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The Maverick

A Class for D&D 5e


The Maverick
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Swift 3 — — — — —
2nd +2 A Way Out 3 3 2 — — —
3rd +2 Maverick Ingenuity's, Quick Response 4 4 3 — — —
4th +2 Ability Score Improvement 4 4 3 1 — —
5th +3 Intellectual Stamina 4 4 3 2 — —
6th +3 Ability Score Improvement, A Little Direction 4 5 3 2 1 —
7th +3 Adaptable 4 6 4 2 2 —
8th +3 Ability Score Improvement 4 6 4 3 2 1
9th +4 A Little Direction 5 7 4 3 2 2
10th +4 Quick Response 5 8 4 3 3 2
11th +4 Intellectual Stamina 5 8 4 3 3 2
12th +4 Ability Score Improvement 5 9 4 3 3 3
13th +5 Desperate Dash 5 10 4 3 3 3
14th +5 Ability Score Improvement, A Little Direction 5 10 4 4 3 3
15th +5 Adaptable 5 11 4 4 3 3
16th +5 Ability Score Improvement 5 11 4 4 3 3
17th +6 A Little Direction, Quick Response 5 11 4 4 4 3
18th +6 — 5 12 4 4 4 3
19th +6 Ability Score Improvement 5 13 4 4 4 4
20th +6 Taking You Down With Me 5 13 4 4 4 4
Maverick Class Features
Diving in front of a blade to protect a worthless ally, a Half-Orc
As a maverick, you gain the following class features
takes the brunt of the damage and lays waste to the attacking
Hit Points
Gnoll. Your friends sure are lucky you are here. Hit Dice: 1d8 per Maverick level
A female dwarf jumps out of an enemy’s reach, mocking it Hit Points at 1st Level: 8 + you Constitution Modifier
viciously as she readies a counterstrike. These fools are so Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
predictable in everything they do. modifier per Maverick level after 1st
A male Human gives hope to his party as he pulls out the
Proficiencies
right set of tools needed to complete the mission that he just Armor: Light and Medium Armor
recently mastered. Why, and when, did he learn to use those? Weapons: Simple Weapons, Shortsword
A master of the random, risk and reward, you never know Tools: Choose 2
what you will get when you meet a Maverick. Fiercely
Saving Throws: Intelligence, Dexterity
protective, quick to scold, and unpredictable in every way, the Skills: Choose three from Acrobatics, Arcana, Insight,
Maverick is a useful ally and a deadly foe. Investigation, Nature, Perception, Sleight of Hand, and
A Road Not Yet Traveled Survival
What the Maverick lacks in action, they make up for in Equipment
reaction. A Maverick tends to let others make the first move,
You start with the following equipment, in addition to the
and adapt to the situation afterwards. While some may
equipment granted by your background:
consider them to be out of control, this calculated move (a) two simple weapons or (b) shortsword
favors the bold. An enemy may get to swing their sword first, (a) a scholar's pack or (b) a dungeoneer's pack
but being ready to counter and strike yourself is equally 1 set of tools of your choice
important.
A component pouch
The greatest strength of the Maverick is their ingenuity. This
Leather armor and two daggers
lends to their strength of reacting and adapting to situations in Swift
the world. Whether it is changing their fighting style to
Mobility on the field of battle has always served you greatly.
overcome an opponent, picking up a new language to better Plus, it is always harder to hit a moving target.
understand others, or doing what they can to protect a friend, Beginning at 1st level when you choose this class, your
versatility is a skill that helps in all things. movement speed increases by 10 feet.
Creating a Maverick Spellcasting
When creating a Maverick, it is important to think about what
At some point in your life, the study of magic was something
makes your character tick. Why have they chosen a road that
that intrigued you. Whether you were a rowdy student not cut
others have not taken? Beyond that, let the actions of your for the traditional and rigorous training to become a wizard,
character and the choices of your party determine where your or you are self-taught arcanist, you have begun to realize the
Maverick ends up. Discuss with your DM the level of freedom versatility and usefulness that magic can offer you.
you have to improvise. Create new Quick Responses unique to
your adventure. Make a buff Spellslinger that has an obsession Cantrips
with caltrops!
At 1st level, you learn the cantrip Vicious Mockery and two
additional cantrips of your choice from the Maverick spell list.
Quick Build You learn additional maverick cantrips of your choice at
You can make a maverick quickly by following these higher levels, as shown in the Cantrips Known column of the
suggestions. First, Intelligence should be your highest ability Maverick table.
score, followed by Constitution, Dexterity or Strength. Second,
choose the outlander background. Third, choose the cantrips
Blade Ward and Ray of Frost.
Spell Slots You may use these reactions in response to a trigger
The Maverick table shows how many spell slots you have to specified in the Maverick’s Ingenuity feature. The Quick
cast your spells of 1st level and higher. To cast one of these Response reactions are separate from the Reactions as
spells, you must expend a slot of the spell’s level or higher. described in the Players Handbook (PH pg.190) , and you
You regain all expended spell slots when you finish a long may use any number of your Quick Responses on a turn, even
rest. For example, if you know the 1st level spell Chaos Bolt if you have already used a Reaction during the round. You
and have a 1st and 2nd level spell slot available, you can cast regain all uses of Quick Response after finishing a long rest.
Chaos Bolt using either slot.
Maverick’s Ingenuity
Spells Known of 1st Level and Higher Mavericks like to put their own flavor in whatever they do. In
Beginning at 2nd level, you know 3 1st-Level spells of your addition to this, they do not like being constrained to the
choice from the maverick spell list. The Spells Known classic walks of life. This leads many Mavericks to dabble in a
column of the Maverick table shows when you learn more little bit a everything during their journey through life.
