Homebrew
hit dice:
1d8
hit points at 1st level:
8 + your Constitution Modifier
hit points at higher levels:
1d8 + Your Constitution Modifier
armor proficiencies:
Light Armor
weapon proficiencies:
Daggers, Slingshots, Spitballs, Simple Melee
tools:
Thieves' Tools,
saving throws:
Dexterity, Charisma
skills:
Choose 3 from Deception, Survival, Perception, Insight, Sleight of Hand, Performance, Stealth, Athletics
starting equipment:
Disguise Kit, Thieves Tools, Leather Armor, Spitball Cannon, a dagger, one stolen mundane item of the player's choosing
spellcasting:
class features:
Skateboard Tricks
At 1st level, on his turn, Bart can gain an extra 30ft of movement without taking opportunity attacks. He can use this feature twice at level 8, three times at level 14, and unlimited at level 20.
Once its uses are expended, all uses are regained after a long rest.
Mischief Die
At second level, You gain a die that can be added on to checks or saving throws involving trickery and mischief.
It is d6 at 2nd level, d8 and 7th, d10 at 13th, d12 at 17th.
Ability Score Improvement
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.
Narrow Escape
At 5th level, Bart can reroll a failed Dexterity saving throw after the roll is seen, but before the outcome is determined. Once used, Bart must take a short or long rest before using it again.
Class Clown
At level 3, Bart can choose from a list of tricks to aid him in his mischief. He can choose three tricks at level 3. He gains access to more powerful tricks as he levels up and may change the tricks every Ability Score Improvement if he wishes. He gains four tricks at level 11, five at level 15, and six at level 18.
Expertise
At 6th Level, Bart gains double proficiency in two skills he is already proficient with. He also gains proficiency in one new language. He gains this feature again at level 10, and once more at level 19.
Tomfoolerous Words
Beginning at 9th level, Bart gains advantage on Charisma (Intimidation) and Wisdom (Insight) checks when insulting an authority figure or a member of his family. Along with this he gains an extra attack when in combat with said authority figure or family member.
Atomic Slingshot
At 16th Level, as a bonus action, if his attack hits, Bart can add an extra 3d8 Radiant damage to any slingshot or spitball attack. He may expend mischief dice to add to this damage as well. This feature can't be used again until you complete a short or long rest.
Bartman
At 20th level, Bart can turn into his superhero alter ego: Bartman. He gains advantage on Stealth, Acrobatics and Athletics checks, as well as advantage on all attack rolls and Dexterity saving throws. Additionally, his speed increases by 10ft and can opt to use his movement as a grappling hook instead.
Once this feature is used, it can't be used again until 1d4 long rests.
subclass options: