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From All Walks of Life

Professor Professors usually begin teaching later in life, but they have
A dwarven mercenary is hired as a bodyguard for a always had a knack for teaching others. Professors hail from
prominent nobleman in the area, whose caravan is ambushed all backgrounds and all other professions, but sparking those
by a group of thieves and brigands lurking in the dusky forest. interests in others is what unifies the professors and teachers
The clumsy noble runs off, but the dwarf can sense that he is across the world. They usually teach at a college or other
likely to trip over the exposed tree roots and get captured. school, but often hold onto aspects of their previous jobs, like
She warns the noble to hide inside the caravan, and then mercenary work or persuing their academic interests.
makes quick work of the attackers, keeping her client safe.
An aged dragonborn bard looks tearfully out into the Multifaceted
audience of the music hall, watching his last performance While professors have a specific area of expertise, they have
before retirement. His gaze shifts to the younger members of to learn how to connect with a variety of students, and so they
the orchestra, exuberant but with a lot to learn before they must pick up on a variety of skills. Knowledgeable in different
master their craft. He decides to use his bardic inspiration to combat styles, schools of magic, and schools of thought,
inspire them, as he has done with thousands of audience professors are jacks of all trades while also being a master of
members, but not as a performer; as a teacher. one. Through this, professors are able to create a nearly
A halfling dressed in her old sorcerer robes is instructing a telepathic bond with their students and aid them through all
school of aspiring wizards, and to their initial confusion, she sorts of challenges and obstacles.
is teaching them self-defense. She speaks of different martial
arts, and of the perception and stealth she learned as a scam Multiclassing Rules
artist, teaching the students that magical prowess isn't useful Prerequisites: Strength or Dexterity 13, Intelligence 13
if they are ambushed and killed before they can open their (OPTIONAL RULE: If you have levels in a spellcasting class,
spellbooks. At the end of the lecture, one of the students you do not need to meet the prerequisite of having an
summarizes her teachings in such a concise and profound Intelligence score of 13 or higher. Consult your DM before
way, the halfling feels as if she has learned as much as her following this rule)
class has. Proficiencies Gained: Light armor, medium armor, shields,
Every great hero and adventurer has had someone that simple weapons, martial weapons
they learned from, whether it was a sparring partner, a Spell Slots: Add together one half of your Professor levels
spiritual mentor, or a more traditional kind of teacher. Those (rounded down) when determining your available spell slots.
that are drawn to teaching others, and being the mentor that
inspires a generation of adventurers, are likely to become
professors.

PART 3 | NEW CLASSES 23


The Professor
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Instruction, Tactical Advice — — — — — —
2nd +2 Fighting Style, Magical Source, Spellcasting 2 2 — — — —
3rd +2 Strategic Mind, House feature 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Divine Pulse (two uses) 4 4 2 — — —
7th +3 House feature 5 4 3 — — —
8th +3 Ability Score Improvement 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Enlightened One, instruction improvement 6 4 3 2 — —
11th +4 House feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 — 8 4 3 3 1 —
14th +5 Divine Pulse (three uses) 8 4 3 3 1 —
15th +5 House feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Rally Spectrum 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Sacred Power 11 4 3 3 3 2

