Sunteți pe pagina 1din 10

Factotum

In a dimly lit study, a human quietly pores over a multitude of texts, his eyes skimming over the
secrets within. Suddenly, he hears aggressive shouting coming from the next room. With a smile, he
mentally debates whether to hide, raise his blade or begin intoning the words to cast forth a mighty
fireball. So many choices, so many ways to best these intruders. As the door bursts open, he
decides that his swordsmanship has been in need of practice, and fate has presented him with a
perfect opportunity to improve.
An inquisitive gnome explorer delves deep into a dwarven ruin, when she suddenly hears a loud
grinding of metal, turning sharply to see a heavy, ancient door close her in. Frantically, she searches
for a way out, feeling the air in the room grow thin. Suddenly, a flash of insight fills her mind, and she
calmly runs her hand along the bottom of the door until it catches on a release mechanism. As she
climbs out of the ruins, she silently thanks the old dwarf locksmith she shared drinks with the past
year.
The factotum is a dabbler, a professional explorer who plunders a wide variety of elds to nd the
tools he needs to survive. He reads through tomes of arcane magic to gain a basic understanding of
spells. He offers prayers to a variety of deities to gain their blessings. He observes warrior stances
and exercises to understand the art of ghting. But while a factotum learns many paths, he masters
none of them. Rather than train in a given eld, he masters all the basics and manages to pull out
something useful when the situation is desperate enough.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Jacks of All Trades


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 lore to master almost any trade or ability for a brief
period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid
others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and
tricks, factotums eventually nd the right tool to overcome practically any problem.

Level Proficiency Inspiration


Bonus
Points

Max.
Spell
Level

Spells

Features

Dabblers Advantage,
Erudite Cunning
Arcane Dilettante
Factotums Focus
Ability Score Improvement
Opportunistic Piety
Improved Erudite Cunning
Cunning Surge
Ability Score Improvement
Factotums Focus Feature
Ability Score Improvement
Protean Scholar (1 skill)
Ability Score Improvement
Factotums Focus Feature
Luck Favors the Prepared
Protean Scholar (2 skills)
Ability Score Improvement
Factotums Focus Feature
Opportunistic Piety (3 uses)
Ability Score Improvement
Polymath Paragon

1st

+2

2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th

+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6

3
3
3
4
4
4
5
5
5
6
6
6
7
7
7
8
8
8
10

1
1
2
2
2
3
3
3
4
4
4
5
5
6
6
6
7
7
7

1
1
2
2
2
3
3
4
4
4
5
5
6
6
6
7
7
7
8

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

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Proficiencies
Armor: Light armor
Throws: Intelligence

Weapons: Simple weapons, Martial Weapons Tools: Any two Saving


Skills: Choose four: A Factotum may select any four skills to be proficient in

Dabblers Advantage
To represent their seemingly random body of knowledge, a factotum gains inspiration points that
they can spend to activate their abilities. They gain a number of inspiration points determined by
their level, which are replenished after a short rest.

Erudite Cunning
Starting at 1st level, when making a skill check, you can spend 1 inspiration point to add your
proficiency bonus to the check. You can use this ability once per day for a particular skill. For
example, if you use erudite cunning to gain advantage on a Stealth check, you cannot use the ability
to improve other Stealth checks for the rest of the day, though you can use it on different skills.
At 6th level, before making an attack roll, damage roll, or saving throw, you can spend 1 inspiration
point to gain a competence bonus on the roll equal to your Intelligence modier. Erudite cunning
does not require an action, and you can use it as often as you wish during your turn or others
turnsprovided that you have the inspiration points to spend. However, this bonus does not stack
with itself.
Additionally, each time you gain this ability (at 1st and 6th level), you gain proficiency in 1 language
of your choice.

