Remove these ads. Join the Worldbuilders Guild

Homebrew

Surveyor

Surveyor's use their studies and arcane abilities to inform their allies about their foes. Most surveyors sit in the backlines watching and determining how their party should react rather than fight themselves.
hit dice: 1d10 per level
hit points at 1st level: 10 + Con. Mod.
hit points at higher levels: 1d10 + Con. Mod. per level after first
armor proficiencies: Light Armor
weapon proficiencies: Blowgun, Net
tools: Choose two: Cartographer's Tools, Herbalism Kit, Navigator's Tools, Poisoner's Kit
saving throws: Constitution, Inteligence
skills: Choose three: Survival, Animal Handling, Nature, Arcana, History, Insight, Investigation, Medicine, Religion
starting equipment:
• Blowgun and 100 blowdarts

• Choose: a pair of glasses; or an arcane focus; or a monocle

• Those in which you have proficiency: Cartographer's Tools, Herbalism Kit, Navigator's Tools, Poisoner's Kit

• Two nets
spellcasting:
CANTRIPS At 1st level, you know three cantrips of your choice from the bard or cleric spell list. You learn additional cantrips of your choice at higher levels, once at 4th level and again at 10th level. Starting at 15th level you know all Bard and Cleric cantrips.   LEARNING AND CASTING SPELLS The Surveyor 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. The list of spells that are known to you is that of the bard and cleric spell list and for which you have spell slots. The spells must be of a level for which you have spell slots. All spells deal no damage to the target unless otherwise stated from a class ability.   SPELLCASTING ABILITY lntelligence is your spellcasting ability for your spells, since you learn your spells through dedicated study and research. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intlelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier.   RITUAL CASTING You can cast a spell as a ritual if that spell has the ritual tag and you have learned it.   SPELLCASTING FOCUS You can use an arcane focus, glasses, or a monocle as a spellcasting focus for your spells.   SPELLBOOK You are required to have all spells in a spellbook and have that book on your person while casting the spells. You must also spend at least 10 minutes per character level during a long rest or an hour during a short rest reading the book. Failure to do so will result in the inability to cast spells until you do so.   SPELLSLOTS PER LEVEL                                                                                                                                                                  
level\spell1st2nd3rd4th5th6th7th8th9th
1st 2 - - - - - - - -
2nd 3 - - - - - - - -
3rd 4 2 - - - - - - -
4th 4 3 - - - - - - -
5th 4 3 2 - - - - - -
6th 4 3 3 - - - - - -
7th 4 3 3 1 - - - - -
8th 4 3 3 2 - - - - -
9th 4 3 3 3 1 - - - -
10th 4 3 3 3 2 - - - -
11th 4 3 3 3 2 1 - - -
12th 4 3 3 3 2 1 - - -
13th 4 3 3 3 2 1 1 - -
14th 4 3 3 3 2 1 1 - -
15th 4 3 3 3 2 1 1 1 -
16th 4 3 3 3 2 1 1 1 -
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1
class features:
SPELLCASTING At 1st level you have learned how to manipulate the weave to grant yourself an edge in combat. You learn all Bard and Cleric spells for levels of which you have spellslots as shown in the Spellcasting Table.   OPEN MINDED Starting at 1st level your in depth studies have let you open your mind to learn at a faster pace. You may gain one proficiency after one month of continuous study. If learning a tool, weapon, or armor proficiency you must have that item. If learning a language you must know someone who speaks it or have a book that contains its writing.   PACIFIST Starting at 1st level whenever you would deal damage you instead don't unless a damage source specifically states that it is exempt from this feature. Effects that require a hit to activate still take effect except the damage dealt is 0. For example: Vicious Mockary will still inflict disadvantage on attack rolls but will not inflict the 1d4 psychic damage.   STUDIOUS FIELD At 2nd Level you choose a specialization of your research. Choose one of the Subclass options in the "Subclass Options" section below.   DEFENSE OBSERVER Starting at 3rd level, you learn to identify an enemies defenses. As a reaction when a creature takes damage you learn either its AC value or one resistance, immunity, or weakness it has to a damage type or condition of the DM's choosing. If the creature has no applicable resistance, immunity, or weakness you learn it's AC value. You may do this a number of times equal to your proficiency bonus. This effect can only effect a creature once every 24 hours.   ABILITY SCORE IMPROVEMENT At 4th level, and again at 8th, 12th, 16th, and 19th level, you may improve one ability score by two, two ability scores by 1 or take a feat.   MEMORATIVE TRACKER Starting at 5th level, you learn to track what you have recently seen. You gain advantage on checks made to track a target you have seen within the last week. In addition divination spells made to track this target has greater chances of sucess. This manifests as either disadvantage on the targets save or advantage on your checks. In a case like Agury you can get a guarenteed acurate/nonrandom result an additional time, after which the spell acts as normal. Once you activate this feature you gain its effects until your next long rest. You are then unable to use this feature on this creature until you have seen them again.   PASSIVE OBSERVER Starting at 7th level, you gain an essense of stealth, observing your targets from afar. When you are 15ft or further from a creature you have advantage on stealth checks against said creature. Additionally after finishing a long rest you gain the effects of the Sanctuary spell untill you are within 15ft of a hostile creature. The spell save DC is your spell save DC.   ARCANE INVESTIGATOR Starting at 9th level, your knolege gives greater vision of the arcane. You gain proficiency in Arcana if you don't already have it and expertise if you do. In addition, as a reaction when you see a spellcaster cast a spell you can cast detect magic. You can do this a number of time equal to half your level rounded down per long rest. When cast in this way you also learn the level of the spell. You may also expend an additional use to make an arcana check against the caster's save DC. Suceeding in this check reveals either the spell name or the casting class used, the DM's choice.   