Wizard
Base Class: Wizard

A Factotum is a type of Wizard who has dumped his significant brainpower into learning every weird and wild trick of the adventurous trades. Many are self-taught and unique but they all sacrifice much of their traditional spell prowess to follow this path. Many a time has a Factotum stood before a noob with it's mouth agape saying "How did you do that?".  He's the guy that DIDN'T drop his INT to 8 and is still somehow able to make up ridiculously complicated battle plans in character. When he's awesome, he's IN character! He's Ron F**king Swanson! He's a FACTOTUM!

"I had something for this"

Facty Casting

Facty Casting
  A Factotum receives NO ADDITIONAL SPELLCASTING FROM THE WIZARD SPELL TABLE at higher levels but he may use his Arcane Recovery feature to start the day with it's maximum of 1/2 his Wizard level (round up) worth of spell slots (+ 2) AND to regenerate those spell slots EVERY short or long rest. 
 
Class Level   1  2   3  4  5  6  7  8  9 10 11 12 13 14 15 16 17 18 19 20
Spell Levels   2  3  4  4  5  5  6  6  7   7   8   8    9   9  10 10 11 11 12 12
Highest level 1  1  2  2  3  3  4  4  5   5   5   5    5   5    5   5   5   5    5   5
 
   Kind of a similar version of Warlock casting but, where a Warlock gets (ex) 2 2nd level spell slots at 3 and 2 3rd level spell slots at 5, the Factotum would get a TOTAL of 4 levels worth of slots at 3 and 5 levels of slots at 5. He could use those levels to cast 5 level 1 spells or a 3rd level & 2nd level or whatever combination of 5 spell levels. He cannot cast or scribe 6th level or better spells.
 
  A Factotum keeps a spellbook like a Wizard but can only scribe 1 spell free per level. He can memorize INT + 1/2 his Factotum level of different spells from his book after a long rest. (In the morning). Unlike most classes, he can change some of his spells (equal to INT) whenever he takes a short rest. 
 
 
 
 

Factotum Tricks

FACTOTUM TRICKS
  A Factotum may select one Trick each level, starting with his Least Tricks at 2nd level. 

He also begins with proficiencies in SIMPLE WEAPONS, LIGHT ARMOR and SHIELDS.

 

 

Least Tricks

LEAST TRICKS- 2ND LEVEL

 

Channel Divinity

 As the Turn Undead class feature of the Cleric. Your save DC is as your spells.

Dragged Into Battle

As a Free action you order an ally to take his turn immediately before or after you. His initiative changes to match yours, but he must follow your orders that round. This may include an animal or familiar.

Gadgetman

Add extra Tool or Kit proficiencies = your INT bonus and use your INT bonus when making the check. Add more when you raise INT in the future. You may add instruments instead but they remain modified by CHA.

You may use a combat-use item like  Alchemists Fire, Caltrops or Holy Water as a bonus action instead of an action.  (Not a potion or a magic item)

I'm Every Dwarf

Count yourself as whatever race for qualifying for whatever.

Malleable Convictions

You may change your WIS save proficiency to another ability score as a 10 min ritual once per long rest.

No Thieves Anymore

You gain proficiency with Acrobatics, Slight-of-Hand and Stealth checks. If you have proficiency, gain Expertise.

Radiant Channeling

Your Channel Divinity is accompanied by a burst of radiant energy healing all living creatures within 30' for 1d6 per 2 levels (round up) and damaging undead for the same with a CON save for 1/2 damage. (Must have the Channel Divinity trick)

Ritual Book Expansion

 As the Warlock class feature "Book of Ancient Secrets" but you may copy rituals into your spellbook from any class list and count them as Wizard spells. 

Shoulda Benna Warlock

Add one more spell level to your arcane recovery. More than once if you want.

Smarter not Harder

You add your INT bonus to all STR and DEX checks to make and resist combat maneuvers. You can make or resist a combat maneuver as a bonus action.

