Exemplar (5A)
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- This is a work in progress.
This class is a development of the Savant class using other abilities instead of Intelligence.
An exemplar displays exceptional abilities in a specific ability, to the degree they seem fantastic or even supernatural. As adventurers, exemplar leverage their specific abilities to the advantage of their team, each useful in their own peculiar way.
Exemplar Heroics
As an exemplar, you can do things others simply cannot without magic. Your abilities are all mundane, and cannot be countered or dispelled. Your area of ability might not be very wide, but you can usually find an angle where your skills shine.
Creating An Exemplar
The first decision when making an exemplar is deciding your subclass. A Strongman is totally unlike a Daredevil, and though they may have the same class, the way they do things is completely different. Second, why are you adventuring? Most exemplars can have a decent life exploiting their special talents, why seek out even more danger than your job already has? Mesh this with your background, and you are well on your way to an exiting character.
Quick Build
To quickly build an exemplar, choose the scrapper focus and the noble background. Put your highest ability score in Dexterity and then Constitution, Wisdom and Charisma in that order. Choose Insight and Survival as class skills and gain History and Persuasion from the Noble background. Choose proficiency in playing cards and smith's tools. For equipment, choose a rapier, a hand crossbow, and a set of smith's tools.
Class Profile
Hit Points
- Hit Dice: 1d8 per exemplar level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per exemplar level after 1st
Proficiencies
- Armor: None
- Weapons: Simple weapons, hand crossbows, maces, rapiers, short swords.
- Tools: Any one type of vehicle, musical instrument, gaming set, or set of artisan's tools.
- Languages: Any one common language.
- Saving Throws: None, see Focus Ability below.
- Skills: Choose two from History, Nature, Religion, Insight, Survival, Performance.
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- a set of traveler's clothes .
- an entertainer's pack.
- A mace.
- (a) a melee weapon you are proficient with.
- (a) a ranged weapon you are proficient with.
- (a) one set of tools you are proficient in.
Alternatively you can start with 4d4 x10 gp or 100 gp.
Multi-classing
Prerequisite: 13 in the ability selected for your Ability Focus ability.
Exemplar Table
Level | Proficiency Bonus |
Exemplar Dice |
Features |
1st | +2 | — | Save Focus, Focus Ability, Cane Mastery |
2nd | +2 | d4 | Exemplar Dice |
3rd | +2 | d4 | Exemplar Tricks, Subclass |
4th | +2 | d4 | Ability Score Improvement |
5th | +3 | d6 | Extra Attack |
6th | +3 | d6 | Subclass Ability, Subclass Tricks |
7th | +3 | d6 | Exemplar Escape |
8th | +3 | d6 | Ability Score Improvement |
9th | +4 | d8 | Mob Defense |
10th | +4 | d8 | Subclass Ability |
11th | +4 | d8 | Reserve Trick |
12th | +4 | d8 | Ability Score Improvement |
13th | +5 | d10 | Regain Exemplar Dice |
14th | +5 | d10 | Subclass Ability |
15th | +5 | d10 | Perfect Save |
16th | +5 | d10 | Ability Score Improvement |
17th | +6 | d12 | Ultimate Tricks |
18th | +6 | d12 | |
19th | +6 | d12 | Ability Score Improvement |
20th | +6 | d12 | Epic boon |
Class features
As an exemplar, you gain the following class features.
1st Level: Save Focus
Choose a defensive focus, one set of abilities from the list below. You gain proficiency with these saving throws.
- Strength and Constitution.
- Dexterity and Charisma.
- Intelligence and Wisdom.
1st Level: Focus Ability and Defense
You can use your Focus Ability to improve your posture, using confidence and amazing ability to guide attacks away from yourself. Choose one of the abilities selected for Save Focus. This is your Focus Ability. You gain an AC depending on your chosen ability. While you are wearing no armor and not using a shield, your AC equals 10 + your Proficiency Bonus + your Focus Ability ability bonus.
1st level: Cane Mastery
In your hands a mace gains the finesse property, and you can use various canes and sticks as if they were a mace. Many exemplars sport a handsome cane that functions as a mace while appearing to be nothing but an accessory. Another fancy option is the cane sword, a cane that conceals a rapier. Such a concealed weapon costs an additional 5 gp.
2nd Level: Exemplar Dice
You gain a pool of dice you can use to improve your chances. You have a pool of d4 equal to your Proficiency Bonus. After you see the result of an attack roll, saving throw, or ability check, you can spend a die from your exemplar pool and add the result to your roll. At level 6 your subclass gives you additional ways to spend dice from your exemplar pool. You regain one Exemplar Die each time you finish a short rest, up to your maximum. You recover all Exemplar Dice when you finish a long rest.
