More 5e Classes

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The Strider

Quick build

You can make a strider quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the outlander background.

Class Features

As a strider, you have the following class features.

Hit Points


  • Hit Dice: 1d10 per strider level
  • Hit Dice at 1st Level: 10 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d10 (or 6) + your Constitution modifier per your strider level after the 1st

Proficiences


  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Dexterity, Constitution
  • Skills: Choose three from Acrobatics, Athletics, Intimidation, Perception, Performance, Sleight of Hand, Stealth, Survival

Equipment

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

  • (a) quarterstaff or (b) two batons (club variant with finesse)
  • (a) sling or (b) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
The Strider
Level Proficiency Bonus Features Unarmored Movement Rushes
1st +2 Adrenaline Rush, Unarmored Defense - 2
2nd +2 Unarmored Movement, Momentum +10 2
3rd +2 Strider Archetype +10 2
4th +2 Ability Score Improvement +10 2
5th +3 Uncanny Dodge +10 2
6th +3 Impulsive Instinct +15 2
7th +3 Evasion +15 2
8th +3 Ability Score Improvement +15 2
9th +4 Archetype Feature +15 2
10th +4 Ability Score Improvement +20 2
11th +4 Adrenal Endurance +20 2
12th +4 Ability Score Improvement +20 2
13th +5 Archetype Feature +20 2
14th +5 Blindsense +25 2
15th +5 Adrenal Longevity +25 2
16th +5 Ability Score Improvement +25 2
17th +6 Archetype Feature +25 2
18th +6 Elusive +30 2
19th +6 Ability Score Improvement +30 2
20th +6 Artiste of Movement +30 Unlimited

Adrenaline Rush

In battle or when executing a complex movement, you can invoke an Adrenaline Rush. On your turn, you can enter an Adrenaline Rush as a bonus action.

While rushing, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Dexterity checks and Dexterity saving throws.
  • Your unarmored movement speed bonus is doubled.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can’t cast them or concentrate on them while in an Adrenaline Rush

Your Adrenaline Rush lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rush on your turn as a bonus action.

Once you have Adrenaline Rushed the number of times shown for your Strider level in the Adrenaline Rushes column of the Strider table, you must finish a long rest before you can Adrenaline Rush again.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot use a shield and still gain this benefit.

Unarmored Movement

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain strider levels.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Momentum

Starting at 2nd level, you can use your movement to enhance your attacks. When you hit with the first attack of your turn, increase the damage by 1 bludgeoning damage per 5 ft. of expended movement you made this turn before the attack.

Motion must be made in a straight line towards your target. Straight line starts at the point of your last turn during your movement action before your attack.

Strider Archetype

At 3rd level, you choose an archetype: Parkour, Sprint, or Distance. Each are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 10th, 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

Uncanny Dodge

Starting at 1st level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Expertise

At 6th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Impulsive Instincts

By 6th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rush before doing anything else on that turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Adrenal Endurance

Starting at 11th level, your rush can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re rushing and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Adrenal Longevity

Beginning at 15th level, your rush is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

Artiste of Movement

At 20th level, you embody locomotion perfected. Your Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.

Strider Archetypes

Parkour

Freerunning

When you choose this archetype at 3rd level, you specialize your movement in overcoming obstacles that would normally hinder a person's movement. Climbing, swimming, crawling, and difficult terrain do not cost you extra movement.

Whenever you must make a save against being tripped or made prone, double your proficiency bonus for the saving throw.

Pivot

Starting at 9th level, you utilize your momentum more effectively - allowing you to turn while running at full speed. You can make turns and count your entire movement for the damage of the Momentum feature with one caveat; subtract 5 ft. for every turn you make during your movement when calculating the distance for the Momentum feature's damage

Vault

Starting at 13th level, you have advantage on a Dexterity (Acrobatics) check if you move no more than half your speed on the same turn.

When you attempt a long jump or high jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

If you are hanging on a wall or vertical surface, you can vault horizontally as through it were a long jump. If you vault to an opposing vertical surface, you can continue to vault back and forth between the verticle surfaces without difficulty.

Propulsion

Starting at 17th level, when you take damage from a creature that is within 5 feet of you, you may use your reaction to move up to 10 feet without taking attacks of opportunity. This movement counts towards your next attack using the Momentum feature.

Sprint

Burst of Speed

When you choose this archetype at 3rd level, you focus on maximizing your speed. Whenever you engage in combat or a stenuous activity involving mobility, you may choose to push your running speed to the limit. Your base movement is doubled for a minute. You cannot use this feature again until after you have completed a short rest.

Impact

Starting at 9th level, your Momentum damage is doubled when you use all of your movement in a line before your attack.

If you are using the charge feat on an opponent, you may apply the Momentum feature to the attack made during your bonus action.

Speed Training

Starting at 13th level, your eperience with running has made you a more capable sprinter. Increase your base movement speed by 10 ft.

Forefront

When you reach 17th level, your alacrity keeps you ahead of everyone else. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Distance

Metabolism

Starting when you choose this archetype at 3rd level, you can push your body's metabolism when you rush. If you do so, for the duration of your rush you heal hitpoints equal to your constitution modifier at the beginning of your turn each round. When your rush ends, you suffer one level of exhaustion.

You can avoid suffering exhaustion if you move no more than half your movement (rounded down) each turn for the entire duration of the rush.

Concentration

Beginning at 9th level, you can’t be charmed or frightened while rushing. If you are charmed or frightened when you enter your rush, the effect is suspended for the duration of the rush.

Persistance

Beginning at 13th level, you have mastered the art of long-distance running. If you would be forced to take a level of exhaustion, you may avoid doing so instead. You must take a long rest before using this feature again.

Long distance running makes you more resilient against internal debilitations. If you would be restrained, incapacitated, or stunned, you may avoid doing so instead. You must take a long rest before using this feature again.

Conservation

Starting at 17th level, if you move no more than half your total movement, you have an additional reaction for the rest of the round.

The Brawler

Quick build

You can make a strider quickly by following these suggestions. First, put your highest ability score in Strength, followed by Dexterity. Second, choose the gladiator background.

Class Features

As a brawler, you have the following class features.

