Umbrella Warrior (5e Class)
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- 1 Umbrella Warrior
- 1.1 Creating an Umbrella Warrior
- 1.2 Class Features
- 1.2.1 Table: The Umbrella Warrior
- 1.2.2 new umbrella owner
- 1.2.3 one true umbrella
- 1.2.4 the power of the umbrella enhances my reflexes
- 1.2.5 >wtf.umbrella
- 1.2.6 >axis powers intensify
- 1.2.7 I have the high ground_____(sexuality slur)
- 1.2.8 >point umbrella at his face and press release button
- 1.2.9 Ability Score Increase
- 1.2.10 >the umbrella is now infamous
- 1.2.11 >umbrella meme intensifies
- 1.2.12 >an all out banzai charge takes place
- 1.2.13 >kneels before me and returns the umbrella ceremoniously
- 1.2.14 >everyone is now watching intently
- 1.2.15 >“thou shalt have no other umbrellas before me”
- 1.2.16 >slowly become lighter and more agile
- 1.2.17 >laugh_track.wav
- 1.2.18 >the perfect time
- 1.2.19 >raise it above my head for all to see
- 1.2.20 >some legend wearing a ski mask
- 1.2.21 >fifty cent coin
- 1.2.22 >umbrella is codenamed “Fifty Cent”
- 1.2.23 >irony.wtf
- 1.2.24 >maniacal_grin.kek
- 1.2.25 >looks of disbelief
- 1.2.26 >lolwut.ayylmao
- 1.2.27 >the final triumph
- 1.3 Umbrella Warrior Spell List
- 1.4 Multiclassing
>high school kid
>kind of a nerd and play dnd occasionally
>at a friend's house
>reading greentext while friend is playing fortnite
>this one about an umbrella
>incredibly compelling storyline
>almost cried at the end
>this needs to be a class
DMs, feel free to ignore any fame granted by Umbrella Warrior features.
Creating an Umbrella Warrior
- Quick Build
You can make an Umbrella Warrior quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Second, choose the Folk Hero background. Third, choose the light hammer and sickle. Fourth, your name should be Anon.
As a Umbrella Warrior you gain the following class features.
- Hit Points
Weapons: Simple weapons, umbrellas
Tools: Tinker's tools
Saving Throws: Charisma, Constitution
Skills: Choose three from Athletics, Sleight of Hand, Intimidation, Deception, Investigation, Performance, and Stealth.
You start with the following equipment, in addition to the equipment granted by your background:
- an umbrella
- (a) a light hammer and a sickle or (b) two simple weapons of your choice
- Tinker's tools
- a high school student’s bag: three binders, 350 pieces of lined paper, one textbook of a subject of your choice, four pens of different colors, two mechanical pencils, lots of extra lead, a pair of scissors, a glue stick, an eraser, a fiction novel of your choice, and one day of rations (school lunch)
- an umbrella permit
- If you are using starting wealth, you have 2d4x10 gp in funds.
new umbrella owner
You recently bought a new umbrella after never having owned one before. It was half a gold piece and isn’t too shabby. It has a fake wood handle which looks nice despite its fakeness. It’s very flimsy and retractable. It deploys with a powerful internal spring operation.
Your umbrella does 1d8 bludgeoning damage. It has the finesse property when closed. When opened, your speed decreases by 5 and it does no damage. Closing your umbrella takes 1 action.
When unsheathing your umbrella you can chose to knock a target back 5ft
one true umbrella
In the event that you lose your umbrella, you absolutely must find it. If it is destroyed, you absolutely must fix it. Other umbrellas just aren’t the same. While you are without your umbrella, your Charisma score changes to 8 and you have disadvantage on all Charisma, Dexterity, and Constitution rolls.
If, for some reason, your umbrella becomes absolutely irretrievable (like it was incinerated or something), you must make a Constitution saving throw with DC 15. If successful, you somehow summon your umbrella and it appears in your hand in the same state as the last time you had held it. If you fail, your umbrella-less debuffs are permanent, you lose all your umbrella warrior levels, and you must pick a new class to start over with from level 1.
The wish spell is also capable of restoring a permanently lost umbrella. If at any point after losing your umbrella and beginning again as a new class, you or someone else uses wish to restore your umbrella, you may once again claim the umbrella warrior class with your current new class level. If this happens, you may choose to discard your second class’s levels and features or keep some of them as a multiclass.
the power of the umbrella enhances my reflexes
You may add 1d6 + your proficiency bonus to any Dexterity roll before or after it is cast but before the DM states the outcome. When you do this and succeed on the roll, it is immensely impressive and all creatures that can see you go silent as they try to figure out what just happened. Any creature that had not noticed you and can is now aware of your existence. You must finish a short or long rest before you can use this feature again.
You have two uses of this before needing to take a short or long rest starting at 8th level, and three starting at 16th.
