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I am not the author of this class - this is merely a copy of a deleted class I saved for posterity. Please respect the rules of userpages and do not edit this page. Quincy (talk) 13:39, 14 January 2018 (MST)


The Troubled are beings who are affected by a phenomena called "The troubles".


Troubled people seldom know they are troubled until their trouble activates. While a trouble runs in families, they are usually forgotten about, or simply not believed. But the Troubles are real, and they can be both dangerous, and downright weird. Your trouble could be that your shadow roams the towns, killing people who mocked you... Or your trouble could be that every item of food you touch turns into cake. Troubles are truly random.

Creating a Troubled[edit]

What you should know straight off the bat is that apart from their Troubles, The Troubled are simply normal. Commoners, even. Your ordinary life has been turned upside down by the troubles.

Quick Build

You can make a Troubled quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Wisdom. After all, your trouble is little use to you if you cannot control it. Second, choose any background.

Class Features

As a Troubled you gain the following class features.

Hit Points

Hit Dice: 1d12 per Troubled level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Troubled level after 1st


Weapons: Swords
Tools: One tool of your choice
Saving Throws: Int. Wis.


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

  • Rapier
  • Shortsword
  • Family Diary depicting your trouble(s).

Table: The Troubled

Level Proficiency
1st +2 Warnos Trouble, Crocker Trouble, Unique Trouble
2nd +2 Stuffing Trouble, Cake Trouble
3rd +2 Buried Trouble
4th +2 Ability Score Improvement, Spontaneous Trouble
5th +3 Popularity Trouble
6th +3 Pain Trouble
7th +3 Aqua Trouble
8th +3 Ability Score Improvement, Resurrection Trouble
9th +4 Mimic Trouble
10th +4 Skinwalker Trouble
11th +4 Sketch Trouble
12th +4 Ability Score Improvement, Crocker Trouble (2)
13th +5 Weather Trouble
14th +5 Chief Trouble
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6 Fear Trouble
19th +6 Ability Score Improvement
20th +6


Warnos Trouble

At 1st level, You cannot feel pain, or anything, for that matter. You also cannot feel if someone attacks you from behind.

Crocker Trouble

At 1st level, if you touch the blood of another troubled, you gain +30 Strength on your next three attack rolls. In addition, if you kill a Troubled, you erase their unique trouble.

Unique Trouble

At 1st level, your unique trouble can be whatever you want it to be. (DM Discretion, if the DM does not allow the trouble, make another one. Do this until the DM agrees on one.)

Stuffing Trouble

At 2nd level, If you stuff a dead animal, after 4 hours it will return to life as your companion.

Cake Trouble

At 2nd level, If you touch any item of food, it transmutes into cake. This also applies to meat, but the creature must be dead. The original Food must also be widely accepted as food by the rest of the population.

Buried Trouble

At 3rd level, if you bury a dead creature, they will return as a spirit.

Spontaneous Trouble

At 4th level, you can cause objects to randomly catch fire. The damage for this fire is [Your level]d12's of damage. Targets can roll a wisdom saving throw against the spell DC of the user for half damage. You are immune to your own Fire damage.

Popularity Trouble

At 5th level, As long as an intelligent creature looks you in the eye, they believe everything you tell them, and treat you as a friend.

Pain Trouble

At 6th level, Anyone who makes skin-on-skin contact doubles over in searing pain.

Aqua Trouble

At 7th level, you can breathe underwater.

Resurrection Trouble

At 8th level, On the same day a creature dies, you may touch the corpse. As long as you touched them before Sundown on the same day, they return to life at sundown. You may only do this once per day.

Mimic Trouble

At 9th level, if you touch another creatures blood, you may copy one class feature or racial trait. You may only copy one at a time. If you try to copy a second, the first disappears.

Skinwalker Trouble

At 10th level, you can skin a creature. Then you can wear their skin as if it were your own, mimicking their voice in the process.

Sketch Trouble

At 11th level, you may draw a person that you have met before. Now, whatever happens to that sketch happens to the real life counterpart. You can only ever use the first sketch of a person in this way. Any more sketches of the same person are useless.

Crocker Trouble (2)

At 12th level, you can use any trouble that you erased with the Crocker Trouble.

Weather Trouble

At 13th level, you can cause random extreme weather conditions. Such as: Tornadoes, Lightning and Instant freezing, blizzards and such. These are random(DM Discretion), but must ALWAYS be beneficial to the Troubled Person.

Chief Trouble

At 14th level, Whenever you are in danger, you open fissures under random people. [DM discretion upon how much damage they take.]

Fear Trouble

At 18th level, when someone would look at you, they see their worst fear instead.

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.


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: At least 14+ Intelligence and Wisdom.

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

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