Creating a Professor Class Features


As you create a professor, the three biggest questions are As a professor, you gain the following class features.
when, what, and who. First, when did they discover that
teaching was the path for them? Was it after they had become Hit Points
reputable in a specific field, or did they always know that Hit Dice: 1d10 per professor level
teaching was what they wanted to do? Many multiclass into Hit Points at 1st Level: 10 + your Constitution modifier
levels of professor when they want to pass on their Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
knowledge, while others begin their adventures wanting to modifier per professor level after 1st
study as many different disciplines as possible.
Second, what do they enjoy teaching the most, and what Proficiencies
are they the best at? Are they particularly adept at a given Armor: Light armor, medium armor, shields
skill, and enjoy teaching that skill to others? While fighting, Weapons: Simple weapons, martial weapons
do they like to enter the fray, focus on their spellcasting, or Tools: None
come up with more clever options to end the conflict quickly?
Lastly, who do they teach, and who do they teach for? Not Saving Throws: Intelligence, Wisdom
all professors have a group of students to lecture at; some Skills: Choose three from Arcana, Deception, History,
work with guilds of adventurers, or go town to town to teach Investigation, Insight, Perception, Persuasion, and Religion
everyone they can. As for motivation, do they teach others so Equipment
they can avoid a mistake that they've made, or so they can You start with the following equipment, in addition to the
become the best version of themselves that they can be? equipment granted by your background.
Quick Build (a) a martial weapon and a shield, or (b) two martial
You can make a professor quickly by following these weapons
suggestions. First, put your highest ability score in Strength, (a) a component pouch, or (b) any spellcasting focus
followed by Intelligence. Second, choose the Sage (a) a diplomat's pack, or (b) an explorer's pack
background. Scale mail and a light crossbow with 20 bolts
PART 3 | NEW CLASSES
24
Instruction OPTIONAL MULTICLASSING RULE: Since the magical
abilities of a professor are taken from their own area of
At 1st level, your knack for teaching based on your own life expertise, it is not necessarily always based in intellect. If you
experiences allows your “students” to put your experiences to are multiclassing into professor from one or more
practice. By instructing a friendly creature for 10 minutes, spellcasting classes, you may choose to have your
they become proficient in one skill, tool set, or kit that you are spellcasting ability be Wisdom or Charisma instead of
proficient in for 24 hours, or until they begin their next long Intelligence. Once the decision is made after reaching second
rest. You must finish a long rest before using this ability level, it cannot be changed.
again.
At 10th level, you recognize that often times the teacher Spellcasting
can learn just as much from the student. When using your By the time you reach 2nd level, you have learned how to
Instruction ability, you can instead have a friendly creature enhance your innate magical prowess to cast spells as a
instruct you for 10 minutes, and you become proficient in one sorcerer or ranger does. See Spells Rules for the general
skill, tool set, or kit that they are proficient in for the regular rules of spellcasting and the Spells Listing below for the
duration. professor spell list.
Tactical Advice Spell Slots
You can assess dangerous situations faster than most, and The Professor table shows how many spell slots you have to
use that intuitiveness to your allies’ advantage. At 1st level, cast your professor spells of 1st level and higher. To cast one
you can take a bonus action on each of your turns in combat of these spells, you must expend a slot of the spell’s level or
to use the Help action. higher. You regain all expended spell slots when you finish a
long rest.
Fighting Style For example, if you know the 1st-level spell cure wounds
and have a 1st-level and a 2nd-level spell slot available, you
You adopt a particular style of fighting as your specialty. can cast cure wounds using either slot.
Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose Spells Known of 1st Level and Higher
again. You know two 1st-level spells of your choice from the
Archery professor spell list.
The Spells Known column of the Professor table shows
You gain a +2 bonus to attack rolls you make with ranged when you learn more professor spells of your choice. Each of
weapons. these spells must be of a level for which you have spell slots.
Defense For instance, when you reach 5th level in this class, you can
While you are wearing armor, you get a +1 bonus to AC. learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Dueling choose one of the professor spells you know and replace it
When you are wielding a melee weapon in one hand and no with another spell from the professor spell list, which also
other weapons, you gain a +2 bonus to damage rolls with that must be of a level for which you have spell slots.
weapon. Spellcasting Ability
Protection Intelligence is your spellcasting ability for your professor
When a creature you can see attacks a target other than you spells, unless you chose Wisdom or Charisma using the
that is within 5 feet of you, you can use your reaction to optional Multiclassing rules. You use this ability whenever a
impose disadvantage on the attack roll. You must be wielding spell refers to your spellcasting ability. In addition, you use
a shield. your spellcasting ability modifier for that ability for when
setting the saving throw DC for a professor spell you cast and
Magical Source when making an attack roll with one.
Professors are unique in that while their magic usually draws Spell save DC = 8 + your proficiency bonus + your
from careful study, it may come from any number of different spellcasting ability modifier
sources, based on the individual’s background and Spell attack modifier = your proficiency bonus + your
experiences. A cleric who becomes a professor later in life, spellcasting ability modifier
for example, would likely instruct others through their deity’s
wisdom, while a bard turned professor would probably teach Spellcasting Focus
with their musical skills. Instead of only being able to use an You can use an arcane focus as a spellcasting focus for your
arcane focus as a spellcasting focus for your professor spells, professor spells, or any kind of spell focus through the
at 2nd level you can choose a focus from any spellcasting Magical Source class ability.
class to use as well.
If you have levels in other spellcasting classes, you can use
whatever focus you use for those classes as a spellcasting
focus for your professor spells.

