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Intellectual Stamina
Beginning when you reach 5th level, you regain all uses of Worldly
your expended Quick Response reactions when you finish a You gain proficiency with and obtain a set of tools of your
short or long rest. choice, and you also learn to read and speak a language of
Beginning when you reach 11th level, you regain spell slots your choice.
equal to half your Maverick level, rounded down, when you
finish a short rest. For example, an 11th level Maverick Desperate Dash
regains spell slots which have a combined total of no more
than 5 levels. You could recover one 4th level spell slot and Beginning at 13th level, when an allied creature you can see
one 1st level spell slot. within 15 feet of you is targeted by an attack, you may use
this feature as a reaction, or Quick Response reaction, to
A Little Direction interpose yourself between your ally and the attacking
creature. When you do this, you become the target of the
While you walk your own path, you can’t help but retrace your attack instead of your ally. In addition to this, the attacking
footsteps once in a while. Beginning at 6th level, you begin to creature is unable to target your ally on any subsequent
focus your fighting style as a Maverick. There are three main attacks made this turn.
paths that Mavericks tend to walk, and each provides Once you have used this feature, you must finish a short or
additional benefits beginning when you reach 6th level, and long rest before using it again.
again at 9th, 14th, and 17th. The three main walks are that of
The Combatant, The Bowman, and The Spellslinger.
Adaptable
Whether it has been training your eyes to see the world
around you or strengthening your body to withstand a
constant barrage of attacks, you are always trying to better
yourself. Beginning at 7th level, you may choose one of the
features from the list below. You may select an additional
feature at 15th level.
Taking You Down With Me How the Tables Have Turned
Beginning at 14th level, whenever you make a melee attack
Beginning at 20th level, when a creature you can see deals against a creature, and an enemy of your target is within 5
damage that would drop your hit points to 0 and does not kill feet of it, you deal an additional d6 damage (same as weapon
you, you may use this feature before falling unconscious to type) to the creature.
make a single melee or ranged attack, or cast a cantrip that
requires you to make a spell attack with advantage. If you hit Rebellious Assault
the creature with this attack, it is considered a critical hit. In When defeat seems imminent and danger is all around, the
addition, the creature is considered vulnerable to the damage Maverick will do whatever they can to turn the tide of battle
dealt by this attack. If this attack results in killing the back in their favor. Beginning at 17th level, you can use this
creature or dropping it to 0 hit points, a smirk creeps across feature to dart around the battlefield with reckless abandon.
your face and you regain 1 hit point. After using this feature, When you use your action to use this feature, your movement
you must finish a long rest before using it again. and attacks blur into one. You may target any number of
creatures within 15 feet of your current location and make
A Little Direction one melee attack against them with advantage.
While using this feature, moving out of a creature’s space
does not provoke opportunity attacks, regardless of feats or
The Combatant abilities. However, using this feature is tiring and leaves you
Over the course of your adventurers, getting up close and open and vulnerable to an attack. The next melee attack
personal feels like home. Beginning at 6th level when you against you is made with advantage on the attack roll, and
select The Combatant, you gain the following features and your movement speed is 0 during your next turn.
additional Mavericks Ingenuity options. The Bowmen
You also gain proficiency with heavy armor and 3 martial
weapons of your choice. Up close and personal is not really your style. So, with bow in
hand, you strike fear in your enemies as you hinder their
Tricky Maneuvers movements and attacks on the battlefield.
Through careful practice with various weapons and fighting You gain proficiency with the longbow, hand crossbow, and
styles, you have adopted your own unique way of fighting. You heavy crossbow.
hold the belief that when you are fighting for your life, you
will be willing to do anything to give yourself the advantage. Tether Shot
Give and Take - When an enemy creature you can see Through your dabbling in the arcane, you have found a way to
makes a melee attack against you, you may use one of connect a faint blue string of magical energy and attach it to a
your Quick Response reactions to give the creature piece of ammunition you are holding. As a bonus action on
advantage on the strike. In response to opening yourself your turn, you can create this magical tether to a piece of
up to the attack, you expose the weakness in your ammunition. If you hit a creature with this piece of
opponent’s defenses and immediately make one melee ammunition, the magical tether connects you to the target.
weapon attack against the creature with advantage. If you When a Large or smaller creature you are tethered to
hit a creature in this way, you add your intelligence attempts to use an action, bonus action, or movement which
modifier to the damage of the attack as well. Additionally, would cause a triggering event, you may attempt to cause one
any subsequent attacks made against you by a creature of the effects listed below by using one of your reactions
you hit with this feature are at disadvantage until the end granted by the Quick Response feature. The tether ends early
of their turn. if you become incapacitated or die. Otherwise, the tether
remains until the ammunition is no longer attached to the
Cheap Shot – If a creature within 5 feet of you targets you creature, or you dismiss it (no action required).
with an attack, and you have general anatomical Slow Down There! – When a creature you are tethered to
knowledge of the creature (ask DM if you are unsure), you attempts to move in a direction that makes them become
may use one of your Quick Response reactions to strike further away from you, you reduce their speed by half for
the creature in one of its more “sensitive” areas. The this turn. (No check required, automatic)
creature must make a constitution saving throw against
your spell save DC it is considered *Weakened until the Careful Now! – When a creature you are tethered to
start of your next turn. attempts to move towards you, you can attempt to pull the
creature prone by causing it to lose its balance. When you
*A Weakened creature's attacks only deal half damage use this feature, the tethered creature must make a
dexterity saving throw against your spell save DC, or it is
Besieged Combatant knocked prone. If a creature is knocked prone in this way,
You have found yourself alone in combat so often that you its movement becomes 0 until the end of its turn.
have learned to expect attacks from all directions. Beginning Aww Shucks! – When a creature you are tethered to
at 9th level, creatures no longer benefit from flanking (gain attempts to attack an ally, you can pull on the tether and
advantage) when making attacks against you. (For rules on cause the creature’s current attack to be made with
flanking, see page 251 in the DMG) disadvantage.
