My Null-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 Null-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 Null-Caster. This includes which ability scores to prioritise, and any choices that need to be made at first level.




















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

Class Features

Your Class gains the following 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 Null-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

Level 1 Identity Rock # 1

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

Level 1 Identity Rock # 2

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

Identity Ribbon

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

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.

Archetype Choice

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






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 9 Rock

Starting at 9th 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 14 Rock

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

Level 17 Tier Upgrade

Beginning at 17th level, the class gains a substantial boost in power.

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 Null-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 3 Archetype Rock

At 3rd level, this feature provides a mechanical identity to the archetype.

Level 3 Archetype Ribbon

Additionally at 3rd level, this feature provides a conceptual identity to the archetype.

Level 7 Archetype Rock

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

Level 10 Archetype Rock

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 15 Archetype Rock

Starting at 15th 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 3 Archetype Rock

At 3rd level, this feature provides a mechanical identity to the archetype.

Level 3 Archetype Ribbon

Additionally at 3rd level, this feature provides a conceptual identity to the archetype

Level 7 Archetype Rock

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

Level 10 Archetype Rock

Starting at 10th level, this feature provides a new mechanic to increase the archetype's power, or improves upon an existing archetype rock.

Level 15 Archetype Rock

Starting at 15th 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.

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.