Tools: Those provided by the required Specialities
Prerequisite: Wood Worker
Target: Up to 20 arrows or bolts
You can invest 10 minutes using the Woodcarves's Tools and one use of a Components Pouch to modify up to 20 arrows and/or bolts. These special projectiles ignite when they are use for a ranged attack. If a creature or object is hit, it recives additional fire damage equal to your Normal Guy die. This arrow can set flammable objects on fire.
- Note: Each arrow/bolt can only benefit from one kind of arrowhead model.*
- Speaking Through the Muscles
Tools: —
Prerequisite: —
Target: —
You gain proficiency in Intimidation. You can use Strength instead of Charisma for your Intimidation Skill checks.
- Flexible joints
Tools: —
Prerequisite: Thread Worker or Gambler
Target: —
You have adventage on saving throws and skill checks to free yourself or another creature from being tied, or slipping out of manacles.
- Distinguished Senses
Tools: —
Prerequisite: Food-versed
Target: —
You have adventage on skill checks to obtain information about foodstuff.
- Ingredients Play
Tools: Those provided by the required Speciality
Prerequisite: Food-versed
Target: —
You can invest 1 minute using the Cook's Utensils and one use of a Components Pouch to tweak a food which includes hide the presence of poisons completely, making it to release an irresistible aroma, giving it a wonderful taste. If the food is poisonous, roll your Normal Guy die, if a creature makes an skill check to study the food, subtract the number rolled on your Normal Guy die from the result of their skill check. When you hide poison this way, it can't be affected or detected by magic.
- Energizing Snack
Tools: Those provided by the required Specialities
Prerequisite: Alchemy Sage
Target: —
You can invest 10 minutes using the Alchemist's Supplies or Herbalism's Kit and 4 uses of a Components Pouch to create a number of Energetic Snacks equal to your proficiency. This Snack last for 6 hours before turning into dust. A creature may consume this special Snack to remove levels of exhaustion equal to half your proficiency bonus (rounded down). Also, for the next hour after the consumption that creature may add your Normal Guy die to their Strength Saving Throws.
- Note: Each creature can only benefit from one kind of snack at once. Being the last one consumed the one that will take effect*
- Insulating Snack
Tools: Those provided by the required Specialities
Prerequisite: Alchemy Sage
Target: —
You can invest 10 minutes using the Alchemist's Supplies or Herbalism's Kit and 4 uses of a Components Pouch to create a number of Insulating Snacks equal to your proficiency. This Snack last for 6 hours before turning into dust. If the creature that consume this special Snack is affected by the conditions frightened or charmed, that creature can make a Saving Throw to ged rid off one of the affecting conditions. Also, for the next hour after the consumption that creature may add your Normal Guy die to their Charisma Saving Throws.
- Note: Each creature can only benefit from one kind of snack at once. Being the last one consumed the one that will take effect*
- Revealer Snack
Tools: Those provided by the required Specialities
Prerequisite: Alchemy Sage
Target: —
You can invest 10 minutes using the Alchemist's Supplies or Herbalism's Kit and 4 uses of a Components Pouch to create a number of Revealer Snacks equal to your proficiency. This Snack last for 6 hours before turning into dust. A creature may consume this special Snack to recouver an spell slot for a level equal to your proficiency bonus minus 1 or lower. Also, for the next hour after the consumption that creature may add your Normal Guy die to their Wisdom Saving Throws.
- Note: Each creature can only benefit from one kind of snack at once. Being the last one consumed the one that will take effect*
- Disgusting Snack
Tools: Those provided by the required Specialities
Prerequisite: Alchemy Sage
Target: —
You can invest 10 minutes using the Alchemist's Supplies or Herbalism's Kit and 4 uses of a Components Pouch to create a number of Disgusting Snacks equal to your proficiency. This Snack last for 6 hours before turning into dust. A creature may consume this special Snack to recover a number of hit points equal to twice your proficiency. Also, for the next hour after the consumption that creature may add your Normal Guy die to their Constitution Saving Throws.