If doing a performance can be done as an opener or finisher and you gain advantage on any charisma (performance) Checks made within 20 minutes
At 2nd level, your umbrella grants you limited spellcasting abilities and acts as a focus. Your spellcasting modifier is Charisma.
Additionally, your umbrella is now considered a magic weapon and creatures immune or resistant to nonmagical bludgeoning damage will take full damage from your umbrella.
>axis powers intensify
Starting at 2nd level you may give up to five allies extra temporary hit points equal to 1d6 + your proficiency bonus as a bonus action. You must complete a short or long rest before using this feature again. This temporary hit point boost increases by 1d6 at 6th, 11th, 15th, and 18th levels.
I have the high ground_____(sexuality slur)
Starting at 3rd level, you gain the following bonuses on attacks against enemies if you are positioned higher than they are:
You have advantage on rolls to hit.
You add double your proficiency bonus to damage rolls.
You also gain proficiency in Intimidation if you are attempting to intimidate a creature positioned lower than you are. If you already have proficiency in Intimidation, you double it.
At 3rd level, you may point your umbrella at a creature and press release as an attack action. This attack does bludgeoning damage equal to 2d10 + your proficiency bonus and results in your umbrella being opened. The damage of this attack increases by 1d10 at 7th, 11th, 15th, and 19th levels.
Ability Score Increase
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.
>the umbrella is now infamous
At 5th level, tales of your umbrella have spread throughout the land somewhat. People are more likely to know about you now, and you’ve gained credibility as a prestigious umbrella warrior.
Additionally, you can inspire people just by having them see your umbrella. To do so, you use a bonus action to choose one creature other than yourself and can see your umbrella. The creature gains one Umbrella Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Umbrella Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Umbrella Inspiration die is rolled, it is lost. A creature can have only one Umbrella Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Umbrella Inspiration die changes when you reach certain levels in this class. The die becomes a a d8 at 10th level, a d10 at 15th level, and a d12 at 20th level.
>umbrella meme intensifies
At 5th level, your umbrella has been inadvertently destroyed, but it’s all good because you fixed it with random stuff you had available to you. It now deals 1d10 damage.
>an all out banzai charge takes place
At 6th level, you are able to rile up your allies real nice and good.jpg. You may seize first Initiative spot regardless of your roll and use an action to raise your umbrella and holler a battle cry on your first turn. Up to five allies gain the following bonuses:
Double speed on their first turn.
Your Charisma bonus added to attack and damage rolls for the first turn.
This can only be used while rolls for Initiative are taking place. You must finish a short or long rest before using this feature again.
>kneels before me and returns the umbrella ceremoniously
Beginning at 7th level, if you lose possession of your umbrella for any reason, someone will find it and return it to you. This happens no matter what, even if there’s no one around to find it.
Someone will return your umbrella.
Upon the return of your umbrella, you may summon a slushie and give it to them. It is up to them if they share it or not.
>everyone is now watching intently
At 9th level, your umbrella has become even more well known, and with it, you have as well. You now have disadvantage on Stealth rolls.
>“thou shalt have no other umbrellas before me”
At 9th level, your umbrella got even more rekt. The fabric canopy had almost completely come off but you managed to repair it. It now deals 1d12 damage.
>slowly become lighter and more agile
At 10th level, you swing your umbrella and notice that it has become lighter and more agile over time. It now has the light property.
In addition, you may now make up to two attacks with your umbrella if taking the attack action on your turn and use your umbrella as a reaction to either attack or block an attack. You may take up to three umbrella attacks per turn at 15th level and up to four at 20th level.
Starting at 11th level, you may use up one of your uses of >the power of the umbrella enhances my reflexes to instead use this feature as a bonus action. Select one creature. The creature must make a Dexterity saving throw with DC 10 + your Intimidation modifier + half your proficiency bonus rounded down or immediately trip/slip and fall. Upon falling, they are prone for a turn and all other creatures that are capable of laughing laugh at them. The creature is humiliated and has disadvantage on all rolls for the next 1d4 x 10 minutes.
>the perfect time
At 13th level, your umbrella has become the stuff of legends. You take advantage of this gain proficiency in Persuasion. If you are already proficient in this skill, you double your proficiency bonus for it.
>raise it above my head for all to see
At 13th level, your umbrella has taken catastrophic damage. You have once again performed a miraculous repair. It now deals 1d12 + 1d4 damage.
>some legend wearing a ski mask
At 14th level, you may attempt to summon the legend wearing a ski mask. It takes a Charisma check with DC 10, but on a successful roll, the legend wearing a ski mask will appear somewhere nearby. The legend wearing a ski mask is proficient in Sleight of Hand, Acrobatics, Athletics, and Stealth. He has a speed of 45ft, an AC of 14, and the following stats: STR 12 DEX 18 CON 12 INT 14 WIS 10 CHA 14. You may ask one favor of the legend wearing a ski mask which he will perform to the best of his ability. Once the favor is completed, he leaves. The legend wearing a ski mask can be killed, but a new one will take come the next time you use this feature. The legend wearing a ski mask carries nothing but a USSR flag when he appears.