Hit Points


  • Hit Dice: 1d12 per brawler level
  • Hit Dice at 1st Level: 12 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d12 (or 7) + your Constitution modifier per your brawler level after the 1st

Proficiences


  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Medicine, Perception, Performance, Survival

Equipment

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

  • (a) brass knuckles
  • (a) sling or (b) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
The Brawler
Level Proficiency Bonus Features Fisticuffs Damage
1st +2 Fisticuffs, Unarmored Defense 1d4
2nd +2 Knockout 1d4
3rd +2 Brawler Archetype 1d4
4th +2 Ability Score Improvement 1d4
5th +3 Extra Attack (1) 1d6
6th +3 Ability Score Improvement 1d6
7th +3 Wallop 1d6
8th +3 Ability Score Improvement 1d6
9th +4 Archetype Feature 1d8
10th +4 Snatch 1d8
11th +4 Extra Attack (2) 1d8
12th +4 Ability Score Improvement 1d8
13th +5 Archetype Feature 1d10
14th +5 Ability Score Improvement 1d10
15th +5 Haymaker 1d10
16th +5 Ability Score Improvement 1d10
17th +6 Archetype Feature 1d12
18th +6 Peak Pectorals 1d12
19th +6 Ability Score Improvement 1d12
20th +6 Extra Attack (3) 1d12

Fisticuffs

At 1st level, your practice of Fisticuffs gives you mastery of combat styles that use unarmed strikes and brawler weapons, which are simple weapons that cover your hands to modify your damage - such as brass knuckles.

You gain the following benefits while you are unarmed or wielding only brawler weapons and you aren’t wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and brawler weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or brawler weapon. This die changes as you gain brawler levels, as shown in the Fisticuffs column of Table: The brawler.
  • When you use the Attack action with an unarmed strike or a brawler weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a brass knuckles, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Strength modifier. You cannot use a shield and still gain this benefit.

Knockout

At 2nd level, once per long rest a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making his attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw equal to 8 + Proficiency Bonus + Strength Modifier or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

At 6th, 10th, 14th, and 18th levels, the brawler may use this ability an additional time before needing a long rest.

Brawler Archetype

At 3rd level, you choose an archetype: Bare-Knuckle Boxing, Dirty Fighting, or Ki-Warrior. Each are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 10th, 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

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Wallop

Starting at 7th level, the Brawler can peform a wallop as a standard action to a single foe equal to or smaller than his size. Make and unarmed attack. If you hit, the target must succeed a Dexterity Saving Throw equal to 8 + your Proficiency Bonus + your Strength modifier. On a failed save, the target is pushed back 10 ft. in a line and knocked prone in addition to taking normal combat damage. On a successful save, only normal combat damage is applied.

Snatch

Starting at 10th level, whenever the Brawler can make an attack of opportunity - the Brawler can instead attempt the grapple the target, provided its size is equal to or less than the Brawler.

Haymaker

Starting at 15th level, the Brawler can take -5 to his unarmed attack roll to increase its damage by +10.

Peak Pectorals

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Brawler Archetypes

Bare-Knuckle Boxing

Technique

When you choose this Archetype, you gain two-weapon fighting style as a feature. As long as you are fighting with both your fists or two brawler weapons, you have +1 to your AC.

Stamina

Starting at 3rd level, your brawling has made you more resilient in battle. At the start of each of your turns, you regain hit points equal to your Constitution modifier. You don’t gain this benefit if you have less than 50% of your hit points.

Hardened Body

Starting at 9th level, your body has become resistant to physical blow due to your experience and training with brawling. As long as you are above 50% of your hit points, you have resistance against bludgeoning, slashing, and piercing damage.

Slugger

Starting at 13th level, you extensive fighting has made you stronger and you hit harder. Add +2 to your Wallop and Knockout DC. Your Burly Blow now adds +15 damage instead of +10.

You lose this feature when your hitpoints fall below 50% of your maximum.

Heavyweight

Starting at 17th level, you have become a superior unarmed fighter. The Hit Point threshold for your Bare-Knuckle Boxing features becomes 33% intead of 50%. Increase your Strength and Constitution by 2. Your maximum Strength and Constitution scores can be is increased to 22.

Dirty Fighting

Lethal Weapons

When you choose this archetype, daggers and hand crossbows are considered Brawler weapons. You cannot apply fisticuff damage to or use dirty fighting features with ranged attacks. You also gain proficiency with stealth and deception.

Sucker Punch

Starting at 3rd level, you can use your reaction to interrupt a foe attacking you, and make an attack of opportunity. If this attack lands, the target loses its standard and bonus actions for the round.

Gouge

Starting at 9th level, you may attempt to gouge the eyes of your target as a standard action. Make an unarmed attack. If you hit, the foe must make a Dexterity Saving Throw equal to 8 + your Proficiency Bonus + your Strength modifier. A failure results in the foe being blinded, and only a lesser restoration or equivalent effect can restore the sight of the afflicted.

Foes with more than two eyes make this save with advantage.

Cripple

Starting at 13th level, you may attempt to cripple your target as a standard action. Make an unarmed attack. If you hit, the foe must make a Dexterity Saving Throw equal to 8 + your Proficiency Bonus + your Strength modifier. A failure results in the foe crippled, and only a greater restoration or equivalent effect can restore the movement of the afflicted. Crippled foes move at 1/3 of their movement rounded up.

Foes with more than two legs make this save with advantage.

Ruffian

At 17th level, you have become a master of taking advantage of your foe's weakness. When you ambush a target, you can choose to execute a gouge or cripple with automatic success. Alternatively, you may choose to attempt a coup de grace. The foe must make a Dexterity Saving Throw equal to 8 + your Proficiency Bonus + your Strength modifier. A failure results in the death of your target. A success results in missed opportunity.

Ki-Warrior

Ki

When you choose this archetype at 3rd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, ie; at 3rd level you have 3 ki points.

You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class.

When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

  • Flurry of Blows. Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense. You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind. You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Ki Blast

Starting at 3rd level, you may use your ki to create a concussive blast at a foe. Expend any number of ki points and make touch attack. If you hit, your ki blast does 1d6 force per ki point expended. The range of this ability is 60 ft. Ki hit die increases to 1d8 at 5th level, 1d10 at 11th level, and 1d12 at 17th level.

If you expend more than 5 ki points, you deal area damage in a 5 ft. radius equal to the mininum possible damage. If you expend more than 10 ki points, the area radius increases to 10 ft.

Ki-Empowered Strikes

Starting at 9th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

In addition, your attacks also add your Constitution modifier for damage calculation.