PART 3 | NEW CLASSES 25


Strategic Mind You have two divine pulses. Whenever you or a creature
that you have an active telepathic link with makes an attack
Starting at 3rd level, you discover an uncanny ability to roll, an ability check, or a saving throw, or when an attack roll
strategize with your companions telepathically, letting you is made against you or an actively linked creature, you can
convey more information at a faster rate. As a bonus action, spend a divine pulse to roll an additional d20. You choose
you can create a telepathic link with a friendly creature which of the d20s is used for the attack roll, ability check, or
within 30 feet of you that you share a language with. Once saving throw.
you have linked with a creature in this way, the two of you can Divine pulses do not work with other abilities that let you
communicate telepathically as long as the link is active. A choose between multiple rolls, such as having advantage,
link is active as long as you remain within 30 feet of each spending a luck point granted by the Lucky feat, foretelling
other, remain friendly, and share a language. rolls granted by the Wizard’s Portent ability, and other divine
If a creature you linked with becomes out of range, is no pulses. Creatures affected by multiple abilities in this way
longer friendly towards you, or no longer shares a language choose which one they wish to use before rolling.
with you, the link is not broken, but it is no longer active until You regain any expended pulses when you finish a long
they meet the requirements again. rest.
You can create and break links an unlimited amount of You get an additional divine pulse at 14th level.
times, but you can only maintain up to a number of links
equal to your spellcasting ability modifier multiplied by 2. If Enlightened One
your spellcasting ability modifier lowers to a point where you By 10th level, your capacity for instructing and defending
have more links than you can maintain, you can choose your allies grows profoundly. The range of your strategic
which links to break in order to have an appropriate number. mind ability increases to 60 feet.
Communicating telepathically is faster than talking Additionally, whenever you have inspiration, you may give
verbally, allowing you to use more detail when talking as a your inspiration to a player character that you have an active
free action during combat. You can also communicate one telepathic link with that does not currently have inspiration
message telepathically while speaking something else, but as a free action.
this is more mentally taxing and so the messages cannot not
be too complex. You can telepathically communicate the
same message to multiple linked creatures at the same time, Rally Spectrum
but hearing messages from multiple sources at the same time At 18th level, you can motivate your allies to do anything they
sounds like people talking over each other. set their minds to. As an action, you and all creatures that you
A telepathic link cannot be active while one of the have active telepathic links with gain a +4 morale bonus to all
members is not conscious. ability checks and saving throws until your next turn. If you
are out of combat, this bonus lasts for six seconds.
Houses Morale bonuses from multiple different rally spectrum
At 3rd level, you choose an academic house of study based on abilities do not stack. If a creature would get a bonus from
your interests, usually centering around unique battle both rally spectrum and another rally ability (such as Rally
strategies and methodologies. Choose the Black Eagle Strength), they only get the highest bonus to any given check
House, Blue Lion House, or Golden Deer House, all detailed or saving throw and do not add them together.
at the end of the class description. Your choice grants you You can use this feature 4 times. You regain any expended
features at 3rd level and again at 7th, 11th, and 15th level. uses when you finish a long rest.