maverick spells of your choice. Each of these spells must be Beginning at 3rd level, you may select two features from
of a level for which you have spell slots, as shown on the the Maverick’s Ingenuity list. You may select one additional
table. For instance, when you reach 4th level in this class, you feature at 10th and 17th level.
can learn one new spell of 1st or 2nd level. Additionally, when
you gain a level in this class, you can choose one of the Brace Yourself
maverick spells you know and replace it with another spell When a creature, object, or environmental effect you can
from the maverick spell list, which also must be of a level for see or hear causes you to make a Strength ability check or
which you have spells slots. saving throw, you may use one of your Quick Response
reactions to brace yourself for the physical demand. When
Spellcasting Ability you do this, you have advantage on the roll and add your
Intelligence is your spellcasting ability for your maverick intelligence modifier to the total of the roll.
spells. Your magic comes from your study of the arcane arts
of spells that you deemed useful. You use your Intelligence Caltrop Drop
whenever a spell refers to your spellcasting ability. In When you use your movement and provoke an opportunity
addition, you use your Intelligence modifier when setting the attack, you may use one of your Quick Response reactions
saving throw DC for a maverick spell you cast and when to throw down a bag of caltrops (if you have them) around
making an attack roll with one. the feet of the creature that made the opportunity attack.
Spell save DC = 8 + your proficiency bonus + your To do so, make a contested dexterity (sleight of hand)
Intelligence Modifier check against the creature’s wisdom (perception) check. If
you win the contest, the creature is unaware of the
Spell attack modifier = your proficiency bonus + your caltrops and has disadvantage on their Dexterity saving
Intelligence modifier throw they make should they attempt to move through the
area with the caltrops. (See page 151 in the Player’s
Ritual Casting
Handbook for more information about caltrops)
You can cast any maverick spell you know as a ritual if that Deflect
spell has the ritual tag. When you are wielding a ranged weapon and a creature
Spellcasting Focus
targets you with a melee attack, you may use one of your
You can use a component pouch (see chapter 5, “Equipment”) Quick Response reactions to attempt to deflect the attack.
for your maverick spells. When you use this feature, roll a d4 and subtract it from
the creature’s attack roll.
A Way Out From A Mile Away
It is never good to find yourself surrounded by enemies. When a creature, object, or environmental effect you can
However, if your enemies begin closing in around you it is see or hear causes you to make a Dexterity ability check
always good to know where you can easily escape. or saving throw, you may use one of your Quick Response
Beginning at 2nd level, you can take the Disengage action reactions to be quicker on your feet. When you do this,
as a bonus action. you have advantage on the roll and add your intelligence
modifier to the total of the roll.
Quick Response
Your skill of knowing how to manipulate situations to your
advantage is second to none. This is largely contributed to
your unpredictability and ingenuity.
Beginning at 3rd level, you have a number of special
reactions equal to your Intelligence modifier (minimum of 1)
called Quick Responses.
Nice Try Aware
When an enemy creature you can see within range targets Whether it is for danger, treasure, or hidden secrets, you
you with an attack and misses, you can use one of your find yourself constantly looking everywhere. When you
Quick Response reactions to cast Vicious Mockery on select this feature, you gain proficiency in the Wisdom
them for missing you. (Perception) skill if you are not already, and you gain a
permanent +5 to your Wisdom (Perception) modifier.
Sand in the Eyes
If you are in an area with loose soil or other similar Extra Attack
material within reach, you can attempt to throw it in the When you select this feature, you can attack twice, instead
eyes of your attacker. When a creature targets you with a of once, whenever you take the Attack action on your turn.
melee attack, you can use one of your Quick Response
reactions to attempt to blind a creature that is within 5 Hearty
feet of you. The creature must make a dexterity saving When you select this feature, your hit dice increases to a
throw against your spell save DC. On a failed save, the d12 for each level gained in this class after this one. (Your
creature is considered blinded for 1d4 rounds, or until it hit die from all previous levels remains a d8)
uses its action to clear out its eyes.
Shieldhand
Slap Yourself You gain proficiency with shields. In addition to this, you
When a creature, object, or environmental effect causes gain the *Shield Smack Quick Response feature.
you to make a saving throw against being charmed, you
may use one of your Quick Response reactions to begin
slapping yourself to clear your senses. When you do this, Shield Smack
you have advantage on the saving throw and add your When a creature hits you with an attack while you
intelligence modifier to the total of the roll. are wielding a shield, you may use one of your
Quick Response reactions to immediately attempt
Ability Score Improvement to strike them back. Make a melee weapon attack,
adding your strength and proficiency modifier to
When you reach 4th level, and again at 6th, 8th, 12th, 14th, the attack roll. On a successful hit, the target takes
16th, and 19th level, you can increase one ability score of 1d10 bludgeoning damage and must make a
your choice by 2, or you can increase two ability scores of constitution saving throw against your spell save
your choice by 1. As normal, you can’t increase an ability DC. On a failed save, the target is stunned until the
score above 20 using this feature. end of their turn.

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

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