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<!-Introduction Leader->[edit]

Creating a[edit]

Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

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


Armor: Light, Medium, Heavy and shields
Weapons: Simple and Martial
Tools: None
Saving Throws: Str and Con
Skills: Choose two skills from Acrobatics, Athletics, Arcana, Insight, Intimidation, Perception, and Survival


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

Table: The

Level Proficiency
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Empowered Blow, Equipment Bond, Spellcasting 2
2nd +2 <!-Class Feature-> 3
3rd +2 4 2
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 4 3 2
6th +3 <!-Class Feature-> 4 3 3
7th +3 4 3 3 1
8th +3 Ability Score Improvement 4 3 3 2
9th +4 4 3 3 3 1
10th +4 <!-Class Feature-> 4 3 3 3 2
11th +4 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 3 3 3 2 1
13th +5 4 3 3 3 2 1 1
14th +5 <!-Class Feature-> 4 3 3 3 2 1 1
15th +5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 3 3 3 2 1 1 1
17th +6 4 3 3 3 2 1 1 1 1
18th +6 <!-Class Feature-> 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 3 3 3 3 2 1 1 1
20th +6 <!-Class Feature-> 4 3 3 3 3 2 2 1 1

Empowered Blow[edit]

Starting at 1st level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal additional damage of the same type as the weapon to the target. The extra damage is 1d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st.

Equipment Bond[edit]

maybe 2nd level?? Over the course of 1 hour short rest, you can bond a weapon or armor to you. Once bonded, the equipment cannot be forcibly removed from you unless you are incapacitated and if the equipment is on the same plane of existence, you can summon it to your hand as a bonus action. You can bond up to two weapons and one armor at once. Magic items you are attuned to are also considered bonded to you.


Spells with an asterisk are homebrew.


You know the following cantrips; Blade Ward, Energy Blast*, Mage Hand, True Strike.

Spell Slots

The 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.

For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Spells Known of 1st Level and Higher

At the bottom of the description, there is a list of spells that shows what spells you learn at each <!-Class Name-> levels

The necessary homebrew spells are here

Spellcasting Ability

Constitution is your spellcasting ability for your spells. Your magic comes from . You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a <!-Class Name-> spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting

You can cast any <!-Class Name-> spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a personly significant token or a weapon as a spellcasting focus for your spells.

<!-Subclass Feature->[edit]

At 2nd level, you chose a <!-insert name of subclass feature->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at 2nd level and again at <!-list all the levels the class gains subclass features->.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Class Option 1->[edit]

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

<!-Subclass Feature->

<!-Subclass feature game rule information->

Spell List[edit]

When you reach an indicated level, you gain those spells.

<!-Class name-> Spells
<!-Class name-> Level Spells
1st Cure Wounds, Detect Magic,
3rd Compelled Duel, Enhance Ability, Misty Step
5th Counterspell, Dispel Magic, Fireball
7th Fly
9th Banish
17th Antimagic Field


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: Con 13

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

The smites, knockprone, stun, restrain

Earthshaking slam enchant weapon

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