Ability Score Improvement Sacred Power


When you reach 4th level, and then again at 8th, 12th, 16th, At 20th level, the resolve that you inspire in others is
and 19th level, you can increase one ability score of your astounding. For one minute, as an action, creatures that you
choice by 2, or you can increase two ability scores of your have an active telepathic link with get a +3 morale bonus to
choice by 1. As normal, you can’t increase an ability score damage rolls, and all damage that is dealt to them is reduced
above 20 using this feature. by 3.
Once you use this feature, you can’t use it again until you
Extra Attack finish a long rest.
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the attack action on your turn. Houses
Joining a house of study, or deciding to teach based on a
Divine Pulse house's principles, is a commitment that is not taken lightly. It
At 6th level, whether through divine intervention or a tactical informs your battle strategy, and more than that, it informs
insight that borders on divination, you can see calamity the types of people that tend to be drawn to your instructions.
coming and act to prevent it. It also teaches you about yourself, and what kinds of causes
you tend to be drawn to.

26 PART 3 | NEW CLASSES


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House of the Blue Lion


The House of the Blue Lion originates from the Holy
Kingdom of Faerghus, a kingdom that teaches children to
wield weapons to protect themselves from the harsh
environment, and instills its military with chivalry and duty.
The house values chivalry and piety, showing respect to
everyone (including enemies), but if that respect is broken,
they are usually never forgiven. The Blue Lions treat combat
as a sacred art, and are steadfast in their goals, which often
attracts soldiers and acolytes.
Combat Arts
At 3rd level, you learn combat arts that use up special dice
called tactical dice.
Combat Arts. You learn four combat arts when you take
this archetype at 3rd level: Draw Back, Reposition, Shove,
House of the Black Eagle and Swap. Many combat arts enhance an attack in some way.
The House of the Black Eagle originates from the Adrestian You can use only one combat art per turn.
Empire, a monarchy with hierarchal families and a strong You learn two additional combat arts of your choice at 7th,
imperial army relying on magic. The house is one that values 10th, and 15th level. Each time you learn new combat arts,
ruling with a mighty fist and acting according to your you can also replace one combat art you know with a
conscience, but also knowing that compromise is often different one.
necessary when accomplishing important goals. The Black Tactical Dice. You have four tactical dice, which are d8s. A
Eagles respect structure and order, but use every tool at their tactical die is expended when you use it. You regain all of
disposal, particularly magic, which often attracts nobles and your expended tactical dice when you finish a short or long
sages. rest.
You gain another tactical die at 7th level and one more at
Cantrips 15th level.
At 3rd level, you learn two cantrips of your choice from the Saving Throws. Some of your combat arts require your
wizard spell list. You learn an additional wizard cantrip of target to make a saving throw to resist the combat art’s
your choice at 10th level. effects. The saving throw DC is calculated as follows:
Combat Art save DC = 8 + your proficiency bonus + your
Tomefaire Strength or Dexterity modifier (your choice)
At 7th level, you add your spellcasting ability modifier to the
damage rolls of your cantrips. Meleefaire
Forbidden Knowledge
At 7th level, you may expend a tactical die when making a
At 11th level, choose one spell from any class, including this melee weapon attack, adding it to either the attack roll or the
one. A spell you choose must be of a level you can cast, as damage roll. You cannot expend a tactical die in this way
shown on the Professor table, or a cantrip. when making a combat art that already requires expending a
The chosen spell counts as a professor spell for you, and tactical die.
does not count towards your total number of spells known. Chivalry
You learn one additional spell or cantrip from any class at At 11th level, you have gained enough martial prowess to
15th level. influence the world based on your ideals. Choose a paladin’s
Resolve
oath and commit yourself to the tenets of that oath, or work
At 15th level, your dedication to your ideals and to the craft of with your DM to create other tenets more applicable to your
spellcasting are unwavering. You add your spellcasting ability character. While you stay true to these tenets, you can’t be
modifier to Constitution saving throws that you make to frightened. Your DM decides if you ever stray too far from
maintain your concentration on a spell when you take your tenets, and how long the penalty should last (usually for
damage. 24 hours after a particularly untenable act).
Additionally, when you make a melee attack, you may As long as you are benefitting from this ability, creatures
