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My Pact-Caster Class

T
his paragraph includes a few one-sentence Briefly summarise a quick way to create a My Pact-Caster.
stories about people who belong to this class This includes which ability scores to prioritise, and any
and a sentence that briefly summarises the choices that need to be made at first level.
class.
Source of Power
This paragraph provides an explanation on the Class' power
source and how they utilize it.
Origin
This paragraph provides an explanation on how the Class
came to be, and their general purpose.
Creating a My Full-Caster
This paragraph provides a summary of why someone should
play this class, how it might relate to a character's
background and personality, and what to expect from the
class.
Quick Build

My Pact Caster
Proficiency Cantrips Spells Spell Slot Class
Level Bonus Features Known Known Slots Level Resource
1st +2 Pact Magic, Archetype Choice (One Rock, 2 2 1 1st —
One Ribbon)
2nd +2 Identity Rock 2 3 2 1st 2
3rd +2 Rock 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 ─ 3 6 2 3rd 3
6th +3 Archetype Rock 3 7 2 3rd 3
7th +3 ─ 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 ─ 3 10 2 5th 5
10th +4 Archetype Rock 4 10 2 5th 5
11th +4 Rock 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Rock 4 12 3 5th 6
14th +5 Archetype Rock 4 12 3 5th 6
15th +5 Rock 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Rock 4 14 4 5th 7
18th +6 Archetype Rock 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Capstone 4 15 4 5th 8
(INT, WIS or CHA) is your spellcasting ability for your My
Class Features Full-Caster spells. You use your (INT, WIS or CHA) whenever
As a My Pact-Caster, you gain the following class features: a spell refers to your spellcasting ability. In addition, you use
your (INT, WIS or CHA) modifier when setting the saving
Hit Points throw DC for a My Third-Caster spell you cast and when
Hit Dice: Dependant on the class' defensive mechanics making an attack roll with one.
Hit Points at 1st Level: hit dice + your Constitution modifier Spell save DC = 8 + your proficiency bonus +
Hit Points at Higher Levels: hit dice average (rounded up) + your (INT, WIS or CHA) modifier
your Constitution modifier per My Pact-Caster level after Spell attack modifier = your proficiency bonus +
1st. your (INT, WIS or CHA) modifier
Proficiencies
Armor: Provide proficiencies for what is neccessary to the Spellcasting Focus
class. Describe what kind of spellcasting focus the class can use, if
Weapons: Provide proficiencies for what is neccessary to the any.
class.
Tools: Any Tools related to the class. Archetype Choice
Saving Throws: One Common Save (CON, DEX, WIS), One At first level, the class makes a choice between two or more
Uncommon Save (CHA, INT, STR) archetypes.
Skills: 2-4 Skills related to the class.
Level 2 Identity Rock
Equipment
You start with the following equipment, in addition to the At second level, this feature provides a mechanical identity to
equipment granted by your background: the class that defines its party role and what the class
specialises in.
(a) equipment needed for build #1 or (b) equipment
needed for build #2
(a) armor for build #1 or (b) armor for build #2
(a) a pack relevant to the class or (b) an explorer's pack
Any other items relevant to the class
Spellcasting
At first level, the class can now cast spells.
Cantrips
At first level, you know two cantrips of your choice from the
My Pact-Caster spell list. You learn additional My Pact-Caster
cantrips of your choice at higher levels, as shown in the
Cantrips Known column of the My Pact-Caster table.
Spell Slots
The My Pact-Caster table shows how many spell slots you
have. The table also shows what the level of those slots is; all
of your spell slots are the same level. To cast one of your My
Pact-Caster spells of 1st level or higher, you must expend a
spell slot. You regain all expended spell slots when you finish
a short long rest.
Spells Known of 1st Level or Higher
You know two 1st-level spells of your choice from the My
Pact-Caster spell list. The Spell Known column of the My
Pact-Caster table shows when you learn more My Pact-
Caster spells of your choice from this feature. A spell you
choose must be of a level no higher than what's shown in the
table's Slot Level column for your level. Additionally, when
you gain a level in this class, you can choose one of the My
Pact-Caster spells you know from this feature and replace it
with another spell from the My Pact-Caster spell list. The new
spell must also be of a level for which you have spell slots on
the My Pact-Caster table.
Spellcasting Ability
Level 3 Rock
Starting at 3rd level, this feature provides a new mechanic to
increase the class' power, or improves upon an existing rock.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature. Alternatively, you can choose a feat (see
Chapter 6 for a list of feats).
Level 11 Rock
Starting at 11th level, this feature provides a new mechanic to
increase the class' power, or improves upon an existing rock.
Level 13 Rock
Starting at 13th level, this feature provides a new mechanic to
increase the class' power, or improves upon an existing rock.
Level 15 Rock
Starting at 15th level, this feature provides a new mechanic to
increase the class' power, or improves upon an existing rock.
Level 17 Rock
Starting at 17th level, this feature provides a new mechanic to
increase the class' power, or improves upon an existing rock.
Level 20 Capstone
At 20th level, this feature provides an incredible increase in
the class' potency, which represents a reward for dedicating
all 20 levels to a single class. The Capstone feature
incorporates elements of the class' mechanical and
conceptual identities.
My Pact-Caster Archetypes Archetype # 2
This paragraph explains the different archetypes available to Here you can provide an overview of the archetype.
the class, what those archetypes specialise in, and what
choosing that archetype means for a character. Level 1 Archetype Rock
At first level, this feature provides a mechanical identity to the
Archetype # 1 archetype.
Here you can provide an overview of the archetype.
Level 1 Archetype Ribbon
Level 1 Archetype Rock At first level, this weak but flavorful feature provides a
At first level, this feature provides a mechanical identity to the conceptual identity to the archetype.
archetype.
Level 6 Archetype Rock
Level 1 Archetype Ribbon Starting at 6th level, this feature provides a new mechanic to
At first level, this weak but flavorful feature provides a increase the archetype's power, or improves upon an existing
conceptual identity to the archetype. archetype rock.