Empower

Starting at 13th level, you can channel your ki to enhance your physical prowess for a brief period. As an action, you can empower yourself to alter your form slightly and gain the following benefits:

  • Double your damage dice for fisticuffs damage
  • Double your movement
  • Gain resistance to all damage
  • You gain 2 ki at the beginning of your turn.

This empowered for lasts for one minute after you channel your ki. When this form ends its duration, you suffer two levels of exhaustion. This feature cannot be used again until you complete a long rest.

Ki Surge

Starting at 17th level, you can expend a ki point to gain fly movement equal to your ground movement.

The Hunter

Quick build

You can make a hunter quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Intelligence. Second, choose the folk hero background.

Class Features

As a hunter, you have the following class features.

Hit Points


  • Hit Dice: 1d8 per hunter level
  • Hit Dice at 1st Level: 8 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d8 (or 5) + your Constitution modifier per your hunter level after the 1st

Proficiences


  • Armor: Light and Medium armor
  • Weapons: Simple weapons, short bows, short swords, nets, bolas, whips
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Animal Handling, History, Insight, Investigation, Nature, Perception, Stealth, Survival

Equipment

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

  • (a) medium armor or (b) light armor
  • (a) two short swords or (b) three simple weapons
  • (a) dungeoneer's pack or (b) explorer's pack
  • A shortbow and a quiver of 20 arrows
The Hunter
Level Proficiency Bonus Features Animal Companion Cr
1st +2 Fighting Style, Natural Explorer, Animal Companion* 1/8
2nd +2 Hunter Archetype 1/8
3rd +2 Lethal Aim 1/8
4th +2 Ability Score Improvement 1/8
5th +3 Extra Attack 1/8
6th +3 Archetype Feature, Natural Explorer Improvement 1/4
7th +3 Natural Camouflage 1/4
8th +3 Ability Score Improvement 1/4
9th +4 Lame 1/4
10th +4 Archetype Feature, Natural Explorer Improvement 1/4
11th +4 Natural Defense 1/2
12th +4 Ability Score Improvement 1/2
13th +5 Pin 1/2
14th +5 Archetype Feature 1/2
15th +5 Natural Senses 1/2
16th +5 Ability Score Improvement 1
17th +6 Take Down 1
18th +6 Archetype Feature 1
19th +6 Ability Score Improvement 1
20th +6 Apex Predator 1

Fighting Style

At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Natural Explorer

You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, or swamp. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in your favored terrain, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

You choose additional favored terrain types at 6th and 10th level.

Animal Companion (Optional)

You may choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your ranger level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative and takes movement and standard actions. On your turn, you can verbally command the beast where to move (no action required by you). You can use your bonus action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you must tame another beast in the wild. This can be accomplished by charming it with food (animal handling checks) on a regular basis for a few days or at the DM's discretion.

Like any creature, the beast can spend Hit Dice during a short rest. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. It never requires your command to use its reaction, such as when making an opportunity attack.

Hunter Archetype

At 2nd level, you choose an archetype: Stalker, Scout, or Trapper. Each is detailed at the end of the class description. Your archetype choice grants you features at 2nd level and then again at 6th, 10th, 14th, and 18th level.

Lethal Aim

A hunter is an expert at pinpointing the most lethal place to strike a creature. A weapon's default critical threat range is rolling a 20 on the attack roll. Increase your critical threat range by an amount equal to your Intelligence modifier. If you are striking multiple targets, this bonus only activates for your primary target.

For example; if you had 14 intelligence (+2), your critical threat range for your weapon attacks would be rolling 18-20 on your attack rolls.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 10th, 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

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Natural Camouflage

Starting at 7th level, you can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. you may move up to 10 ft. and still remained camouflaged. Otherwise if you move more than 10 ft. or take an action or a reaction, you must camouflage yourself again to gain this benefit.

Lame

Starting at 9th level, you cripple foes you successfully critically strike with your lethal aim. Whenever you critically strike a foe, their movement is cut in half for the rest of combat. This effect is unique and cannot be applied to the same enemy already affliced by Lame. This condition can be reversed by lesser restoration or equivalent effect.

Natural Defense

Starting at 11th level, while are camouflaged and in combat within your favored terrain, you are considered to have partial cover.

Pin

Starting at 13th level, you will pin your foes you successfully critically strike with your lethal aim. Whenever you critically strike a target, it loses its movement actions until after your next turn. This condition can be reversed by greater restoration or equivalent effect.

Natural Senses

At 15th level, you gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.

Take Down

Starting at 17th level, your first critical strike against a target deals maximum critical damage. You must take a short rest before being able to use this feature against the same target again.

Apex Predator

At 20th level, your killer instincts are at their peak. Your critical hits deal triple damage or roll 3x the normal damage dice instead of dealing double damage/rolling 2x the normal damage dice.

Hunter Archetypes

Stalker

Skulk

When you take the Archetype at 2nd level, you gain a +10 bonus to Dexterity (Stealth) checks as long as you move no more than half your movement (rounded down). You are also considered to be silent whole moving at half movement, unless you state to be otherwise.

Ambush

Starting at 6th level, whenever you surprise an opponent, your ambush attack is an automatic critical hit as long as you successfully strike your target with a normal attack roll.

Superior Camouflage

Starting at 10th level, whenever you Camouflage yourself in favored terrain, you are considered invisible. Striking a target from invisibility counts as an ambush.

Counter-Stalking

Starting at 14th level, You have advantage on perception checks for detecting an ambush against you and your allies.

Deadly Ambush

Starting at 18th level, when you successfully ambush a target, you may use the Take Down feature an additional time on that same target.

Scout

Scout's Versatility

When you choose this Archetype at 2nd level, whenever you make a Wisdom or Intelligence check for a skill you are proficiency in, you add both your Wisdom and your Intelligence to the roll instead of only the skill's associated attribute.

You become proficient with an additional class skill.

Farsight

Starting at 6th level, your eyes have become trained to see farther distances. Increase your sight range by 60 ft.

Fleet-Footed

Starting at 10th level and while you wear light or no armor, your speed increases by 10 feet and neither climbing nor swimming costs you extra movement. In addition, you have advantage on saving throws made to avoid gaining levels of exhaustion from forced march.

Point Man

Starting at 14th level, Your initiative increases by 4 and the initiative rolls of your allies are increased by 2.