Arcane Dilettante
At 2nd level, you acquire a vague understanding of magic. You know that with a few weird hand
gestures and an array of grunts and bizarre words, you can conjure up something that looks like a
spell. By spending 1 inspiration point, you can mimic a spell as a spell-like ability.
At the start of each day, choose a number of spells from the wizard spell list based on your factotum
level. You can choose one spell at 2nd level, and you gain additional spells as shown in the above
table. The maximum level of spell you can use, according to your class level, is also shown on the
table. You can select any wizard spell up to that level, but you can prepare only one spell of your
maximum level. Your caster level equals your level in this character class. The Difculty Class for a
saving throw against your spell is 10 + the spell level + your Int modier.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Once you have used a spell, you cannot use it again until you have taken a long rest. After resting
for this time, you choose new spells and lose any unused spells from the previous day, though you
can select the same spell on consecutive days. You cannot prepare the same spell multiple times to
use it more than once during the same day.
You cannot use spells that require an XP cost. You must otherwise provide the necessary material
components as normal.

Factotums Focus
At 3rd level, you choose a specific area of knowledge that you focus on during your varied learning:
Jack of Swords, Jack of Wands, or Jack of Pentacles, all detailed at the end of the class description.
Your focus choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 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 cant increase an ability score above 20 using this feature.

Opportunistic Piety
Factotums are legendary for the number of holy symbols, lucky trinkets, and blessed items they
keep handy. As the saying goes, there are no atheists in the dungeon. Starting at 5th level, you can
spend 1 inspiration point to channel divine energy as a standard action. You start with two such
effects: Turn Undead and an effect determined by your focus.
When you use your Opportunistic Piety, you choose which effect to create. You must then finish a
long rest to use your Opportunistic Piety again.
Some Opportunistic Piety effects require saving throws. When you use such an effect from this
class, the DC equals your Factotum spell save DC.
Beginning at 9th level, you can use your Opportunistic Piety twice between rests, and beginning at
18th level, you can use it three times between rests. When you finish a long rest, you regain your
expended uses.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Cunning Surge
Starting at 7th level, you learn to push yourself when needed. By spending 3 inspiration points, you can take
an extra action during your turn.

Protean Scholar
At 11th level, a Factotums well of knowledge shows truly prodigious depth. To demonstrate this, the
Factotum chooses an additional skill to gain proficiency in.
At 15th level, the Factotum chooses a second skill to gain proficiency in.

Luck Favors the Prepared


Starting at 14th level, your luck, reexes, and intuition allow you to avoid an attack or spell that would
otherwise defeat you. If you take damage that would reduce you to 0 or fewer hit points, you can spend 4
inspiration points and expend your reaction to ignore the damage. You dodge out of the way, take cover
from a spell, or otherwise escape. You can use this ability once per long rest.

Polymath Paragon
At 20th level, you become the ultimate jack of all trades. Your sharp mind and keen sense of your surroundings
allow you to duplicate almost any ability you witness. After a long rest, choose one class ability. This ability
must be available to a standard character class at 15th level or lower, and must appear on the advancement
table or in the text description for that class. By spending 4 inspiration points as a bonus action, you gain the
benets and drawbacks of that chosen ability for 1 minute. You use the ability as if your level in the relevant
class equaled your factotum level. You can use each chosen class ability once per day.

Factotums Focus
All Factotums are defined by a passion for learning new knowledge and skills. They seem to all
onlookers to have a nearly limitless variety of different abilities, yet none of these abilities are
mastered. As they progress in their learning, however, all factotums choose one specific area in
which to specialize. This area of focus grants them much greater skill than the mere dabblers that
they may seem to be. Whether in combat, magic or eldritch power, focused factotums excel in
their chosen field.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Jack of Swords
You find yourself drawn to the pursuit of martial knowledge and skill. You approach combat like a
chess match, using your intellect and cunning to triumph over whatever odds you are faced with.
A Jack of Swords divides his time between observing gladiatorial matches, attending weapon
masters demonstrations of skill, and reading exotic manuals on a variety of fighting techniques.
This broad base of learning in the warriors arts lends itself to making a Jack of Swords a
dangerous combatant.

