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
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
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
7/11/2019 4:56:59 AM
|
1770
|
3
|
--
|
Coming Soon
|
|
|
1/28/2020 7:41:33 AM
|
1657
|
2
|
2
|
Coming Soon
|
|
|
1/28/2020 8:04:06 AM
|
1628
|
0
|
--
|
Coming Soon
|
|
|
1/28/2020 9:36:13 AM
|
1628
|
0
|
--
|
Coming Soon
|
|
|
1/28/2020 9:43:45 AM
|
1628
|
1
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Nov 4, 2021Looking back.. Yeah, it's probably to complicated. I tried to make a character and was having a hard time and I wrote the damn thing.
Choice is a good and all that but having too many means you need an unreasonable amount of system expertise in the class to make good decisions with it. I still like the concept, but it should really be a class of its own with subclasses that have actual assigned abilities like normal. Maybe I'll do that later.
Live and learn.
-
View User Profile
-
Send Message
Posted Jan 28, 2020Updated 1 28 20
I'm pretty well satisfied at this point. It could use some more high level abilities that aren't spell based, but it's pretty much how I want it. It would be easier to parse if it was its own class with a few sample builds as 'subclasses'. I'm not sure how I would post that though. It has about 50 options like the Warlock does and Warlock has a bunch of pacts and patrons on top of it, so it's not too complicated if the Warlock isn't.
I will continue to update as I think of more stuff.
Just lost my job. Someone please hire me to do this stuff. I'll work cheap.
More Stuff:
TARGETED CHANNEL (?)- You may use your Radiant Channeling on a single creature. It can heal 1d6 per level or deal 1d6/level radiant damage with a successful touch attack. (9-11-19)
MAXIMUM PAIN (?)- Maximize all damage die rolls on a successful weapon attack once per round. (1-28-20)
-
View User Profile
-
Send Message
Posted Jan 28, 2020Authors Comments:
This is my take on the 3rd ed class from Dungeonscape by Mike Mearls. That class was one of my faves and, IMHO, it filled a big hole in the game: An INT based class that isn't a Wizard. This hole still exists in 5th ed, thus this remake. It should really be a separate class. You can make this into a separate class by giving it a d8, 3 skill profs (any) and INT & WIS saves. Keep the rituals.
It honestly doesn't really resemble the old class too much. I loved the Factotum concept but I didn't like some of the implementation like keeping track of Inspiration Points and some other things. It mostly involved adding your INT bonus to a bunch of things, casting a few spells and getting a few very cool but inexplicable class features. I tried to keep it to those three principles except more.. explicable.
It's also doesn't really resemble a Wizard either. Compare it to a Warlock. The spellcasting is mostly like a Warlock with a few twists and the class features (the Tricks) are meant to be the equivalent of Warlock invocations and class features without duplicating the invocations or the spirit of the class. The Factotum is meant to be played like any type of class you want depending on how you build it, but the power level of the total class features are designed to equal a good Warlock.
I put a good deal of work into this and hopefully I can play it someday. Let me know if you actually play this class and what you think. I'd like to post some sample builds but I'm not sure where to do that..