Smartly Armored

You may add your INT bonus to your armor instead of your DEX (max allowances still apply). Alternatively, you may add your INT bonus to your AC while unarmored (10+DEX+INT)

Spell Expansion

Take your spells from any list. (Must have the Ritual Book Expansion trick)

Think Fast

 You add your INT bonus to Initiative and are Immune to Surprise.

Think it Through

 You have advantage on your INT checks.

War Nerd

Get proficiency in Medium Armor and Martial Weapons

Yes We Cantrips

Add one extra cantrip for every point of your INT bonus and another anytime you raise it in the future. Take them from any class list and they count as Wizard cantrips.

 

 

Lesser Tricks

LESSER TRICKS- 6TH LEVEL

 

Action Flurry

You may make an Insight, Perception or Investigation check as a bonus action or make an Animal Handling check to order a minion or animal to take an action

If you use the attack action or an Athletics check on your turn you can make an attack or a combat maneuver (Athletics) check as a bonus action. If you have the Smarter not Harder trick, you can do this regardless of your regular action.

You may also take a bonus action as an action, if you need to for some reason.

Add a Feat

..that you qualify for, once as a Lesser Trick.

Brains Over Brawn

Add your INT bonus to your STR, DEX and CON saves. Prereq: Malleable Convictions

Channeled Martyrdom

You may use your Channeling ability without expending it if you are willing to forego the healing and take double the amount in necrotic damage yourself. You may attempt a CON save against your own normal Channeling DC for 1/2 damage, but otherwise this damage cannot be reduced. (Must have Radiant Channeling)

Divine Strike

As the Cleric Ability. Damage type is the same as the weapon used. (Must be 8th level)

Select Channeling

Choose the targets of your Channel Divinity trick. (Must have Radiant Channeling)

Self- Guided

You are always under the influence of a Guidance spell. You must have the ability to cast this spell already. It can be dispelled but you can reactivate it as an action. It doesn't require concentration. It doesn't stack with the same spell.

Self-Shielded

You may cast a ritual version of the Shield spell once per long or short rest. It persists for 24hrs or until the end of the round it prevents damage. It can also be used on an ally within 30' if you have the Unselfish or Spell Reflex tricks.

Self-Targeting

You may cast a ritual version of the True Strike spell, if you know it, once per long or short rest. It persists for 24hrs or until you use it on an attack roll.

Smart is as smart does

You qualify for any feat or class that requires a minimum ability score and you may use your INT to modify feats and other classes abilites and spellcasting. Examples: Take Bardic Inspiration with To Multiclass.. and use it INT/day with this trick. Take 1 level of Bard and get INT-based Bard spells. Take Inspiring Leader and give out INT+ level in temp HP.

Prereq: To Multiclass.. , if you are altering another classes material

Smartblade

Add your INT bonus to your melee weapon attacks OR damage rolls, decide after you roll to hit. If you're already adding your INT bonus, add your STR bonus instead.

Smartbow

Add your INT bonus to your ranged weapon attacks OR damage rolls, decide after you roll to hit.

Spell Flurry

Cast a regular-action spell as a regular action even if you have cast a leveled bonus-action spell.

Thought it Through

You may substitute your INT bonus for your WIS or CHA bonus when you make a WIS or CHA check. Prereq: Think it Through 

To Multiclass .. ?

Steal one ability from a first level class.

Unselfish

  If you are under the influence of one of the "Self-Guided" line of tricks then you can temporarily give that ability to an ally (or 3 if Self-Blessed) as if you cast the spell at it's lowest level. It requires concentration if the spell does.

You can pray for anyone anywhere in the multiverse and give them your "Self-Guided" ability for as long as you wish, no concentration.

Use Magic Item

You can use any Magic Item, regardless of class, alignment or race. Other prerequisites like level or proficiency may still impede you.

