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Generalist

Generalist   As a Generalist, you gain the following class Features.   Hit Points   Hit Dice: 1d8 per Generalist Level   Hit Points at 1st Level: 8 + your Constitution Modifier   Hit Points At Higher Levels: 1d8 (or 5) + your Constitution modifier per Generalist level after 1st   Starting Proficiencies   Armor: Light Armor, Medium Armor, Shields   Weapons: daggers, darts, slings, quarterstaffs, light crossbows, light guns, heavy guns   Tools: None   Saving Throws: Dexterity, Wisdom   Skills: Choose any four   Power Stat: Con, Wis, Cha   Starting Equipment   Table: The Generalist
Level Proficiency Bonus Features Power Nexus Max Adj.
1 +2 Power Origin (Two 1st tier adj), Heroic Inspiration 1d8 1
2 +2 Powered Specialization 1d8 1
3 +2 2d8 1
4 +2 Ability Score Improvement 2d8 1
5 +3 Extra Attack, Travel Mode, Power Origin (One 2nd tier adj) 3d8 2
6 +3 Powered Specialization 3d8 2
7 +3 Jack of All Trades 4d8 2
8 +3 Ability Score Improvement 4d8 2
9 +4 Font of Heroism 5d8 2
10 +4 Powered Specialization, Travel Mode (Improved), Power Origin 5d8 3
11 +4 Countercharm 6d8 3
12 +4 Ability Score Improvement 6d8 3
13 +5 7d8 3
14 +5 Powered Specialization 7d8 3
15 +5 Travel Mode (Heroic), Power Origin (One 4th tier adj) 8d8 4
16 +5 Ability Score Improvement 8d8 4
17 +6 9d8 4
18 +6 9d8 4
19 +6 Ability Score Improvement 10d8 4
20 +6 Mastery Of All 10d8 4
  Power Origin- When You gain your 1st level in any hero class you are able to use your unique talents in a few more ways by focusing it in one of these class roles. As a Generalist, you gain a power nexus for which your power is used throughout combat. Your range of your abilities is 20 ft. You may target an ally to provide advantages or you may target enemies to impose disadvantages or deal damage. Addtionally you know and can use a number of adjustments as allowed by your Generalist level.   Heroic Inspiration- You can inspire others through stirring words or acts of power. To do so, you use a Bonus Action on Your Turn to choose up to 8 creatures other than yourself within 60 feet of you who can hear you. Those creatures gain one Heroic Inspiration die, a d6. Once within the next 10 minutes, those creatures can roll the die and add the number rolled to one ability check, Attack roll, or saving throw they make. Those creatures can wait until after they roll The D20 before deciding to use the Heroic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Heroic Inspiration die is rolled, it is lost. A creature can have only one Heroic Inspiration die at a time. You can use this feature a number of times equal to your Power Stat modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Heroic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.   Powered Specialization-   Ability Score Improvement- Same as 5e Source Material   Extra Attack- Same as 5e Source Material   Jack of All Trades- Same as 5e Source Material except it lets you add half of your power stat instead of necessarily your charisma.   Font of Heroism- Beginning when you reach 9th Level, you regain all of your expended uses of Heroic Inspiration when you finish a short or Long Rest.   Countercharm- At 11th level, you gain the ability to use your power origin or words of power to disrupt mind-influencing Effects. As an action, you can start a Performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on Saving Throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The Performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required).   Mastery of All- You gain double proficiency in all skills and gain proficiency in each save. Your proficiency bonus becomes +7. Whenever you have Advantage, you roll 3d20s and take the best result of the three.

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