Spinner (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 When the flavor has been changed so that this template is no longer applicable please remove this template.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

Recycle.png This page was marked as abandoned on 14:50, 11 April 2020 (MDT) because: Vastly incomplete. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

Spinner[edit]

Introduction

Introduction Leader[edit]

Explore this chapter in more detail here

Creating a Spinner[edit]

How does your character react their power? Do they revel in it, or shun it? Do they think of it as a blessing or a curse?

Quick Build

You can make a Spinner quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Sage background. Third, choose a long bow and quarterstaff for weapons, as you can channel your power through them.

Class Features

As a Spinner you gain the following class features.

Hit Points

Hit Dice: 1d4 per Spinner level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per Spinner level after 1st

Proficiencies

Armor: none
Weapons: Quarterstaffs and Longbows
Tools: None
Saving Throws: Intelligence, Charisma
Skills: Chose 2 from all intelligence and charisma skills.

Starting Equipment:

a= a quarter staff, or b= any simple melee weapon

a= a longbow, or b= a heavy crossbow

a= a scholars pack or b= a dungeoneers pack

Equipment

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

  • (a) {{{item1a}}} or (b) {{{item1b}}}
  • If you are using starting wealth, you have 5d4 in funds.

Table: The Spinner

Level Proficiency
Bonus
—Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 1 2
2nd +2 2 3
3rd +2 3 4 2
4th +2 4 4 3
5th +3 5 4 3 2
6th +3 6 4 3 3
7th +3 7 4 3 3 1
8th +3 8 4 3 3 2
9th +4 9 4 3 3 3 1
10th +4 10 4 3 3 3 2
11th +4 11 4 3 3 3 2 1
12th +4 12 4 3 3 3 2 1
13th +5 13 4 3 3 3 2 1 1
14th +5 14 4 3 3 3 2 1 1
15th +5 15 4 3 3 3 2 1 1 1
16th +5 16 4 3 3 3 2 1 1 1
17th +6 17 4 3 3 3 2 1 1 1 1
18th +6 18 4 3 3 3 3 1 1 1 1
19th +6 19 4 3 3 3 3 2 1 1 1
20th +6 Infinite 4 3 3 3 3 2 2 1 1

Fuel Weave[edit]

Starting at 1st level, you can fuel the magic of the weave in an area. You have channel points equal to your level. As an action, you may spend 1 spell point to create a 5 by 5 foot invisible, intangible cube centered on you. In this cube, spellcasters have advantage on spell attacks and everyone has disadvantage on saving throws against spells and other magical effects. The cube lasts for 1 minute, and cannot be dispelled by any means other than a wish spell.


Subclass Feature[edit]

At 5th level, you chose a Path of magic. Choose between Arcane Caster and Divine Caster, both detailed at the end of the class description. Your choice grants you features at 5th level and again at 8th, 15th, and 17th.

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.

Spellcasting[edit]

Starting at first level, the power within you grants you spells. You cast spells the way a sorcerer does, but you use the wizard spell list.

Trance of the weave Starting at 5th level, you enter a trance of magic. You gain truesight and blindsight out to a range of 60 feet. You sense magical auras, and you know if an item is magical, and how powerful the magic is. You also learn the Magic’s school, if any.

Mystra’s Avatar Starting at 20th level, you have infinite channel points. In addition, you may, as an action, become a perfect avatar of the goddess Mystra. For one minute, you have advanantage on spell attacks, arcana checks, your opponents have disadvantage on saving throws against your spell save dc, and you can concentrate on as many non-ninth level spells as you wish. The dm decides if your enemies are frightened or charmed by you. Afterwards, you suffer 3 levels of exhaustion, and you take 30 necrotic damage.

Arcane Caster[edit]

You focus on magical knowledge of the arcane. Your magic is intuitive, but you know that fundamental understanding of the multiverse will greatly expand your capabilities. Wizards and sorcerers are your kin, and you strive to be like them while simultaneously improving your own unique powers.

Magical prodigy (arcane) Starting at 8th level, gain expertise in arcana.

Arcane Channeler Starting at 15th level, you have learned to channel your spells through weapons and an arcane focus. Whenever you make an attack with a quarter staff or longbow, you may also cast a damaging spell with an arcane focus or component pouch instead of material components.

Internal magic (arcane) By 17th level, you can cast arcane spells without any components.

Divine Caster[edit]

Divine Casters are Spinners who enhance their amazing abilities with the power of nature or the gods.

Magical Prodigy (divine) Starting at 8th level, you gain proficiency in nature or religion.

Divine Channeler You have learned to channel your spells through your weapons, druidic focus, or holy symbol. When you hit someone with a quarterstaff or longbow, you may also cast one of your divine damaging spells with a holy symbol or Druidic focus.

Internal magic (divine) Starting at 17th level, you can cast spells without any components.

Spinner Spell List[edit]

You know all of the spells on the basic Wizard spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->'’

Multiclassing[edit]

Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.

Prerequisites. To qualify for multiclassing into the class name class, you must meet these prerequisites:int 13, cha 13.

Proficiencies. When you multiclass into the Spinner class, you gain the following proficiencies:Arcana, History

0.00
(0 votes)

<!—- DO NOT DELETE ANYTHING BELOW THIS


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: