Unspecialized (5e Class)

From D&D Wiki

Jump to: navigation, search
Recycle.png This page was marked as abandoned on 07:47, 18 December 2017 (MST) because: I no longer have an interest in completing this class. Another user is free to take it up, however, as it stands its quite OP and a bit of a mess. ConcealedLight (talk) (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

Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete + op T,T

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 When the flavor has been changed so that this template is no longer applicable please remove this template.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


"Sometimes I wonder why. Just why. And then yall wonder why I need to drink to play." ~Aurlai, Dungeon Master of the ones that give him ulcers

The Unspecialized are dabblers, professional explorers who plunder a wide variety of fields to find the tools they need to survive. They read through tomes of arcane magic to gain a basic understanding of spells. They offer prayers to a variety of deities to gain their blessings. They observe warrior stances and exercises to understand the art of fighting. But while an unspecialized learns many paths, they master none of them. Rather than train in a given field, they masters all the basics and manages to pull out something useful when the situation is desperate enough.

Varient Hearts[edit]

Not every hero is a masterful fighter, an absolute powerhouse, a magical prodigy, or a world-class thief. Sometimes even the normal folk of the multiverse can be thrown into the most abnormal of circumstances, and in this case, the true strength of sentience tends to come forth. Unspecialized are characters whose power comes from observing all that is around them learning to shoot a bow from the ranger, to push past their limits from the fighter, to sculpt spells from the wizard and so on. Their power is that they don't limit themselves to one school of thought, one method of defeating their opponents and one form of victory. Unspecialized characters attributed to the idea that they can keep in check the things that are often forgotten or overlooked by parties, such as specific weaknesses and things said that could give the edge needed to win. They are environmentalists at heart and use anything and everything to make the victory happen.

Creating a Unspecialized[edit]

When making an unspecialized, think of the where you grew up. How did you learn each of the speciality's you use now and who taught them to you? Or maybe you spend months watching the knights train from afar making note of their every movement and stance? Did you look up to any of them? What and how did they teach you? Are you still friends with any of them, and where are they now? Did you leave on good terms? What are your goals now that you've left your most recent speciality? Or maybe you are still undergoing one? Are you in pursuit of money, adventure, friendship, revenge, or something else?

Quick Build

You can make an unspecialized quickly by following these suggestions. First, pick speciality's that have similar main stats like Monk and Cleric. Then pick that stat and a second stat that works well with it or fellows where you would like to build next. In this case we would pick Wisdom and Constitution or Dexterity, maybe our next speciality is rogue so we would go with Dexterity. It is important to remember to have enough points in other stats so you can meet the multi-class prerequisite for your specialities. Second, choose the Guild Artisan background.

Class Features

As a Unspecialized you gain the following class features.

Hit Points

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


Armor: All armour, shields.
Weapons: simple weapons, improvised weapons, martial weapon.
Tools: None.
Saving Throws: Wisdom, Intelligence.
Skills: Pick any two.


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

Table: The Unspecialized

Level Proficiency
Luck Unspecialized
1st +2 1d2 -- Mcguffin, Luck, Day-Job(1)
2nd +2 1d2 2 Unspecialized Speciality
3rd +2 1d2 2 Attentive
4th +2 1d2 2 Ability Score Improvement
5th +3 1d2 3
6th +3 1d2 3 Luck, Day-Job(2)
7th +3 1d2 3
8th +3 1d4 3 Ability Score Improvement, Ability Bonus(+2)
9th +4 1d4 4
10th +4 1d4 4 Confidence, Attentive
11th +4 1d4 4
12th +4 1d4 4 Ability Score Improvement, Hone
13th +5 1d4 5
14th +5 1d4 5 Double Focus, Ability Bonus(+3)
15th +5 1d6 5
16th +5 1d6 5 Ability Score Improvement
17th +6 1d6 6
18th +6 1d6 6 Dynamic Shift
19th +6 1d6 6 Ability Score Improvement
20th +6 1d6 6 Unspecialized Mastery, Ability Bonus(+4)


At some point in your life, you came into possession of an item of the DM's choosing. This item could be of any rarity, it may be wonderous, sentient or even cursed. However, the item cannot be a consumable, such as a potion. This item has the minor property, Unbreakable.


You have always been lucky. When you make a roll on the d20 for an attack roll, ability check, or saving throw, you can roll your luck die and add an amount equal to the value rolled to the roll. At the beginning of the day, you roll your luck die and can use this feature a number of times equal to the number rolled.

At 6th level, you when you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


Nothing in this world is free, even when you live out of your backpack. At 1st level, you may choose a Day-Job to gain the listed tool and skill proficiency in it and the skill. At 6th level, you may choose an additional Day-Job to gain the listed tool and skill proficiency in it and the skill. If you already know a chosen skill, then your proficiency bonus is doubled for any ability check made with that skill. Your proficiency bonus is also doubled for any ability check you make while engaging in Day-Job routines.

Unspecialized Speciality[edit]

Design Note: This shouldn't be allowed to mix with homebrew class's without your DM's approval.

Begining at 2nd level, you have a number of specialities equal to your proficiency bonus. A speciality is a class or archetype you have seen and understood to a good enough degree for you to practice and eventually make your own. You cannot pick classes that you don't meet the multi-class prerequisite for. You can focus on one of your specialities granting you the features and abilities of the class up to your level divided by 2, rounded down. This doesn't grant you the Hit Points, Proficiencies or Equipment of that class. For example, if you were a level 18 Unspecialized and you were focused on the Monk, Way of the Shadow, you would be considered a level 9 Monk, Way of the Shadow, you could use features like Shadow Step and then consume one of your 9 ki points to Stunning Strike a target, however, you wouldn't be able to use their Cloak of Shadows feature or use the Way of the Open Hands, Wholeness of Body feature. In terms of spellcasting you can only use spells from the spell list of the class you are currently focused on and the resources of two separate classes are separate. Similarly, when taking two different archetypes you don't gain twice as much of that resource such as spell slots or Ki. You can swap them out one of the classes or archetypes you've picked out for another one each level provided you've met the requirements. You can switch your focus to another speciality at the end of a long rest by performing mental exercises over the course of a ritual. At 14th level, through your deeper understanding of your specialities, you can perform this ritual over a short rest.


At 3rd level, you have a knack for telling when something's off. You have advantage on Perception checks to pick up on things that are out of place in your environment. If you pass you get a "gut feeling" that something is wrong and cannot be surprised for the next minute.

At 8th level, you have advantage on your roll for Initiative.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.

Ability Bonus[edit]

At 8th level, when choosing a speciality to focus on, you also gain a +2 bonus to the primary ability score associated with that speciality as seen in that classes quick build section. This bonus lasts until you change your focus. At 14th level, this bonus increases to +3, and at 20th level to +4.


Starting at level 10, your confidence inspires you to push yourself further. Every time you complete a successful ability check or saving throw you gain temporary hit points equal to your level. This increases to twice your level at 16th level. You cannot stack temporary hit points you gain from this features. In addition, you have advantage on saving throws against being frightened.


Beginning at 12th level, as a bonus action, you can hone in on a specific class feature that your currently focused speciality has at a level greater than your current specialities maximum but no greater than your unspecialized level. You have access to this feature for a 1 minute and must take a short rest before you can use Hone again.

Double Focus[edit]

At 14th level, you can adopt two speciality focuses in the same amount of time it previously took for you to focus on one. For example, you could focus on both the Monk, Way of the Shadows and the Rogue, Assassin to be essentially a Monk 10/ Rogue 10. While you can focus on different archetypes of the same class at once you can't focus on the same archetype twice simultaneously.

Dynamic Shift[edit]

Starting at 18th level, you can quickly change out your currently focused specialities to any other specialities known to you as action. When you do this you cannot switch your specialities out again until you finish a long rest and you cannot use this feature again until you complete a long rest.

Unspecialized Mastery[edit]

Finally, at 20th level, you can use abilities and features equal to you 3/4th your level rounded down instead of half your level rounded down.


You cannot multiclass into or out of this class.

Back to Main Page5e HomebrewClasses

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors