Plumber (5e Class)
From D&D Wiki
- 1 Plumber
- 2 Creating a Plumber
- 3 Class Features
- 3.1 Table: The Plumber
- 3.2 Super Jump
- 3.3 Tools of the Trade
- 3.4 Jumping master
- 3.5 Coin Block
- 3.6 Get the Jump On ‘em
- 3.7 Warp Pipe
- 3.8 Power Ups
- 3.9 Quick Warp
- 3.10 Enhanced Warp
- 3.11 Double Power Ups
- 3.12 Stick the Landing
- 3.13 Mega Jump
- 3.14 Multiple Power Ups
- 3.15 Wind Pipe
- 3.16 Ultra Jump
- 3.17 1UP Mushroom
- 3.18 3 UP
- 3.19 True Warp
- 4 Archetypes
- 5 Multiclassing
A filthy, heavyset man is waddling through a dark green sea of filth, bones, slime. What were once bright crimson overalls are now stained a dingey brown. The rancid smell beneath the city burns at his nose hairs, and he is at peace. He knows that the woman he has to save is down here, and that the vile orcs that took her away are no match for the power that he holds. There is no pit too far for him to cross. There is no monster too mighty for him to fall to. He is a plumber, and there is no job that is too difficult for him to unclog.
Creating a Plumber
A plumber is a strange type of mage, preferring to use their magic to traverse the terrain and fight with their boots. Most are hardy, preferring to use their immense stamina to outlast foes on the battlefield. They're almost always taught during an apprenticeship, with sometimes entire lineages following the plumber trade. Spells that were once used to travel through dark, complicated sewers can also be cleverly used for combat. One often wonders why a plumber would fill the role of an adventure. Perhaps they were needing the extra income, or the local princess had been kidnapped by a neighboring kingdom. Whatever the reason, they're still a rock-solid mage who isn't afraid to get their boots dirty.
As a Plumber you gain the following class features.
- Hit Points
Armor: Light, Shields
Weapons: Simple weapons
Saving Throws: Constitution and Charisma.
Skills: Choose two from Athletics, Insight, Investigation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a club and shield or (b) any simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- (a) a handcrossbow or (b) a sling and 20 sling bullets
- (a) Overalls (Light armor) or (b) any light armor
|1st||+2||Super Jump, Tools of the Trade|
|2nd||+2||Coin Block, Getting the Jump On ‘em|
|3rd||+2||Warp Pipe, Plumber Archetype|
|4th||+2||Ability Score Improvement|
|6th||+3||Archtype Feature, Enhanced Warp|
|7th||+3||Double Power Ups|
|8th||+3||Ability Score Improvement|
|10th||+4||Stick the Landing|
|12th||+4||Ability Score Improvement|
|13th||+5||Multiple Power Ups|
|14th||+5||Archtype Feature, Wind Pipe|
|16th||+5||Ability Score Improvement|
|17th||+6||1 Up Mushroom|
|19th||+6||Ability Score Improvement|
|20th||+6||True Warp, 3UP|
At 1st level, your jumps are enhanced by magic. As an action, you may Super Jump onto an enemy for your attack, rolling a standard 1d20 against an enemy's AC to hit. Successfully jumping on an opponent deals 1d6 bludgeoning damage. At 3rd level this does 2d6, 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. If there is a target within 5 feet, as a bonus action you may Super Jump on top of them as well. At 1st level this does 1d4 bludgeoning damage, 2d4 at 3rd level, 3d4 at 5th, 5d4 at 10th, and 8d4 at 15th level. You may continue this bonus action as long as there is a target within 5 feet that you have not attacked this turn. There is no limit to how far you can move in this manner (as long as another acceptable target is within range) but any movement left is considered spent immediately afterwards. You can not use this feature if you are wearing heavy armor.
Tools of the Trade
At 1st level, you know the following cantrips: Mend, Prestidigitation, and Dancing Lights.
at 2nd level you can use half if your movement to jump up to a quarter of your move speed without taking fall damage or do a long jump and jump forward equal to a third of your move speed, great for jumping over pits.
