The Academic Fighter
A goblin fumbles with her firearm behind cover, quickly unjamming the mechanism before unloading on the approaching assasin. Each shot filling the cavern with light.
Clouds appear from nowhere as the elf runs towards the decrepit lich. Lightning strikes from above, the air around the elf crackles as he keeps running. He is invigorated with bands of magical energy arcing across his taunt muscles.
The bodies of her allies lay strewn across the grand hall as a firbolg looks on. With little care for herself she rushes in to stab her dear friend with an invigorating concoction that brings him back to his feet.
Both student and teacher, destrezans are always seeking to learn more. No matter their specialty, they know that there is no such thing as a useless skill or fact.
A destrezan is someone with an insatiable thirst for knowledge. It doesn't matter if they taught themselves on the streets or had the finest tutelage in the kingdom. They find that any problem can solved by applying what they know.
Due to their diverse skill sets, each destrezan may approach a problem differently. Some may choose to get into the thick of things with their trusted sword while others may stand back and throw spells. A more experienced destrezan may choose to defuse a situation before it becomes a problem.
It's not any academic that can become a destrezan. It takes years of study to excel in multiple disciplines and it's just as important to train their bodies.
Many destrezans find themselves with a sense of wanderlust. The secret nooks and crannies of the world are just begging to be uncovered. Others find it difficult to settle in to a single job or position, preferring the unpredictable life and work of an adventurer instead.
Creating a Destrezan
When creating a destrezan character, consider where it is that they developed their love of learning. Were they a street urchin who'd watch artisans work and steal books when they could? Did their parents enroll them in a prestigious academy with enthusiastic teachers? Was there a particular mentor that they looked up to?
What subjects do they prize the most? Is magic their first thought when approach a problem or do they prefer a weapon? Is crafting important to them? Is violence a first or last resort? What tools do they know and why did they learn to use them?
You can make a destrezan quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, followed by Intelligence. Second, choose the Noble or Sage background.
As a destrezan, you gain the following class features
- Hit Dice: 1d8 per destrezan level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per destrezan level after 1st
- Armor: Light armor, medium armor, shields
- Weapons: Simple weapons, Martial Weapons
- Tools: One tool of your choice.
- Saving Throws: Constitution, Intelligence
- Skills: Choose three from Acrobatics, Arcana, Athletics, History, Insigt, Investigation, Medicine, Nature, Perception, Religion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) scale mail or (b) leather armor
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a shortbow with a quiver or 20 arrows or (b) two simple weapons
- A tool and a scholar's pack.
Or you can start with 5d4 x 10 gp and purchase equipment.
|1st||+2||Quick Wit, Interpreter, Flair||2||—||—||—||—||—||—|
|2nd||+2||Fighting Style, Spellcasting||2||2||2||—||—||—||—|
|3rd||+2||Field of Study||3||2||3||—||—||—||—|
|4th||+2||Ability Score Increase||3||2||3||—||—||—||—|
|6th||+3||Trained Eye, Magic Resistance||4||2||4||2||—||—||—|
|7th||+3||Field of Study Improvement||5||2||4||3||—||—||—|
|8th||+3||Ability Score Improvement||5||2||4||3||—||—||—|
|10th||+4||War Magic, Expertise||6||3||4||3||2||—||—|
|11th||+4||Field of Study Improvement||7||3||4||3||3||—||—|
|12th||+4||Ability Score Increase||7||3||4||3||3||—||—|
|14th||+5||Superior Magic Resistance||8||3||4||3||3||1||—|
|15th||+5||Field of Study Improvement||9||3||4||3||3||2||—|
|16th||+5||Ability Score Increase||9||3||4||3||3||2||—|
|19th||+6||Ability Score Increase||11||3||4||3||3||3||2|
|20th||+6||Field of Study Improvement||11||3||4||3||3||3||2|
You are exceptionally clever and can choose to substitute your Intelligence modifier in place of Dexterity for inititiative checks and to determine your AC.
Your studies have given you an edge when it comes to language. After speaking with someone who doesn't share a language with you for at least one hour, you can create a simple pidgin language that allows you to communicate basic ideas.
If trying to read something in a language you don't know, make an Intelligence roll against DC 12 for standard languages and DC 16 for exotic languages. On a success, you can read it if it's a standard language or if it's exotic you have an idea of what it says, but can't make out specific details.
