Trainee (5e Class)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is an expansion of the Level Zero variant rule. As it is, this class level doesn't count to your level total, your proficiency bonus is aways +1 while in this class. . This class also have a different Exp system. Player characters start with negative 100exp(Level 0). You can only multiclass after achieving 0xp level in this class, you automatically multiclass into a "promoted" class after reaching 1st level. As this is a "pre-promoted" class, it was designed to be underpowered by higher classes.


Trainee[edit]

Optional Rule: Child Adventurer[edit]

Child Adventurer: The reason for you to be a trainee is due low age, you are still learning. You receive the anti-feat child prodigy. Those adventures made at such young age could've or couldn't have some consequences, as accidents can happen. Upon reaching first level, you must keep the child prodigy, trade it for another anti-feat or lose the features you've gained from the trainee class.

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Donnel from Fire Emblem Awakening

Trainees are what heroes were before they started their adventures, before they had the funds to invest into their weaponry, before they even knew how to swing a sword around properly. Always training to become apt of become a true adventurer.

Creating a Trainee[edit]

Upon creating a Trainee, ask yourself, what are your motivation and your intended class. What are you learning as a trainee? And what for? What do you want to be?

Quick Build

You can make a trainee quickly by looking at your intended class post-trainee quick build


As a Trainee you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: Daggers, greatclubs, shortswords, slings
Tools: One of your choice
Saving Throws: One of Constitution, Dexterity or Wisdom; one of Charisma, Intelligence or Strength
Skills: Choose any two

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

Level Proficiency
Bonus
Features
1st +2 Occupation Expertise, Trainee Training, Promotion



Occupation Expertise[edit]

Choose one of your tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen tool.

Trainee Training[edit]

Upon reaching 1st level, you gain the one of the following benefits depending on your ability scores

variant: Your ability scores doesn't affect this feature.

Devout

You can choose this feature if Wisdom is your highest score(or tied with it).

  • You become proficient in two Wisdom proficiencies of your choice.
Journeyman

You can choose this feature if Constitution is your highest score(or tied with it).

  • Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Pilgrim

You can choose this feature if Charisma is your highest score(or tied with it).

  • You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Trainee Inspiration die, a d4, becomes a d6 at 3rd level.
Scholar

You can choose this feature if Intelligence is your highest score(or tied with it).

  • You know any two cantrips of your choice.
  • You always cast them at their lowest level.
  • You can choose Charisma, Intelligence of Wisdom as your spellcasting ability for these spells.
  • You are an initiate, meaning that cantrips are new to you. To cast one of your Trainee cantrips, you must expend a cantrip slot.
Cantrip Slots per Level
Trainee Level Cantrips Known Cantrips Slots
1st 2 2
2nd 2 3
3rd 2 3
4th 3 4
5th 3 4
Strider

You can choose this feature if Dexterity is your highest score(or tied with it).

  • Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d4 damage to one creature you hit with an attack if you have advantage on the attack roll. The amount of the extra damage increases to 1d6 at 3rd level.
Villager

You can choose this feature if Strength is your highest score(or tied with it).

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. If you already have this feature, instead increase your Strength ability score by 1 to a maximum of 20.

Promotion[edit]

When you reach 0 XP, you gain 1st level in a class. That class' Hit Dice replaces your existing HD, and the classes "Hit Points at 1st Level" replaces your maximum hit points. You must meet the class multiclass prerequisites to gain a level in that class, upon reclassing, you gain all that class proficiencies, maintaning this class Saving Throws. If you do not meet any class prerequisites, you can instead become Classless.

1st level Equipment or Current: Depending on your DM and session, you can either have your current equipment or the class you gain level into


Multiclassing[edit]

You cannot multiclass into this class




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