The size of your Exemplar Dice improve as you increase your level as an exemplar, becoming d6 at 6th level, d8 at 11th level, d10 at 14th level, and d12 at 17th level. The Exemplar Die type is also used as a general bonus die in many abilities, without consuming dice from your Exemplar Pool. When an Exemplar Die is added to damage it is rolled twice on a critical hit, like other damage dice are.
3rd Level: Exemplar Subclass
You gain an Exemplar subclass of your choice. A subclass is a specialization that grants you special abilities at 3rd level and again at 6th, 10th, and 14th level. |valign="top"| 7th || valign="top" align=center | +3 || valign="top" align=center | d6 || valign="top"| Exemplar Escape
Each subclass is linked to a particular ability score, called your Focus Ability. Your Focus Ability is used for calculations in other abilities. If your Focus Ability is not the ability used for the Defensive Focus ability and one of the abilities for your Save Focus abilities, change those abilities to match.
3rd Level: Exemplar Tricks
Exemplar tricks are special abilities Exemplars use to reflect their skills and abilities. You know a number of tricks equal to your Focus Ability bonus. You can chose the tricks listed below, or other tricks available from your subclass. When you finish a long rest, you can replace the tricks you know with the same number of other tricks from this list or from your focus. You can use one trick once each round, regaining the ability to use a trick at the start of your next turn. Each use can be any one trick you know. Using a trick is not an action unless the description of the trick says it is.
Some of your tricks require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:
- Trick save DC = 8 + your proficiency bonus + your Focus Ability bonus.
You know a number of tricks equal to your Focus Ability Bonus (minimum one trick). When you finish a long rest, you can replace the tricks you know with the same number of other tricks from this list or from your focus.
- Diversion. You distract a creature who is attacking you or a creature within within 30 feet of you just as it is about to attack, giving it disadvantage on that attack roll.
- Marvelous Escape. You can to re-roll a saving throw that you have just failed. If you do so, you must use the new roll.
- Off-Balance. When you damage a creature with a weapon attack, you can force the target to make a Dexterity saving throw. On a failure, it is either knocked prone or moved up to 10 feet, your choice of which and how. This movement can trigger attacks of opportunity. Until the start of your next turn, the target moves at half speed and has disadvantage on ability checks.
- Sidestep. When you are hit or missed by an attack and there is another creature (not the attacker) within 5 feet of you, you can force the attacker to make an Intelligence saving throw. On a failure, the attack is redirected to strike a creature of your choice within 5 feet of you but not back at the original attacker. . You are not hit. The attacker makes a new attack roll and apply it against the new target.
Tricks and the Action Economy A trick requires no action to use unless the description specifically says so, but you are limited to one trick per round. This effectively a fourth kind of action available only to exemplars, who can now use actions, bonus actions, reactions, and tricks, each once per round recharging at the start of your turn. Most tricks can only be used in certain circumstances, often at a particular time during your turn or along with some other action such as Attack, but using the trick itself does not require any action. Some tricks do require an action, as given in the description of these tricks. |
4th Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
5th Level: Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn.
6th Level: Subclass Ability
You gain a feature from your Exemplar subclass.
7th Level: Exemplar Escape
When you fail a saving throw against a spell or effect that deals damage, you can use your reaction to re-roll using your Focus Ability saving throw against the same difficulty. You can use this feature twice. At 12th level as an exemplar you can use this three times and at 17th level you can use it for times. Expended uses are recharged at the end of a long rest.
8th: Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
9th Level: Mob Defense
When you are facing more than one enemy you’re able to use them against each other. As long as there’s more than one enemy within 30 feet, you can use a bonus action to choose a creature within range. Until the start of your next turn, it has disadvantage on attack rolls against you and you have advantage on saving throws against its effects.
10th Level: Subclass Ability
You gain a feature from your Exemplar subclass.
11th Level: Reserve Trick
You can use two tricks in the same round. You can only do this once, and can regain the ability to use two tricks in one round by taking an action.
In addition, the number of tricks you know increases by two.
12th: Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
13th Level: Regain Exemplar Dice
You regain two Exemplar Dice when you roll initiative, not to exceed your maximum.
14th Level: Subclass Ability
You gain a feature from your Exemplar subclass.
15th Level: Perfect Save
When you fail a saving throw, you can immediately re-roll using your Focus Ability saving throw. You can only reroll a save once this way. You can use this ability three times, recharging the ability when you finish a long rest.
16th: Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
17th Level: Ultimate Tricks
You can use two tricks each round as well as the extra trick from the Reserve Tricks ability. You now know all tricks available from the Exemplar class and your Exemplar subclass.
