The Carpenter

by Lanth Sor

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Planeswalker

"No one orders people to take out the garbage like Gaston" Gaston Jenkins the Living Meme.

When you need some one to win but mary sue is out taking care of real villains you call upon The Fool.

Adventures: One does not wonder why one wanders, they just do and greatness follows.

Characteristics: Fools are an uncommon lot, the only thing that binds them together is an universal ignorance. While greater men train and hone their skills planeswalker just don't understand the finer things. The avid use of their unique ability Deus Ex Machina allows them to ignore common laws of progress for just achieving it.

Alignment: Fools are most often kind hearted idiots who just want whats best for themselves and those around them, falling into good and often chaotic alignments. A few are religiously focused and favor their deity's alignments. While others focus more on a code and favor lawful alignments. the rarest alignment for the planeswalker is Lawful Evil as they tend to be focused an calculating, but it is not unheard of.

Religion: Fools tend to favor gods of luck but sometimes extremely devout followers of other deities are planeswalkers.

Background:

Races: Humans, gnomes, goblins and halflings have the strongest tendencies to be planeswalkers. Races favoring law are rarely planeswalkers, but on occasion a more devout but unwise one pops up in their ranks. Among most other races planeswalkers tend to be looked down on and ostracized.

Other Classes: Most classes look on them with pity. Monks and paladins often try to help these lost souls not quite understanding their drive if of chaotic natures. Clerics and other religious classes get along well with divinely tied planeswalkers who favor the same or friendly deities.

Role: Fools fill many rolls depending on the path they choose. Warriors most often fight toe to toe with enemies. Charlatans favor organizing things around them, or fumbling their way across the field. Zealots range widely from healers to avid combatants. Magicians often favor offensive magic, but will just as likely take a supporting role.

Adaptation: The planeswalkers range of uses lends them to enter any world with out modifying the status quo. The only thing to be aware of is they tend to be screw up and not know it. So organized groups of planeswalkers are almost impossible.

The Carpenter
Level Proficiency Bonus Features
1st +2 Logwise
2nd +2 Speed Build (Long Rest)
3rd +2
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6 Speed Build(Unlimited)

Hit Points


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

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Hand Axe, Clubs, daggers, darts, Light Hammer, Warhammer, Battleaxe, quarterstaffs, greataxe, slings, spears
  • Tools: Carpentry kit
  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Athletics, Animal Handling, Insight, Investigation, Medicine, Nature, Perception, Persuasion, and Survival

Equipment


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


  • (a) a wooden shield or (b) any simple weapon
  • (a) a handaxe or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and Carpentry Kit

[B][SIZE=2]Spark Awakening:[/SIZE][/B] Add [I]plane shift[/I] to your spell list as a 4th level spell if you can cast spells. Any spell casting class you take levels in adds [I]plane shift[/I] to its spell list as a 4th level spell. Whenever you face a near death or extremely stressful situation you must wisdom save or randomly teleport to a different plane of existence.

[B]Mana Affinity[/B]: Your soul is attuned to particular flows of mana that shape the worlds and planes of existence.

[B][SIZE=2]Planeswalk[/SIZE][/B] Beginning at 11th level, you may cast the spell [I]plane shift[/I] at will but gain 1 level of exhaustion each time it is used. Additionally for each person past greater than class level - 11 you take an additional level of exhaustion.

Logwise

The carpenter add their proficiency bonus on any check against wood based items or creatures, this includes attack rolls.

Strongback

The carpenter is able to lift 200lb per level above what their strength would normally allow. If not using encumbrance variants base lifting capacity should be around. 50 lb + 25 per point over 10 strength.

Spellcasting Focus

You can use a

Callings

At 2nd level, you choose to priestic calling, such as the Totemic Calling. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th 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.

Calling Apex

At 20th level, the priest unlocks the ultimate power of their calling.

Callings

Maelstrom Callings

The priest has for goes master of totems to become a savage warrior.

Storm Strikes

Starting at the 2nd level, the priest may empower a held weapon as if a totem. If empowered with a spell that deals damage the spell can be activated on a successful attack as a bonus action. If activated in such a way the spell automatically hits the target of the attack.

