University Graduate (5e Class)

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University Graduate[edit]

What is an University Graduate[edit]

An university graduate is someone that is exposed to the bard's colleges and wizard's schools. They are heavy taught and encouraged to believe in at least one god and a the mind set to learn their own magic. This leads the graduate gaining some abilities from bard, cleric, sorcerer, and wizard. They are magic experts like sorcerer and wizard.

Creating an University Graduate[edit]

Why are you willing to spend extra time in school? What god do you believe in? Which of the four classes do you prefer? How are you going to conserve your resources?

Quick Build

You can make an University Graduate quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by dexterity or constitution. Second, choose the sage background. Third, choose <!-elaborate on equipment choices->

Class Features

As a University Graduate you gain the following class features.

Hit Points

Hit Dice: 1d6 per University Graduate level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per University Graduate level after 1st

Proficiencies

Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: none
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

Table: The University Graduate

Level Proficiency
Bonus
Features Cantrips Known Professional Inspiration Experiment Point —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ritual Expert, Professional Inspiration 2 1d6 - 2
2nd +2 Channel Arcane, Music of Rest, University 2 1d6 - 3
3rd +2 Font of Magic, Exchangeable Metamagic 2 1d6 1 4 2
4th +2 Ability Score Improvement 3 1d6 2 4 3
5th +3 Font of Inspiration, Magical Secrets 3 1d8 2 4 3 2
6th +3 University Feature, Counter Charm 3 1d8 2 4 3 3
7th +3 3 1d8 3 4 3 3 1
8th +3 Ability Score Improvement 3 1d8 3 4 3 3 2
9th +4 3 1d8 3 4 3 3 3 1
10th +4 University Feature 4 1d10 4 4 3 3 3 2
11th +4 Arcane Experiments, Magical Secrets 4 1d10 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 1d10 4 4 3 3 3 2 1
13th +5 4 1d10 5 4 3 3 3 2 1 1
14th +5 Magical Secrets 4 1d10 5 4 3 3 3 2 1 1
15th +5 4 1d12 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 1d12 6 4 3 3 3 2 1 1 1
17th +6 Font of Channel Arcane, Magical Secrets 4 1d12 6 4 3 3 3 2 1 1 1 1
18th +6 University Feature 4 1d12 6 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 1d12 7 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 4 1d12 7 4 3 3 3 3 2 2 1 1

Spellcasting[edit]

At 1st level, you studied arcane magic in your university, you have a spellbook containing spells that show the first glimmerings of your true power.

University Spell List

University teaches many different types of magic. Choose between Bard, Cleric, or Sorcerer. The class that you have chosen is your spell list for this class.

Cantrips

At 1st level, you know three cantrips of your choice from the University Spell List. You learn additional {inpage|University Spell List}} cantrips of your choice at higher levels, as shown in the Cantrips Known column of the table.

Spellbook

At 1st level, you have a spellbook containing five 1st-level {inpage|University Spell List}} spells of your choice. Your spellbook is the repository of the University Graduate spells you know, except your cantrips, which are fixed in your mind.

Preparing and Casting Spells

The University Graduate table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of University Graduate spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Intelligence modifier + half of your University Graduate level (rounded up, minimum of one spell). The spells must be of a level for which you have spell slots.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your University Graduate spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your University Graduate spells.

Learning Spells of 1st Level and Higher

Each time you gain an level, you can add one University Graduate spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the University Graduate table.

Ritual Expert[edit]

At 1st level, you are expert ritualist caster. Whenever you gain an University Graduate spell, you instead gain a ritual spell from Bard, Cleric, Sorcerer, or Wizard. You cannot prepare ritual spells that is not in your University Spell List.

Additionally, you can cast any spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.

Professional Inspiration[edit]

At 1st level, you can inspire others through knowledge that you gained in the university. 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 Professional 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 Professional Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Professional Inspiration die is rolled, it is lost. A creature can have only one Professional Inspiration die at a time.

You can use this feature a two times per long rest.

Your Professional Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Channel Arcane[edit]

At 2nd level, you gain the ability to channel arcane energy directly from the weave, using that energy to fuel magical effects. You start with two such effects: Knowledge Focus, Basic Knowledge, and Arcane Recovery.

When you use your Channel Arcane, you choose which effect to create. You must then finish a long rest to use your Arcane Divinity again.

Some Channel Arcane effects require saving throws. When you use such an effect from this class, the DC equals your University Graduate spell save DC.

Knowledge Focus

As an action, choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses that chosen proficiencies. This effect lasts for 10 minutes. At 5th level, the duration is increased to 1 hour.

Basic Knowledge

As an action, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. This effect lasts for 1 hour. At 5th level, the duration is increased to 2 hours.

Arcane Recovery

As an action, you utter an arcane words and directly connect to the weave, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). You can use this once per long rest.

Music of Rest[edit]

At 2nd, you can use soothing music to help revitalize your wounded allies during a short rest, just like a bard. At the end of a short rest, expend any number of Professional Inspiration. If you or any friendly creatures who can hear your music regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra hit points equal to the Professional Inspiration expended.

University[edit]

2nd level, you chose an Universities. Choose between Cleric, Bard, Sorcerer, or Wizard, all detailed at the end of the class description. Your choice grants you features at 2nd and again at 6th, 10th, and 18th levels.

Font of Magic[edit]

At 3rd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by experiment points, which allow you to create a variety of magical effects.

Experiment Points

You have 1 experiment point, and you gain more as you reach higher levels, as shown in the Experiment Points column of the University Graduate table. You can never have more experiment points than shown on the table for your level. You regain all spent experiment points when you finish a long rest.