Money is no object, as you’re able to transmute ordinary brick into gold! At 2nd level after punching any wall made of stone, brick, or any suitably hard material, you are able to produce 2d6 gold, at the cost of taking the same amount in bludgeoning damage. After you use this ability, you may not use it until after a short rest.
Get the Jump On ‘em
At 2nd level, your proficiency bonus is now added to your initial Super Jump's chance to hit, with half of your proficiency bonus added to the subsequent jumps' chances to hit during your bonus action. You can now recklessly jump towards an opponent. When first using your Super Jump on your turn, you may “Get the Jump On ‘em” and roll with advantage on your attack roll to hit, and the maximum gap between targets is increased from 5 feet to 10 feet. However, you’re considered prone at the end of your attack when doing this.
At 3rd level, you are able to summon a Warp Pipe as an action. You may use this to teleport up to 20 feet away without causing an attack of opportunity. The second Warp Pipe must have solid ground beneath it to appear. Your remaining movement is halved after using this ability. You may use this up to the amount of your constitution modifier, minimum of once. Afterward, you'll need to finish a long rest before you can use this again.
At 3rd level, you are able to summon a wide array of “Power Ups” that can be used to either supplement yourself or your party. You may choose between one of three different paths, gaining new Power Ups at 3rd, 6th, and 14th level. Summoning a Power Up costs an action, while using a Power Up costs a bonus reaction. An ally using a Power Up that has been thrown at them, however, is considered a Free Action. You lose the benefit of a Power Up after taking damage equal to or greater than half of your maximum Health Points. You may only use each Power Up once before needing to finish a long rest. A character can have use one power up at a time, if they have a power up bonus active, then eats another power up the character chooses to keep the old power or gain the new one but disable the old one.
At 5th level, you are able to summon and use a Warp Pipe as a bonus action instead. However, the distance you are able to travel is halved.
At 6th level, you are able to teleport multiple targets within 30 feet with your pipes, a maximum of 2d4 targets all within the same 10 feet square. Your maximum warping range is now 30 feet. Any hostile target must pass a Dexterity saving throw (DC equal to 10+ your Constitution modifier.) At 9th level, you can add your proficiency bonus to this saving throw, and your remaining movement is no longer halved.
Double Power Ups
At 7th level, you are able to summon one of your available Power Ups twice before a long rest is required.
Stick the Landing
At 10th level, you can spend a bonus action after using “Get the Jump On ‘em” to avoid being prone after your attack. You can use this ability once after every short rest.
At 11th level, an enemy is considered prone if they’re struck by the first attack of your Super Jump.
Multiple Power Ups
At 13th level, you are able to summon a specific Power Up three times until a long rest is required.
At 14th level, your pipes now have a vacuuming effect and can toss out hostile creatures upon their exit. When attempting to teleport hostile creatures as per Enhanced Warp, they roll with disadvantage against their Dexterity save to avoid being warped. Any hostile creatures that are tossed out of the pipe after failing their Dexterity save are considered prone.
At 15th level, any enemy hit by the following jumps after your initial Super Jump must succeed on a Dexterity saving throw (DC equal to 10 + your Strength modifier) or else they are considered prone.
At 17th level, you are able to summon one green and white mushroom. Place the mushroom in the mouth of a creature that has been dead no longer than 3 days. If its soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This mushroom has no effect on undead. This mushroom can only be summoned once before needing to finish a long rest.
This Mushroom closes all mortal wounds, but doesn't restore missing body parts. If the creature doesn't have body parts or organs necessary for survival, they are unaffected by the mushroom.
Coming back from the dead puts a massive strain on the body. The target rolls at a disadvantage for all attacks, saves, and ability checks. This penalty is removed after three long rests.
At 20th level, you are able to summon up to 3 1UP Mushrooms before a long rest is required.