Extra Attack

A 6th level priest's gains the ability to make an additional attack when taking an attack action.

Storms Resilience

When the priest reaches the 10th level, whenever they spend bonus action for a storm strike they gain resistance to any type of damage you have dealt or received since the start of their last turn.

Lightning Stride

Starting at the 14th level, the priest may expend a spell slot to lightning stride. Lightning stride creates a crack of lightning teleporting the priest between 2 points. The effect varies by spell level.

Spell Slot Effect
1 30ft teleport, and deals 1d6 damage along the path. Dexterity for half damage.
2 60ft teleport, dealing 2d6 to all between the two points. Dexterity for half damage.
3 120ft teleport, dealing 3d6 to all between the two points. Dexterity for half damage.
4 250ft teleport, dealing 4d6 to all between the two points. Dexterity for half damage.
5 1000ft teleport, dealing 5d6 to all between the two points. Dexterity for half damage.
6 50 miles teleport, dealing 6d6 to with in 10ft of the two points. Dexterity for half damage.
7 500 miles teleport, dealing 7d6 to with in 10ft of the two points. Dexterity for half damage.
8 5000 miles teleport, dealing 8d6 to with in 10ft of the two points. Dexterity for half damage.
9 Teleport any where on plane, dealing 9d6 to with in 10ft of the two points. Dexterity for half damage.

Wind Fury

A 18th level priest may expend a spell slot as a bonus action to make an additional attack. The additional attack has advantage and deals 1d6 additional damage per spell slot level above 1st.

Avatar of the Maelstrom

At the 20th level the priest may expend a 9th level spell slot to become an avatar of the Maelstrom. The priest becomes a living lightning beacon in the middle of the battlefield. For the next minute the priest may cast lightning bolt and lightning stride as if using a 3rd level spell slot at-will. Enemies in 30ft gain disadvantage on rolls and allies gain advantage as lightning bolts dance around the area. You gain a fly speed equal to your move speed.

Restorative Waters Callings

The priest has found solace in the restoration of nature.

Healing Streams

Starting at the 2nd level, the priest's curing spell totems can project the heal an additional 30 ft beyond the spells normal range.

Water Shell Totems

A 6th level priest may create a unique totem in the form of a liquid shell around a target that lasts until their next long rest or the spell is discharged. The waters hold a single spell that heals or provides any kind of recovery magic, such as restoration or resurrection. The priest may set a condition as to when the spell is cast. The spell can always be activated like any other totem. Water Shell Totems count against the priest's active totems.

Far Placement

When the priest reaches the 10th level, whenever they would place a totem they may place it anywhere with in 60ft of them.

Cleansing Deluge Totems

Starting at the 14th level, the priest may cast any non damaging spell using a spell slot 3 levels higher than normal to cause the spell to affect an area around the totem. The area is 10ft radius. A higher level slot can be used to double the radius; 20ft radius for 4 levels higher, 40ft for 5 levels higher, 80ft for 6 levels higher, 160ft for 7 levels higher, 320ft for 8 levels higher. Additionally any nonmagical fire is extinguished in the radius.

Purifying Warding

A 18th level priest may place their totems in a star pattern, purging all decay undeath. The circle provides 1 healing per minute to all living in the pattern The effect last until any one of the totems is moved. Any undead take 1 damage per minute and have any passive healing negated, such as regeneration. The priest may expend spell slots to cause the next instance of healing or damage to increase by 1d4 per level of the spell slot. Any land that was made barren is restored to a lush state in the area of the pattern.

Wellspring of Eternity

At the 20th level the priest no longer ages and their very presence is harmful to the undead. Undead with in 10ft of the priest take the priest's wisdom modifier in damage per round and lose any passive healing effects. The priest gains 4 wisdom and their maximum wisdom increases to 24. Living things are healed the priest's wisdom modifier each round while with in 10ft of the priest. Any previously barren land is restored to a lush state.

Totemic Callings

The priest has spent time mastering control of their totems.