Flexible Casting

You can use your experiment points to gain additional spell slots, or sacrifice spell slots to gain additional experiment points. You learn other ways to use your experiment points as you reach higher levels.

Creating Spell Slots. You can transform unexpended experiment points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.

Any spell slot you create with this feature vanishes when you finish a long rest.

Creating Spell Slots
Spell Slot Level experiment Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7

Converting a Spell Slot to experiment Points. As a bonus action on your turn, you can expend one spell slot and gain a number of experiment points equal to the slot’s level.

Exchangeable Metamagic[edit]

At 3rd level, you gain the ability to twist your spells to suit your needs. You gain one of the Metamagic options from sorcerer class.

Whenever you complete a short or long rest, you may replace your Metamagic option for another Metamagic option from the sorcerer class.

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.

Font of Inspiration[edit]

At 5th level, you can use Professional Inspiration twice per short or long rest. Expending Professional Inspiration from Music of Rest happens before you regain all of your Professional Inspiration.

Magical Secrets[edit]

By 5th level, you have plundered magical knowledge from a wide spectrum of disciplines. Choose one spell from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the University Graduate table, or a cantrip.

Additionally, choose one spell from Bard, Cleric, or Sorcerer spell list. A spell you choose must be of a level you can cast, as shown on the University Graduate table, or a cantrip.

Both of these spells are memorized into your head and you are able to cast them as if you have prepared them. These spells are not recorded in your spell book, just like your cantrips

You learn two additional spells at 11th level and at 17th level.

Countercharm[edit]

At 6th level, you gain the ability to use facts or logic power to disrupt mind-influencing effects. As an action, you can start a speech that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The speech ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Arcane Experiment[edit]

At 11th level, you can overload the weave in hope of something good to happen.

As an action, expend any number of Experiment Points. Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than three times the expended Experiment Points, the weave reacts and the experiment is successful. The DM chooses the nature of the result of the experiment; the effect of any spell would be appropriate. If the experiment is successful, you can't use this feature again for 7 days. Otherwise, you regain all of the expended points that was used for this feature and you can use it again after you finish a long rest.

Font of Channel Arcane[edit]

At 17th level, you find it easier to draw power from the weave. You can use Channel Arcane once per short or long rest.

Signature Spells[edit]

When you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd-level spells in your spellbook as your signature spells. You always have these spells prepared, they don't count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to cast either spell at a higher level, you must expend a spell slot as normal.

Universities[edit]

Cleric[edit]

Your belief in a god drives you to learn more about them. With the help of higher power or from holy people like clerics, you pick up some cleric-like skills.

Cleric Subclass

At 2nd level, choose one cleric subclass of your choice. It is the subclass for this class. Any spells gained from this subclass is added to your spell book. Any subclass feature based on Wisdom, you can instead use Intelligence. Channel Arcane is the same features as Channel Divinity.

If you pick Arcane Domain, You gain Turn Undead from Cleric class instead of Arcane Abjuration.

Cleric Subclass 1st and 2nd Level

At 2nd level, you gain all features from your chosen subclass' features of 1st and 2nd level.

Cleric Subclass 6th Level

At 6th level, you gain all features from your chosen subclass' features of 6th level.

Cleric Subclass 8th Level

At 10th level, you gain all features from your chosen subclass' features of 8th level.

Cleric Subclass 17th Level

At 18th level, you gain all features from your chosen subclass' features of 17th level.

Bard[edit]

You enjoy the more relaxed and enjoyable experience of a college that many bards go to. Not surprisingly, you picked up helpful skills from the college that you went to.

Bard Subclass

At 2nd level, choose one bard subclass of your choice. It is the subclass for this class. Any spells gained from this subclass is added to your spell book. Any subclass feature based on Charisma, you can instead use Intelligence. Treat Professional Inspiration as Bardic Inspiration.

Bard Subclass 3rd Level

At 2nd level, you gain all features from your chosen subclass' features of 3rd level.

Bard Subclass 6th Level

At 6th level, you gain all features from your chosen subclass' features of 6th level.

Expertise

At 10th level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Bard Subclass 14th Level

At 18th level, you gain all features from your chosen subclass' features of 14th level.

Sorcerer[edit]

You dislike all the studying and learning. You choose to create and discover your own brand of magic.

Sorcerer Subclass

At 2nd level, choose one sorcerer subclass of your choice. It is the subclass for this class. Any spells gained from this subclass is added to your spell book. Any subclass feature based on Charisma, you can instead use Intelligence. Treat Experiment Point as Sorcery point.

Sorcerer Subclass 1st Level

At 2nd level, you gain all features from your chosen subclass' features of 1st level.

Sorcerer Subclass 6th Level

At 6th level, you gain all features from your chosen subclass' features of 6th level.

Sorcerer Subclass 8th Level

At 10th level, you gain all features from your chosen subclass' features of 14th level.

Sorcerer Subclass 18th Level

At 18th level, you gain all features from your chosen subclass' features of 18th level.

Wizard[edit]

You are talented in arcane and learning new spells become easier to learn.

Wizard Subclass

At 2nd level, choose one Wizard subclass of your choice. It is the subclass for this class. Any spells gained from this subclass is added to your spell book. If a subclass feature grants a discounted cost to copy spells to the spell book, you can use that feature to copy Wizard spells to your spell book.

Wizard Subclass 2nd Level

At 2nd level, you gain all features from your chosen subclass' features of 2nd level.

Wizard Subclass 6th Level

At 6th level, you gain all features from your chosen subclass' features of 6th level.

Subclass 10th Level

At 10th level, you gain all features from your chosen subclass' features of 10th level.

Wizard Subclass 14th Level

At 18th level, you gain all features from your chosen subclass' features of 14th level.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the University Graduate class, you gain the following proficiencies: none

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