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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. \columnbreak ## 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.
\pagebreak ## 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. \columnbreak ## 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.
\pagebreak ## 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. \columnbreak ## 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. \pagebreak ## 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. \columnbreak ## 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](https://Douglas-Kim.com "Doug's Website")