Talk:Exemplar (5A)

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Pre bringing subclass to level 1.

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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. Exemplar area of ability might not be very wide, but you can usually find an angle where your skills shine. Some exemplars do cast spells, but that is separate from their exemplar abilities.

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, martial weapons.
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 cane you can use as 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, Exemplar Tricks
3rd +2 d4 Subclass Ability
4th +2 d4 Ability Score Improvement
5th +3 d6 Extra Attack
6th +3 d6 Subclass Ability, Subclass Tricks
7th +3 d6 Exemplar Saving Throw
8th +3 d6 Ability Score Improvement
9th +4 d8 Expanded Expertise
10th +4 d8 Subclass Ability
11th +4 d8 Reserve Trick
12th +4 d8 Ability Score Improvement
13th +5 d10 Mob Defense
14th +5 d10 Subclass Ability
15th +5 d10 Perfect Save
16th +5 d10 Ability Score Improvement
17th +6 d12 Ultimate Tricks
18th +6 d12 Regain Exemplar Dice
19th +6 d12 Ability Score Improvement
20th +6 d12 Epic boon

Exemplar Table Revision

Level Proficiency
Bonus
Exemplar
Dice
Features
1st +2 Save Focus, Focus Ability, Cane Mastery, Subclass
2nd +2 d4 Exemplar Dice, Exemplar Tricks
3rd +2 d4 Subclass Tricks
4th +2 d4 Ability Score Improvement
5th +3 d6 Extra Attack
6th +3 d6 Subclass Ability, Subclass Tricks
7th +3 d6 Exemplar Saving Throw
8th +3 d6 Ability Score Improvement
9th +4 d8 Expanded Expertise
10th +4 d8 Subclass Ability
11th +4 d8 Reserve Trick
12th +4 d8 Ability Score Improvement
13th +5 d10 Mob Defense
14th +5 d10 Subclass Ability
15th +5 d10 Perfect Save
16th +5 d10 Ability Score Improvement
17th +6 d12 Ultimate Tricks
18th +6 d12 Regain Exemplar Dice
19th +6 d12 Ability Score Improvement
20th +6 d12 Epic boon

Class features

As an exemplar, you gain the following class features.

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.

2nd 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 but you must not be Incapacitated.

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.

3rd Level: Exemplar Subclass

Exemplar Subclasses
  1. Daredevil (Dexterity)
  2. Engineer (Intelligence)
  3. Investigator (Intelligence)
  4. Ironman (Constitution)
  5. Leader (Charisma)
  6. Mystic (Wisdom)
  7. Occultist (Intelligence)
  8. Physic (Wisdom)
  9. Pugilist (Strength)
  10. Sage (Wisdom)
  11. Savant (Intelligence)
  12. Scrapper (Dexterity)
  13. Spy (Charisma)
  14. Strongman (Strength)

You gain an exemplar subclass of your choice. Different paths of expertise pursued by exemplars, each a unique focus with its own range of abilities focused on a Focus Ability. A subclass is a specialization that grants you special abilities at 3rd level and again at 6th, 10th, and 14th level.

Focus Ability
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.

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 Saving Throw

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: Expanded Expertise

Pick two skills or tools you know. You gain expertise (double proficiency bonus) in the chosen skills or tools.

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: 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 30 feet. Until the start of your next turn, the selected creature has disadvantage on attack rolls against you and you have advantage on saving throws against its effects.

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. This stacks with the extra trick from the Reserve Tricks ability, allowing you to use three tricks in a round as long as your Reserve Trick is ready. You now know all tricks available from the exemplar class and your exemplar subclass.

18th Level: Regain Exemplar Dice

You regain two Exemplar Dice when you roll initiative, not to exceed your maximum.

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 an Epic Boon feat of your choice.

Designer's Notes

This began as the Intelligence-based class Savant from En5ider #246, #250. Original writing Jeremiah McCoy. It underwent several evolutions, moved on to cover all ability scores, and changed name several times.

It is still based on a class structure from the playtest documents, level 1-3 and 17-20 needs to be modified to get rid of that. Introducing a subclass at level 1 is likely a good idea.

Previous Versions

SavantAdeptAdept 2