Doug's Guide to Prestige Classes

by DouglasKim

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Mini Prestige Classes in 5e

They be wacky, here's how to:


Whenever you would get an Ability Score Improvement at 4th, 8th, 12th, 16th and 19th level, you can instead get a level from a mini prestige class, adding features and bonuses to your current class.


Think of it as a feat tree, where getting one feat unlocks the next in the progression and so forth. They all feature a theme and restrictions, but enables your character to either focus on certain aspects of their style or become more versatile without going the multiclass route.


Here are a couple examples to help your spellcasters become more versed in melee combat, and your martial combatants to become versed in the arcane ways.

Squire

Trappings

To advance in this class, you need the following:

  • Strength 12. A squire must train their swordsmanship.
  • Constitution 12. A squire must withstand physical training.
  • Own a squire Weapon. A squire must own their own equipment. Squire weapon includes; Handaxe, Javelin, Mace, Shortsword, or Spear.
  • Training, Serve under a knight who's training you, or undergo martial training to become a squire in your own manner.
  • Restriction, Fighters cannot become squires.
Squire
Class Level Character Level Feature
1st 4th Squire Fledgling
2nd 8th Squire Hireling
3rd 12th Squire Apprentice
4th 16th Squire Journeyman
5th 19th Sworn Squire

Squire Fledgling

As a 1st level Squire, you gain proficiency with squire weapons and light armor. Additionally, you can increase your Strength or Constitution by 1.

Squire Hireling

As a 2nd level Squire, you gain proficiency with martial weapons, medium armor, shields and one fighting style from: Archery, Dueling or Protection. Additionally, you increase your Strength or Constitution by 1.


Furthermore, everytime you gain a level, you can swap your fighting style for another.

Squire Apprentice

As a 3rd level Squire, you gain the Fighter Second Wind and Extra Attack (allowing you to make a maximum of 2 attacks with your action) features. Additionally, you increase your Strength or Constitution by 1.


Furthermore, you add Great-Weapon fighting, Two-Weapon Fighting, Interception, Superior Technique and Unarmed Fighting as your options of fighting styles.

Squire Journeyman

As a 4th level Squire, you gain proficiency with heavy armor and one Fighter saving throw; Strength or Constitution. Additionally, you increase your Strength or Constitution by 1.


Furthermore, you can swap one of your hit die for every level in this class for a d10.

Sworn Squire

As a 5th level Squire, you gain the Fighter Indomitable and Action Surge features. Additionally, you increase your strength or constitution by 2.


Furthermore, you gain one feat, but you don't gain any increase to your ability scores from them.

Arcane Apprentice

Arcanist
Class Level Character Level Feature Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st 4th Arcanie Dabbler 2 2 2 - - - -
2nd 8th Arcane Student 2 4 2 2 - - -
3rd 12th Arcane Journeyman 3 6 2 2 1 - -
4th 16th Arcane Specialist 3 8 3 2 2 1 -
5th 19th Full-Fledged Arcanist 4 - 3 3 2 2 1

Trappings

To advance in this class, you need the following:

  • Intelligence 12. An arcanist needs the mental faculties to study the arcanum.
  • Dexterity 12. An arcanist needs to learn how to perform somatic components with confidence and precision.
  • Own an arcane focus and a component pouch. An arcanist needs a mean through which to cast their spells.
  • Training, Ingress in a college of magic, study under another powerful spellcaster or find your own means of learning the arcanum.
  • Restriction, Characters with the Spellcasting feature cannot become arcanists.

Arcanist Dabbler

As a 1st level Arcanist, you learn how to cast spells. You gain 2 cantrips and 2 1st-level spells from the Wizard spell list. Intelligence is your spellcasting ability for these spells.


For every level you attain in the Arcanist class, you learn 2 new spells from the wizard spell list of a level you can cast and gain new spell slots according to the class table above. Additionally, at 3rd and 5th level you learn a new cantrip.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Arcanist Apprentice

As a 2nd level Arcanist, you gain access to 2nd-level spells and can swap one cantrip and one known spell every time you finish a long rest. Additionally you increase your intelligence by 1.

Arcanist Journeyman

As a 3rd level Arcanist, you gain access to 3rd-level spells and choose one school of magic. You learn one 3rd-level or lower spell from that school, it doesn't counts against your known spells limit and you can cast it once per long rest without spending a spell slot, afterwards you can cast this spell normally by spending the appropriate spell slot. Any time you gain a character level, you can change your school spell for another.


Furthermore, you increase your Intelligence by 1.

Arcanist Specialist

As a 4th level Arcanist, you gain access to 4th-level spells. The amount of known spells you can change after finishing a long rest increases to 2. You also learn a second spell of your choosen school which can be of 4th-level or lower, you can cast each one once without spending a spell slot per long rest.


Furthermore, you gain proficiency with either Intelligence or Wisdom saving throws and increase your Intelligence by 1.

Full-Fledged Arcanist

As a 5th level Arcanist, you gain access to 5th-level spells, one additional school spell which can be of 5th-level or lower, the ability to write spells in a spellbook and cast spells ritually.


You can prepare a number of spells equal to your Intelligence modifier + Your Arcanist level + Your Proficiency Bonus.


Furthermore, you increase your intelligence by 2 and gain one feat, but you don't gain any increase to your ability scores from them.

