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Prodigy


Hit Points

Hit Dice: d8 per Prodigy level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 5 + Constitution Modifier per Prodigy level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons. If this is your starting class (Character level 1), you can trade out your proficiency with martial weapons, medium armor, and shields for a martial tradition.
Tools: Choose two types of artisan’s tools or musical instruments
Saving Throws: Intelligence, Dexterity
Skills: Choose any three.

Overview & Creation

“I can do that.” Brilliant warriors capable of combining martial and magic techniques into a seamless flow, bewildering allies and confounding foes with their unparalleled adaptability.   Quick Build You can make a prodigy quickly by following these suggestions. First, choose the Acolyte background, with Magus as your casting tradition. Your highest score should be Intelligence. Your next-highest score should be Strength or Dexterity, depending upon whether you want to focus on melee weapons or ranged combat (or finesse weapons). Your third-highest score should be Constitution. Choose the Destruction sphere and Blade (blast shape) as the bonus magic talents from your casting tradition. Trade out your medium armor, shield, and martial weapon proficiencies for the Shield of Faith martial tradition, gaining the Shield sphere, Armored Training, and Versatile Shield, with Duelist Training as your variable talent.


Class Features

Sequence You know how to string together actions in combat, building momentum and unbalancing enemies before executing powerful finishing blows. A sequence requires the rush induced by real danger; you cannot begin a sequence before combat starts, and your sequence ends automatically 1 round after combat ends. Sequences have two parts: Links and finishers. Whenever you perform an action that qualifies as a link, this either begins a new sequence (being its first link), or increases the number of links in your current sequence by 1. You cannot have more than one sequence active at a time, and the total number of links you can have in your sequence is listed on Table: Prodigy. You can only add 1 link to your sequence a turn. If you haven’t taken an action that adds a link to your sequence for 1 full round, your sequence goes down by 1 instead at the beginning of your turn. If you become dead, paralyzed, petrified, stunned, or unconscious, your sequence immediately ends. Links The following things, if done as a result of an Action on your part, begin a sequence. If your sequence is already active, these activities can add links to your sequence whether or not they are done as an Action, but no more than once per any creature’s turn:

  • Attack: Successfully striking a target with an attack or a spell that requires an attack roll.
  • Overcome: Defeat a target in a contested Athletics or Acrobatics check, such as when shoving or being shoved, grappling or being grappled.
  • Debilitate: A hostile creature fails a saving throw against a magic or martial sphere effect you created.
  • Maneuver: Take the Disengage or Dash actions.
  • Defeat: Reducing a hostile creature to 0 hit points.
  • Heal: Restore hit points to an ally or remove a condition such as blinded, charmed, frightened, nauseated, poisoned, stunned, or petrified.
Finishers You can perform any of the following finishers. Performing a finisher ends your sequence and cannot be used to start a new one. Some finishers have some sort of requirement to use, usually including a minimum number of links in your sequence. If a finisher lets you target multiple creatures, you can move between attempts just as when performing an Attack action against multiple targets. The following are your basic finishers:
  • Adroit Momentum: (2 links) When making an ability check, you can end your sequence to gain a +1d4 bonus. This must be done before the roll is made.
  • Arcane Apocalypse: (4 links) Cast a spell that can usually be done as an Action as a bonus action instead. (6 links) Spend your action and bonus action to cast 3 different spells that cost an Action to use. You can use these finishers even if any of your spells cast that turn have a spell point cost of 1 or higher.
  • Certain Strike: (2 links) Gain advantage on a single attack roll.
  • Doombringer: (2 links) Make a single attack as a bonus action. (4 links) Make an Attack action as a bonus action. (6 links) Spend your action and bonus action to make three Attack actions.
  • Focus: (3 links) Regain martial focus with no action required.
  • Ironhide: As a reaction when someone rolls damage against you, reduce that damage by the links in your sequence x 5.
  • Resilience: (4 links) As a reaction, reroll a failed saving throw. This cannot be done if the roll was already made with advantage.
Integrated Techniques You gain the following additional links and finishers if you possess the prerequisite Martial spheres:  
    Alchemy
  • Alchemical Application (link): Use or apply any formula or poison.
  • Carpet Bombing (finisher): As an action, throw one formula or poison per link in your sequence. A creature cannot be affected by more than one formula or poison used for this ability.
  • Athletics
  • Hard Target (link): Use acrobatics to successfully tumble through a target's space, or provoke an attack of opportunity form an enemy and dodge the attack.
  • Barrage
  • Flurry (finisher): As an action, make one ranged attack per link in your sequence, but no creature can be targeted by more than one attack. You can move as normal between attacks, as when making an Attack action.
  • Barroom
  • Liquid Preparation (link): Imbibe an alcoholic drink, formulae, or potion.
  • Stumbling Flow (link): Fall prone.
  • Beastmastery
  • Pack Attack (finisher): As an action, you can command a number of animal allies up to your sequence length to make an attack as a reaction. No one creature can be targeted by more than two of these attacks.
  • Berserker
  • Whirlwind (finisher): As an action, you can make one melee or thrown weapon attack per link in your sequence. No one creature can be targeted by more than one attack. You can move as normal between attacks, as when making an Attack action.
  • Brute
  • Clear the Field (finisher): As an action, you can shove a number of creatures equal to the length of your sequence, and apply (manhandles) to each one. No one creature can be targeted by more than one shove. You can move as normal between shoves, as when making an Attack action.
  • Dual Wielding
  • Duel Defense (link): Take the Dodge action.
  • Fencing
  • Feinting Set-Up (link): Feint a creature.
  • Gladiator
  • Braggadocio (link): Perform a boast.
  • Guardian
  • Deliberate Challenge (link): Challenge a creature.
  • Endurance (link): Fill your delayed damage pool to its maximum capacity.
  • Lockdown (link): Use patrol.
  • Retribution
  • Ready for Action (link): Ready a counterstrike. Activating the readied attack cannot grant additional links.
  • Scoundrel
  • Kleptomaniac (finisher): As an action, you can attempt to steal from or perform a dirty trick on a number of creatures equal to the number of links in your sequence. No one creature can be targeted more than twice. You can move as normal between steal/dirty trick attempts, as when making an Attack action.
  • Scout
  • Battlefield Assessment (link): Scout a creature.
  • Vanish (link): Take the Hide action.
  • Shield
  • Defender (link): A creature misses an attack roll against a target benefiting from your active defense.
  • Sniper
  • Deliberate Load (link): Reload a weapon with an action or bonus action.
  • Trap
  • Trapped (link): A hostile creature fails a saving throw against or takes damage from one of your traps.
  • Warleader
  • Battlefield Coordination (link): Use a shout or activate a tactic.
  • Continue Guidance (link): Maintain a tactic with a bonus action.
  • Wrestling
  • Snag (link): Start your turn grappling a target.
Prodigy's Calling At 2nd level, the prodigy chooses a calling, which are detailed at the end of the class description. This calling grants you features at 2nd level and again at 5th, 10th, 14th, and 18th level.   Imbue Sequence At 3rd level, as part of starting a sequence, you can infuse yourself with mystic energy tied to one magic sphere you possess. Only a single imbue ability can be applied at a time, though the imbuement can be changed as a bonus action, and its effects end immediately when the sequence does. Imbuement effects do not cost spell points or require concentration unless noted. Beginning an imbuement or activating a finisher are sphere effects.
    Alteration
  • Minor Shapeshift: You gain one trait that you can apply to a shapeshift. This is in addition to any traits otherwise granted by shapeshift
  • Conjuration
  • Double Team: You have advantage on the first attack roll you make each turn against a target within your Conjuration companion’s reach.
    Creation
  • Debris Field: The ground within 30 feet of you is considered difficult terrain for everyone except you.
    Dark
  • Shadow: You become the center of a darkness, but you are unaffected by that darkness. You can apply a single (darkness) talent to this darkness as normal, paying any spell spoints required.
  • Death
  • Vampiric Blade: When making an attack action, you can deal additional necrotic damage equal to half your prodigy level once. When this damage is dealt, you gain a number of temporary hit points equal to the necrotic damage inflicted. These temporary hit points expire after 1 minute.
  • Destruction
  • Destructive Edge: When making an attack action, you can add your class level to one damage roll. The type of this damage matches a blast type of your choice you possess.
  • Divination
  • Clear Sighted: You gain the benefit of one sense you possess, paying any spell points required.
  • Enhancement
  • Enhanced Combatant: You, a weapon you wield, or a piece of armor or shield that you have equipped, gains the benefit of one (enhance) talent that you possess, paying any spell points required.
  • Fate
  • Lucky: You become the center of one non-instantaneous consecration you can create. You must pay any spell points required.
  • Illusion
  • Blurred: You can give one attack made against you each round disadvantage.
  • Life
  • Regenerate: Regain a number of hit points equal to the length of your sequence at the end of each of your turns.
  • Light
  • Sunrise: You shed bright light as if applying brighten to a glow. You can apply a single (light) talent to this light as normal, paying any spell points required.
  • Mind
  • Mind Breaker: When you deal damage, shove, or grapple a target with an attack action, that creature subtracts 1d4 from the result of any Wisdom saving throws it rolls until the end of your next turn.
  • Nature
  • Aura of Flame (requires Fire Geomancy): All hostile creatures within 5 feet of you at the end of their turn take fire damage equal to the length of your sequence.
  • Fog of War (requires Water Geomancy): You are shrouded in heavy mist to a 5-foot radius per link, which is considered heavily obscured.
  • Greenstep (requires Plant Geomancy): You can ignore difficult terrain caused by plantlife (including magical plantlife) and can see unhindered through plantlife up to 30 feet.
  • Steel Skin (requires Metal Geomancy): You ignore disadvantage to Dexterity (stealth) checks from any armor primarily composed of metal and gain advantage on any saving throws or opposed ability checks to resist effects targeting your armor and weapons that are primarily composed of metal.
  • Tunnel (requires Earth Geomancy): You gain a 10 foot burrow speed. This means you can move through sand, earth, mud, or ice, but not stone.
  • Wind Barrier (requires Air Geomancy): Ranged weapon attacks against you have disadvantage.
  • Protection
  • Defended: You gain the benefit of one aegis you possess, paying any spell points required.
  • Telekinesis
  • Air Step: You fall at a rate of 60 feet per round and become immune to falling damage. If you are capable of using levitate on yourself, whenever you add a link to your sequence you gain a 20 ft. fly speed until the end of your next turn.
  • Time
  • Time Slip: Your speed increases by +10 feet.
  • Warp
  • Step Between: You do not provoke attacks of opportunity from movement.
  • Universal
  • Chaos Aura (requires any wild magic talent): Hostile creatures within 20 feet of you increase their wild magic chance by 10% per link.
  • Weaken Dweomer (requires Dispel): You gain advantage on one saving throw made against magic each round.
  • Weather
  • Buffeting Air: You gain advantage on any Strength (Athletics) or Dexterity (Acrobatics) check made in response to something starting a contested roll against you (such as a shove, tumble, or grapple).
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.   Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Unbroken Sequence At 6th level, when your sequence would be ended by the paralyzed, stunned, petrified, or unconscious conditions, you can expend martial focus to prevent the sequence from ending for 1 round.   Focused Sequence At 7th level, you can expend your martial focus with no action on your turn to increase your sequence by 1 link. Alternatively, as a bonus action you can cease concentration on a magic effect. This does not count against your usual total of 1 link per turn, but cannot be done if your sequence is already at its maximum, and cannot be benefited from more than once per round.   Expertise At 9th level, choose two of your skill or tool Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies. At 17th level, you can choose two more of your Proficiencies to gain this benefit.   Steady Skill Beginning at 11th level, whenever you make any ability check and roll a 7 or lower on the d20, you can treat the roll as if it had been an 8.   Flawless Sequence At 13th level, you do not lose a link from your sequence if you failed to add a link since the beginning of your previous turn, and no longer need to expend martial focus to prevent your sequence ending from the paralyzed, stunned, petrified, or unconscious conditions.   Prodigious Skill Beginning at 15th level, whenever you would make an ability check you can spend 1 spell point instead of rolling the d20 to treat the d20 as if it had rolled a 15.   Perfected Prodigy At 20th level, when you start a sequence, it begins with three links instead of one.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background and traditions. You must be proficient with the chosen class equipment to select it as part of your starting equipment:

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • (a) leather armor, or (b) scale mail
  • (a) a martial or simple weapon, or (b) a shield

 


Spellcasting

You can combine spheres and talents to create magical effects. You gain a spell pool, Blended Training, and a Casting Tradition.   Casting Tradition Select a Casting Tradition or use one you already possess.   Spell Pool You gain a small reservoir of energy that you can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to your key ability modifier (minimum: 1). You gain additional spell points equal to half your prodigy level (rounded down). This pool replenishes once per day after a long rest. (Note: if multiclassing, spell points from your key ability modifier are only gained once.)   Blended Training You gain 3/4ths of a magic talent every level, according to Table: Prodigy. Any time you would gain a magic talent from this class you can instead choose a martial talent.   Martial Focus Prodigies can achieve martial focus (even if they do not possess a martial tradition or martial talents, see Spheres of Might). They gain their martial focus after a minute of rest, or by taking the Dodge action. A prodigy cannot have multiple focuses, and cannot by any means regain focus more than once per round. When a prodigy has martial focus, they can expend their focus before making any single Strength, Dexterity, or Constitution saving throw to treat the die as if it had rolled a 10. They can also expend their martial focus to gain the benefit of certain martial talents and class features, as described in their entry, while other talents and abilities might require you to currently have martial focus. Once a prodigy has gained martial focus, the prodigy remains focused until they expend their focus, become unconscious, or go to sleep (or enter a meditative trance).