For instance, if a clay tablet written in Celestial reads, "In the year 1385, the country of Erindale will be swallowed by the earth when the demon Azylfel is freed by the Witch Claw clan during the aligning of the twin moons." On a success, you might understand that something will happen in Erindale in 1385 involving Azylfel, a clan, and the twin Moons.
If using the downtime rules for learning languages in Xanathar's Guide to Everything, add your proficiency when determining how many weeks it will take.
The fruits of your studies are represented by a number of flair points. Your destrezan level determines the number of points you have, as shown in the Flair Points column of the Destrezan table.
You can spend these points to perform various flair tricks. You start knowing three such features: Applied Knowledge, Feint, and Recall. You learn more flair tricks as you gain levels in this class.
When you spend a flair point, it is unavailable until you finish a short or long rest, at the end of which you refresh your mental energy.
Some of your flair tricks require your target to make a saving throw to resist the trick's effects. The saving throw DC is the same as your destrezan spellcasting save.
When making a skill check, you can spend 1 flair point as a reaction to substitute your intelligence modifier in place of another ability modifier. You must decide to do so before rolling.
Immediately after missing an attack, you can use your bonus action to spend 1 flair point and gain advantage on your next weapon attack until the end of your next turn.
You may spend 1 flair point to reroll an intelligence based skill check before knowing whether it suceeds. You must use the new result. This trick can only be used once per check.
By 2nd level, you have learned to tap into the arcane. While you will never be a true master of magic, you have managed to put it to use.
Choose 1 of the 8 schools of magic (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation). All spells of that school are added to your spell list.
You know two cantrips of your choice from the destrezan spell list. you learn an additional destrezan cantrip at level 10.
You have a journal containing four 1st-level destrezan spells of your choice. Your journal is the repository of the destrezan spells that you know
When you find a destrezan spell of 1st level or higher, you can add it to your journal if it of a level which you can prepare and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
You can copy a spell from your own journal into another book. This is just like copying a new spell into your journal, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your journal, you can use the same procedure to transcribe the spells that you have prepared into a new journal. Filling out the remainder of your journal requires you to find new spells to do so, as normal.
Preparing and Casting Spells
The Destrezan table shows how many spell slots you have to cast your destrezan 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.
You prepare the list of destrezan spells that are available for you to cast. To do so, choose a number of destrezan spells from your journal equal to your Intelligence modifier + half your destrezan level rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Intelligence is your spellcasting ability for your destrezan spells. You use your Intelligence whenever a spell refers to your spellcasting ability.
In addition, you use your Intelligence modifier and proficiency bonus for the spell save DC of a destrezan spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
You can cast a destrezan spell as a ritual if that spell has the ritual tag and you have the spell in your journal. You don't need to have the spell prepared.
You can spend 10 gold and 1 hour of work to make a weapon into your arcane focus for your destrezan spells.
Learning Spells of 1st Level and Higher
Each time you gain a destrezan level, you can add one destrezan spell of you choice to your journal for free. Each spell must be of a level for which you have spell slots as shown on the Destrezan table.
Starting at 2nd level you choose a particular style of fighting. 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.
You gain a +2 bonus to attack rolls you make with ranged weapons.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Field of Study
At 3rd level, choose a subject to specialize in and develop new abilities. Choose Anti-Magic, Iron Blood, or Medicine, all detailed at the end of the class description. The field of study you choose grants you features at 3rd level and again at 7th, 11th, 15th, and 20th level.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Upon reaching 6th level, you can spend a flair point to cast Identify or Detect Magic without expending a spell slot or using material components.
Starting at 6th level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.
When using this ability, you can spend 1 flair point to lend your proficiency in the skill if you have it and the receiving creature doesn't.
Beginning at 10th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.
At 10th level, choose two of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Once you reach 14th level, after a long rest you can designate a willing creature. The two of you share proficiencies as long as you can see or hear each other.
Starting at 18th level, you can cast a spell that you've seen cast in the last 24 hours. They count as destrezan spells for you. Rather than spending spell slots, spend a number of flair points equal to the spell's level. If the spell is 6th level or higher, roll an intelligence check with a DC equal to 10 + the spell's level. On a success, you cast the spell. On a failure, the spell fails and the flair points are spent.
Once you use this feature, you must finish a long rest before you can use it again.
