Preacher (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

The Preacher[edit]

Are we right? Are we wrong? Who decides this? Are we truly just?
—Anon

Who is Right? Who is Wrong?[edit]

Suppose that you were sitting down at this table. The napkins are in front of you, which napkin would you take? The one on your ‘left’? Or the one on your ‘right’? The one on your left side? Or the one on your right side? Usually you would take the one on your left side. That is ‘correct’ too. But in a larger sense on society, that is wrong. Perhaps I could even substitute ‘society’ with the ‘Universe’. The correct answer is that ‘It is determined by the one who takes his or her own napkin first.’ …Yes? If the first one takes the napkin to their right, then there’s no choice but for others to also take the ‘right’ napkin. The same goes for the left. Everyone else will take the napkin to their left, because they have no other option. This is ‘society’… Who are the ones that determine the price of land first? There must have been someone who determined the value of money, first. The size of the rails on a train track? The magnitude of electricity? Laws and Regulations? Who was the first to determine these things? Did we all do it, because this is a Republic? Or was it Arbitrary? NO! The one who took the napkin first determined all of these things! The rules of this world are determined by that same principle of ‘right or left?’! In a Society like this table, a state of equilibrium, once one makes the first move, everyone must follow! In every era, this World has been operating by this napkin principle. And the one who ‘takes the napkin first’ must be someone who is respected by all. It’s not that anyone can fulfill this role… Those that are despotic or unworthy will be scorned. And those are the ‘losers’. In the case of this table, the ‘eldest’ or the ‘Master of the party’ will take the napkin first… Because everyone ‘respects’ those individuals.

Creating a Preacher[edit]

When creating a character with the Preacher Class, ask yourself what makes your character want to spread their ideals. This reason can be related to a bond, bloodline, treasure, ideal, etc. Most of the time, this reason will encourage your character to decide what is right for them and them only. So you can then ask yourself, what is your character's origin? It can be from luck, wealth, misfortune, or anything; so long as you can show off a strong conviction within yourself in regards to law, you should feel comfortable in terms of fitting the theme of a Preacher.

Quick Build

You can make a Preacher quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose any background. Third, choose any equipment.

Class Features

As a Preacher you gain the following class features.

Hit Points

Hit Dice: 1d12 per Preacher level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Preacher level after 1st

Proficiencies

Armor: Light Armor, Shields.
Weapons: Simple and Martial Weapons.
Tools: Artisan's Tools or Calligraphy Tools.
Saving Throws: Dexterity and Charisma.
Skills: Choose any four skills to be proficient with.

Equipment

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

  • (a) Leather Armour or (b) a Shield
  • (a) a Rapier or (b) a Quarterstaff or (c) a Lance
  • (a) a Longbow with 20 arrows or (b) a Crossbow with 10 arrows
  • (a) a Set of Artisan's tools or (b) a Set of Calligraphy tools
  • If you are using starting wealth, you have 5d5x10 gp or 5 gp in funds.

Table: The Preacher

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Legality[edit]

Starting at 1st level, you understand the meaning of justification. You gain a fluctuating stat called Legality. Your view can be unlawful or lawful, depending on your character. Some actions performed by you award you with unlawful or lawful points.

  • Whenever you gain a lawful point, you lose a unlawful point, and vice versa. However, whenever you have lawful or unlawful points, you can benefit from certain benefits.

The effects of your Lawful or Unlawful stacks are shown below:

Lawful

You increase your Lawful level whenever you perform lawful/heroic acts. Below are a descriptive (but not comprehensive) list of lawful acts:

  • Honouring your character;s sense of justice.
  • Overcoming great odds honorably.
  • Defeating a skilled foe in single combat.
  • Winning a great feat of strength and skill.
  • Delivering justice to someone who wronged an innocent.
  • Saving another creature's life.

You gain the following benefits, depending on your current Lawful score:

  • 1 Lawful. You are able add your proficiency bonus on your AC.
  • 2 Lawful. When you are within 5 feet of a hostile creature, and there's no friendly creature within 15 feet of you, you cause additional damage with your attacks equal to your Wisdom modifier. You can cause this additional damage once per attack.
  • 3 Lawful. When you take the Attack action, you can choose to make all attacks at advantage. All attacks against you are made with disadvantage until the start of your next turn.
  • 4 Lawful. Whenever you take damage from an attack that causes slashing, piercing or bludgeoning damage, you gain temporary hit points equal to half the damage taken.
  • 5 Lawful. You can cast haste at will, without spending spell slots.
  • 6 Lawful. Your Dexterity and Wisdom score increase by 2, up to a maximum of 22.


Unlawful

You increase your Unlawful score whenever you perform unlawful acts. Below are a descriptive (but not comprehensive) list of unlawful acts:

  • Breaking an explicit promise or oath.
  • Violating a law that incurs in capital punishment.
  • Putting others at risk due to your own cowardice.
  • Defeating an enemy not properly capable of defending itself.
  • Slaying a surrendered enemy.
  • Fighting dirty.
  • Defeating an honorable opponent through trickery.
  • Slaying innocents and civilians.

You gain the following benefits, depending on your current Unlawful score:

  • 1 Dishonor. You are able to double your proficiency bonus on attacks.
  • 2 Dishonor. When you have an ally within 5 feet of a hostile creature, or you have Advantage on an attack roll, you cause additional damage with your attacks equal to your Moral score. You can cause this additional damage once per turn.
  • 3 Dishonor. You can take the Dash, Disengage and Dodge actions as a bonus action on your turn.
  • 4 Dishonor. As an action, each creature of your choice within 30 feet of you that can see you must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.
  • 5 Dishonor. Any creature within 10 feet able to see you that is frightened by you have its movement speed reduced to 0, and that creature takes psychic damage equal to half your champion of the blade level level if it starts its turn there.
  • 6 Dishonor. Your Dexterity and Charisma score increase by 2, up to a maximum of 22.

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

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]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Preacher class, you must meet these prerequisites: Dexterity 13 and Wisdom 13

Proficiencies. When you multiclass into the Preacher class, you gain the following proficiencies: Simple Weapons, Martial Weapons.

0.00
(0 votes)

Back to Main Page5e HomebrewClasses


Home of user-generated,
homebrew pages!


Advertisements: