My Third-Caster Class

This paragraph includes a few one-sentence stories about people who belong to this class and a sentence that briefly summarises the 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 Third-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

Briefly summarise a quick way to create a My Third-Caster. This includes which ability scores to prioritise, and any choices that need to be made at first level.




















My Third-Caster
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th
1st +2 Archetype Choice (One Rock, One Ribbon), Identity Rock
2nd +2 Identity Rock, Identity Ribbon
3rd +2 Archetype Rock, Spellcasting 2 3 2
4th +2 Ability Score Improvement 2 4 3
5th +3 Tier Upgrade 2 4 3
6th +3 Rock 2 4 3
7th +3 Rock 2 5 4 2
8th +3 Ability Score Improvement 2 6 4 2
9th +4 Archetype Rock 2 6 4 2
10th +4 Rock 3 7 4 3
11th +4 Tier Upgrade 3 8 4 3
12th +4 Ability Score Improvement 3 8 4 3
13th +5 Rock 3 9 4 3 2
14th +5 Archetype Rock 3 10 4 3 2
15th +5 Rock 3 10 4 3 2
16th +5 Ability Score Improvement 3 11 4 3 3
17th +6 Archetype Tier Upgrade 3 11 4 3 3
18th +6 Rock 3 11 4 3 3
19th +6 Ability Score Improvement 3 12 4 3 3 1
20th +6 Capstone 3 13 4 3 3 1

Class Features

As a My Third-Caster, you gain the following class features:

Hit Points


  • Hit Dice: Dependant on the class' defensive mechanics
  • Hit Points at 1st Level: hit dice + your Constitution modifier
  • Hit Points at Higher Levels: hit dice average (rounded up) + your Constitution modifier per My Third-Caster level after 1st.

Proficiencies


  • Armor: Provide proficiencies for what is neccessary to the class.
  • Weapons: Provide proficiencies for what is neccessary to the class.
  • Tools: Any Tools related to the class.

  • Saving Throws: One Common Save (CON, DEX, WIS), One Uncommon Save (CHA, INT, STR)
  • Skills: 2-4 Skills related to the class.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (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

Archetype Choice

At first level, the class makes a choice between two or more archetypes.

Level 1 Identity Rock

At first level, this feature provides a mechanical identity to the class that defines its party role and what the class specialises in.

Level 2 Identity Rock

At second level, this feature provides a mechanical identity to the class that defines its party role and what the class specialises in.

Level 2 Identity Ribbon

At second level, this feature provides a weak but flavorful benefit to the class that showcases the class' conceptual identity.









Spellcasting

By 3rd level, the class can now cast spells.

Cantrips

At 3rd level, you know two cantrips of your choice from the My Third-Caster spell list. You learn additional My Third-Caster cantrips of your choice at higher levels, as shown in the Cantrips Known column of the My Third-Caster table.

Spell Slots

The My Third-Caster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these My Third-Caster spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level or Higher

You know three 1st-level spells of your choice from the My Third-Caster spell list. The Spell Known column of the My Third-Caster table shows when you learn more My Third-Caster spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the My Third-Caster table. Additionally, when you gain a level in this class, you can choose one of the My Third-Caster spells you know from this feature and replace it with another spell from the My Third-Caster spell list. The new spell must also be of a level for which you have spell slots on the My Third-Caster table.

Spellcasting Ability

(INT, WIS or CHA) is your spellcasting ability for your My Third-Caster spells. You use your (INT, WIS or CHA) whenever a spell refers to your spellcasting ability. In addition, you use your (INT, WIS or CHA) modifier when setting the saving throw DC for a My Third-Caster spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus +
your (INT, WIS or CHA) modifier

Spell attack modifier = your proficiency bonus +
your (INT, WIS or CHA) modifier

Spellcasting Focus

Describe what kind of spellcasting focus the class can use, if any.

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 5 Tier Upgrade

Beginning at 5th level, the class gains a substantial boost in power.

Level 6 Rock

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

Level 7 Rock

Starting at 7th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Level 10 Rock

Starting at 7th level, this feature provides a new mechanic to increase the class' power, or improves upon an existing rock.

Level 11 Tier Upgrade

Beginning at 11th level, the class gains a substantial boost in power.

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 18 Rock

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

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 Third-Caster Archetypes

This paragraph explains the different archetypes available to the class, what those archetypes specialise in, and what choosing that archetype means for a character.

Archetype # 1

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

At 1st level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

Additionally at 1st level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 3 Archetype Rock

Starting at 3rd level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 9 Archetype Rock

Starting at 9th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 14 Archetype Rock

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

Level 17 Archetype Tier Upgrade

Starting at 17th level, this archetype feature provides the class with a substantial boost in power.


Archetype # 2

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

At 1st level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

Additionally at 1st level, this feature provides a conceptual identity to the archetype

Level 3 Archetype Rock

Starting at 3rd level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 9 Archetype Rock

Starting at 9th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 14 Archetype Rock

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

Level 17 Archetype Tier Upgrade

Starting at 17th level, this archetype feature provides the class with a substantial boost in power.

My Third-Caster Spell List

Cantrips
  • Spell Name
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1st Level
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2nd Level
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3rd Level
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4th Level
  • Spell Name
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Third-Casters have very limited options in terms of spells they can learn. Normally around nine per spell level, or taken from another class' spell list and limited to certain schools of magic. Cantrips are the exception.

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.