Base Class: Rogue
It is foolhardy to explore a dungeon alone. Those who attempt to do so quickly find that they lack the skills needed to get the job done. Sometimes, this can happen in larger parties as well. Enter the factotum, a new standard class, capable of mimicking the abilities of others and filling in when the need is greatest.
After a lifetime of work, few can claim even a fraction of the versatility that the factotum displays every day. Skilled in nearly every art, factotums draw upon their lore to master almost any trade or ability for a brief period of time before other pursuits draw their attention. Whereas bards use their general knowledge to aid others, factotums focus their abilities solely upon themselves. Constantly on the hunt for new abilities and tricks, factotums eventually find the right tool to overcome practically any problem.
As a factotum, you are a jack of all trades. For short periods of time, you can stand in for almost any other member of the party. Your intellect, training, and experiences allow you to bolster your efforts in almost any situation. But your magical abilities are at best limited. You can master potent spells, but your lack of formal training makes it difficult for you to use them more than once each day. Furthermore, your understanding of magic is broad rather than deep.
Inspiration
After you finish a short or long rest you get a number of Inspiration Point equal to your proficiency bonus + int. modifier. These inspiration points can be used to add your int. modifier to Skill Checks, Saving Throws and Weapon Attacks. You can only use 1 Inspiration Point at a time in this way.
As you gain more levels in this subclass, you learn new ways to use your Inspiration Points
Jack of All Trades
Starting at 9th level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
Cunning Defence
When you choose this archetype at 3rd level, you learn how to anticipate how the enemy is about to hit you. As a reaction you can spend an inspiration point to gain a bonus equal to your int modifier to your AC until the start of your next turn. This class feature can only be used if you can see the attack and you are wearing light armor.
When you reach level 17 in this archtype, you gain this bonus always as long as you are wearing light armor.
Cool Head
Starting at 3rd level you can give yourself a bonus to your initiative rolls equal to your Int. modifier.
Arcane Knowledge
At 9th level, you get access to a limited amount of magic. After you finish a Long rest, you can choose 2 spells of up to 2nd level from the Wizard spell list that has a casting time of less than 1 minute.
To cast one of these spells, you must use an inspiration point.
At level 13 the number of spells you can choose increases to 3 and can be of up to 3th level. At level 17 this increases to 4 spells per long rest and they can be of up to 4th level.
Spellcasting Focus
You must use an material component for these spells.
Spellcasting Ability
Intelligence is your spellcasting ability for these spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
There's a God for that
Starting at 13th level, you have learned to channel divine energy. This energy can be channeled in two ways.
By spending 2 inspiration point, you can use this this class feature to heal a creature for an amount of Health Points equal to your proficiency bonus + int. modifier.
By spending 1 inspiration point you can use this divine energy to hurt an enemy. If used in this way, you make a ranged spell attack against a target within 60 ft. that you can see. If the attack hits you deal 1d6 radiant damage + 1d6 pr. int modfier.
Cunning Evasion
Beginning at 17th level, your mastery of anticipation lets you turn failure into success in combat. If you are hit with an attack or spell effect, that would reduce you to zero hit points, you can spend 3 Inspiration Points to avoid that damage entirely.
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