expend a spell slot of any level to have it count as magical for that you have active telepathic links with have advantage on
the purpose of overcoming resistance and immunity to saving throws against being frightened.
nonmagical attacks and damage. Persistence
At 15th level, when you roll initiative and have no tactical dice
remaining, you regain 1 tactical dice.
PART 3 | NEW CLASSES 27
Combat Arts Soulblade. When you attack a creature with a melee
The combat arts are presented in alphabetical order. weapon attack, you may expend a tactical die to have the
Astra. When you are attacking a creature with melee attack count as magical for the purpose of overcoming
attacks using the Extra Attack feature, you may expend a resistance and immunity to nonmagical attacks and damage.
tactical die to make two extra attacks as a bonus action. If If you hit, add the superiority die to the attack’s damage roll.
you do, all damage rolls you make this turn are halved. Steal. When you hit a creature with a weapon attack and
Draw Back. When you are adjacent to a willing creature have at least one hand free, you can expend one tactical die to
that you have an active telepathic link with, you may expend a attempt to disarm the target of one item of your choice that
tactical dice to move 5 feet away from the ally and have them it’s holding, and then grab it yourself. The target must make a
move 5 feet to occupy your previous space. This movement Strength saving throw. On a failed save, it drops one object of
doesn’t count towards both of your total movement for the your choice. If you are within 5 feet, you may make a DC 10
turn, and doesn’t provoke attacks of opportunity. You can sleight of hand check to grab the dropped object with an open
activate this combat art as either an action or a bonus action. hand. If you fail the check, the object lands at its feet.
Fierce Iron Fist. When you are attacking a creature with Swap. When you are adjacent to a willing creature that you
an unarmed attack, you may expend a tactical die to change have an active telepathic link with, you may expend a tactical
the damage die of your unarmed strikes against the target to dice to switch places with that creature. This movement
d4 until the end of turn, and add the die to your first unarmed doesn’t count towards both of your movement total for the
damage roll. turn, and doesn’t provoke attacks of opportunity. You can
Grounder. When you hit a creature with a melee attack activate this combat art as either an action or a bonus action.
that is flying, you may expend a tactical die to maximize the Triangle Attack. When you make a melee weapon attack
amount of weapon damage you deal to that creature. You add against a creature with at least three adjacent creatures that
the die to the attack roll. are hostile towards it (which can include yourself), you may
Helm Splitter. When you hit a creature with a melee expend one tactical dice to grant yourself advantage on the
attack that is wearing heavy armor, you may expend a tactical attack roll. Add the superiority die to the attack’s damage roll.
die to maximize the amount of weapon damage you deal to Vantage. When a creature attacks you with a melee attack,
that creature. You add the die to the attack roll. you can use your reaction and expend one tactical dice to
Lethality. When you are attacking a creature with a make a melee attack against the creature before their attack
weapon attack, you may expend a tactical die to increase the roll.
critical hit range of the attack to 18-20, and add the die to the
attack’s damage roll.
Monster Breaker. When you hit a monstrosity type
creature with a melee attack, you may expend a tactical die to
maximize the amount of weapon damage you deal to that
creature. You add the die to the attack roll.
One-Two Punch. When you are attacking a creature with
an unarmed attack, you may expend a tactical die to change
the damage die of your unarmed strikes against the target to
d4 until the end of turn, and make an extra unarmed attack
against the target as a bonus action.
Paraselene. When you make a melee attack against a
creature, you may expend a tactical die and add it to the
damage roll. After your attack action is completed, you may
move 5 feet away from the creature. This movement doesn’t
count towards your movement total for the turn, and doesn’t
provoke attacks of opportunity.
Reposition. When you are adjacent to a willing creature
that you have an active telepathic link with, you may expend a
tactical dice to reposition that creature so that it is on the
opposite side of you. This movement doesn’t count towards
both of your total movement for the turn, and doesn’t provoke
attacks of opportunity. You can activate this combat art as
either an action or a bonus action.
Shove. When you are adjacent to a willing creature that
you have an active telepathic link with, you may expend a
tactical dice to push that creature 5 feet away from you. This
movement doesn’t count towards both of your total
movement for the turn, and doesn’t provoke attacks of
opportunity. You can activate this combat art as either an
action or a bonus action.