Expert

Expert
Class Level Character Level Feature
1st 4th Expert Prodigy
2nd 8th Expert Learner
3rd 12th Expert Journeyman
4th 16th Expert Specialist
5th 19th Masterful Expert

Trappings

To advance in this class, you need the following:

  • Dexterity 12. An Expert needs to be nimble and agile.
  • Intelligence 12. An Expert needs to learn a lot of tricks.
  • Charisma 12. An Expert needs a hint of personal charm.
  • Own Expert Tools. An Expert must have tools of their own to aid their journey. Expert tools include: Disguise kit, Forgery kit, Herbalism kit, Poisoner's kit, or Thieves' tools.
  • Training, Train under another expert, or learn under constant practice and experimentation.
  • Restriction, Rogues cannot become Experts.

Expert Prodigy

As a 1st level Expert, you become proficient with two tools of your choice, and gain the ability to use the help action as a bonus action.


Furthermore, you increase your Dexterity, Intelligence or Charisma by 1.

Expert Learner

As a 2nd level Expert, you can choose one skill or tool to gain expertise in, you can choose another skill or tool to gain expertise in at 3rd, 4th and 5th level. Additionally, you gain the Rogue Cunning Action feature.


Furthermore, you increase your Dexterity, Intelligence or Charisma by 1.

Expert Journeyman

As a 3rd level Expert, if you attack an enemy that is within 5ft. of one of your allies, you increase the damage by 1d6, this extra damage increases by 1d6 at 4th and 5th level and you can use it only once per round. Additionally, whenever you make an ability check that uses your proficiency bonus, you ignore any effect that would give you disadvantage on the roll.


Furthermore, you increase your Dexterity, Intelligence or Charisma by 1.

Expert Specialist

As a 4th level Expert, as a reaction, you can choose to add 1d6 to any roll you or your allies make if they're within 15ft. of you. At 5th level, this bonus increases to 1d8. You can use this feature a number of times equal to your Charisma modifier and regain all uses after finishing a long rest. Additionally, you gain proficiency with either Dexterity, Intelligence or Charisma saving throw.


Furthermore, you increase your Dexterity, Intelligence or Charisma by 1.

Masterful Expert

As a 5th level Expert, Whenever you make an ability check that includes your proficiency bonus, you can add 1d6 to the roll.


Furthermore, you increase your Dexterity, Intelligence or Charisma by 2 and gain one feat, but you don't gain any increases to your ability score from it.

Lycanthrope

Lycanthrope
Class Level Character Level Feature
1st 4th Cursed Lycanthrope
2nd 8th Afflicted Lycanthrope
3rd 12th Journeyman Lycanthrope
4th 16th Controlled Lycanthrope
5th 19th Master of Lycanthropy

Trappings

To advance in this class, you need the following:

  • Constitution 12. A Lycanthrope needs to resist the system shock of the curse.
  • Charisma 12. A Lycanthrope needs strength of character to resist the curse.
  • Acquire Lycanthropy. A lycanthrope is born with the curse, or cursed after surviving a lycanthrope attack.
  • Restriction, Non-humanoids and characters immune to curses cannot become Lycanthropes.

Cursed Lycanthrope

As a 1st level Lycanthrope, you gain the ability to shapeshift into your lycanthrope form, granting you a bite and claw attacks that you're proficient with and a bonus of +1 to your AC while in this form. However, you gain vulnerability to attacks from silvered weapons.


Your character is prone to losing control on a failed Charisma saving throw when being attacked or when the DM deems appropriate (Full-moon nights, etc.). The DC of this test is 13 or 8 + half the damage suffered. A Lycanthrope that loses control must shapeshift into their lycanthrope form, move towards and attack the nearest creature for 1d10 rounds.


Furthermore, you increase your Strength, Constitution or Charisma by 1.


Bite Attack. reach 5ft., one target. Hit: 1d8 + your strength modifier piercing damage. A humanoid target must succeed a Constitution saving throw to not become infected. The DC is equal to 8 + your proficiency bonus + your Charisma modifier.


Claw Attack. reach 5ft., one target. Hit: 1d6 + your strength modifier piercing damage.

Afflicted Lycanthrope

As a 2nd level Lycanthrope, your bite attack damage die increases to a d10, your claw attack to a d8, and you gain a bonus of 10ft. to your walking speed. Additionally, the DC for your Charisma saving throw to not lose control lowers by 1. It is reduced by a further 1 at 3rd, and 4th level. The duration of the lost control is now reduced to 1d6 rounds, 1d4 at 3rd level and 1 round at 4th level.


Furthermore, you increase your Strength, Constitution or Charisma by 1.

Journeyman Lycanthrope

As a 3rd level Lycanthrope, your bite attack damage die increases to a d12, your claw attack to a d10, and you gain a climbing speed equal to half your walking speed. Additionally, any creature you curse with your bite attack suffers 2d6 psychic damage. This effect can happen only once per cursed creature. The first time you transform into your lycanthrope form you gain temporary hit points equal to three times the sum of your level in this class + your constitution modifier.


Furthermore, you increase your Strength, Constitution or Charisma by 1.

Controlled Lycanthrope

As a 4th level Lycanthrope, you gain proficiency with Charisma saving throws, and now the effects of your curse can affect non-humanoid targets, but they cannot contract the lycanthrophy curse. Additionally,your curse deals 3d6 psychic damage.


Furthermore, you increase your Strength, Constitution or Charisma by 1.

Master of Lycanthropy

As a 5th level Lycanthrope, you can no longer lose control, is no longer vulnerable to silvered weapon attacks and can make one bite or claw attack as a bonus action if you attacked using your action.


Furthermore, you increase your Strength, Constitution or Charisma by 2 and gain one feat, but you don't gain any increases to your ability scores from it.

Credits v2

Art and concept made by Douglas Kim, you can check Doug's page at: Douglas-Kim.com

 

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