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Factotum

New Base Class for 5th Edition

Introduction: The Factotum is new character creation option for Dungeons & Dragons
5th Edition. The class was originally printed in Dungeonscape, a sourcebook for the D&D
3.5 system. The Factotum has been revised and reborn for use in the 5th edition system.
Many of the class features have changed, but the class holds true to the spirit of the
ultimate jack of all trades.

by Anthony Harris

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
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distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized
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©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
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Factotum

It is foolhardy to explore a dungeon alone. Those who


attempt to do so quickly find that they lack the skills
needed to get the job done. Sometimes, this can happen in
larger parties as well. Enter the factotum, a new standard
class, capable of mimicking the abilities of others and filling
in when the need is greatest.

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 primarily upon themselves. Constantly on the hunt
for new abilities and tricks, factotums eventually find the
right tool to overcome practically any problem.

As a factotum, you are a jack of all trades. For short periods


of time, you can stand in for almost any other member of
the party. Your intellect, training, and experiences allow
you to bolster your efforts in almost any situation.

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Level Proficiency Class Features Spells Spell Inspiration
Bonus Prepared Level Points
1st +2 Jack of All Trades, Expertise - - -
2nd +2 Burlesque Magic, Inspiration 1 1st 2
3rd +2 Opportunistic Piety, Factotum 1 1st 3
Archetype
4th +2 Ability Score Improvement 2 1st 4
5th +3 Brains Over Brawn 2 2nd 5
6th +3 Expertise 2 2nd 6
7th +3 Factotum Archetype Feature 3 2nd 7
8th +3 Ability Score Improvement 3 3rd 8
9th +4 Cunning Surge 4 3rd 9
10th +4 - 4 4th 10
11th +4 Factotum Archetype Feature 4 4th 11
12th +4 Ability Score Improvement 5 4th 12
13th +5 - 5 5th 13
14th +5 Factotum Archetype Feature 6 5th 14
15th +5 - 6 6th 15
16th +5 Ability Score Improvement 6 6th 16
17th +6 Factotum Archetype Feature 7 6th 17
18th +6 - 7 7th 18
19th +6 Ability Score Improvement 7 7th 19
20th +6 Renaissance 8 7th 20

Class Features
As a Factotum, you gain the following class features.

Hit Points
Hit Dice: 1d8 per Factotum level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per
Factotum level after 1st
Armor: Light Armor, Shields

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Proficiencies
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose any three skills
Multiclassing: Requires 13+ Intelligence score
Multiclassing Proficiencies Gained: Light armor, shields, simple weapons,
martial weapons, one skill of your choice, and thieves' tools.

Equipment
You start with the following equipment, in addition to the equipment
granted by your background:
• (a) a martial melee weapon
• (a) a shield or (b) simple melee weapon
• (a) a dungeoneer's pack or (b) an explorer's pack
• (a) Leather armor, and a light crossbow and a case of 20 bolts

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves' tools. Your proficiency bonus
is doubled for any ability check you make that uses either of the chosen
proficiencies. At 6th level, you can choose two more of your proficiencies (in
skills or with thieves' tools) to gain this benefit.

Jack of All Trades


Starting at 1st level, you can add half your proficiency bonus, rounded down,
to any ability check you make that doesn't already include your proficiency
bonus.

Burlesque Magic
Beginning at 2nd level, you can cast arcane spells off of the Sorcerer spell list,
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.

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Preparing and Casting Spells
After you finish a long rest, you can prepare a number of spells from the
Sorcerer spell list based on your Factotum level. You can choose one spell at
2nd level, and you gain additional spells as shown on the Factotum table.
The maximum level of spell you can use, according to your class level, is also
shown on the table. You can select any Sorcerer spell up to that level, but
you can prepare only one spell of your maximum level.
Once you have used a spell, you cannot use it again until you finish a
long rest, at which point you can prepare new spells. You cannot prepare the
same spell multiple times to use it more than once per long rest.

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

Spell save DC= 8 + your proficiency bonus + your Intelligence


modifier

Spell attack modifier= your proficiency bonus + your


Intelligence modifier

Nebulous Casting
You have 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, but from time to time your crude
mutterings and gestures create an unintended magical effect.
Starting at 2nd level, your spell casting can release an untamed burst of
magic. Immediately after you cast a spell of 1st level or higher, the DM can
have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table on pg.
104 of the PHB to create a random magical effect.

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

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Inspiration
Beginning at 2nd level you are able to tap into your diverse knowledge and
experience to boost your abilities in any situation. You gain a number of
Inspiration Points determined by your Factotum level.
You can spend these points to fuel your many Cunning abilities. You start
out knowing two such abilities, Cunning Insight and Cunning Alacrity. You
learn more Cunning abilities as you gain levels in this class.
When you spend an Inspiration point, it is unavailable until you finish a
short or long rest, at the end of which you recover all expended Inspiration
Points.