Combat Insight
Starting at 3rd level, you gain the ability to study your opponents and learn to anticipate their
attacks. You can spend 1 inspiration point to gain your Intelligence bonus as a bonus to Armor
Class against one opponent for 1 round. Using this ability expends your reaction. You gain this
benet even while wearing medium or heavy armor. You can gain the bonus against one additional
opponent for each inspiration point you expend beyond the first.
Additionally, at 4th level, you gain an extra attack.

Opportunistic Piety: Kords Prowess


When you choose this focus at 3rd level, you gain the ability to use your Opportunistic Piety to
strike with supernatural accuracy. When you make an attack roll, you can use your Opportunistic
Piety to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the
DM says whether the attack hits or misses.

Edgemasters Acuity
Starting at 9th level, your broad knowledge allows you to study an opponent and gain a brief ash
of insight to breach her defenses and find the precise area you need to hit to score a telling blow.
By spending 2 inspiration points as a bonus action, you can ignore a single targets resistances for
1 round. Additionally, all of your attacks against the target do an additional 1d6 damage until your
next turn.

Combat Acumen
Upon reaching 13th level, you learn how to call upon your broad martial background to perform
impressive combat techniques, similar to those of a fighter.
Maneuvers. You learn three maneuvers of your choice, which are detailed under "Maneuvers" in
the Fighter entry of the Players Handbook. Many maneuvers enhance an attack in some way. You
can use only one maneuver per attack. By expending inspiration points equal to the number of
dice required by a fighter, a Jack of Swords can perform these maneuvers exactly as a fighter of
an equivalent level.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

The Last Word


At 17th level, your encyclopedic understanding of every aspect of combat grants you the ultimate
technique: a calculated strike that can kill before the target knows it is dead. You gain the ability
to set up lethal vibrations in someones body, similar to those of a monks quivering palm. When
you hit a creature with a weapon strike, you can spend 5 inspiration points to start these
imperceptible vibrations, which last for a number of days equal to your factotum level. The
vibrations are harmless unless you use your action to end them. To do so, you and the target must
be on the same plane of existence. When you use this action, the creature must make a
Constitution saving throw (DC equal to 8+ your proficiency bonus+ your intelligence modifier). If it
fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end
the vibrations harmlessly without using an action.

Jack of Wands
Its only natural: all factotums believe the axiom Knowledge is Power, and nothing more readily
demonstrates the truth of that statement than the might of an arcane spell. Through careful
study, one can change the very fabric of the world itself. A Jack of Wands is passionate in their
pursuit of magical lore in all its forms. While still valuing the versatility present in their
factotums path, they relish any opportunity to deepen their insights into all things arcane. A Jack
of Wands is equally likely to be found sequestered in the library of the local mages guild or
raiding the hidden lair of an ancient lich to acquire its potent spellbook.

Dilettante No More
When you choose this focus at 3rd level, immediately learn two cantrips from the wizard spell list.
Additionally, you may choose spells from the Sorcerer spell list, as well as the Wizard spell list, for
your daily uses of Arcane Dilettante. Additionally, you gain the ability to prepare one more spell
of your highest level. At 9th level, you gain one additional spell of your highest level per long rest.

Opportunistic Piety: Boccobs Favor


Starting at 3rd level, you can spend a use of your Opportunistic Piety as a bonus action to apply
the effects of any one metamagic effect (drawn from the sorcerer list). In addition to the cost of

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

opportunistic piety, the factotum must expend additional inspiration points equal to the number
of sorcerer points the metamagic effect would cost.

Learned Arcanist
Starting at 9th level, your eclectic learning grants you advantage on all skill checks involving
Arcana or History.