Fields of Study
Those who choose to be an arcabusier are keen to craft their own weapons and value precision. You are reliant on your own abilities and if they fail, there is no one but yourself to blame.
When you choose this field at 3rd level you gain proficiency with tinker's tools and the Arcana Skill. If you are already proficient, you gain expertise.
At 3rd level you craft an arcane firearm known as an arcabus. The following table lists four types of arcabus. You create one when you choose this field of study, and can spend the listed gold price to craft another over 24 hours.
You are proficient with all arcabuses and they count as magical for overcoming resistance and immunities to weapons.
reload 6 (range 60/240)
|Shotgun||90gp||2d8||8 lbs||Cone, heavy,
reload 2 (range 20/60), two-handed
|Rifle||90gp||1d10||5 lbs||Reload 4
|Long Rifle||150gp||3d10||10 lbs||Heavy, reload 1
*Cone - Arcabuses with the cone property can expend two shots in one attack to deal damage in a 15 ft cone. Creatures in the cone must make a dex save against 10 + your proficiency + your dexterity mod. On a success, they take half damage.
**Reload - Arcabuses hold a number of shots equal to their reload property. Once they reach that number, you must spend an attack action to reload your arcabus.
Arcabuses require a special ammuntion made of crystallized magic energy called aether shots. You can create 20 aether shots over a long rest and 5 over a short rest.
In most settings it will be unlikely that your players will find enchanted arcabuses. If you're providing magic weapons to other players, consider making special materials available that an arcabusier can use to craft an arcabus or aether shots with properties similar to other magic weapons.
Additionaly at 3rd level, your tinkering skills allow you to spend 1 flair point as a bonus action to perform the following tricks with ranged weapons.
- Overwatch: Movement within your weapon's normal range provokes attacks of opportunity.
- Prime: Your next arcabus shot is at disadvantage, but deals double damage.
- Vital Shot: The target of your next successful attack must make a con save. On a failure, they are stunned until the end of their next turn.
Starting at 7th level, you can spend a spell slot to add an additional effect to your arcabus shots. These can't be combined with your marksman tricks. If using an arcabus's cone attack, apply the damage and effects to the cone attack instead.
- Explosive: Creatures in a 10 ft radius of the target must make a dex save. On a failure, they take 2d6 fire damage. On a sucess, they take half damage. The damage increases by 1d6 for every spell slot level above 1st.
- Flashbang: Creatures in a 20 ft radius of the target must make a con save. On a failure, they are deaf or blind for 1d4 rounds. Affected creatures can repeat the save at the end of their turn. For every spell slot level above 1st, add 1d4 thunder damage to the attack.
- Smoke: Fill a 30 ft radius sphere around the target with obfuscating smoke for 10 minutes or until a wind of moderate or greater spell disperses it. For every spell slot level above first add 1d4 poison damage to the attack, and for the duration a creature takes that poison damage when they first enter the smoke or start their turn in it.
Once you reach 11th level you can tweak the design of your arcabuses. When crafting an arcasbus you can add two of the following options or you can spend an hour adding one to an existing arcabus. An arcabus can't have more than two customization options at a time.
- Masterwork: Add +1 to attack and damage.
- Supressor: Your shots can't be detected by sound or light past 60 feet.
- Precise: The arcabus can now crit on 19 or 20.
- Rifling: Double the normal range of the arcabus. (The maximum range doesn't change.)
- Stripped: Reduce the weight by half. Arcabuses with the heavy property lose it. If it has the light property, you have advantage on checks to hide it.
At 15th level you can reload an arcabus as a bonus action.
Also at 15th level, as a reaction, you can spend a flair point to impose disadvantage on all ranged attacks against you.
Upon reaching 20th level, you can display your precision by spending 3 flair points to gain advantage all ranged attacks until the start of your next turn.
Those who choose to study anti-magic have a particular distaste or interest for magic users. You have embraced the arcane in order to fight it.
You learn the following spells at the given destrezan level. You always have these spells prepared and they don't count against the number of spells you can prepare each day.
Protection from Evil and Good
|5||Silence, See Invisibility|
|9||Counterspell, Dispel Magic|
|13||Otiluke's Resilient Sphere,
Freedom of Movement
|17||Circle of Power, Synaptic Static|
When you choose this field of study at 3rd level, you can spend a spell slot to add 1d6 psychic damage to your weapon attack. The damage increases by 1d6 for every slot level over 1.