Cunning Insight
You may spend 1 Inspiration Point to add your intelligence bonus to the one
attack roll, ability check, or saving throw you make. If you are making an
Intelligence check, you may still use this feature to apply your Intelligence
bonus one additional time. You may only use this feature once per roll.

Cunning Alacrity
You may spend 1 Inspiration Point to take the Dash or Disengage action as a
bonus action on your turn.

Opportunistic Piety
At 3rd level you use your knowledge of religion to plead for healing from the
appropriate deity. As an action, you can spend 2 Inspiration point to heal a
creature that you touch a number of hit points equal to your Factotum level
+ Intelligence modifier.

Factotum Archetype
At 3rd level, you choose and archetype that you emulate in the exercise of
your Factotum abilities: Arcane Dilettante, Valiant Savant, or Pious
Opportunist, all detailed at the end of the class description. Your archetype
choice grants you features at 3rd level and then again at 7th, 11th, 14th, and 17th
level.

6|Factotum
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, and 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.

Brains Over Brawn


At 5th level, you have learned to work smarter and not harder. You can use
your Intelligence modifier instead for any Strength, Dexterity, or
Constitution ability check instead of the primary stat modifier for the check.

Cunning Surge
Starting at 9th level, you learn to push yourself when needed. By spending 5
Inspiration points you can take an extra action on your turn in addition to
your normal action and possible bonus action. You can only use this feature
once per round. If you activate Cunning Surge on a turn in which you have
cast a spell, you can’t cast another spell on your turn, except for a cantrip
with a casting time of one action.

Renaissance
At 20th level, you can tap into your deep well of knowledge and experience to
restore your Inspiration in a time of need. You can use an action to recover
up to 10 expended Inspiration points. You can’t do this again until you finish
a long rest.

Factotum Archetypes
All Factotums benefit from having a diverse set of skills and vast array of
knowledge, however many Factotums prefer to tailor their abilities in a
specific direction, embodied by a Factotum archetype. Your choice of
archetype is a reflection of your specialization- not necessarily an indication
of your chosen profession, but a description of your preferred techniques.

7|Factotum
Arcane Dilettante
You dedicate your efforts to increasing your arcane abilities. Your spells
become less of a fumbling attempt at magic and, through a more
concentrated study, begin to more closely resemble those of a true Arcanist.
You may not be a devoted student of the arcane, but your practiced skills can
trick all but the most learned spellcasters into believing otherwise.

Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with
Arcana.

Inspired Casting
At 3rd level, you can use your Inspiration Points to cast your Burlesque
Magic spells. To cast a spell using Inspiration points, you must expend a
number of Inspiration points equal to the level of the spell that you wish to
cast. You can cast your spells at will as long has you have the required
number of Inspiration points. You can prepare a number of spells equal to
your Intelligence modifier in addition to those that you prepare based on
your Factotum level. You can only prepare one spell of your maximum spell
level as shown on the Factotum table.

Meta-Magic
At 7th level, your experimental approach to magic enables you to craft your
spells in creative ways. You gain two of the following meta-magic options of
your choice. You gain another one at 11th level.

 Careful Spell
When you Cast a Spell that forces other creatures to make a saving
throw, you can protect some of those creatures from the spell’s full
force. To do so, you spend 1 inspiration point and choose a number of
those creatures up to your Intelligence modifier (minimum of one
creature). A chosen creature automatically succeeds on its saving
throw against the spell.

8|Factotum
 Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can
spend 1 inspiration point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1
inspiration point to make the range of the spell 30 feet.

 Empowered Spell
When you roll damage for a spell, you can spend 1 inspiration point to
reroll a number of the damage dice up to your Intelligence modifier
(minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different
metamagic option during the casting of the spell.

 Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you
can spend 1 inspiration point to double its Duration, to a maximum
Duration of 24 hours.

 Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to
resist its effects, you can spend 3 inspiration points to give one target
of the spell disadvantage on its first saving throw made against the
spell.

 Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can
spend 2 inspiration points to change the Casting Time to 1 Bonus
Action for this casting.

 Subtle Spell
When you Cast a Spell, you can spend 1 inspiration point to cast it
without any somatic or verbal Components.

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 Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have
a range of self, you can spend a number of inspiration points equal to
the spell’s level to target a second creature in range with the same
spell.
To be eligible, a spell must be incapable of targeting more than one
creature at the spell’s current level. For example, Magic Missile and
Scorching Ray aren’t eligible, but Ray of Frost is.

Articulate Casting
At 14th level, you are able to cast your spells in a more comprehensible
manner. Whenever you roll on the Wild Magic Surge table, you can roll
twice and use either number.

Spell Thief
At 17th level, you gain the ability to magically steal the knowledge of how to
cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you
in its area of effect, you can use your reaction to force the creature to make a
saving throw with its spellcasting ability modifier. The DC equals your spell
save DC. On a failed save, you negate the spell's effect against you, and you
steal the knowledge of the spell if it is at least 1st level and of a level you can
cast. For the next 8 hours, you know the spell and can cast it using your
Inspiration points. The creature can't cast that spell until 8 hours have
passed.
Once you use this feature, you can't use it again until you finish a long
rest.
You can't apply any of your meta-magic effects to this spell.