You must finish a short or long rest before using this feature again.
>fifty cent coin
At 15th level, your umbrella has gained the ability to summon fifty cent coins. You have 5 Fifty-Cent Points. You may spend a Fifty-Cent Point to summon a fifty-cent coin as a bonus action. Fifty-cent coins are accepted as currency equal to one silver piece. Fifty-cent coins may be flicked to be used as projectiles that deal 1d6 piercing damage. Completing a short rest restores 2 Fifty-Cent Points and completing a long rest restores all of your Fifty-Cent Points.
You gain an additional 5 Fifty-Cent Points at each level after 15th.
>umbrella is codenamed “Fifty Cent”
At 17th level, word has gotten around of your fifty-cent coins and their origin from your umbrella. They are now valued anywhere from 1 to 5 gold pieces. Additionally, you have become even more famous.
At 17th level, you may summon an intense hailstorm as an action (obviously only if you are outside.) While doing this, you open your umbrella over your head and a massive hailstone hits it right in the middle and almost completely destroys it. In this state, your umbrella is useless as a weapon and the shards must be collected and stowed as a bonus action. In order to fix your umbrella, you must spend two hours with your Tinker’s tools repairing it. The mending cantrip is not enough for your mighty umbrella.
The hailstorm lasts for 2d4 x 10 minutes. On each turn, every creature within 200ft of you must make a Dexterity saving throw with DC 10 + your Charisma modifier + your proficiency modifier. Upon a failed save, they take 2d6 bludgeoning damage, 2d6 piercing damage, and 2d6 cold damage. You may pick up to eight creatures to be unaffected by the hailstorm.
You may only use this feature if your umbrella is not broken. You must complete three long rests before using this feature again.
Additionally, during a hailstorm, you may expend a spell slot to rain down significantly larger hailstones on one specific creature during your turn. If a 1st level spell slot is used, the damage dealt is 4d6 bludgeoning damage, 4d6 piercing damage, and 4d6 cold damage. At higher levels, the amount of damage per damage type increases by 1d6 per spell slot above 1st. This can be performed even if your umbrella is in its broken state.
If you use this ability while at 20th level, the damage done to your umbrella takes fourteen hours of work with your Tinker's tools to fix instead of two.
At 18th level, you gain three uses of >maniacal_grin.kek. There are two ways to use them:
You may expend one usage to grin maniacally at a creature at the beginning of your turn as a bonus action. This gives you a few bonuses against them:
To them, your AC is increased by your Intimidation bonus.
You add your Intimidation bonus to your attack rolls against them.
These effects last for 1d4 minutes.
You may also expend a usage to add your proficiency bonus to all Intelligence, Wisdom, and Charisma rolls for 1d6 x 10 minutes. This includes skills under them. If one of these rolls already includes your proficiency bonus, add it again.
You must complete a long rest before regaining spent uses of this feature.
>looks of disbelief
At 20th level, you and your umbrella both are known by pretty much everyone. Finding someone who doesn’t know who you are is exceedingly rare these days. Unfortunately, many people in positions in power are getting increasingly annoyed at your amount of influence.
At 20th level, the effects of >the power of the umbrella enhances my reflexes is doubled.
Additionally, fifty-cent coins now deal 1d8 piercing damage when used as projectiles by you.
Additionally, all the ability scores of the legend wearing a ski mask increase by 4.
>the final triumph
This feature is not unlocked until >irony.wtf is used while you are at level 20 and you have spent 12 hours with your Tinnker's tools repairing your umbrella from the damage.
Your umbrella has been completely destroyed by the one thing it was meant to protect you from and the only thing that can kill it: the weather. You have fixed it again. This time, it has come back greater than ever. Your umbrella is now indestructible and deals 2d12 bludgeoning damage + 2d6 of a damage type of your choice. You may pick the type of secondary damage upon hitting a creature and the type is not fixed.
You may no longer use >irony.wtf to summon a giant hailstorm, but can still use a spell slot to rain the larger hailstones on one target as an action on your turn.
Additionally, you may use a 1st level spell slot to give any umbrella the stats of your 9th level umbrella for a day.
Additionally, you now have one 6th level spell slot and can use the chain lightning spell.
Additionally, you now have one 8th level spell slot that can only be used to cast the control weather spell. You must complete three long rests before regaining this spell slot.
Umbrella Warrior Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
- 2nd Level
Gust of Wind
- 3rd Level
- 4th Level
- 5th Level
Cone of Cold
You must purchase an umbrella for half a gold piece in order to multiclass into the Umbrella Warrior class.
Prerequisites. To qualify for multiclassing into the Umbrella Warrior class, you must meet these prerequisites: Charisma 14, Dexterity 12.
Proficiencies. When you multiclass into the Umbrella Warrior class, you gain the following proficiencies: Deception, Investigation