Subclass Options

Battleborn

There are times when someone’s body does everything perfectly; the lines of motion converge to allow the warrior to jump higher, strike faster, and dodge more completely than most humanoids are normally capable of. For the battleborn, these moments of genius are not the exception, but the norm.   Natural Talents At 2nd level, you gain 1 martial talent. Whenever you complete a long rest, you can change this talent. You gain an additional talent that you can change in this fashion at 10th and 18th levels.   Inspired Hit At 5th level, your weapon and spell attack rolls score a critical hit on a roll of 19 or 20.   Natural Inspiration At 10th level, you can change your natural talents during a short or long rest.   Greater Extra Attack At 14th level, you can make three attacks instead of two when making an Attack action.   Masterful Inspiration Beginning at 18th level, you can spend 1 spell point to change a natural talent as a bonus action.   Genius Hit Beginning at 20th level, your weapon and spell attack rolls score a critical hit on a roll of 18-20.

Mimic's Calling
For a mimic, all that’s needed to master a skill is the chance to see it in action. Mimicry At 2nd level, you can intuitively understand abilities that you see in practice. When you observe a martial technique or magical spell effect, as a reaction you can attempt a key ability check (with proficiency bonus) against the sphere DC of the effect. If successful, you gain knowledge of 1 base sphere or talent that you do not possess that was used in that effect. This knowledge is retained for 1 minute. You can retain knowledge of 2 talents at a time; learning a third replaces a previous talent of your choice. Mimicked spells are cast according to your casting tradition, though any material component or focus with a cost greater than 10gp must still be provided. At 5th level, you can retain up to 3 talents or spells at a time. At 10th level, you retain talents or spells until your next short or long rest. At 14th level, you can use your mimicry ability once per round without expending a reaction. At 18th level, you can retain up to 4 talents or spells at a time.   Perfected Calling At 20th level, you retain mimicked talents and other abilities indefinitely, though still must forget one if you gain a new talent or ability beyond your limit.

Savant's Calling
For a very, very selective few, magic comes so naturally to them that they deal not with spells, but with the pure forces behind their creation. For a savant, rewriting magic is as easy as breathing, and mastering new skills as easy as a night spent ruminating on the subject.   Meditative Talents At 2nd level, you gain 1 magic talent. Whenever you complete a long rest, you can change this talent. You gain an additional talent you can change in this fashion at 10th and 18th levels.   Reflect Spell At 5th level, when targeted by a spell, as a reaction you can expend martial focus to make an opposed spellcasting ability check. If successful, the spell is reflected back on the caster as if you were the caster and they were the target. Whether or not you are successful, you cannot take an Action on your next turn.   Quick Rumination Beginning at 10th level, you can change your meditative talents during a short or long rest.   Greater Reflect Spell At 14th level, you can use your action normally on the turn after using reflect spell and automatically regain your martial focus if your spellcasting ability check succeeds.   Instant Rumination Beginning at 18th level, you can expend your martial focus to change a meditative talent as an Action.   Masterful Rumination At 20th level, you can use instant rumination as a bonus action instead of an action.


LevelProficiency BonusFeaturesTalentsSpell PointsMax Sequence Length
1st+2Spherecasting, Martial Focus, Sequence002
2nd+2Blended Training, Prodigy’s Calling112
3rd+2Imbue Sequence213
4th+2Ability Score Improvement323
5th+3Extra Attack, Prodigy’s Calling feature323
6th+3Unbroken Sequence433
7th+3Focused Sequence534
8th+3Ability Score Improvement644
9th+4Expertise644
10th+4Prodigy’s Calling feature754
11th+4Steady Skill855
12th+4Ability Score Improvement965
13th+5Flawless Sequence965
14th+5Prodigy’s Calling feature1075
15th+5Prodigious Skill1176
16th+5Ability Score Improvement1286
17th+6Expertise1286
18th+6Prodigy’s Calling feature1396
19th+6Ability Score Improvement1496
20th+6Perfected Prodigy15106

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