Level |
Features |
1 |
Heads Up Display (HUD), Statistic Sheet |
2 |
Inventory |
3 |
Archetypal Training |
4 |
Feat or Ability score improvement |
5 |
Quick Communication |
6 |
Feat or Ability score improvement |
7 |
Archetypal Training Feature |
8 |
Feat or Ability score improvement |
9 |
Fix The Situation |
10 |
Skilled |
11 |
Archetypal Training Feature |
12 |
Feat or Ability score improvement |
13 |
Resilient |
14 |
|
15 |
Archetypal Training Feature |
16 |
Feat or Ability score improvement |
17 |
|
18 |
Archetypal Training Feature |
19 |
Feat or Ability score improvement |
20 |
Master of None |
hit dice:
d10
hit points at 1st level:
10+con mod
hit points at higher levels:
1d10+con mod or 6+con mod
armor proficiencies:
Light Armor, shields
weapon proficiencies:
Simple Weapons
tools:
one of choice
saving throws:
Con saves and one of choice
skills:
Choose any one skill
starting equipment:
Leather armor
one simple weapon of choice
a dagger or a shield
one tool or kit you are proficient with
spellcasting:
class features:
Heads Up Display -
starting at level 1, you always know the percentage health of all enemies that you have done damage to while looking at them. They know their own and their party members health at exact amounts over any distance, they always know what direction the nearest largest town is and the direction to the nearest quest objective. And they know of any and all status effects that you or your party members may have (ex, poisoned, diseased, charmed, stunned, etc)
Statistic Sheet -
starting at level 1, you know your all of your stats as well as all, diseases, blessings, curses, etc applied to you. once per long rest when you would make a roll using your lowest stat, you may choose to give yourself advantage on that roll.
Inventory -
starting at level 2, you gain an extradimensional space that can hold no more than 40 items at one time, this is a 5 by 8 grid. you can use an action to put an item into the inventory and you may use a bonus action to pulls something from the inventory. only you can access the inventory. if you would die all the items in your inventory appear in the nearest adjacent space. in addition, consumable items with effects (such as potions, foods, (scrolls only if your dm is cool with it) etc) can be used at any time on your turn, with no action required.
Archetypal Training -
starting at level 3, you may choose what archetype you would like to be trained in. you pick this once and gain additional features from the one you chose at this level and as you level up. (3, 7, 11, 15, and 18)
Quick Communication -
starting at level 5, you may telepathically speak creatures whom you have met, know the name of, and that are on the same plane of existence, over any distance. a creature you speak to this way can speak back to you this way until 1 minute passes or you use this feature to speak to another creature.
Fix the Situation -
starting at level 17, you've learned to be adept at working well in any situation. over the course of a long rest, you may change your archetypal training. you may use this feature no more than once per day.
Skilled -
starting at level 10, you gain proficiency in all skills, you cannot gain expertise in any skills, and if you have expertise you lose it.
Resilient -
starting at level 13, you gain prof in all saving throws.
Master of None -
starting at level 20, pick a feature that any class your DM allows could have at level 20, this feature becomes that one.
subclass options:
Caster -
basic caster training -
starting at level 3, when you take this archetypal training, you learn 2 cantrips of your choice from the wizard spell list, in addition you learn 1 first level spell from the wizard spell list, when ever your proficiency increases you may choose a new spell thats level is one less than your proficiency or lower. you have a number of casting points equal to your proficiency bonus, spells you cast with this class take a number of casting points equal to the spells level. casting points replenish at the end of a long rest.
Thief -
basic thief training -
starting at level 3, when you take this archetypal training, you can take the hide or dash action as a bonus action. in addition you have advantage on dexterity saving throws against the effects of traps
Martial -
basic martial training -
starting at level 3, when you take this archetypal training, you gain any one fighting style that a fighter could take at level 1.
Priest -
basic priest training -
starting at level 3, when you take this archetypal training, you learn 2 cantrips of your choice from the cleric spell list, in addition you learn 1 first level spell from the cleric spell list, when ever your proficiency increases you may choose a new spell thats level is one less than your proficiency or lower. you have a number of casting points equal to your proficiency bonus, spells you cast with this class take a number of casting points equal to the spells level. casting points replenish at the end of a long rest.