TEXT: The FacToTum
  Use your Genius to navigate dangers and unearth treasures with a 
  new class in the world’s greatest roleplaying game
  A Classic Revised & Updated for 5th Edition
  
  Ingenious Dabblers
  Factotums draw upon their inspirational 
  creativity, quick wits, and expansive mind to 
  display their multidisciplinary skill set from years 
  of observation, repetition, and diligence. The 
  factotum is a jack of all trades, possessing an 
  array of skills and talents but never master all 
  of them. Many factotums learn their techniques 
  and abilities from observing experts and masters, 
  absorbing the knowledge necessary to pull off 
  their tricks. Some call factotums charlatans or 
  con artists, remarking their miracles or talents as 
  amateurish or an insult to their craft. 
  In reality, factotums train as hard as 
  anyone else to acquire their talents. While 
  creativity and ingenuity are factors, its 
  determination, and aptitude that prevails. Their 
  ability to adapt and use their intellect to achieve 
  a solution is second nature to them, while some 
  prefer to prepare their day, factotums use their 
  wits on their feet and the move sometimes.
  Multivector Interests
  A factotum learns techniques and traits from 
  others. Eventually, some develop their interests 
  and expand their repertoire of skills in this 
  focused field. While still not a full-fledged master, 
  these dalliances that the factotum indulges grants 
  them tricks and capabilities that most ordinary 
  folk would find dazzling or star-studded. 
  Factotums that employ their ingenuity 
  can learn martial skills, utilize spell components 
  and words to replicate magical effects, and even 
  display extraordinary abilities even when not fully 
  proficient. At the height of their capabilities, a 
  factotum can freely flourish their genius to become 
  a whirlwind of improvised artistry. 
  Adventuring can be a dangerous profession. Those 
  unprepared often face a grisly end but those 
  that can adapt to their circumstances survive to 
  plunder a tomb another day. A Factotum isn’t a 
  specialist like wizards or warriors. Instead, they 
  fill the gaps in a group’s capabilities by mimicking 
  or improvising the abilities or features of others. 
  Need a crafty lockpicker? Need a track the trail 
  of a patrol of goblins? Or perhaps consult about 
  snippets of rare lore that may leave even the most 
  astute baffled? 
  A human explorer mentally connects the 
  lines of logic through the clues left behind on the 
  walls of the ancient tomb. Suddenly, he realized 
  the critical component to break the final seal 
  without triggering the deadly trap nearby. His 
  ability to rationalize and identify patterns saved his 
  party from a fatal and tragic death after many long 
  hours. 
  A halfling had picked up many tricks 
  along the roads of his travels, even more from 
  his entertainment troupe. He can sing a grand 
  ballad or two to please or distract patrons in a 
  local tavern. While they’re distracted, he displays 
  his physical dexterity with some somersaults and 
  handstands. Landing safely on the wet floor, the 
  crowd cheers, and he walks away with several coin 
  purses with none the wiser. Learning new skills is 
  always useful for you never know when you’ll need 
  them. 
  A dragonborn mageling never quite had 
  the aptitude for arcane or religious studies. He 
  could never honestly choose between the two 
  and deciding on both would require significant 
  monetary investment. The dragonborn learned 
  the basics and decided he was more than capable 
  of handling the dangers of the world on his own. 
  Along with his natural talents, he could at least 
  feign being a full-fledged mage, enough to scare 
  away ignorant bandit at least. 
  Factotum
   Factotum v1.2 Designed by Jacky Leung
  