18th Level: XXX
19th Level: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
20th Level: Epic boon
You gain the following benefits:
- Ability Score Increase. Your Focus Ability score increases by 2, and its maximum is now 30.
- Epic Boon Feat. You gain the Epic Boon of XXX or another Epic Boon feat of your choice.
Exemplar Subclasses
Different paths of expertise pursued by exemplars, each a unique focus with its own range of abilities focused on a Focus Ability.
Spy (Charisma)
Oh, you work for the mayor? Here, have another drink. What is she like? Is it true she has a safe hidden behind a picture of her prize pig? Oh, the vanity!
Spies do investigative work like talking to locals, direct reconnaissance of enemy agents and facilities, infiltration, and even a fair bit of brawling in back alleys. A broad skill set is required—a spy must be able to sneak in and out of places, blend into the local populace, escape pursuit, and fight competently.
A spy might be known as a con-man, spy, crook, or tourist.
3rd Level: Focus Ability
Your Focus Ability is Charisma. You are proficient in Dexterity and Charisma saving throws.
3rd Level: Spy Proficiencies
When you choose this focus you gain proficiency with Deception, Stealth, and thieves’ tools. You gain expertise (double Proficiency Bonus) in Deception. If you already know one of these, you select another option of the same type: skill/tool to learn.
3rd Level: Ad Lib
You develop an ability to fake proficiency in abilities you do not have. You gain proficiency in martial weapons. You can wear the showy pieces of a suit of armor so that you appear to be wearing the armor, but do not gain any of the benefits or penalties of the armor. You can perform tasks that normally require a proficiency, such as using a tool or musical instrument. When another ask you about a skill or task or inspect your work, you can use Charisma (Deception) instead of whatever skill or ability you are supposed to be using.
When you use the Help action to assist another perform a task, you can make an Charisma (Deception) check as a part of the Help action. Onlookers who fail an opposed Wisdom (Insight) check will believe you were the one doing the task, and that the one actually doing the task was only helping you. Even the person you helped might believe your skill made all the difference, but has advantage on the Wisdom (Insight) check to see through your trick.
3rd Level: Spy Tricks
You can choose these tricks only available to spies.
- Getaway. You can use this trick as an action to perform both the Dash, Escape, and Hide actions all in the same round.
- Hindering Strike. When you hit a creature with a weapon attack, you can use this trick to reduce its speed to 5 feet until the end of your next turn. You have the option to not deal damage with this attack.
- Quick Change. When you are not directly observed by hostile creatures you may spend an action to make a significant change to your appearance. You can use Charisma (Deception) to assume a new identity as a part of this trick, as long as the disguise is only a matter of head and clothes. For the next minute, you have advantage on Dexterity (Stealth) checks to hide and Charisma (Deception) checks to hide your identity.
- Vanish. You can use this trick as a free action to take the Hide action as long as you have sufficient concealment.
6th Level: Spy Dice
You can use Exemplar Dice to in new and interesting ways.
- You can use an Exemplar Die die to add to the save DC of an effect you use.
- When you do not have concealment enough to hide, you can spend an Exemplar Die. The number rolled is the number of turns you can hide without having anything to hide behind.
6th Level: Instant Native
You gain the ability to quickly blend into communities you operate in. You gain proficiency in an additional language. Whenever you finish a long rest, you may exchange this language for a different one, but the language you choose must be one widely spoken in the place you rested.
10th Level: Learn the Layout
You gain a much greater sense of your surroundings. When you enter a structure, you are immediately aware of any non-hidden exits within 100 feet. When you pass within 30 feet of a secret door in your line of sight, the DM makes an Intelligence (Investigation) check for you to find it.
14th Level: Tremorsense
Your already formidable situational awareness rises to preternatural levels. You gain tremorsense with a range of 30 feet.
Strongman (Strength)
The giant is standing on the grillwork trap door of the pit, the only exit, watching his pet wolves fight our heroes below. "Pitiful tiny ones, this pit will be your doom!". The giant laughs at his own wordplay. "Not so fast, you are not as strong as you think!" says the big guy in a leotard, incredibly lifting the trapdoor and giant together, causing the huge creature to fall over.
A strongman (male or female) is a master of strength and leverage, able to lift the heaviest loads and wrestle the mightiest of creatures. Breaching doors and even walls, tossing opponents about, and carrying their friends to safety on their shoulders.
A strongman might be known as a smith, lumberjack, carnie, bruiser, doorman, or footman. Famous strongmen from legend and fiction include Chewbacca, Heracles, Prince Lothar from the Mandrake comic series, Samson, and Thor.