QUICKENED OBSERVATIONS Starting at 11th level, you can observe an enemy faster. You may use your bonus action on your turn to activate Defense Observer on one creature you can see.   EVASIVE SURVEY Starting at 11th level, you have a greater ease in evading your targets. When you use Defense Observer or Arcane Investigator, the target of those abilities have disadvantage on attack rolls against you for ten minutes.   ANTI-ARCANE ANALYST Starting at 13th level, you have learned to create magic to counter spells. When you know of a spell being cast or a spell effect within 60ft of you, you may use an action to expend a spell slot to try and counteract the effect. If the spell slot is equal to or greater than that which was used to create the effect or spell they cancel each other, wasting both spellslots otherwise it does nothing and your spellslot is wasted. This feature has no effect on cantrips. In addition when you cast the Detect Magic spell as a ritual you also learn it's level.   DAMAGE CATAGORIZER Starting at 15th level,. Once per turn as an action you can choose a creature you can see. You learn the damage type of their attacks. The types are from all attacks combined. For example: a greatsword and firebolt would be learned as "Slashing, Fire".   STATISTICAL SCIENTIST Starting at 17th level, you see the characteristics and phisiology of creatures as a quantifiable value. As an action you can choose one of: Strength, Dexterity, Constitution, Inteligence, Wisdom, or Charisma, and target a creature. You then learn the value of that ability score for that creature. If the creature's CR or level is greater than your own this has no effect and doesn't consume a use. You have a number of uses equal to your inteligence modifier (minimum 1) per long rest.   TARGETED OMNISCIENCE Starting at 20th level you have begun to predict a creature based on previous experiences. You can enter a trance like state as a bonus action 4 times per long rest. Entering this state drops concentration on spells and renders you incapacitated while in the trance. The trance lasts until you drop concentration, as if concentrating on a spell. While in this trance you can focus on one creature within 60ft of you that you can see, once per turn, and see their current hit points, maximum hit points, ability scores, creature type, immunities, resistances, weaknesses, AC value, CR, legendary resistances, legendary actions, and lair actions. You also predict their most likely next course of action. This prediction doesn't account for changes in circumstances, for example spike growth being cast beneath it when it planned to move. Also while in this trance you can hover 5ft off the ground with a horizontal speed equal to your walking speed. You gain the ability to communicate telepathically to allied creatures while in the trance.
subclass options:
STUDIOUS FIELD At 2nd level choose one of these specializations for your research.
  • Blowgun Expert: Damage dealt with a blowgun is exempt from the Pacifist feature. In addition you can craft custom ammunition using poisons or potions. The blowgun deals 1 piercing damage in addition to the damage from the added substance. You also don't gain disadvantage from shooting within 5ft of the target. The standard range is now 100ft and far range is 150ft. You can also hide the blowgun effortlessly, with it only being found by divination spells unless you have your atire taken from you.
  • Magi: When casting a bard or cleric spell you now deal damage that is exempt from the Pacifist feature. All melee attacks deal damage to self rather than the intended target, this self inflicted damage is exempt from the Pacifist feature.
  • Strategist: You can use your reaction to allow an ally to gain advantage on an attack roll or skill check or impose disadvantage on a creature attacking an ally a number of times equal to your proficiency bonus per long rest. This feature can be used after the die has been rolled but before the result is declared.
  • STUDIOUS FIELD At 6th level choose one of these specializations for your research.
  • Deflection: As a reaction when attacked by a melee weapon attack you can deflect the damage to either side of you as long as the attack doesn't critically suceed. This causes you to take half damage from the attack unless the deflection is unto the space of another creature. In said case the creature must then make a dexterity saving throw(which they can intentionally fail) or take full damage from the attack. The creature suceeding it's save causes both parties to recieve half the damage of the attack. This can be done a number of times equal to your proficiency bonus per long rest.
  • Miraculous Caster: When casting a spell of any level you can choose to roll 2d20s. If both result in a roll of 20 each the spell is cast using no components or spellslots and is considered to be cast at 9th level. Failing this roll leads to psychic damage equal to the attempted spells level. When a spell attack roll results in a 19 it is treated as a critical success. A spell attack roll of 19 or higher is guarenteed to hit unless the AC of the attacked creature is more than 5 above the total.
  • Transendance: As an action enter a trance and channel your magical prowess to heal nearby allies. Allies within 35ft of you gain a healing rate of 1,800 health per round. The effect ends at the start of your next turn and healing is applied. If an ally would have taken damage said damage would be done to the healing done instead of their health points. In addition, you gain immunity to damage and status effects durring this trance. If an ally leaves the aplicable area they lose all benefits from this feature. This can only be done as the only action or bonus action on your turn. You also are unable to utilize reactions. You may use this feature once per long rest.
  • LvlProficiency BonusFeatures
    1st+2Open Minded, Spellcasting
    2nd+2Studious Field
    3rd+2Defense Observer
    4th+2Ability Score Improvement
    5th+3Memorative Tracker
    6th+3Studious Field Feature
    7th+3Passive Observer
    8th+3Ability Score Improvement
    9th+4Arcane Investigator
    10th+4Studious Field Feature
    11th+4Quickened Observations, Evasive Survey
    12th+4Ability Score Improvement
    13th+5Anti-Arcane Analyst
    14th+5Studious Field Feature
    15th+5Damage Catagorizer
    16th+5Ability Score Improvement
    17th+6Statistical Scientist
    18th+6Studious Field Feature
    19th+6Ability Score Improvement
    20th+6Targeted Omniscience

    Created by

    MadHacker3.

    Statblock Type

    Class Features

    Link/Embed