Factotum Class
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FACTOTUM CLASS DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2016 by Jeremy Wadsworth of Bear Incorporated Sample file and published under the Community Content Agreement for Dungeon Masters Guild. Forward This is my Homebrewed conversion of the Factotum class from the D&D 3.5 Book Dungeonscape: An Essential Guide to Dungeon Adventuring (2007) by Jason Bulmahn and Rich Burlew. In the spirit of this wonderful class and D&D 5e, I have also combined it with two Prestige classes that go with this class very well as Archetypes. These “Archetypes” are the Chameleon and Master of Masks Prestige Classes. The Chameleon Prestige Class is from the D&D 3.5 Book Races of Destiny (2004) by David Noonan, Eric Cagle, and Aaron Rosenberg. The Master of Masks Prestige Class is from the D&D 3.5 Book Complete Scoundrel: A Player’s Guide to Trickery and Ingenuity (2007) by Mike McArtor and F. Wesley Schneider. I would recommend these books to anybody, and hope that every D&D Player has the privilege of reading these fine books. I am sorry if anything I do is in anyway problematic with Copyright issues, but it seems fine according to what the DM Guild information page at www.dmsguild.com/whatisdmsguild.php says under the section “What Can I Publish?”, which says “you can convert magic items, monsters, character classes, spells, etc. from earlier edition books to fifth edition and publish your conversion at DMsGuild.com.” I am publishing this PDF exclusively on dmsguild.com. If this is found anywhere else, it is against my wishes and is, as far as I understand, Copyright Infringement. I do not care about gaining money from this, but only want to get a better perspective and help playtesting one of my favorite classes and two amazing prestige classes from the 3.5 Edition of the World’s Best Role Playing Game. I believe these classes are so good, that they need to continue through 5th Edition. 6th +3 11(22) Archetype Ability 7th +3 12(24) FACTOTUM CLASS 8th +3 13(26) Ability Score Improvement, Archetype Ability It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find 9th +4 14(28) Cunning Knowledge (2/day) that they lack the skills needed to get the job done. Sometimes, this can happen in 10th +4 15(30) Archetype Ability larger parties as well. Enter the factotum, a new standard class, capable of mimicking 11th +4 16(32) the abilities of others and filling in when the need is greatest. 12th +4 17(34) Ability Score Improvement, Archetype After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their Ability lore to master almost any trade or ability for a brief period of time before other 13th +5 18(36) Improved Cunning Defense pursuits draw their attention. Whereas bards use their general knowledge to aid 14th +5 19(38) Archetype Ability others, factotums focus their abilities solely upon themselves. Constantly on the hunt 15th +5 20(40) for new abilities and tricks, factotums eventually find the right tool to overcome 16th +5 21(42) Ability Score Improvement, Archetype practically any problem. Ability However, a factotum cannot go it alone. He relies on sudden flashes of insight gleaned from his studies and the broad array of his experiences. He might not be the 17th +6 22(44) Cunning Knowledge (3/day) best fighter or the mightiest spellcaster in a group, but when the party needs a stout 18th +6 23(46) Archetype Ability warrior or an arcane spell, the factotum can provide it. 19th +6 24(48) Ability Score Improvement If you like having a trick up your sleeve, or if you want to have an answer to 20th +6 25(50) Archetype Ability almost any problem, then the factotum is the class for you. Your intellect bolsters your fighting ability, and your basic understanding of divine magic and arcane spells allows you to manipulate magical energy. GAME RULE INFORMATION Adventures: Knowledge is everything, and applied knowledge is even better. Factotums have the following game statistics. You adventure out of a sense of curiosity, a desire to pierce the veil of ignorance that Abilities: Intelligence is a factotum’s most important ability. Almost everything shrouds so much of the world. If you hear rumors of an island with beaches of you do relies upon it. You master so many areas of study because you have the keen diamonds and mountains of gold, you want to find the island, determine its origin, mind needed to learn through observation and experience, rather than formal study. and learn its secrets. To other adventurers, the entrance to a dungeon is a gateway to When you fight, use a skill, or cast a spell, your Intelligence plays a role in your treasure and power. To you, it is a promise of secrets waiting in the dungeon’s success. Of course, Dexterity and Strength are useful, too. When you cannot provide deepest levels. a cunning solution to a problem, you can heft an axe or fire a bow as well as many Think of yourself as an adventuring scholar, an expert who has the right answer at other classes. the right time, a seeker who finds the truths hidden in the world. You are the one Alignment: Any. who notices that an ogre has a long scar along its leg, allowing you to strike the creature where the old wound has not fully healed. You are the one who read a book Class Features on the dark arts, allowing you to conjure the spell needed to banish an ice devil. As a factotum, you gain the following class features. Other adventurers must prepare their abilities and hope they have the right tools to overcome a challenge. You wait for difficulties to present themselves and then Hit Points decide what talents to employ. Hit Dice: 1d8 per factotum level Characteristics: As a factotum, you are a jack of all trades. For short periods of Hit Points at 1st Level: 8 + your Constitution modifier time, you can stand in for almost any other member of the party. Your intellect, Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per training, and experiences allow you to bolster your efforts in almost any situation. factotum level after 1st But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it difficult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep. Proficiencies Alignment: Factotums can be of any alignment. Some use their abilities for good, Armor: Light armor, and shields helping people in need and learning from the attendant challenges. Other factotums Weapons: Simple weapons, and martial weapons view the world as a well that is rightfully theirs, and they take what they likeSample from it. Tools:file Thieves’ tools Relying upon no one but themselves, these evil factotums steal and cheat to gain Saving Throws: Dexterity, Intelligence power and use their abilities to further their own ends. The majority of factotums fall Skills: Choose any three, plus an addition skill for each point of intelligence somewhere between these extremes. They appreciate a stable, benevolent society, bonus. At the end of a short or long rest, you can change one of your proficiencies but they are too absorbed in travel and study to care much about others. given by this skill. Factotums usually favor law over chaos; they love to find structure and insight in the topics they study. Chaotic factotums are vagabonds and wanderers who Factotum Points experience life as it comes, believing that whatever topics happen to cross their paths The factotum is a dabbler, a professional explorer who plunders a wide variety of are as good as any other. fields to find the tools he needs to survive. He reads through tomes of arcane magic Races: Factotums are commonly humans, halflings, and gnomes. Those races are to gain a basic understanding of spells. He offers prayers to a variety of deities to a natural fi t because of their inquisitive nature, personal drive, and clever solutions gain their blessings. He observes warrior stances and exercises to understand the art to tough problems. Longer-lived races, such as dwarves and elves, find a factotum’s of fighting. But while a factotum learns many paths, he masters none of them. Rather fickle nature to be a poor imitation of the true mastery that can be attained only than train in a given field, he masters all the basics and manages to pull out through centuries of life. Due to their low Intelligence, half-orcs find the factotum something useful when the situation is desperate enough. class difficult to master, but some manage to make a name for themselves. To represent this seemingly random body of knowledge, a factotum gains Other Classes: Factotums work well with other classes whose role is clearly factotum points that he can spend to activate his abilities. After a long rest, he defined, such as fighters, barbarians, clerics, sorcerers, and wizards.