My Full-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 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

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




















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

Class Features

As a My Full-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 Full-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

Spellcasting

At first level, the class can now cast spells.

Cantrips

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

Spell Slots

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

Spellcasting Ability

(INT, WIS or CHA) is your spellcasting ability for your My Full-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.

Archetype Choice

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

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 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 10 Rock

Starting at 10th 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 Full-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 first level, this feature provides a mechanical identity to the archetype.

Level 1 Archetype Ribbon

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 6 Archetype Rock

Starting at 6th 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 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.


Archetype # 2

Here you can provide an overview of the archetype.

Level 1 Archetype Rock

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

Level 1 Archetype Ribbon

At first level, this weak but flavorful feature provides a conceptual identity to the archetype.

Level 6 Archetype Rock

Starting at 6th 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 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 Full-Caster Spell List

1st Level
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2nd Level
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3rd Level
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4th Level
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5th Level
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6th Level
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7th Level
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8th Level
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9th Level
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Full-Casters have a large 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.