Totemic Placement

Starting at the 2nd level, the priest may place any number of totems as an action, up to their limit.

Totemic Resilience

A 6th level priest's totems gain resistance against all damage types.

Far Placement

When the priest reaches the 10th level, whenever they would place a totem they may place it anywhere with in 60ft of them.

Skittering Totems

Starting at the 14th level, the priest may use their movement to move their totems instead. The totems have a move speed of 60ft.

Totemic Warding

A 18th level priest may place their totems in a star pattern, no two totems more than 60ft apart. The area in the center of the totems is treated as if the spell magic circle was cast in it. The effect last until any one of the totems is moved.

Totemic Mastery

At the 20th level the priest no longer has a limit to how many totems can be placed at one time. They can still only place 6 totems at one time. Spending an action to activate a totem activates a number of totems equal to the priest's wisdom modifier.

Volcanic Callings

The priest has been claimed by the calling of earth and fire.

Earth Shock

Starting at the 2nd level, the priest may spend a reaction to interrupt a spell being cast with in 60ft. The priest makes a spell attack that deals 1d4 bludgeoning damage. The target then must make a concentration check DC 5 + earth shock's damage. If a spell slot is used the DC increases to 8 + the damage, and deal an additional 1d4 per level of spell slot used.

Lava Burst

A 6th level, whenever the priest casts an attack spell with advantage they may spend a bonus action to unleash a fire cantrip using the lower roll as the attack roll.

Heart of the Volcano

When the priest reaches the 10th level, their skin becomes like hardened stone and with cracks of molten fire when they cast spells. They gain resistance to bludgeoning and fire damage. Any spell they cast that deals bludgeoning or fire damage adds their wisdom modifier to the damage.

Claim the Land

Starting at the 14th level, the priest may expend a spell slot to claim the land. Claim the land deals 1 bludgeoning and 1 fire damage to anything with-in 10ft of the priest's totems. Activating claim the land is an action. While claim the land is active the priest may expend a 3rd level or higher spell slot to cause one of the totems to flare up. Dealing 5d6 damage +1d6 per slot level above 3rd, in a radius from the totem. The radius is 20ft base and doubles for each spell slot level above 5th.

Molten Core

A 18th level priest gains resistance to bludgeoning and fire damage. As a bonus action you may maximize the damage of the next spell that deals fire or bludgeoning damage you cast on the next turn.

Avatar of Earth's Fury

At the 20th level the priest may expend a 9th level spell slot to become an avatar of the Maelstrom. The priest becomes a living volcano in the middle of the battlefield. For the next minute the priest may cast fireball and earth shock as if using a 3rd level spell slot at-will. The priest is treated as if they had used claim the land with them being the totem. Each spell slot is treated as one level higher for determining effects of fire, earth, bludgeoning spells or class abilities.

Spell List

Cantrips (0-Level)

Acid Splash, Druidcraft, Fire bolt, Guidance, Mending, Poison Spray, Produce Flame, Ray of Frost, Resistance

1st-Level

Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Entangle, Faerie Fire, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink, Speak with Animals

2nd-Level

Animal Messenger, Barkskin, Darkvision, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth

3rd-Level

Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone, Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing, Water Walk, Wind Wall

4th-Level

Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Freedom of Movement, Giant Insect, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Tree Stride, Wall of Fire

5th-Level

Antilife Shell, Awaken, Commune with Nature, Conjure Elemental, Contagion, Geas, Greater Restoration, Insect Plague, Mass Cure Wounds, Planar Binding, Reincarnate, Scrying, Tree Stride, Wall of Stone

6th-Level

Conjure Fey, Find the Path, Heal, Heroes' Feast, Move Earth, Sunbeam, Transport via Plants, Wall of Thorns, Wind Walk

7th-Level

Fire Storm, Mirage Arcane, Plane Shift, Regenerate, Reverse Gravity

8th-Level

Animal Shapes, Antipathy/Sympathy, Control Weather, Earthquake, Feeblemind, Sunburst

9th-Level

Gate, Mass Heal, Meteor Swarm, Storm of Vengeance, True Resurrection

 

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