Skirmisher

Starting at 18th level, whenever you move half your speed or farther before you take the Attack action, you have advantage on your attack roll, and your movement after the attack does not provoke opportunity attacks.

Trapper

(It is recommended that you use this class with Unearthed Arcana: Traps Revisited: https://media.wizards.com/2017/dnd/downloads/0227_UATraps.pdf)

Trap Craftsmanship

When you choose this Archetype at 2nd level, your trap making skills are enhanced. The detection and escape DC for your traps are equal to 8 + your proficiency bonus + your intelligence modifier.

Additionally, the quantity of materials required to construct your traps is reduced by half.

Trapfinding

Starting at 6th level, you have a +5 Wisdom (Passive Perception) bonus and +10 Wisdom (Active Perception) bonus for finding traps not set by you.

Swift Trapping

Starting at 10th level, you may lay down a simple trap as a bonus action when in combat. Outside of combat, simple traps take no more than a minute for you to rig together.

Vulnerable Victims

Starting at 14th level, your traps put your targets in a terribly vulnerable state. Victims of your traps have disadvantage when attacking or spellcasting and all allies attacking the victim have advantage.

Specialities

At 18th level, you have mastered select traps that you favor over most. Choose three specific simple traps. Your proficiency bonus is doubled for the DC and the damage dice is doubled if it harms its victim.

The Alchemist

Quick build

You can make a alchemist quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Constitution. Second, choose the outlander background.

Class Features

As a alchemist, you have the following class features.

Hit Points


  • Hit Dice: 1d6 per strider level
  • Hit Dice at 1st Level: 6 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d6 (or 4) + your Constitution modifier per your alchemist level after the 1st

Proficiences


  • Armor: Light armor, Shield
  • Weapons: Simple weapons
  • Tools: Alchemist's Supplies, Herbalism Kit, Healer's Kit, Poisoner's kit
  • Saving Throws: Intelligence, Constitution
  • Skills: Choose four from Animal Handling, History, Insight, Investigation, Medicine, Nature, Survival

Equipment

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

  • (a) Crossbow and 20 bolts or (b) any simple weapon
  • (a) healing potion or (b) two vials of acid
  • (a) Scholar's pack or (b) explorer's pack
  • Light armor, formula book, dagger, and Alchemist Supplies
The Alchemist
Level Proficiency Bonus Features Alchemical Fire
1st +2 Alchemical Fire, Skepticism 1d6
2nd +2 Swift Alchemy, Poison Lore 1d6
3rd +2 Alchemist Archetype 1d6
4th +2 Ability Score Improvement 2d6
5th +3 Scholar 2d6
6th +3 Facile Brewing 2d6
7th +3 Rushed Alchemy 3d6
8th +3 Ability Score Improvement 3d6
9th +4 Archetype Feature 3d6
10th +4 Intense Brewing 4d6
11th +4 Steady Alchemy 4d6
12th +4 Ability Score Improvement 4d6
13th +5 Archetype Feature 5d6
14th +5 Signature Brewing 5d6
15th +5 Scatterbrained 5d6
16th +5 Ability Score Improvement 6d6
17th +6 Archetype Feature 6d6
18th +6 Twin Brewing 6d6
19th +6 Ability Score Improvement 7d6
20th +6 Grand Discovery 7d6

Alchemical Fire

Alchemists are adept at swifly mixing various volatile chemicals to create powerful bombs to hurl at their enemies. You can use a number of bombs equal to your alchemist level + your Intelligence modifer (minimum of one bomb). This number is reset afer a long rest. Bombs are unstable, and if not used in the round they are created, they degrade and become inert. To create a bomb, you must use a small vial that contains an ounce of liquid catalyst (insignifcant cost).

Drawing the components of, creating, and throwing a bomb requires an action. A thrown bomb has a range of 20/60 feet (apply your profciency bonus and Dexterity modifer to the attack roll). Your target and all creatures within 5 ft must make a Dexterity saving throw beating your attack roll. Your primary target takes full damage on a failed save, and half damage on a successful save. Creatures caught in the splash area take the splash damage on a failed save and no damage on a successful save.

On a hit, an alchemist’s bomb inflicts 1d6 fire damage + extra damage equal to the alchemist’s Intelligence modifer. The damage of an alchemist’s bomb increases by 1d6 points at every odd-numbered alchemist level. Splash damage from an alchemist bomb is always equal to the bomb’s minimum damage (so if the bomb would deal 1d6 + 3 points of fire damage on a direct hit, its splash damage would be 4 points of fire damage).

Skepticism

The alchemist relies on studies and research for background to various subjects. The alchemist can choose between Wisdom and Intelligence for select Wisdom (animal handling, insight, medicine) skills it is proficient in.

Another consequence of this academic background is that disbelief in the magical. Believing that there is a scientific explanation for everything, the alchemist hold religion and arcana with little regard or respect. The Alchemist cannot be proficient in Intelligence (Arcana, Religion) skills.

Swift Alchemy

Starting at 2nd level, you can craft common alchemical items in a fraction of the time required by most people. When crafting with alchemy, you can take as little as 1 minute in or out of combat. Crafting in combat requires your standard and bonus actions. You can still move while crafting.

Poison Lore

Starting at 2nd level, the Alchemist is an expert on poisons. Their inherent knowledge and alchemical work makes them naturally resistance to poisons. You have resistance against poison damage and have advantage on saving throws made against poisons.

Alchemist Archetype

At 3rd level, you choose an archetype: Promethean, Chymist, or Apothecary. Each are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

W hen you reach 4th level, and again at 8th, 10th, 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

Scholar

Starting at 5th level, the Alchemist has advantage on Intelligence (animal handling, history, insight, investigation, nature, medicine) checks. You have advantage on conversation checks with other scholars or persons of academia.

Facile Brewing

Starting at 6th level, you double your proficiency bonus when crafting potions.

Rushed Alchemy

Starting at 7th level, you can attempt to craft a potion in an incredibly short amount of time. You can take a full round action or 10 seconds to craft a basic potion: One effect, one modifier. You make this check with disadvantage due to the rapid nature of your craft.

Intense Brewing

Starting at 10th level, your potions that involve dice increase all dice involved by 1 size. For example, a 1d4 changes to a 1d6. Potions that involve time have their duration doubled.

Steady Alchemy

Starting at 11th level, when you perform alchemy at an unrushed or nonswift pace, you have advantage on your crafting check.

