From D&D Wiki
- 1 Yegg
- 1.1 Class Features
- 1.1.1 Table: The Yegg
- 1.1.2 Clientele
- 1.1.3 Treasured Insight
- 1.1.4 Bruiser
- 1.1.5 Trapfinder
- 1.1.6 Archetype feature
- 1.1.7 Extra Attack
- 1.1.8 Clock
- 1.1.9 Cunning action
- 1.1.10 Reverse Engineer
- 1.1.11 Expert haggler
- 1.1.12 Practice makes perfect
- 1.1.13 Scent of treasure
- 1.1.14 Delvers sight
- 1.1.15 Lock master
- 1.1.16 Escape artist
- 1.1.17 Ultimate haggler
- 1.2 Yegg Archetypes
- 1.3 Thug
- 1.4 Arcane Aficionado
- 1.1 Class Features
As a Yegg you gain the following class features.
- Hit Points
Armor: Light, Medium
Weapons: Simple, martial, and all crossbows
Tools: Thieves tools, and 1 other
Saving Throws: Str, Dex, Wis, int choose 2
Skills: History, Athletics, Acrobatics, Insight,Investigation, Perception, arcana, stealth, Sleight of hand, religion, deception,intimidation, persuasion Choose 4
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Mace or (b) Shortsword
- (a) Light Crossbow and 20 bolts or (b) any martial weapon
- (a) Thieves tools and Tinker's tools or (b) Thieves tools and Forgery kit or (c) Thieves tools and Disguise kit
- (a) leather armor or (b) Chain Shirt
|Cantrips Known||Spells Known||Features||—Spell Slots per Spell Level—|
|2nd||+2||0||0||Bruiser, Trap finder||—||—||—||—|
|4th||+2||4||3||Ability Score Improvement||3||—||—||—|
|5th||+3||4||4||Extra Attack, Clock||3||—||—||—|
|7th||+3||4||5||Cunning action, Reverse engineer||4||2||—||—|
|8th||+3||4||6||Ability Score Improvement||4||2||—||—|
|9th||+4||4||7||Expert Haggler, Practice makes perfect||4||2||—||—|
|11th||+4||4||9||Scent of treasure||4||3||—||—|
|12th||+4||4||9||Ability Score Improvement||4||3||—||—|
|16th||+5||4||13||Ability Score Improvement||4||3||3||—|
|19th||+6||4||18||Ability Score Improvement||4||3||3||1|
At 1st Level you gain proficiency in thieves cant and 2 other languages of your choice, and advantage on insight checks when attempting to find possible clients, or jobs.
At 1st level you gain advatage on insight and history checks on traesure, reliquary’s, gems, heirlooms ect.to find their value and import if any.
At 2nd level your unarmed strikes now do 1d4 of damage and can be governed by str or dex.
At 2nd level you gain advantage when looking for non-magical traps.
At 3rd level choose a Yegg archetype. (Thug, Arcane Aficionado)
At 5th level gain an extra attack.
At 5th level you can choose to clock an enemy to deal an extra 5 damage to your roll. Enemy must make a con save equal to 8+pro bonus+str or dex depending on proficiency chosen, if neither 8+ pro bonus+ str mod. If enemy passes con save enemy is uneffected. If this skill is used while stealthed and if enemy fails their con save you can instead choose to render the enemy unconscious, this will only work on medium or smaller sized monsters. This will also not work on monsters such as ghosts, elementals, and other creatures that fall into this category.
At 7th level on a bonus action you can dash, disengage, or hide.
At 7th level you can reverse engineer any non-magical trap doing so will render the trap harmless to allies and harmfull to enemies. Must make a sleight of hand check to do so, advantage if using tinker tools.
At 9th level you get advantage on haggling with merchants, both with buying and selling items.
Practice makes perfect
At 9th level you can now have expertise in two tools you are proficient in, gain expertise in two skills you are proficient in, or one of each.
Scent of treasure
At 11th level while in a dungeon you always seem to know which way treasure lies.
At 13th level your time spent underground and in dark places has gifted you with the ability to see better in low light. You now have darkvision up to 60ft. If you already have darkvision you now have superior darkvision up to 120ft. If you already have superior darkvision you now have blindsense up to 60ft. If you already have blindsense your blindsense now increases to 120ft.
At 15th level you gain advantage on unlocking any lock magical or otherwise.
At 17th level whenever you are stuck in a tight spot you alway are able to find a way out. If thrown in prison you always have at least one lockpick, when stuck in a trap you can always find the off switch, and when cornered by a monster you always find an opening to slip away, can use reaction to completely avoid one attack from an enemy.
At 20th level your aptitude for a deal is without equal, you always get max price when selling items and triple advantage when buying items.
At 3rd level your hit die now becomes a d12 and your unarmed attack becomes 1d6.
At 3rd level your melee attacks gain an extra 1d4 of damage.
At 6th level you gain an extra attack.
At 6th level you can take a -5 to hit to deal an extra damage die and an extra 5 damage to your target, melee only. (This can be combined with the ability clock, however if this is done and the target passes the DC save then the total damage will be halved.)
At 10th level your unarmed strike is now 1d8, also as a free action you can make one unarmed attack as long as you are using a 1 handed weapon.
At 14th level your melee attacks deal an extra 1d8 of damage.
At 3rd level you now gain advantage when looking for magical traps. At 7th level you can reverse engineer magical traps.
At 3rd level you can now cast spells. (Illusion school and 1 other school cantrips can come from any school)
Spell save DC= 8+ pro bonus+ int
Spell attack= Pro bonus+ int
At 3rd level you have advantage on identifying magical weapons, armor, and trinkets as well as their worth and importance.
At 6th level you can spend a 1st level spell slot to sense magical items within 30ft. Every spell slot spent past 1st level increases range by 10ft. Duration of this ability is 10 minutes.
At 6th level you can read and understand magical runes
At 10th level you can spend a 3rd level spell slot to create a magical lock pick that can unlock magical and non- magical locks/seals, concentration 1 min.
At 14th level you gain resistance against all magics.