Factotum
A partial class based on the 3.5 edition version.
Level | Proficiency Bonus | Features | Sneak Attack | Cantrips Known | Spells Known | 1st | 2nd |
---|---|---|---|---|---|---|---|
1st | +2 | Inspiration Points, Expertise | — | — | — | — | — |
2nd | +2 | Sneak Attack | 1d6 | — | — | — | — |
3rd | +2 | Spellcasting, Cunning Action, Factotum Focus | 1d6 | 1 | 3 | 2 | — |
4th | +2 | 1d6 | 1 | 4 | 3 | — | |
5th | +3 | 1d6 | 1 | 4 | 3 | — | |
6th | +3 | Factotum Focus | 2d6 | 1 | 4 | 3 | — |
Core Traits
Hit Point Die: D8 per Factotum level
Hit Points at Level 1: 8 + Con. modifier
Hit Points per additional Factotum Level: D8 + your Con. modifier, or, 5 + your Con. modifier
Saving Throw Proficiencies: Dexterity, Intelligence
Skill Proficiencies: Choose 4: Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, or Survival.
Weapon Proficiencies: Simple and Martial weapons
Armor Training: Light and Medium armor and Shields
Level 1: Inspiration Points
You have a number on Inspiration Points, one for every odd level in this class, that you can spend, using your Reaction, to grant yourself Advantage on a D20 Test. You regain all points after a Long Rest.
Level 1: 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.
Level 2: Sneak Attack
Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the table.
Level 3: Cunning Action
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Level 3: Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. You learn one cantrip of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice from the wizard spell list.
The Spells Known column of the Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. 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 wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + Intelligence modifier + Proficiency Bonus
Spell attack modifier = Intelligence modifier + Proficiency Bonus
Level 3: Factotum Focus
At 3rd level, you choose an archetype that you emulate in the exercise of your factotum abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 6th level.
Divine Focus
You've always been interested in one or more deities and it's reciprocal; you've been granted divine abilities.
Level 3: Channel Divinity
At 3rd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with one such effect: Knowledge of the Ages. You are granted additional effects as you advance in levels, as noted.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals 8 + Wisdom modifier + Proficiency Bonus.
Beginning at 13th level, you can use your Channel Divinity twice between rests. When you finish a short or long rest, you regain your expended uses.
Level 3: Channel Divinity: Knowledge of the Ages
Starting at 3rd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an Action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
Level 6: Channel Divinity: Preserve Life PHB'14 p60
Starting at 6th level, you can use your Channel Divinity to heal the badly injured.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your Factotum level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an undead or a construct.