Signature Brewing

Starting at 14th level, your potions have a minor additional effect always inherent in your brewing. You must commit to a signature minor effect from the following below when you initially reach 14th level. These effects do not stack when taking multiple potions and duration is refreshed when a potion is ingested whil the signature effect is already active:

  • For the next minute, you have +10 movement
  • For the next minute, you can see 60 ft. farther
  • For the next minute, you have resistance to physical (B/S/P) damage
  • For the next minute, you gain +1 to your saving throws and AC
  • For the next minute, you heal 2 hit points per round

Scatterbrained

By 15th level, your mind has become complex and practically unshakable thanks to your extensive studies. You gain proficiency in Wisdom saving throws.

Twin Brewing

Starting at 18th level, whenever you brew a potion, you make two of that potion.

Grand Discovery

At 20th level, the alchemist makes a grand discovery. He learns a discovery chosen from the linked list below, representing a truly astounding alchemical breakthrough of significant import. For many alchemists, the promise of one of these grand discoveries is the primary goal of their experiments and hard work.

  • Awakened Intellect. Gain +4 to Intellect, and your maximum Intellect is raised to 24.
  • Philosopher's Stone. Learn how to create and use the philosopher's stone.
  • Eternal Youth. You stop aging and gain immunity to poison, disease, and necrotic damage.
  • Alchemical Vigor. Gain life equal to your Constitution modifier at the start of your turn until combat ends. You may use this feature once before requiring a short rest.
  • Necrotic Touch. Your attacks deal 1d3 Constitution per round for 6 rounds.
  • Research Breakthrough. At the discretion of the DM, you gain a significant feature based on your character's research.

Alchemist Archetypes

Promethean

(This is an advanced archetype, requiring some prepwork before you start. Work with your DM to create or pick allowable traits for a low powered combatant or utility servant. Alternatively, you can choose from the pre-made designs attached to this class. It is up to the DM and player to work together to make the homunculus functionally fun, but not broken.)

Homunculus

When you choose this Archetype at 3rd level, you can design and create a homunculus. It has a primary objective it will obey it at all times when possible. The Homunculus design has the following requirements:

  • A scaling trait at 2nd, 6th, 10th, 14th, and 18th levels.
  • A first set of loosely related features at 3rd, 7th, and 11th levels.
  • A second set of loosely related features at 5th, 9th, and 13th levels.
  • A primary mechanic feature at 1st level.
  • A primary mechanic feature at 17th level.
  • An evasive feature at 15th level.
  • A 'Master _' feature that augments its primary mechanic in a significant way.

Three premade Homunculi have been included for convenience as as guides: the Bodyguard, Assistant, and Observer.

You may only control one medium sized homunculus. Creating more than one causes your previously created homunculus to go feral. This limit changes at 13th level.

Swift Birth

Starting at 9th level, You may birth your homunculi in a rapid event. You may spend two full round actions birthing your homunculus or 10 seconds out of combat. You may only create one small sized homunculus in this way. This creatures lasts for only ten minutes before dying due to the instabilities inherent within its rushed creation.

Morphology

Starting at 13th level, you can choose the form of your homoculi take with a bonus specific to their size:

  • One Large Homunculus. Your homunculus gains +2 to its AC and Dexterity saving throws.
  • Two Medium Homunculi. Your homunculi gain +2 to attack rolls and skill checks.
  • Four Small Homunculi. Your homunculi gain +10 movement and +4 to initiative.

Alchemical Affinity

Starting at 17th level, your creations gain personal benefits whenever they ingest a potion you personally have created. This affinity most likely compliments their specialized role. Homonculi gain one of the following benefits for one minute:

Durability. -Increase Constitution by 2. This can increase beyond 20. -Regenerate 2 hitpoints per turn. -Take -3 Bludgeoning, Slashing, and Piercing damage. Intellect. -Increase Intelligence by 2. This can increase beyond 20. -Gain +2 to Intelligence skill checks. -Gain expertise on skill of their choice. Mobility. -Increase Dexterity by 2. This can increase beyond 20. -Gain +10 movement. -Gain +2 to initiative (even during combat). Awareness. -Increase Wisdom by 2. This can increase beyond 20. -Gain blindsight for 10 ft. or add 10 ft. range to current blindsight. -Gain +30 to vision radius. Other. (DM's discretion) -Stat increase by 2. This can increase beyond 20. -minor trait 1 related to stat. -minor trait 2 related to stat.

The homunculus must complete a short rest before benefitting from this feature again.

Chymist

Mutagen

When you choose this archetype at level 3, you discover the means to alter your body through alchemical means. You can create a mutagen that is fine-tuned for your body's genetic makeup. You pick an attribute pair below. Your mutagen will increase one attribute by +4 at the cost of a -2 penalty to the other attribute in the pair. Your body will morph to reflect the change, usually with some grotesque features.

  • Strength and Intelligence
  • Dexterity and Widsom
  • Constitution and Charisma

The Mutagen lasts for 10 minutes per alchemist level. The increase to this stat can surpass the attribute limit of 20. A mutagen takes an hour to create and you must take a long rest before being able to ingest your mutagen again safely. If use ingest your mutagen before a long rest, you must make a DC 20 Constitution save - a failure results in being incapacitated until after a long rest.

Evolution

Starting at 3rd level, your Mutagenic transformation gains a feature based on the chosen attribute:

  • Strength. Brawn. Unarmed damage increases to 1d10 per fist (you have two fists).
  • Dexterity. Nimble. you can move through spaces occupied creatures larger than you.
  • Constitution. Carapace. Reduce incoming physical (B/S/P) damage by 3.
  • Intelligence. Adaptable. Become proficient in 3 skills of your choice temporarily.
  • Wisdom. Sixth Sense. Gain Blindsight for up to 30 ft.
  • Charisma. Feral. You have advantage on Deception and Intimidate checks.

Advanced Evolution

Starting at 9th level, your Mutagenic transformation gains an additional feature based on the chosen attribute:

  • Strength. Aggressive. You have an extra attack each round.
  • Dexterity. Bypass. You gain +4 to AC when avoiding attacks of opportunity.
  • Constitution. Regenerator. You gain 2 Hitpoints per round.
  • Intelligence. Infallible. Take 10 when your roll less than a 10 for Intelligence skills.
  • Wisdom. Intuition. Gain insight into one specific trait upon meeting something.
  • Charisma. Monstrous. You cause fear whenever you successfully intimidate.

