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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.
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
Proficiencies
Armor: Light armor
Throws: Intelligence
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.
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.
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.
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.
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.
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.
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.
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
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, 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.
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.
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.
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