28 PART 3 | NEW CLASSES


House of the Golden Deer
The House of the Golden Deer originates from the Leicester
Alliance, a league of multiple noble families united as a
republic (though they don't always get along), each
contributing to a military with a preference of bows and
ranged attacks. The house values the strength in diversity
and working with others, while also doing whatever you can
to do right by your own associates. The Golden Deer may
occasionally use unscrupulous methods and schemes, but
they are accepting of outsiders and are very resourceful by
attacking from a distance, often attracting charlatans and
urchins.
Battle Trickery
At 3rd level, you learn the value of distracting your opponents Professor spells
in unexpected ways, through jeering, feinting, or any number This is a list of professor spells by level.
of other ways. When you use the help action, you can aid a 1st Level Spells
friendly creature in attacking a creature within 30 feet of you
instead of within 5 feet of you. Alarm, Arcane Weapon, Bless, Burning Hands, Charm
Taking up an opponent’s focus in this way also takes up Person, Command, Comprehend Languages, Cure Wounds,
your focus. If you distract a creature further than 5 feet away Detect Magic, Divine Favor, Guiding Bolt, Healing Word,
from you, the next attack roll against you has advantage until Heroism, Identify
your next turn. The creature you are distracting does not get 2nd Level Spells
this bonus. Aid, Augury, Branding Smite, Calm Emotions, Enhance
Bowfaire Ability, Enthrall, Flame Blade, Lesser Restoration, Magic
At 7th level, you add your dexterity modifier to the damage Mouth, Prayer of Healing, Scorching Ray, Suggestion,
rolls of ranged attacks as long as you are within 30 feet of the Warding Bond
creature taking damage. 3rd Level Spells
Beacon of Hope, Blinding Smite, Fast Friends (AI), Haste,
Schemer Lightning Bolt, Mass Healing Word, Motivational Speech (AI),
At 11th level, you pick up on alternate methods of stopping or Sending, Vampiric Touch, Tongues
sabotaging your foes. Choose two of the following to gain
proficiency in: 4th Level Spells
Deception, persuasion, sleight of hand, stealth, disguise kit, Arcane Eye, Aura of Life, Confusion, Divination, Ice Storm,
forgery kit, poisoner’s kit, or thieves’ tools. Staggering Smite
If you chose an option that you are already proficient in,
double your proficiency modifier for it. You cannot double 5th Level Spells
your proficiency modifier more than once, such as through Circle of Power, Commune, Flame Strike, Mass Cure
this and the rogue’s Expertise class feature. Wounds, Telepathic Bond, Skill Empowerment
Golden Scheme
At 15th level, you add even more tricks to your arsenal that
most opponents would not expect, and your allies can make
full use of them. Choose two of the combat arts from the
combat arts section of the Blue Lion professor archetype. You
gain these combat arts, as well as a tactical die that is a d8.
You regain one expended superiority die when you finish a
short or long rest, or when you roll initiative.
When you use the help action, you can let the creature that
you are helping use the combat art you gained from this
ability. They must follow all other prerequisites of the combat
art, such as using unarmed strikes for the Fierce Iron Fist
art. If they do perform the combat art, they must expend your
tactical die gained from this ability.
PART 3 | NEW CLASSES 29

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