3rd Level: Focus Ability
Your Focus Ability is Strength. You are proficient with Strength and Constitution saving throws.
3rd Level: Strongman Proficiencies
You gain proficiency and expertise with Athletics. You gain expertise (double Proficiency Bonus) in Athletics. If you already know Athletics, you select another skill to learn.
3rd Level: Feats of Strength
When you make a Strength check, add your exemplar level to the result of that check. Also add your Exemplar level to your Strength when calculating encumbrance. Here are some suggested difficulties.
Very High Strength Checks A high level strongman can make Strength checks up to the 50 range. Expect them to routinely win hand wrestling matches with giants.
As a DM you may let a feat of strength have some effect, even if it doesn't match the DC to do everything the player wants. A failed attempt to break a hole in a stone wall may cause stones to fall out of the wall, allowing vision. An failed attempt to break manacles might leave it in place, but break the connection between hands, allowing free movement. |
3rd Level: Master Grapple
Your grappling improves in several ways, and continues to improve as you advance in level.
- Creatures you grapple are restrained instead of grappled.
- The first creature you grapple with does not require a free hand. If you simultaneously grapple more than one creature, each creature after the first does require a free hand.
- At the end of your turn, you can toss one or more of the creatures you grapple up to 10 feet into an empty space, where they land prone.
- At 6th level a creature you Grapple or Shove takes bludgeoning damage equal to your Exemplar Dice + your Strength bonus.
- At 14th level you can Grapple or Shove a creature up to two size categories larger than you.
- At 17th level you can Grapple or Shove a creature of any size.
3rd Level: Strongman Tricks
You can choose these tricks only available to Strongmen.
- Blitz. You make a Shove as a free action on your turn.
- Casual Strength. Use this when you move. Until the end of your current turn you can make Strength and Strength (Athletics) rolls to affect the environment as free actions. This allows you to bash open doors and barriers, escape from webs, and similar Strength feats by simply walking through them. You must still make Strength checks as usual, but you do not need to take any action to do so. A failed Strength check costs 5 feet of movement and means you cannot use Casual Strength against this barrier again until the end of your current turn.
- Fastball Special. Use this trick against an ally within 5 feet of your own size or smaller. You throw the target 30 feet. This movement does not trigger attacks of opportunity, does not inflict any damage, and your ally lands on their feet even if they started their turn prone. If the ally lands within reach of an enemy, they can take a reaction to make a melee weapon attack and gain advantage on this attack. At 5th level the thrown ally can be Medium in size even if you are Small. At 11th level the ally can be Large in size. At 14th level the thrown ally can be Huge. At 17th level the thrown ally can be of any size.
- Make Way! Use this trick when moving. You can move into the space of other creatures, and creatures do not count as difficult ground. An enemy whose space you move into must make a Strength saving throw against your trick DC. If they succeed, your movement stops, you failed to move into their space and expend 5 feet of movement failing to do so. You can try to move into their space again if you have sufficient movement remaining. If they fail, you push them 5 feet away and can continue moving. If there is not sufficient space for them to be moved, they fall prone instead. A creature that you could not grapple or shove has advantage on this saving throw.
6th Level: Strongman Dice
You learn to use Exemplar Dice to in new and interesting ways.
- When you throw a weapon, creature, or object, you can roll an Exemplar Die, multiply the result by 5 feet, and add this distance to the range of the thrown weapon or the maximum distance of the throw. You can continue to spend Exemplar Dice like this until you achieve the desired range.
- When handling a heavy weight, you can roll an Exemplar Die and multiply the weight you can handle by the result of the die. On a die roll of 1, you still double your capacity. You can continue to spend Exemplar Dice like this until you achieve the desired weight. This lasts until the end of your next turn.
10th Level: Monster Hammer
When grappling an enemy, you can use that enemy as a weapon as a bonus action. The grappled creature takes bludgeoning damage equal to your Exemplar Die + your Strength bonus and continues to be grappled. Select a space equal to the grappled creature's space adjacent to you. Any creature in the space must make a Strength or Dexterity saving throw (their choice) against your trick save DC. Those who fail fall prone and take bludgeoning damage equal to your Exemplar Dice + your Strength bonus. Your allies and creatures of a larger size than the grappled creature have advantage on this saving throw.
14th Level: Monster Toss
When grappling an enemy, you can throw that enemy up to 30 feet as a bonus action. There can be other creatures in the space where the creature lands. The grapple ends and the tossed creature lands prone and takes bludgeoning damage equal to your Exemplar Die + your Strength bonus. Any creature in the space where the grappled creature lands suffers the effect of Monster Hammer and is then moved to the nearest empty space outside the area.