Walls of Elisia: Charasmatic (5e Class)

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Charismatic Character

In a fit of laughter, a gnome makes bunny ears on a zombie with a mage hand

A half-elf weaves a subtle magic over the guard in front of the settlement, her words will be well heard in the ears of this soldier

A half-orc laughs, raising a mug high up. He slowly influences the people of this small bar with a subtle dust-like magic that originated from the beer in that very mug

Laughing and love always seemed to follow you, whether you engaged or not. You were what the olden day fellows called the "fey-tongued", a sharp-minded, quick-thinking, and generally likeable person.

The Center of Attention

Maybe you were a popular kid, maybe an influencer, maybe a marketer, maybe even a charlatan, but you were always likeable.

Creating a Charismatic Character

How'd you become so gosh darn likable. Maybe you were born with it, maybe you learned it.

Quick Build

You can make a Charismatic Character quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.

Class Features

As a Charismatic you gain the following class features.

Hit Points

Hit Dice: 1d8 per Charismatic level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Charismatic level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple melee weapons
Tools: One musical Instrument of gaming set
Saving Throws: Charisma and one other of your choice
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Perception, Performance, Persuasion, and Sleight of Hand

Equipment

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

    Table: The Charismatic

    LevelProficiency
    Bonus
    FeaturesCantrips KnownSpells KnownSpell SlotsSlot Level
    1st+2Magical Expertise, Spellcasting2211st
    2nd+2Cunning Words2321st
    3rd+2Tool of the Magical Trade2422nd
    4th+2Ability Score Improvement3522nd
    5th+33623rd
    6th+3Magical Expertise Feature3723rd
    7th+33824th
    8th+3Ability Score Improvement3924th
    9th+431025th
    10th+4Magical Expertise Feature41025th
    11th+4Mystic Arcanum (6th level)41135th
    12th+4Ability Score Improvement41135th
    13th+5Mystic Arcanum (7th level)41235th
    14th+5Magical Expertise Feature41235th
    15th+5Mystic Arcanum (8th level)41335th
    16th+5Ability Score Improvement41335th
    17th+6Mystic Arcanum (9th level)41445th
    18th+641445th
    19th+6Ability Score Improvement41545th
    20th+6Magical Expertise Feature41545th


    Magical Expertise

    You found the type of magic you were good with; Protector, Enhancer, and Enchanter. These different types of magic offer new spells and features at levels 6, 10, 14, and 20

    Spellcasting

    Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

    Cantrips

    You know two cantrips of your choice from the bard spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

    Spell Slots

    The Charismatic table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Charismatic spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

    For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

    Spells Known of 1st Level and Higher

    At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

    The Spells Known column of the Charismatic table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

    Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

    Spellcasting Ability

    Charisma is your spellcasting ability for your Charismatic spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Charismatic spell you cast and when making an attack roll with one.

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

    Spell attack modifier = your proficiency bonus + your Charisma modifier

    Spellcasting Focus

    You can use an arcane focus as a spellcasting focus for your spells.

    Cunning Words

    Your Charismatic Abilities are enhanced. You gain expertise in one Charisma based skill (ex. Deception, Intimidation, etc)

    Tool of the Magical Trade

    Based on your Magical Expertise, you gain a tool that enhances those abilities.

    Tool of the Protector

    This tool comes in the form of a necklace with a shield on it. It allows the user to gain a spell slot of any level, as long as it is an Abjuration spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

    Tool of the Enchanter

    This tool comes in the form of a ring with a pair of eyes on it. It allows the user to gain a spell slot of any level, as long as it is an Enchantment spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

    Tool of the Enhancer

    This tool comes in the form of a bracelet with a cross on it (like a Red Cross Symbol).. It allows the user to gain a spell slot of any level, as long as it is a Transmutation spell. The highest possible level of spell slot creatable is equal to half your Charismatic level rounded down (Maximum of 9, duh). You must complete a short rest before being able to use this again

    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.