- Note: Each creature can only benefit from one kind of snack at once. Being the last one consumed the one that will take effect*
- Sparkling Snack
Tools: Those provided by the required Specialities
Prerequisite: Alchemy Sage
Target: —
You can invest 10 minutes using the Alchemist's Supplies or Herbalism's Kit and 4 uses of a Components Pouch to create a number of Disgusting Snacks equal to your proficiency. This Snack last for 6 hours before turning into dust. A creature may consume this special Snack to gain a number of feets to their movement speed equal to 5 plus your proficiency bonus (rounded down) for 1 minute. Also, for the next hour after the consumption that creature may add your Normal Guy die to their Dexterity Saving Throws.
- Note: Each creature can only benefit from one kind of snack at once. Being the last one consumed the one that will take effect*
- Buildings Knowledge
Tools: Those provided by the required Specialities
Prerequisite: Map Maker
Target: Up to 20 arrows or bolts
You can invest 10 minutes using the Woodcarves's Tools and one use of a Components Pouch to modify up to 20 arrows and/or bolts. Whenever a creature use one of these special arrows for a ranged attack, the normal and long range of that weapon halves. Whenever a creature is hit with this special projectile add a bonus to the damage equal to half your proficiency bonus (rounded down). Lastly, strong winds like the ones produced with the spell Wind Wall doesn't affect this projectiles and doesn't impose disadventage to the attack roll.
- Comic Relief
Tools: —
Prerequisite: —
Target: —
You are a genius of improvisation, which allow you to effectively turn a complete disaster into something better, As long as you are not incapacitated or restrained. Whenever a creature you can see up to 30 feet from you fail a charisma based ability check you can make that ability check, denying any negative consequences in a success. You can do this a number of times equal to your Charisma modifier (minimum of one). And you regain all expended uses after a long rest.
- Mental recreation
Tools: —
Prerequisite: —
Target: —
As long as you are not blinded and deaf at once. Your mind works on a different level, you have the ability of noticing even the slighliest detail of any scene. You can try to recreate an event in your mind. Make an Intelligence ability check(Investigation), if you success a DC equal to 18 - your proficiency bonus you recreate that event, you will not be able to recognize creatures, written documents and sounds if nothing remains of them in the scene or they are not known, but you visualize their shape and movements for up to 1 minute. You can do this a number of times equal to your Intelligence modifier (minimum of one). And you regain all expended uses after a long rest.
- Weaponized
Tools: —
Prerequisite: —
Target: —
Choose a kind of weapon (Battleaxe, Rapier...). If you don't have it. You gain proficiency with that kind of weapons. You gain a +1 bonus to attack rolls made with that kind of weapons.
· Using your Calligrapher’s Supplies, you can invest 1 minute to create a Copy-maker of any handwritten text, drawn symbol, seal, or engraving on a wall. You must be able to touch the surface containing the original mark. The Copy-maker is a sheet of parchment that contains an exact replica of the target. As an action, you may use the Copy-maker to imprint the copied mark onto any surface, provided you have ink or your Calligrapher's Supplies. This ability cannot replicate magical effects.
· You may weaponize up to 52 cards from a cards deck. As a part of a long rest or investing 1 hour, you can utilize your ??? tools to add sharp edges to the cards in a deck. Each card becomes a weapon with the properties Finesse, Light, Thrown (Range 30/60) named Sharp Card, it deals 1d4 slashing damage. Sharp Card mastery property is Nick. A creature have proficiency with Sharp Cards if they are proficient with the Gaming Set of Playing Cards.
Tough Guy[edit]
<!-For subclasses introduce this class option here->
- Used to beatings
Beginning at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your strength modifier.
- Tough Life
Upon reaching level 3, you gain a number of hit point equal to twice your level. Each time you get a level in this class you get +2 Hit points. Also, you can roll your Normal Guy die instead of the normal damage of your unarmed strike or improvised weapon.
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Lucky Guy[edit]
<!-For subclasses introduce this class option here->
- <!-Class Feature->
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- <!-Class Feature->
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Favorite Guy[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
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Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
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- 3rd Level
<!-3rd level spell list->
- 4th Level
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- 5th Level
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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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