Valiant Savant
Some Factotums use their vast knowledge of creatures to gain an advantage
against them in battle. These Factotums specialize in the martial arts, honing
their combat abilities to level attained by few. A Valiant Savant is a welcome
mercenary in any adventuring group due to their diversity of skills and
prowess on the battlefield.

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Bonus Proficiencies
When you choose this archetype at 3rd level you gain proficiency with
medium armor.

Fighting Style
When you choose this Archetype at 3rd level, you adopt a particular style of
fighting as your specialty. choose one of the following options. You can't take
a Fighting Style more than once, even if you later get to choose again.

 Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

 Defense
While you are wearing armor, you gain a +1 bonus to AC.

 Dueling
When you are wielding a melee weapon in one hand and no other
weapons, you gain a +2 bonus to damage rolls with that weapon.

 Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a
melee weapon that you are wielding with two hands, ou can reroll the
die and must use the new roll, even if the new roll is a 1 or a 2. The
weapon must have the two-handed or versatile property for you to
gain this benefit.

 Protection
When a creature you can see attacks a target other than you that is
within 5 feet of you, you can use your reaction to impose disadvantage
on the attack roll. you must be wielding a shield.

 Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability
modifier to the damage of the second attack.

11 | F a c t o t u m
Cunning Strike
When you choose this archetype at 3rd level, you can pinpoint the weak spot
in any defense. When you hit with a weapon attack, you can immediately
spend 1 Inspiration point to add your Intelligence modifier to the damage
roll. You may only do this once per weapon attack.

Extra Attack
Beginning at 7th level, you can attack twice, instead of once, whenever you
take the Attack action on your turn. You gain a third attack at 14th level.

Cunning Breach
Starting at level 11, whenever you activate your Cunning Attack, you can
ignore a single creature's resistance for this attack. Treat the creature as if it
has no damage resistance, and treat any of the creature's damage immunities
as if they were resistances instead.

Knowledge Devotion
At level 17, You have devoted yourself to the knowledge of creatures and
their combat techniques, enabling you to exploit every weakness. When
making a weapon attack against a creature, you may expend 3 Inspiration
Points to gain advantage on your attack roll. If you hit with your attack, the
creature must make a constitution saving throw against your save DC. If the
creature fails its save, you may use the maximum damage value from your
damage dice for this attack.

Pious Opportunist
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. Pious Opportunists depend on their knowledge of the Divine
to solve their problems with spells and healing.

Bonus Proficiencies
When you choose this archetype at 3rd level you gain proficiency with
Religion.

12 | F a c t o t u m
Divine Inspiration
At 3rd level, you can spend 10 minutes in prayer after finishing a long rest in
order to prepare your spells from the Cleric spell list. Cleric spells prepared
in this way are considered Devotion spells for you. You can use your
Inspiration Points to cast your Devotion spells. To cast a spell using
Inspiration points, you must expend a number of Inspiration points equal to
the level of the spell that you wish to cast. You can cast your Devotion spells
at will as long has you have the required number of Inspiration points.
You can prepare a number of Devotion spells equal to your Intelligence
modifier in addition to those that you prepare based on your Factotum level.
For example, a level 7 Pious Opportunist with 18 Intelligence can prepare a
total of seven spells, four of which must be from the Cleric Spell list while
the other three can be from the Cleric or Sorcerer spell lists.
You can only prepare one spell of your maximum spell level as shown on
the Factotum table.
Your Nebulous Casting feature does not apply to your Devotion spells.

Auspicious Devotion
At 7th level After you finish a long rest, choose one Cleric domain. You gain
your chosen domain's Channel Divinity options until you choose another
Cleric domain using this class feature. Once you use a Channel Divinity
option, you can’t do so again until you finish a short rest. At 14th level, you
can use your Channel Divinity twice between rests. When you finish a short
or long rest, you regain your expended uses.

Improved Opportunistic Piety


At 11th level, your knowledge of healing magic empowers your healing
abilities. Whenever you activate your Opportunistic Piety class feature you
can heal your target a number of hit points equal to twice your Factotum
level + Intelligence modifier. For example, A level 13 Factotum with an
Intelligence score of 18 can heal 30 hit points with one use of his
Opportunistic Piety class feature.

13 | F a c t o t u m
Clever Supplication
Beginning at 17th level, you can call on a deity to intervene on your behalf
when your need is great.
Describe the assistance you seek, and roll percentile dice. If you roll a
number equal to or lower than your Factotum level, a deity intervenes. The
DM chooses the nature of the intervention; the effect of any cleric spell or
cleric domain spell would be appropriate.
If a deity intervenes, you can't use this feature again for 7 days.
Otherwise, you can use it again after you finish a long rest.

14 | F a c t o t u m

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