Wide Awake

Add your INT bonus to your WIS and CHA saves and gain advantage on your INT saves. Prereq: Malleable Convictions

 

 

Greater Tricks

GREATER TRICKS- 10TH LEVEL

 

6th Level Spells

You may cast a 6th level spell you have prepared once per long rest. You may choose one free 6th level spell to scribe into your spellbook. (Must be 11th level)

7th Level Spells

You may cast a 7th level spell you have prepared once per long rest. You may choose one free 7th level spell to scribe into your spellbook. (Must be 13th level with 6th level spells)

Gain a Feat

..that you qualify for, once as a Greater Trick

Great Tuna

  You may attune a magic item in 10 minutes.

Higher Notations

You may scribe spells of 6th level and higher into your spellbook.

Malleable Preparation

You have the option to change 6th level or higher spells with your Facty Arcane Recovery feature

Master Channeler

Your radiant burst increases to 60'and dispels all magical darkness. (Must have select channeling)

Multitask Surge

As the Fighters' Action Surge class feature except that you can't perform the same action again. If you Move, Attack, Cast a Spell or Use an Item or Magical Ability with your regular action you cannot do it again with your additional action. (Requires Action Flurry)

Self- Blessed

As the Self-Guided trick except that you are affected by a Bless spell

Self- Protected

As the Self-Guided trick except that you are affected by a Protection from Good and Evil spell

Simultaneity Specialist

  You may cast 2 spells with the same action at once simultaneously. You must expend a spell level equal to both spells added together plus 2. (2 1st level spells=4th level slot, 2 cantrips=2, 2nd+1st=5) Note that you cannot make more than 5th level slots. Both spells CAN be concentration spells.

Spell Reflex

You may cast a reaction spell (like Shield or Absorb Elements) on another target within 30ft.

 

 

Awesome Tricks

AWESOME TRICKS- 14TH LEVEL

 

8th Level Spells

You may cast an 8th level spell you have prepared once per long rest.  You may choose one free 8th level spell to scribe into your spellbook. (Must be 15th level and have 7th level spells)

Cantrip Flurry

Cast a regular action cantrip as a bonus action even if you also cast a leveled regular action spell. (Must have Spell Flurry trick)

I'm every Dwarf Woman

Steal one Racial Trait. Not an ability score bonus, just a trait (Must have I'm Every Dwarf trick)

Select an additional feat

..that you qualify for. More than once if you feel like it

Self- Absorbed

Once per short rest you may cast a ritual version of the Absorb Elements spell that lasts for 24hrs or until you cast it again. You must specify the element to be absorbed/wielded when you cast the ritual.

Self- Flight

As the Self-Guided trick except that you are affected by a Fly spell.

Self- Hidden

As the Self-Guided trick except that you are affected by an Invisibility spell.

Thank You!

  You may cast a 3rd level ritual version of Counterspell once per long or short rest. It persists for 24hrs or until someone within 60' of you, who was not within 60' of you during the ritual, casts a spell.
  You must be wearing a ring on your middle finger as an extra arcane focus, if you aren't, the Counterspell doesn't go off. If you are, you are compelled to show it to your target when the Counterspell is successful.

 

 

Chuck Norris

The only thing better than Awesome

10th level slot

This is just ONE spell slot, once per long rest.. but it goes to TEN!

You can decide to use it to cast one of your prepared  spells at FULL 10TH LEVEL POWER! You can even cast 6,7,8 & 9th level spells with this slot but it still uses up your 1 and only casting of each per long rest.

 

9th level spell

You may cast a 9th level spell you have prepared once per day. You may choose one free 9th level spell to scribe into your spellbook. (Must have 8th level spells)

Yeah

MySpell

Pick a 1st level spell from your spellbook and cast it as a Cantrip. You may choose this option more than once.

MySpell 2

Choose a 2nd level spell from your spellbook and cast it as a Cantrip. Prereq: MySpell 

Perfect Memory

You no longer need a spellbook, you can prepare any spell currently in your spellbook from memory. Furthermore, you may acquire new spells by memorizing them directly from another source, no writing required. You must 1 uninterrupted hour per spell level studying the new spell to memorize it.

Supergenieus

Go ahead and add +2 to your INT, even if you go over 20.

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