Double Shot Area of Effect
Beginning at 9th level, you have learned to fire multiple 60-foot cone originating from you
pieces of ammunition at the same time. Whenever you use
your action to attack with a ranged weapon, your first attack 120-foot long, 5-foot wide line originating from you
is made using 2 pieces of ammunition. You can roll one 30-foot radius originating from a spot you can see within
additional weapon damage die when determining the damage 120 feet
for the first attack.
Damage Type and Saving Throw
Deadly Connection Damage Type Saving Throw
Beginning at 14th level, you have learned to channel more
powerful magic through your tether. Whenever you are Acid Dexterity
magically tethered to a creature using the Tether Shot Cold Constitution
feature, for any cantrip or spell that requires you to make a Fire Dexterity
spell attack, you can choose for it to automatically hit the
target instead of rolling as you send it through the tether. Lightning Dexterity
Poison Constitution
Intercepting Missile
Beginning at 17th level, your understanding of the flight of Thunder Constitution
ammunition and thrown weapons, as well as their speed and
trajectory, allows you to notice them more effectively on the On your turn, you may use your action to cast your
battlefield. When a creature you can see attacks with a Dabbling in Destruction spell. Each creature in your spell’s
thrown weapon or a piece of ammunition, you may use one of Area of Effect must make a Saving Throw against your spell
your Quick Response reactions to intercept it mid-flight. This save DC (the Saving Throw Ability is determined by the
feature nullifies the attack. Damage Type you selected). On a failed save, a creature takes
8d8 damage of the Damage Type you selected, half as much
The Spellslinger on a success. After you have used this feature, you must
finish a short or long rest before using it again.
The allure of the arcane has ensnared you. Now that you have
delved deeper into the magic, you wonder in what ways you Spellslinger
can make it your own.
When you select this feature, the spell Shield is added to Beginning at 14th level, you have learned to cast spells at a
your list of Known Spells. In addition, you gain a permanent quickened pace. Whenever you use your action to cast a spell
+1 to your spell attack modifier and spell save DC. using a 1st or 2nd level spell slot, you may cast a cantrip you
know as a bonus action.
Magic My Way
While there are many spells that can be learned to become Faithful Defender
more powerful, why not master and manipulate the ones you Beginning at 17th level, your focused practice of abjuration
already know to suit your needs better? magic to protect your allies, in addition to your
I Got Your Back! – Mavericks are known for their loyal innovativeness has allowed you to create a unique spell that
protection of their allies, while scolding them at the same makes it more difficult for them to be hit by attacks, as well
time for not being more careful. When an ally within 30 as boosting their resilience to a specific type of damage.
feet of you is hit by an attack or is targeted by the Magic When you use this feature as an action, you can designate
Missile spell, you may use a Quick Response reaction to any number of creatures, including yourself, within 15 feet to
cast the spell Shield on them. gain it's benefits. Each creature effected by this feature gains
+3 to their AC, 30 temporary hit points, and resistance to one
So Close! – When an enemy you can see first comes damage type of your choice for 1d4 + 1 rounds.
within 10 feet of you on their turn, you may use a Quick You must finish a long rest before using this feature again.
Response reaction to teleport yourself 15 feet in a
direction you choose.
Dabbling in Destruction
You have begun to expand your magical knowledge in a way
that is unique to you. Beginning at 9th level, you have studied Thank You!
enough evocation magic that you are able to create a I want to give a massive thank you to
powerful evocation spell that suits your fancy. Homebrewery! This tool was amazing and very easy
Use the chart below, selecting one option from each chart, to use! If you want to create your own D&D
to determine the Areas of Effect, Damage Type, and content that looks amazing, please check out their
associated Saving Throw Ability for the spell. The spell deals website @ https://homebrewery.naturalcrit.com/
8d8 damage of the Damage Type you select. Each time you
gain a level in this class after 9th level, you may choose to
keep the same spell, or change it using the aforementioned
instructions.
Cantrips (0 Level) Armor of Agathys Darkvision Nondetection
Blade Ward Bane Enthrall Vampiric Touch
Fire Bolt Chaos Bolt Find Traps Water Walk
Friends Color Spray Melf’s Acid Arrow
Message Disguise Self Misty Step 4th Level
Ray of Frost Jump Scorching Ray Dimension Door
Resistance Longstrider Silence Elemental Bane
True Strike Shield Freedom of Movement
Vicious Mockery Snare 3rd Level Stoneskin
Counterspell Vitriolic Sphere
1st Level 2nd Level Dispel Magic Wall of Fire
Alarm Aganazzar’s Scorcher Hypnotic Pattern
Darkness Lightning Bolt