Specialized Evolution

Starting at 13th level, your Mutagenic transformation gains an additional feature based on the chosen attribute:

  • Strength. Overpower. You quadruple the damage dice for a single attack. You must finish a short rest before using this feature again.
  • Dexterity. Avoid. You can negate the damage of an attack or spell that would otherwise hit you. You must finish a short rest before using this feature again.
  • Constitution. Resist. You shrug off an effect, automatically saving against it. You must finish a short rest before using this feature again.
  • Intelligence. Analyze. [DC 8 + PB + INT, WIS save] Learn your target's weakspot, gaining advantage for attacks made against your target. This is a full round action. You must finish a short rest before using this feature again.
  • Wisdom. Discern [DC 8 + PB + WIS, WIS save] You study your target to gain insight into its alignment, if it is truely friend or foe, and if it is hiding its true form. You must finish a long. rest before using this feature again.
  • Charisma. Hypnosis. [DC 8 + PB + CHA, WIS save] Gaze at a target, incapacitating it as long as you focus your stare. This is a full round action per turn. You must finish a short rest before using this feature again.

Perfect Mutagen

Starting at 17th level, you have created the ultimate formula. You can pick attributes from two attribute pairs instead of one. The mutagen can last as long as you wish and does not expire.

Apothecary

Distant Delivery

When you choose this Archetype at 3rd level, you become proficient with the blowgun. You can create ammunition for the blowgun from your potions, adding the effect to the attack. If targeting an ally, you do not do the normal needle damage. This is a 1-to-1 conversion, potion to needle.

Pharmacology

Starting at 3rd level, you can craft pharmaceuticals in addition to your potions. You can craft a number each day/long rest equal to your proficiency bonus + your intelligence. These chemicals provide a potent initial effect and a long term side effect. They lose their potency if used not within a day. The side effect lasts for 10 minutes. Pharmaceuticals cannot be re-applied until after the 10 minute duration. You can use an herbalism kit to create up to five pharmaceuticals or toxicants (proceeding feature).

  • Stimulant. Grants an additional action and bonus action when ingested. Grants an additional bonus action for proceeding turns. The bonus action can be used to make extra attacks or a half movement.
  • Sedative. Grants immunity to damage during the turn when ingested. Grants temperary hitpoints each turn equal to the ingester's Constitution modifier. Temperary hitpoints gain this way last for one turn.
  • Neuroleptic. Grants advantage for saves against fear and charm. Immediately causes the ingester to save against either/both conditions.
  • Smellingsalts. Grants advantage for saves against the stunned and paralyzed conditions. Immediately causes the ingester to save against either/both conditions.
  • Panchrest. Grants advantage for saves against the poisoned and diseased conditions. Immediately causes the ingester to save against either/both conditions.
  • Epionce. Grants advantage for saves against the blinded and deafened conditions. Immediately causes the ingester to save against either/both conditions.

Toxicology

Starting at 9th level, you can craft Toxicants in addition to your poisons You can craft a number each day/long rest equal to your proficiency bonus + your intelligence (Shared by your pharmaceutical limit). These chemicals provide a potent initial effect and a long term side effect. They lose their potency if not used within a day. The side effect lasts for 10 minutes. Toxicants cannot be reapplied until after the 10 minute duration. Your Toxicant DC is equal to 8 + your Proficiency Bonus + your Intelligence Bonus. Victims must make a Constitution save against the Toxicant DC or suffer the effect of the toxicant. You can use an herbalism kit to create up to five pharmaceuticals or toxicants.

  • Convulsant. Forces the victim prone. Victim has disadvantage saving against being made prone or restrained.
  • Lethargant. Forces the victim to lose their next turn and gain a level of exhaustion. Victim has disadvantage against gaining levels of exhaustion.
  • Anxiogenic. Victim is feared against all of its foes. It has disadvantage saving against being frightened.
  • Amnesiac. Victim is charmed to everyone around it. It has disadvantage saving against being charmed.
  • Ataxiant. Victim is paralyzed until its next turn. It has disadvantage saving against being stunned or paralyzed.
  • Cataphylactic. Victim is poisoned for 1d4 Constitution damage. It has disadvantage saving against being poisoned or diseased.
  • Dissociative. Victim is deaf and blind. It has disadvantage saving against being made deaf and/or blind.

Throw Chemical

Starting at 13th level, you can throw your pharmaceuticals, toxicants, and healing potions for an area effect. ALL targets within the area are affected, friend or foe. Throwing mechanics are similar to your bomb. You indicate a primary space for the full effect and the 5 ft. radius around is the area. The primary and area effects depend on the chemical thrown. Your thrown potions apply your signature to all affected targets.

  • Healing Potion. Primary target gets the full effect of healing rolling the dice for the amount. Area gets the minimum amound possible. (ex; 2d4+2 would get 4 healing in area).
  • Utility Potion. The primary target gets the effect. Nothing happens in the surrounding area.
  • Pharmaceutical. Primary target gets the immediate effect and secondary effect. Area only gets the secondary effect.
  • Toxicant. Primary target gets the immediate effect and secondary effect. Area only gets the secondary effect.

Green Thumb

Starting at 17th level, you have enhanced your knowledge botany, chemstry, and alchemy through your alchemical experience. Double the amount of uses you get from herbalism and healing kits. Whenever you forage for herbs or alchemical ingredients, you find double the normal amount.

You can grow herbs and alchemical (plant) ingredients on your own as long as you tend to them at least once a day through yourself or a delegate. It takes a week to grow an herb or ingredient. They require water and sunlight (unless specified otherwise in the plant's description), and if not provided your plants will wilt and die. The scope of your garden is limited by living space, plumbing/irrigation expenses, and solar (or shade) exposure). Each plant takes up a 5x5 ft square.

Homunculi Classes

Homunculus (Bodyguard)

Hit Points


  • Hit Dice: 1d10 per Homunculus level
  • Hit Dice at 1st Level: 10 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d10 (or 6) + your Constitution modifier per your Homunculus level after the 1st

Proficiences


  • Armor: Light and Medium armor
  • Weapons: Simple weapons
  • Saving Throws: Constitution
  • Skills: Choose two from athletics, insight, intimidation, perception
The Homunculus (Bodyguard)
Level Proficiency Bonus Features
1st +2 Fighting Style: Protection
2nd +2 Hardened +1
3rd +2 Brave
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Hardened +2
7th +3 Intercept
8th +3 Ability Score Improvement
9th +4 Stout
10th +4 Hardened +3
11th +4 Fighting Style: Defense
12th +4 Ability Score Improvement
13th +5 Enduring
14th +5 Hardened +4
15th +5 Coordinated
16th +5 Ability Score Improvement
17th +6 Diehard
18th +6 Hardened +5
19th +6 Ability Score Improvement
20th +6 Master Bodyguard

Bodyguard

This Homunculus' primary objective is to protect its master. It will always stand close to you and stay near you in combat in order to protect you.

