Generalist

Caution: Untested Content

As a Generalist, you have never really excelled in any one role. You are the one who supports your team, who fills in the gaps to make sure that everyone else shines. It’s unlikely that the Generalist will be the one bards write songs about, but that’s okay—it’s all about helping others, not glory or immortality.

Hit Points

Hit Dice: 1d8 per Generalist level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher levels: 1d8 (or 5) + your Constitution modifier per Generalist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution
Skills: None

Equipment

  • A simple light melee weapon
  • A simple ranged weapon with 20 pieces of ammunition
  • (a) padded armor or (b) leather armor
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Lvl Proficiency Bonus Features Cantrips Learned Healing Dice
1st +2 Basic Magic, Basic Fighting 1
2nd +2 Basic Healing 1 2d4
3rd +2 1 2d4
4th +2 Ability Score Improvement 2 2d4
5th +3 Basic Toolwork 2 2d4
6th +3 3 2d4
7th +3 3 4d4
8th +3 Ability Score Improvement 4 4d4
9th +4 4 4d4
10th +4 Back to Basics 5 4d4
11th +4 5 4d4
12th +4 Ability Score Improvement 6 6d4
13th +5 6 6d4
14th +5 7 6d4
15th +5 7 6d4
16th +5 Ability Score Improvement 8 6d4
17th +6 8 8d4
18th +6 9 8d4
19th +6 Ability Score Improvement 9 8d4
20th +6 Everything You’ve Got 10 8d4

Generalist's Burden

Concentrating on the skills of a specific class defeats the purpose of being a Generalist. Therefore, you cannot multiclass into or out of the Generalist class.

The Generalist has no particular background to draw from in terms of its abilities or advantages. Choosing a Background is not available to the Generalist.

If you choose to switch to another class, your general knowledge allows you to begin training in that class at 2nd level if you have reached at least 2nd level as a Generalist, but you will lose all skills and abilities you learned as a Generalist. Once you have switched to following the path of a specific class, you can never again be a Generalist.

Basic Magic

You have learned to cast the most basic of spells, though you have not developed skills in stronger magic. You know a number of cantrips equal to half your Generalist level, rounded down (minimum of 1). After you cast a cantrip, your next action cannot be used to cast a cantrip.

You can choose to learn any cantrip from any school of magic, but must alternate between learning damage and utility cantrips. For example, if you learn the ray of frost cantrip at 1st level, you must learn a cantrip that does no damage at level 4, and alternate each time you learn a new cantrip.

Spellcasting Ability

Constitution is your spellcasting ability for your Generalist cantrips, as you do not rely on any specific magical training to cast them. Use your Constitution whenever a cantrip refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Generalist cantrip and when making an attack roll with one.

Cantrip save DC = 8 + your proficiency bonus + your Constitution modifier

Cantrip Attack Modifier = your proficiency bonus + your Constitution modifier

Basic Fighting

You are proficient with light armor and simple weapons. If you attempt to use a martial weapon, or use a shield, you will have disadvantage on your weapon attacks, since you do not know how to fight using heavier weapons. If you attempt to don medium or heavy armor, your movement speed will be halved, since you are not conditioned to bear the weight of heavier armors.

Basic Healing

Starting at 2nd level, you learn the very basics of healing. The amount of healing you can do is determined by your healing dice, as listed in the Healing Dice column of the Generalist table. You can use an action to heal yourself, or to touch an ally and heal them; this ability has no effect on undead or constructs. You gain no bonuses or modifiers to your healing ability. After you heal, your next action cannot be used to heal.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase an ability score of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. The ability score you choose to increase must be different than the one you chose for the previous ability score improvement. Additionally, you cannot take feats as a Generalist.

Basic Toolwork

At 5th level, you have developed a general understanding of how most tools work. You can add half your proficiency bonus (rounded down) to any tool check.

Back to Basics

At 10th level, you have had the chance to study your companions’ styles in fighting, magic, socializing, and many other areas. When you make any skill check, you can choose one ally; you gain that ally’s modifier (positive or negative) and proficiency bonus for that one check. You must complete a short or long rest before you can use this feature again.

Everything You've Got

At 20th level, you learn to muster all of your energy and skills into a single burst of action. On your turn, you can cast one cantrip, heal one person, and make one weapon attack with a single action, regardless of the action you took on your previous turn. After this concerted effort, you cannot take any action on your next turn, and must complete a long rest before you can use this feature again.


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