Eyes of the Archmage


Starting at 13th level, you can spend 2 inspiration points and use your action to increase your
powers of perception. When you do so, choose one of the following benefits, which lasts until you
are incapacitated or you take a short or long rest. You cant use the feature again until you finish
a rest.
Darkvision. You gain darkvision out to a range of 60 feet
Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you.
Greater Comprehension. You can read any language.
See Invisibility. You can see invisible creatures and objects within 10 feet of you that are within
line of sight.

Arcane Genius
At 17th level, you have achieved such mastery over certain spells that you can cast them at will.
Choose a 1st-level wizard or sorcerer spell and a 2nd-level wizard or sorcerer spell. You can cast
those spells at their lowest level without expending a use of Arcane Dilettante.
By spending 8 hours in study, you can exchange one or both of the spells you chose for different
spells of the same levels.

Jack of Pentacles
It starts with a strange footnote in a dusty old tome, a reference to mysterious beings that can
grant eldritch power to mortals. But theres a catch: an individual seeking this boon must make a
pact with these otherworldly entities, signing over their very souls in exchange for power. A Jack
of Pentacles makes that pact without hesitation. Members of this focus are drawn from many
different backgrounds, but all of them share a nearly unmatched sense of intellectual ambition. A
Jack of Pentacles, driven by a strange combination of curiosity and lust for power, uses their
mystic gifts to continuously reach for greater and greater secrets.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Otherworldly Patron
When you choose this archetype at 3rd level, you strike a bargain with an otherworldly being of
your choice: the Archfey, the Fiend, or the Great Old One. Your choice grants you features at 3rd
level and again at 13th and 17th level. Additionally, you may choose spells from the Warlock spell
list, as well as the Wizard spell list, for your daily uses of Arcane Dilettante. You may spend 1
inspiration point to use the following ability, up to twice before taking a long rest, based on your
chosen patron:
The Archfey: Charm Person
The Fiend: Hellish Rebuke
The Great Old One: Comprehend Languages
The save DC for these abilities equal the DC of your Arcane Dilettante spells.

Opportunistic Piety: Blessing of Asmodeus


Starting at 3rd level, you can use you opportunistic piety to grant yourself temporary access to
forbidden knowledge that grants you impressive powers. When you use this feature, you gain
access to any one invocation drawn from the warlock list for which you meet the level
requirement for up to 1 minute. You must take a long rest before you can use the same
invocation, even if you have remaining uses of opportunistic piety.

Eldritch Lore
Starting at 9th level, your patron bestows upon you a magical secret called an arcanum. Choose
one 3rd-level spell from the warlock spell list as this arcanum.
By expending 1 inspiration point, you can cast your arcanum spell once without expending a use of
arcane dilettante. 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 4thlevel spell at 13th level, and one 5th-level spell at 17th level. You regain all uses of your Mystic
Arcanum when you finish a long rest.

Patrons Influence
At 13th level, you learn how to leverage the reputation of your otherworldly patron in order to
exert your will over creatures under their influence. You gain advantage on all Persuasion,
Deception, Intimidation and Insight checks against creatures of that type, based on your patron:
The Archfey: Fey
The Fiend: Fiends
The Great Old One: Aberrations

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

Presence of the Pact-Maker


Beginning at 17th level, you can channel the overwhelming presence of your patron, causing those
around you to become awestruck or frightened. As an action, you can spend 5 inspiration points to
draw on this power and exude an aura of awe or fear (your choice) to a distance of 60 feet. For 1
minute or until you lose your concentration (as if you were casting a concentration spell), each
hostile creature that starts its turn in this aura must succeed on a Wisdom saving throw or be
charmed (if you chose awe) or frightened (if you chose fear) until the aura ends. A creature that
succeeds on this saving throw is immune to your aura for 24 hours.

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 Blake Bernstein and published under the
Community Content Agreement for Dungeon
Masters Guild.

Created by: Blake Bernstein

Credit to: Jason Bulmahn and Rich Burlew

S-ar putea să vă placă și