The target of your attack makes its concetration save with disadvantage.
Know your Enemy
You gain proficiency in Arcana and Religion. If you are already proficient with either, you gain expertise.
By 7th level you have become accustomed to the the effects of magic on yourself. You have advantage on any saving throws against magical effects.
Starting at 11th level, you can make a melee spell attack against a creature as an action. On a success, instead of dealing damage, spend 2 flair points to steal a spell slot from the target, if the target can cast spells. You can increase the the number or level of spell slots you steal by spending 2 flair points for each level, up to your highest destrezan spell slot level. The target loses the highest spell slot that is equal to half the flair points spent. If their highest spell slot is less, then they lose the next highest that would make it equal or less than.
If the target doesn't have spell slots, but can cast spells, it loses a use of a spell equal to or lower than the spell slot that it would have lost. If all its spells are at will, it has disadvantage on it's next spell attack or the targets of its next spell have advantage on their saving throw.
You may distribute the stolen spell levels to fill your spent spell slots. If all your spell slots are filled, then any remaining slot levels are lost.
At 15th level, when a spell misses you or you succeed your saving throw against it, you may spend flair points up to the spell's level to recover hitpoints. Roll 1d8 for each flair points spent and add your intelligence modifier.
Upon reaching 20th level, you have improved your magical defenses. As a reaction, you can spend 3 flair points to prevent a magic effect on yourself. If it is an ongoing effect that doesn't target you, then it is only negated until the end of your next turn.
Those who study iron blood want to turn themselves into weapons. You have infused your blood with magically altered iron particles.
You gain proficiency in the medicine skill when you choose this field of study. If you are already proficient in it, double your proficiency.
As a bonus action, you can draw out your blood to create a whip that you are proficient with. It deals 1d8 slashing damage on a hit and possesses the finesse, and reach properties. it counts as magical for the purposes of overcoming resistance and immunity to nonmagic attacks and damage. You can only have one blood whip active at a time and it can not be taken from you. If you release it, it disappears and must be drawn again.
When using your blood whip, you can spend a flair point to use one of the following tricks each turn.
- Fray: After making an attack, you can use your blood whip to attack another creature within reach as a bonus action.
- Guard: As a reaction, increase your AC by 2 until the start of your next turn.
- Tangle: As part of an attack you can attempt to grapple or disarm the target. On a successful hit, you deal damage as normal and the target may roll a Strength (Athletics) or Dexterity (Acrobatics) against your attack roll to resist being grappled or disarmed.
- Thorn: As a bonus action, deal an additional 1d6 piercing damage with your blood whip until the start of your next turn.
When you reach 7th level, you can spend 2 flair points as an action to activate rose garden. For the next minute, the area within the reach of your blood whip becomes difficult terrain for enemies. Your speed is reduced by half and you have a number of reactions equal to your intelligence modifier. Only 1 reaction each round can be used to cast a spell.
Any movement or actions within your reach provoke attacks of opportunity. A creature's movement only provokes attacks of opportunity once per round. You can use your reaction to reduce the damage of ranged attacks by the damage of your blood whip.
Rose Garden requires the use of your blood whip. You can't use other weapons while rose garden is active and if your blood whip is dismissed then rose garden ends early.
Once you reach 11th level you may choose one of the following metals to add to your blood.
- Adamantine: Your AC increases by 1 and you gain 1 hit point for every destrezan level. Your blood whip gains +1 to attack and damage, in addition it automatically crits against objects.
- Copper: You gain advantage on initiative, can't be surprised, and have resistance to lightning damage. Nonmagic metal weapons that you use and your blood whip deal an additional 1d6 lightning damage.
- Mithral: Your speed increases by 10 feet and your jump distance is doubled. If you are unarmored your AC is equal to 10 + your dexterity modifier + your intelligence modifier. You may use a shield and retain the benefits of unarmored defense.
By 15th level your blood whip has become a natural extention of yourself. Drawing your blood whip no longer requires a bonus action. Additionally your reach increases by 5 feet and can use your blood whip to interact with objects. You count as one size larger for the purposes of determining your carrying capacity and the weigh you can push, drag, or lift.