At level 20, there is no limit to where you may warp. You may summon a Warp Pipe that can transport a target anywhere, as long as you know a name of the location. Solid ground is not a requirement for this warp to work. An unwilling target must pass a Dexterity saving throw (A DC of 10 + Constitution modifier.) You need to finish a long rest before you can use this feature again
Old School plumbers are an antiquated group, set in their ways. The Power Ups they possess are old fashioned and simple, usually meant to assist with the day to day operations of plumbing. These skills are often taught from generation to generation with each individual family taking their unique spin on the classic.
Duration: 1 minute
At 3rd level, you are able to summon a large red mushroom covered in white spots. Your body begins to grow, and your size is considered one larger than before. You gain advantage on all strength related rolls and receive a +2 AC.
Duration: 30 seconds
At level 6, you are able to summon a bright yellow star. Once consumed, your body begins glowing in an overwhelmingly vibrant, rainbow hue as your ears fill with exciting, fast paced music. Any non magical damage you take during this Power Up is halved. Any creature that you make physical contact with during your turn takes 1d4 Radiant damage per your Plumber level. Coming into contact with another creature halves your remaining movement, and they must make a Dexterity saving throw (DC of 8+ CON modifier) to avoid being knocked prone. This effect ends immediately if you do not move at least 10 feet during your turn. You can not cast any spells while this effect is active.
- Paratrooper Wings
Duration: Up to 10 minutes
At 14th level, you are able to summon a pair of wings on your back. You gain a flying speed equal to your walking speed for the duration for the duration of this Power Up.
A style of plumbing that benefits more beastial societies. As their plumbing is often more primitive (with some societies outright using swamps or abandoned underground passage ways) a more offensive toolkit is required for safe travels.
- Fire Flower
At 3rd level you are able to summon a glowing flower that’s warm to the touch. As an action, you are able to cast the spell Burning Hands using your Constitution as the spell modifier. You may use this spell up to the amount of your Constitution modifier. At 13th level, additional uses of the Power Up can substitute the requirement of higher slot levels.
- POW Block
At 6th level you are able to summon a large blue and black cube with “POW” written in large, white letters. When used, all grounded creatures within a 15 meter radius must succeed a Dexterity saving throw of 10 + your CON modifier. Upon failing, they are considered prone, and must expend their entire movement to right themselves instead of half. The POW Block disappears in a puff of smoke after its use.
- Golden Shroom
At 14th level, you are able to summon a golden mushroom that shines like the sun. If consumed, you heal 1d4 per Plumber level of whoever summoned the mushroom. The effect of this Power Up is unaffected when you take half of your maximum HP in damage.
An experimental style of Plumber that involves utilizing the classic Power Ups in new and exciting ways. It is a relatively new style of plumbing, and often looked down upon and with contempt from traditional Plumbers.
- Ice Flower
At 3rd level, you are able to summon a light blue flower that’s cold to the touch. As an action, you are able to cast the spell Ray of Frost using your Constitution as the spell modifier. You may use this spell up to the amount of your Constitution modifier.
- Poison Mushroom
Duration: 1 Minute
At 6th level, you are able to summon a foul smelling, dark blue mushroom. If consumed, you and any items in your possession begin to shrink drastically. Your size is now considered Tiny and you recieve +5 to your AC. You roll with disadvantage for any Strength checks and Strength saving throws, but with advantage on stealth checks.
- Kamikaze Star
At 14th level, you are able to summon a dull red star. Your body begins glowing in an overwhelmingly vibrant, crimson hue as your ears fill with exciting, fast paced music. Any non magical damage you take during this Power Up is halved. Any creature that you make physical contact with during your turn takes 1d6 fire damage per your Plumber level. You can not cast any spells while this effect is active. When this Power Up ends, you take half the total damage you inflicted with this feature, ignoring any resistances or immunities.
Prerequisites. To qualify for multiclassing into the Plumber class, you must meet these prerequisites: Constitution 13
Proficiencies. When you multiclass into the Plumber class, you gain the following proficiencies: Light Armor, Plumbing Tools, and Perception