Table of Contents
Adventurers are extraordinary people, driven by a thirst for excitement into a life that others would never dare lead, they are heroes, compelled to explore the dark places of the world and take on the challenges that lesser women and men can’t stand against.
Class is the primary definition of what your character can do, it’s more than a profession; it’s your character’s calling. Class shapes the way you think about the world and interact with it and your relationship with other people and powers in the multiverse. A fighter, for example, might view the world in pragmatic terms of strategy and maneuvering, and see herself as just a pawn in a much larger game. A cleric, by contrast, might see himself as a willing servant in a god’s unfolding plan or a conflict brewing among various deities. While the fighter has contacts in a mercenary company or army, the cleric might know several priests, paladins, and devotees who share his faith.
Your class gives you a variety of special features, such as a fighter’s mastery of weapons and armor, and a wizard’s spells. At low levels, your class gives you only two or three features, but as you advance in level you gain more, and your existing features often improve. Each class entry in the Player’s Handbook and many different expansions includes a detailed explanation of each one.
Adventurers sometimes advance in more than one class. A rogue might switch direction in life and swear the oath of a paladin, A barbarian might discover latent magical ability and dabble in the sorcerer class while continuing to advance as a barbarian. Elves are known to combine martial mastery with magical training and advance as fighters and wizards simultaneously. Optional rules for combining classes in this way, called multiclassing, appear in chapter 6 of the Player’s Handbook.
At different levels for each class, you will need to select a sub-class for your primary class. This is usually some sort of enhancement of your progress path. This secondary class will give you different benefits throughout your leveling career.
Sub-Class Availability Table
While there is not the possibility of a unique Homebrew class, there are many possibilities for Homebrew sub-classes that almost all classes become eligible for at different points in their profession.
Some rogues favor honing their skill and precision, others perfect a silver tongue, but you — well, you’ve always gotten a kick out of leaving things up to chance. Rogues of the Wild Card variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
Tricks Up the Sleeve: Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the Guidance cantrip. Starting at 9th level, it has a range of 30 feet for you, and you may cast it as a bonus action.
Wild Card’s Gambit: Starting at 3rd level when you choose this archetype, you gain proficiency with all gaming sets.
A deck of playing cards becomes deadly in your hands. You can treat a card as a light, finesse, thrown (range 20/60) weapon. You are proficient with this weapon, and it deals 1d4 slashing damage. The card you throw counts as a magical weapon for the purposes of overcoming resistances and immunities. Whenever you make an attack roll using a playing card, draw a card from a deck containing 54 cards (52 cards and 2 jokers).
In addition, your combat prowess and luck sometimes allow your attacks to surpass mortal limits, granting additional effects depending on the card drawn. If you have not yet used your sneak attack this turn, you can instead draw a card from a 54-card deck and add an effect to your attack based on the Wild Card Suit Table Below. You can attack using a card in this manner a number of times equal to your Charisma modifier (minimum of once) per short or long rest.
Attacking with one of the cards, the card is consumed during the attack. A deck that is drawn from may only have the normal 54 or less cards within it. It is not possible to draw a specific card, even if the deck is marked or filled with different types of cards. It will always be a random selection from the normal 54. If there are more than the normal 54 cards, the special ability fails to work, and the use still consumed in the attempt.
Wild Card Suit Table
|Spades||Roll your Sneak Attack damage and add it to your playing card’s damage. At the start of its next turn, the target takes additional damage equal to half the Sneak Attack damage rolled.|
|Clubs||Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way.|
|Hearts||Roll your Sneak Attack damage and add it to your playing card’s damage. You also immediately regain a number of hit points equal to the half the damage dealt. Any excess hit points regained become temporary hit points.|
|Diamonds||Take the disengage and then the dash actions. You still have the use of your bonus action and sneak attack after this card is drawn.|
|Wild Cards||Aces and Jokers are wild cards, morphing suits depending on the dealer’s wishes. Choose Spades, Clubs, Hearts, or Diamonds. The card then immediately gains the suit’s respective effect.|
Tricks Up the Sleeve: Starting at 9th level, your Guidance spell has a range of 30 feet for you, and you may cast it as a bonus action.
Shifting the Odds: Starting at 9 level, whenever you make an attack roll, ability check, or saving throw at disadvantage and roll a 1, you can treat both d20 rolls as a 20.
Twist of Fate: At 13th level, your mastery over the game table hones your speed and cunning in combat. After rolling initiative but before the first turn of combat, you can choose to swap places in the initiative order with one creature you can see. If the creature is one of your allies, that ally must agree to swapping initiative with you.
Joker Wild: At 17th level, your mastery over chance encompasses even your own form, allowing you to temporarily perceive all potential realities. As a bonus action on your turn, you can enter a flow state, seeing the tells of all creatures around you and gaining the following benefits:
- You gain resistance to all damage, and are immune to the grappled, paralyzed, stunned, and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. You cannot end your turn inside a creature, and you cannot move through any objects you cannot see past, such as walls.
This flow state lasts for one minute or until you are incapacitated. Once you have used this feature, you cannot do so again until you finish a long rest.
While some sorcerers pull their magic from the ether, or some alien influence, your strength and power come from within you. You have an iron will and fortitude that comes from within. It might have been an upbringing, genetics, or even a rebirth from a previous life, but your soul and mind are your center and define your existence.
1st-level Indomitable Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Indomitable Soul Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an illusion spell from the sorcerer, warlock, or wizard spell list. Additionally you gain access to the Eldritch Blast cantrip.
Indomitable Soul Spells
|1st||Command, Shield of Faith|
|3rd||Aid, Spiritual Weapon|
|5th||Dispel Magic, Revivify|
|7th||Banishment, Resilient Sphere|
|9th||Arcane Hand, Geas|
1st-level Indomitable Soul feature
Your understanding of self is practically divine and therefore you are able learn spells normally associated with the cleric class. When your Spellcasting feature lets you learn a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
1st-level Indomitable Soul feature
- Gain proficiency in Medium Armor, Shields
- Gain proficiency in Whips and longswords
- Advantage against be against being frightened.
6th-level Indomitable Soul feature
Form a bond with an improved familiar which includes any of the ones available to Pact of the Chain in the Warlock class.
6th-level Indomitable Soul feature
When you cast any spell of 1st level or higher from your Indomitable Soul Spells list, you can cast it by expending a spell slot as normal or by spending several sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed by the spell.
Improved Indomitable Bond
14th-level Indomitable Soul feature
You and your familiar gain enhancements to Familial Bond. The familiar’s magic resistance trait extends to the bonded character if they are within 30 feet. These resistances can be given to other creatures within 60 feet, but at a cost of two sorcerer points for one creature and an additional sorcerer point for each subsequent creature. These bestowed resistances only last for one minute.
The familiar also grows into a more powerful creature than previously gaining additional powers and an improved toughness by turning into a Stage Two version of itself.
Indomitable Mastery (Split Mind)
18th-level Indomitable Soul feature
You have learned to concentrate on two spells at the same time. When you are already concentrating on a spell, you can spend as many sorcery points as the level of the spell to cast another concentration spell.
In addition, you have learned to take on the burden of other’s magic. When a creature within 30 feet of you loses Concentration on a spell, you can expend as many Sorcery Points as the level of the spell to begin Concentrating on it. When you do so, the spell is treated as if you were the original caster, even if you are unable to cast it normally. This spell can count as one of the two spells you are able to concentrate on simultaneously.
While concentrating on spells this way, whenever you are forced to make a concentration check, it is made for both spells at the same time, meaning that if you fail you lose Concentration on both spells.