Upon reaching 20th level you can add a third metal to your blood. You can choose one of the following metals or one of the metals that you didn't choose as your 11th level feature.
- Lodestone: You gain a fly speed equal to your movement.
- Quicksilver: You gain poison immunity and resistance to all piercing, slashing, and bludgeoning damage. You can create two blood whips at once. They count as light for the purposes of two weapon fighting.
Those who study medicine are concerned with the well being of others.
You learn the following spells at the given destrezan level. You always have these spells prepared and they don't count against the number of spells you can prepare each day.
|3||Cure Wounds, Goodberry|
|5||Aid, Lesser Restoration|
|9||Aura of Vitality, Catnap|
|13||Aura of Life, Deathward|
|17||Greater Restoration, Mass Cure Wounds|
You gain proficiency in the medicine skill and the herbology kit. If you are already proficient, you gain expertise.
You learn the Spare the Dying cantrip and you can choose to make all damage you deal non-lethal.
As an action you can spend a flair point to treat a creature's wounds. The creature recovers hitpoints equal to 1d6 + your intelligence modifier. You can spend flair points up to your proficiency modifier, increasing the healing by 1d6 for each flair point.
Starting at 7th level you are exceptionally good at creating potions. Use the following table when brewing potions to determine the time and material costs. You must use an herbology or alchemy kit to brew potions. Note that your DM may require specific ingredients for some potions.
|Very Rare||500gp||8 Hours|
Additionally, you can spend a bonus action and a flair point to augment a healing potion for 1 hour. When a creature consumes an augmented healing potion they reroll any 1s. They must use the second result.
Once you reach 11th level, when you make an attack you can spend a flair point to apply one of the following tricks. The target must make a constitution save against your spell save DC. On a failure they suffer the effects for 1 minute and repeat the save at the end of their turn.
- Hamstring: The target drops to half their speed and has disadvantage on all dexterity saves. If you apply this trick a second time, their speed drops to 0 and they fall prone.
- Numb: The target has disadvantage on any check that requires two hands and strength checks. If you apply this trick a second time, they have disadvatage on any checks the require hands.
- Rattle: Choose Wisdom, Intelligence, or Charisma. The target has disadvantage on all checks and saves for that ability. You can apply this trick multiple times.
Upon reaching 15th level your move speed doubles when approaching an incapacitated ally. You can also spend a flair point to perform an action that would restore hit points, stabilize a creature, or remove a condition as a bonus action.
An Apple a Day
Also at 15th level, your self care has made you immune to poison and disease. You also age half as much as you normally would.
At 20th level you can reroll any dice when restoring hitpoints, but must take the second results.
If a creature fails all its death saving throws you can still restore hitpoints to it until the end of your next turn.
In order to multiclass into or out of destrezan, a character must have Intelligence 13 and Strength 13 or Dexterity 13.
When multiclassing into destrezan you gain the following proficiencies: Light armor, medium armor, shields, simple weapons, martial weapons, one skill or tool from the class's skill or tool lists.
Cantrips (0 Level)
- Acid Splash
- Blade Ward
- Booming Blade
- Chill Touch
- Dancing Lights
- Fire Bolt
- Green-Flame Blade
- Lightning Lure
- Mage Hand
- Minor Illusion
- Poison Spray
- Ray Of Frost
- Shocking Grasp
- Sword Burst
- True Strike
- Burning Hands
- Detect Magic
- Expeditious Retreat
- False Life
- Feather Fall
- Illusory Script
- Magic Missile
- Silent Image
- Zephyr Strike
- Arcane Lock
- Continual Flame
- Cordon of Arrows
- Dragon's Breath
- Heat Metal
- Magic Mouth
- Magic Weapon
- Melf's Acid Arrow
- Warding Wind
- Bestow Curse
- Conjure Barrage
- Dispel Magic
- Elemental Weapon
- Feign Death
- Flame Arrows
- Glyph of Warding
- Hypnotic Pattern
- Lightning Arrow
- Magic Circle
- Stinking Cloud
- Arcane Eye
- Dimension Door
- Dominate Beast
- Elemental Bane
- Freedom of Movement
- Sickening Radiance
- Staggering Smite
- Cone of Cold
- Conjure Volley
- Contact Other Planes
- Control Winds
- Far Step
- Rary's Telepathic Bond
- Steel Wind Strike
- Teleportation Circle