The Expeditioner (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Based on Clair Obscur Expedition 33

The Expeditioner[edit]

<!-Introduction Leader->[edit]

Creating a Expeditioner[edit]



Class Features

As a Expeditioner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Expeditioner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Expeditioner level after 1st

Proficiencies

Armor: Light and Medium
Weapons: Simple and martial weapons
Tools: One artisans and one instrument of your choice
Saving Throws: Con and Dex
Skills: Athletics, Acrobatics and one of your choice.

Equipment

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

  • (a) 1 Martial melee weapon or (b) {{{item1b}}}
  • (a) 1 ranged weapon of your choice or (b) {{{item2b}}}
  • (a) 1 military uniform or (b) {{{item3b}}}
  • (a) 1 set of civilian clothes or (b) {{{item4b}}}
  • If you are using starting wealth, you have 5 GP in funds.

Table: The Expeditioner

Level Proficiency
Bonus
Features
1st +2 Subclass
2nd +2 Expertise
3rd +2 Extra Attack
4th +2 Ability Score Improvement
5th +3 Subclass Feature
6th +3 Uncanny Dodge
7th +3 Evasion
8th +3 Ability Score Improvement
9th +4 Extra Attack
10th +4 Subclass Feature
11th +4 Action Surge
12th +4 Ability Score Improvement
13th +5 Second Wind
14th +5 Subclass Feature
15th +5 Extra Attack
16th +5 Ability Score Improvement
17th +6 Elusive
18th +6 Extra Attack
19th +6 Ability Score Improvement
20th +6 Subclass Feature


Embodiment[edit]

<!-At 1st level, you chose an embodiment. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 1st level and again at 5th, 10th 14th and 20th 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.

Expertise[edit]

At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Extra Attack[edit]

You can attack a second time when you take the attack action. You gain this again at 9th, 15th and 18th level.

Uncanny Dodge[edit]

when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion[edit]

you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Action Surge[edit]

On your turn, you can take one additional action

Second Wind[edit]

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Expeditioner level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Elusive[edit]

you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.


Gustave and Verso[edit]

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

Charge

When you hit a target with a weapon, gain one charge.

Overcharge

Spend your charges to deal single target lightning damage, 1d6 per charge.

Perfection

Add your unused hit die to weapon damage(this doesn't consume the hit die)

Battle Hardened

Once per round you can use your Second wind to make 1 attack and add your current HP to the attack.

Blitz

If you used all your attacks on one single target, you can take another turn right after yours ends(once per round)


Lune[edit]

<!-Introduce this subclass here->

Magic

You gain 2 cantrips and 2 spell slots equal to 1/2 of your level rounded up.

Magic Boost 1

Gain 2 more Cantrips and 1 more spell slot

Signature 1

You can turn 1 level 2 or lower spell into a cantrip

Magic Boost 2

Gain 1 more Cantrip and 2 more spell slots

Signature 2

You can turn 1 level 4 or lower spell.


Maelle[edit]

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

Stancless

Can Make a ranged attack up to 80 ft with their weapon.

Fire Weakness

When you hit someone with a weapon attack, they become weak to fire damage until the end of their next turn.

Defensive Stance

Takes a bonus action to switch stances. Add your proficiency bonus to your AC.

Offensive Stance

Takes a bonus action to switch stances. -2 AC, increase your weapons damage die by one type(d4 becomes d6, d6 becomes d8, so on and so on)

virtuios Stance

Takes a bonus action to switch stances. Increase your weapons damage die, and crit on anything above a 15. can only be in Virtuis Stance for one turn, then needs to wait another turn before they can re enter.


Sciel[edit]

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

Foretell

You place a curse on a creature that you can see within range as a bonus action. you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack.

Hex

You can cast Hex without needing concentration in place of one of your attacks.

Hunters Mark

You can cast Hunters Mark without concentration in place of one of your attacks

Sun and Moon

When using Hex all your attacks deal necrotic damage, when using Hunters Mark all your attacks deal radiant damage

Twilight

if you use Foretell, Hex and Hunters Mark on one creature, you enter Twilight. Wile in Twilight and you attack one target, pick another and they also take all the damage you deal to the original.


Monoco[edit]

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

Transform

you can transform into anything that isn't a Beast, Plant, swarm or Ooze That you've either killed or taken a limb from.

Improvising

You ripp off the limb of a killed enemy and use it as a weapon. you are proficient with it, deal 2d6 bludgeoning(talk to your DM if you think the damage should be different. and any enemies you hit need to make a save to avoid being frightened.

Fear beyond

Anything with an intelligence score above 3 can be freighted by you, even if their normally immune to the frightened condition.

Custom Magic

Pick 1 spell from each school of magic, you can cast each spell once per short or long rest.

More Magic

You can cast each spell 3 times per short or long rest.


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:

0.00
(0 votes)

Back to Main Page5e HomebrewClasses