    Mystic Arcanum

    At 11th level, your patron bestows upon you a magical secret called an arcanum. Choose one 6th-level spell from the warlock spell list as this arcanum.

    You can cast your arcanum spell once without expending a spell slot. You must finish a long rest before you can do so again.

    At higher levels, you gain more warlock spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Mystic Arcanum when you finish a long rest.

    Protecter

    Protecter Expanded Spells
    Spell LevelSpells
    1stSanctuary, Armor of Agathys
    2ndLesser Restoration, Aid
    3rdDispel Magic, Protection from Energy
    4thBanishment, Death Ward
    5thDispel Evil and Good, Greater Restoration
    DON'T TOUCH MY BABY

    At level 6, you gain the ability to support allies when they take damage. Once per long rest, when a friendly creature takes damage within 60 feet of you, you can use your reaction to half the damage and restore an amount of hit points equal to your PB + your Charismatic Level

    Protected Mind and Body

    At 10th level, you've used your abilities long enough to hold them for longer periods of time. You can hold concentration on spells for twice as long. You also gain advantage on all saving throws that involve concentration

    Aura of Protection

    At 14th level, you radiate an aura of protection. You emit an aura that ranges out to 20 feet, any hostile creature within this aura has disadvantage on attack rolls and any friendly creature in this area has advantage on attack rolls.

    Shields before Swords

    At level 20, you fully understand your role as a Protector. When a friendly creature takes damage within a radius of 60 feet of you, you can expend a spell slot to subtract damage equal to a d20


    Enchanter

    Enchanter Expanded Spells
    Spell LevelSpells
    1stCharm Person, Heroism
    2ndCalm Emotions, Suggestion
    3rdDispel Magic, Tongues
    4thCompulsion, Confusion
    5thModify Memory, Dominate Person
    Such a lovely Face

    At level 6 your beauty helps you with many things. You gain advantage to all Charisma (Persuasion) checks involving characters with a romantic fixation on you. You also gain proficiency with the disguise kit

    Hey, that's my Trick

    At level 10,you are able to find out where others use your tricks against you. You have resistance to psychic damage along with advantage on saving throws against being charmed or put to sleep. Once per long rest, you can also use your reaction to cast counterspell (DC 13) when an enchantment spell is cast within 30 feet of you.

    No, I won't allow it

    At 14th level, you can influence the actions of others in combat. When a creature makes an attack, you can use your reaction to expend a spell slot and add or subtract a d10 to the roll.

    A Rival to Sune Herself

    At level 20, you become a rival to the gods in beauty. Your Charisma score is increased by 4 to a maximum of 24. Once per long rest, you can also use your reaction to half the damage of an incoming attack.

    Enhancer

    Enhancer Expanded Spells
    Spell LevelSpells
    1stFeather Fall, Longstrider
    2ndAlter Self, Magic Weapon
    3rdFly, Haste
    4thPolymorph, Fabricate
    5thTelekinesis, Animate Object
    Enchanced Weapon

    At 6th level, you learn how to imbue your weapons with enhanced power. You can imbue a weapon that you or a friendly ally is using with extra damage that is equal to your hit die. You can choose from Fire, Cold, Thunder, Force, or Lightning damage types.

    Adrenaline Shot

    At 10th level, you learn to use the thrill of battle to enhance your abilities. When entering combat, for one minute you gain the following benefits

    • You gain a +1 to AC
    • You gain advantage on all concentration rolls


    Super Duper Man

    At 14 level, you gain a boon of your transmuter abilities. When you use your Enhanced Weapon feature, you can double your extra damage dealt

    Adrenaline Seeker

    At 20th level, you don't need a thrill to enhance your abilities. You no longer need to be in combat to gain the Adrenaline Shot feature

    Charismatic Spell List

    Charismatic Characters use the Warlock Spell list, but use the Cantrip list of the Bard



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