Fighting Style: Protection

The Homunculus will alwayss aim to protect the master. When a creature it can see attacks a target other than it that is within 5 feet of it, it can use its reaction to impose disadvantage on the attack roll. It must be wielding a shield.

Hardened

Starting at 2nd level, the Homunculus's skin starts to harden against incoming harm. It gainst +1 damage reduction against Bludgeoning, Slashing, and Piercing damage at level 2, and increases this bonus by an additional +1 at 6th, 10th, 14th, and 18th levels.

Brave

Starting at 3rd level, the Homunculus has advantage for saving throws against being frightened.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Intercept

The Homunculus can act selflessly to protect the master from harm. As a reaction, it can place itself between its master and incoming attack and take the attack in place of the master.

It must take a short rest before being able to use this feature again.

Stout

Starting at 9th level, the Homunculus has advantage for saving throws against being displaced.

Fighting Style: Defense

The Homunculus has become adept at utilizing its armor. If it is wearing armor, it gains +1 to AC.

Enduring

Starting at 13th level, when the Homunculus' hitpoints are reduced to 0 and it isn't killed outright, it may instead be reduced to 1 hitpoint. It must finish a long rest to use this feature again.

Coordinated

Starting at 15th level, the Homunculus gains advantage on all STR, DEX, and CON saving throws against non-magical effects.

Diehard

Starting at 17th level, the homunculus can continue to act when reduced to or below 0 HP and not killed outright. When below 0 HP, it can choose to either move or attack and take 1 damage in the process. Once it accumulates negative HP equal to its Constitution, it is killed.

Master Bodyguard

The Homunculus has gain vast experience at protecting others over its tenure as your bodyguard. It gains an additional reaction each turn to either protect or intercept against attacks.

Homunculus (Assistant)

Hit Points


  • Hit Dice: 1d6 per Homunculus level
  • Hit Dice at 1st Level: 6 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d6 (or 4) + your Constitution modifier per your Homunculus level after the 1st

Proficiences


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Alchemical Supplies, Herbalism Kit
  • Saving Throws: Constitution
  • Skills: Choose three from animal handling, history, investigation, medicine, nature
The Homunculus (Assistant)
Level Proficiency Bonus Features
1st +2 Potion Brewing
2nd +2 Craftsmanship +1
3rd +2 Harvest
4th +2 Ability Score Improvement
5th +3 Research
6th +3 Craftsmanship +2
7th +3 Bountiful Harvest
8th +3 Ability Score Improvement
9th +4 Diligent Researcher
10th +4 Craftsmanship +3
11th +4 Exotic Harvest
12th +4 Ability Score Improvement
13th +5 Superior Researcher
14th +5 Craftsmanship +4
15th +5 Cunning
16th +5 Ability Score Improvement
17th +6 Expertise
18th +6 Craftsmanship +5
19th +6 Ability Score Improvement
20th +6 Master Assistant

Assistant

This Homunculus' primary objective is to help its master in their alchemical endeavors.

Potion Brewing

The Homunculus can aid the master in brewing a potion. This negates the disadvantage in Rushed alchamy, grants advantage with swift alchemy, and guarantees a success with Steady Alchemy. Alternatively, the Homunculus can take an hour on its own to brew a potion of your instruction.

Craftsmanship

The Homunculus has become adept at brewing potions. It grants +1 to your crafting when aiding you or has +1 to crafting potions when on its own. This bonus increases at 6th, 10th, 14th, and 18th levels.

Harvest

Starting at 3rd level, the Homunculus becomes capable of gathering alchemical materials on its own. This is an activity that takes an entire day. You can gather up 8 + its proficiency bonus + its Intelligence modifier ingredients of your instruction. Be aware that sending your homunculus in a dangerious area will likely get it killed.

Research

Starting at 5th level, the Homunculus can be instructed to conduct research on a topic of your choice. It can take an hour and make a skill check or take the entire day and have advantage on the skill check. Be aware that sometimes some answers simply cannot be found by usual means of research.

Bountiful Harvest

Starting at 7th level, the Homunculus is much more efficient at gathering materials. Double the limit for gathering ingredients.

Diligent Researcher

Starting at 9th level, the Homunculus can treat Animal Handling and Medicine as researchable topics. In addition, the Homonculus doubles its proficiency when performing a research check.

Exotic Harvest

Starting at 11th level, when the Homunculus goes out to gather alchemical ingredients it will always find at least one random rare ingredient that doesn't count against your material limit.

Superior Researcher

Starting at 13th level, the homunculus' skills as a researcher rival your own. Cut the time taken for research in half for both cases.

Cunning

Starting at 15th level, the Homunculus gains advantage on all INT, WIS, and CHA saving throws against non-magical effects.

Expertise

Starting at 17th level, the homunculus has had a vast amount of experience from its work, and gains expertise in two skills/tools of your choice.

Master Assistant

The Homunculus has surpassed the level of student, and its intellect complements yours perfectly - being able to comprehend the grand discovery you uncover. It gains the same Grand Discovery feature that you chose at 20th level.

Homunculus (Observer)

Hit Points


  • Hit Dice: 1d6 per Homunculus level
  • Hit Dice at 1st Level: 6 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d6 (or 4) + your Constitution modifier per your Homunculus level after the 1st

Proficiences


  • Armor: Light armor
  • Weapons: Simple weapons
  • Saving Throws: Constitution
  • Skills:
The Homunculus (Observer)
Level Proficiency Bonus Features Blindsense
1st +2 Blindsense 2/day
2nd +2 Detect +1 2/day
3rd +2 Camouflage 3/day
4th +2 Ability Score Improvement 3/day
5th +3 Farvision 3/day
6th +3 Detect +2 4/day
7th +3 Muffle 4/day
8th +3 Ability Score Improvement 4/day
9th +4 Uncanny Dodge 4/day
10th +4 Detect +3 4/day
11th +4 Translucence 4/day
12th +4 Ability Score Improvement 5/day
13th +5 Evasion 5/day
14th +5 Detect +4 5/day
15th +5 Resilient 5/day
16th +5 Ability Score Improvement 5/day
17th +6 Disguise 6/day
18th +6 Detect +5 6/day
19th +6 Ability Score Improvement 6/day
20th +6 Master Observer Unlimited

Observer

This Homunculus' primary objective to observe and report to its master from the shadows.