Level 6 Archetype Rock Level 10 Archetype Rock


Starting at 6th level, this feature provides a new mechanic to Starting at 10th level, this feature provides a new mechanic to
increase the archetype's power, or improves upon an existing increase the archetype's power, or improves upon an existing
archetype rock. archetype rock.

Level 10 Archetype Rock Level 14 Archetype Rock


Starting at 10th level, this feature provides a new mechanic to Starting at 14th level, this feature provides a new mechanic to
increase the archetype's power, or improves upon an existing increase the archetype's power, or improves upon an existing
archetype rock. archetype rock.

Level 14 Archetype Rock Level 18 Archetype Rock


Starting at 14th level, this feature provides a new mechanic to Starting at 18th level, this feature provides a new mechanic to
increase the archetype's power, or improves upon an existing increase the archetype's power, or improves upon an existing
archetype rock. archetype rock.

Level 18 Archetype Rock


Starting at 18th level, this feature provides a new mechanic to
increase the archetype's power, or improves upon an existing
archetype rock.
My Pact-Caster Spell List
1st Level Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name Spell Name
Spell Name Signature Spell Name Spell Name
Spell Name Signature Spell Name Spell Name 7th Level
Spell Name Spell Name Spell Name
Spell Name 3rd Level Spell Name Spell Name
Spell Name Spell Name Signature Spell Name Spell Name
Spell Name Spell Name Spell Name
Spell Name Spell Name 5th Level Spell Name
Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name 8th Level
Signature Spell Name Spell Name Spell Name Spell Name
Signature Spell Name Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name
2nd Level Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name
Spell Name Spell Name Spell Name 9th Level
Spell Name Signature Spell Name Spell Name Spell Name
Spell Name Signature Spell Name Spell Name Spell Name
Spell Name Signature Spell Name Spell Name
Spell Name 4th Level
Spell Name 6th Level
Full-Casters have a decent amount of spell options, including
signature spells that are available only to their class. These
classes rely on their spells for offense, defense and utility.
My Full-Caster Signature
Spells
Signature Spell # 1
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Spell Description
At Higher Levels. The Spell's Power increase when cast
at higher levels.
Signature Spell # 2
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
Spell Description
At Higher Levels. The Spell's Power increase when cast
at higher levels.

Credits:
Here you can provide acknowledgment of anyone who has
helped you in your class' design, including constructive
critics, playtesters and ideas people. This is also the place to
provide citations and links to any artists whose artworks you
have used to convey the class' conceptual identity.

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