Blinsense

The Homunculus is capable of amplifying its sight to a more thorough level, seeing in the full spectrum of light. In the blindsense column, the number of times per long rest is shown the homonculus can use blindsense. It gains blindsight for its sight radius for up to a minute after activating blindsense.

Detect

The Homunculus was grown to be adept at picking up details from a distance. It gets +1 to Wisdom (Perception and Insight) checks. This bonus increases at 6th, 10th, 14th, and 18th levels.

Camouflage

Starting at 3rd level, the Homunculus becomes capable of blending itself with the environment. It has advantage on Dexterity (Stealth) Checks.

Farvision

Starting at 9th level, the Homunculus can see farther. Extend its vision range by 30 ft.

Muffle

Starting at 7th level, the Homunculus does not emit detectable noise more than 10 ft around itself.

Uncanny Dodge

Starting at 9th level, when an attacker that the homunculus can see hits it with an attack, it can use its reaction to halve the attack’s damage against it.

Translucence

Starting at 11th level, the Homunculus develops the ability to have a translucent body. The Homunculus has a +5 Stealth bonus beyond 20 ft. for detection checks based on vision.

Evasion

Starting at 13th level, the homunculus instinctive agility lets it dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When it is subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, it instead take no damage if it succeed on the saving throw, and only half damage if it fails.

Resilient

Starting at 15th level, the Homunculus gains advantage on all DEX, CON, and WIS saving throws against non-magical effects.

Disguise

Starting at 17th level, the homunculus can shape its own form into other sentient shapes.

It makes itself look different, taking one minute for the change. It can seem 1 foot shorter or taller and can appear thin, fat, or in between. It can't change its body type, so it must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you.

To discern that it is disguised, a creature can use its action to make an Intelligence (Investigation) check against its disguise DC (8 + proficiency bonus + Intelligence Modifier).

Master Observer

The Homunculus is a master spy, able read lips as far as it can see, and listen for half its sight distance. It also has advantage on survival checks to track people it follows.

Homunculus (Hunter)

Hit Points


  • Hit Dice: 1d8 per Homunculus level
  • Hit Dice at 1st Level: 8 + your Constitution modifier
  • Hit Dice at Higher Levels: 1d8 (or 5) + your Constitution modifier per your Homunculus level after the 1st

Proficiences


  • Armor: None, Natural armor of 12.
  • Weapons: Bite (1d6), Claws (1d4 each)
  • Saving Throws: Constitution
  • Skills: Choose two from athletics, acrobatics, insight, investigation, perception, survival
The Homunculus (Hunter)
Level Proficiency Bonus Features Ambush
1st +2 Ambush 1d4
2nd +2 Track +1 1d4
3rd +2 Take Down 2d4
4th +2 Ability Score Improvement 2d4
5th +3 Fleet 3d4
6th +3 Track +2 3d4
7th +3 Threaten 4d4
8th +3 Ability Score Improvement 4d4
9th +4 Aggressive 5d4
10th +4 Track +3 5d4
11th +4 Shove 6d4
12th +4 Ability Score Improvement 6d4
13th +5 Bush Rush 7d4
14th +5 Track +4 7d4
15th +5 Stubborn 8d4
16th +5 Ability Score Improvement 8d4
17th +6 Hunter's Cunning 9d4
18th +6 Track +5 9d4
19th +6 Ability Score Improvement 10d4
20th +6 Master Hunter 10d4

Hunter

This Homunculus' primary objective to track and subdue a target of its master's choice.

Ambush

The Homunculus is capable of striking at a vulnerable target. Whenever it has advantage against a target or it is the first attack striking a target for the homunculus for combat, it can add ambush damage to its attack if it hits. The damage is shown in the Ambush column.

Track

The Homunculus develops acute senses for tracking targets. It gets +1 to Wisdom (Survival) and Intelligence (Investigation) checks. This bonus increases at 6th, 10th, 14th, and 18th levels.

Take Down

Starting at 3rd level, the Homunculus learns how to subdue a target. After landing an attack, it can choose to deal normal damage or attempt to trip the target prone. If tripping the target prone, the target must make a Dexterity saving throw against the Homunculus's DC (8 + proficiency bonus + strength modifier). A failure results in the target being prone. A success results in nothing. Targets with size greater than large are unaffected by this feature.

Fleet

Starting at 5th level, the Homunculus can move an additional 10 ft.

Threaten

Starting at 7th level, the Homunculus can attempt to scare the target into submission. When threatening the target, it must make a Wisdom saving throw against the Homunculus's DC (8 + proficiency bonus + charisma modifier). A failure results in the target being frightened against the homunculus. A success results in nothing. Targets with size greater than large are unaffected by this feature.

Aggressive

Starting at 3rd level, the Homunculus becomes more aggressive in its pursuit of the target. It may use a bonus action to make a full move action towards an enemy.

Shove

Starting at 11th level, the Homunculus learns how to shove a target. After landing an attack, it can choose to deal normal damage or attempt to trip the target prone. If shoving the target, the target must make a Strength saving throw against the Homunculus's DC (8 + proficiency bonus + strength modifier). A failure results in the target being pushed back 15 feet. A success results in nothing. Targets with size greater than large are unaffected by this feature.

Bull Rush

Starting at 13th level, the homunculus is capable of making a combined movement and attack action, a bull rush. A bull rush allows for a full movement and a single attack or take down feature.

Stubborn

Starting at 15th level, the Homunculus gains advantage on all STR, INT, and CHA saving throws against non-magical effects.

Hunter’s Cunning

Starting at 17th level, the homunculus's experience with hunting targets makes it a more capable hunter. It can make the following actions as a bonus action:

  • An additional movement action
  • An extra attack
  • A survival or investigation check
  • A disengage action

Master Hunter

The Homunculus is a master hunter. It doubles its proficiency when using the Take Down, Threaten, and Shove features. It also had advantage for survival checks.

 

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