  Creating a Factotum
  As you create a factotum, remember that you are 
  true jack of all trades and master of none. You 
  are capable of a variety of abilities and anecdotal 
  knowledge. You seek to expand your repertoire of 
  skills and acquire new experiences. Your natural 
  curiosity allows you to adapt to new information 
  which when utilized in fringe situations, making 
  you seem like an expert in your field when in 
  reality you have only scratched the surface. 
  Compared to seasoned veterans or devoted 
  experts, you are viewed as an amateur or a dabbler 
  at times. Factotums are simply tradesman who 
  learned tricks to help them survive, whether it 
  be mimicking the mutterings of arcane words, or 
  recognizing the difference between poisonous 
  plants. 
  Have you acquired your unique set of 
  skills from traveling with other adventurers, 
  picking up useful habits of survival? Perhaps your 
  curiosity lead to you a library where you learned 
  dozens of techniques and their applications, as a 
  result, you seek to test yourself against the world 
  and view it as intellectual challenge? Maybe, you 
  are seek to explore the world but instead of relying 
  on any particular skill, you realized that it was 
  better to be be capable of anything whenever the 
  situation arose. Perhaps your mentor instilled 
  within you the ambition for exploration and to 
  always keep your mind open to new experiences, 
  since then you crave learning and showing off 
  what you have mastered. 
  Quick Build
  You can build a factotum quickly by following 
  these suggestions. First, Intelligence should be 
  your highest ability score since your sparks of 
  genius derive from your great intellect, followed 
  by Dexterity to avoid dangers and perils. Choose 
  Charisma if you wish to interact in my social 
  situations, or Wisdom if you seek awareness and 
  intuition to help you out of scuffles. Lastly, choose 
  between the Folk Hero or Sage background. 
  Class Features
  As a factotum, you gain the following class 
  features. 
  Hit Points
  Hit Dice: 1d8 per factotum level
  Hit Points at 1st Level: 8 + your Constitution 
  modifier
  Hit Points at Higher Levels: 1d8 (or 5) + your 
  Constitution modifier per factotum level after 1st
  Proficiencies
  Armor: Light armor
  Weapons: Simple weapons, longswords, rapiers, 
  shortswords
  Tools: Choose any four. 
  Saving Throws: Dexterity, Intelligence
  Skills: Choose any three. 
  Level
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  Proficiency
  Bonus
  +2
  +2
  +2
  +2
  +3
  +3
  +3
  +3
  +4
  +4
  +4
  +4
  +5
  +5
  +5
  +5
  +6
  +6
  +6
  +6
  Features
  Cunning Attitude, Genius
  Dalliance 
  Intellectual Senses, Jack of All Trade
  Ability Score Improvement 
  Creative Momentum
  Dalliance Feature
  Expansive Repertoire 
  Ability Score Improvement
  Mystical Dilettante
  Dalliance Feature
  Reliable Talent
  Ability Score Improvement
  Expansive Repertoire
  Dalliance Feature
  Brains Over Brawn
  Ability Score Improvement
  Creative Drive
  Dalliance Feature
  Ability Score Improvement
  Multidisciplinary Thesis
  Genius
  2
  2
  3
  3
  3
  4
  4
  4
  4
  5
  5
  5
  5
  6
  6
  6
  6
  7
  7
  8
  The FacToTum
   Factotum v1.2 Designed by Jacky Leung
  
  Equipment
  You start with the following equipment, in addition 
  to the equipment granted by your background: 
  • (a) climber’s kit or (b) healer’s kit
  • (a) a longsword or (b) a rapier or (c) two simple
  melee weapons
  • (a) a light crossbow and 20 bolts or (b) three
  javelins
  • Leather armor, a dungeoneer’s pack, an arcane
  focus, and a holy symbol 
  Alternatively, you could begin with a starting 
  wealth of 4d4 x 10 gp and purchase starting items 
  of your choice. 
  Genius
  You rely on your quick wits and spurs of creativity 
  to manufacture spell effects, escape from danger, 
  and perform amazing feats in order to survive. As 
  a bonus action, you can expend a use of Genius 
  and add your Intelligence modifier to one ability 
  check or saving throw you are not proficient. If you 
  choose an ability check or saving throw your are 
  proficient, you add double your proficiency bonus 
  instead. Doubling proficiency bonus does not stack 
  with Expertise. This effect lasts until the start of 
  your next turn. 
  You can use this feature a number of 
  times shown for your factotum level in the Genius 
  column of the Factotum table. You regain any 
  expended uses when you finish a long rest. 
  Cunning Aptitude
  You learn to apply your raw intuition, wits, and 
  pragmatism in your skills and activities. You 
  expend a use of Genius and sharpen your mind. 
  For 1 minute, whenever you roll for a skill check, 
  you may substitute Intelligence as the ability 
  modifier. For example, instead of a Wisdom 
  (Perception) check, you can roll for an Intelligence 
  (Perception) check instead. 
  Dalliance
  Starting at 2nd level, you learn to expand your 
  repertoire of skills with a dalliance of your choice: 
  Chameleon, Exemplar, Martial Ace, Thaumaturge. 
  Your choice grants you features at 2nd level, and 
  additional features at 6th, 10th, 14th, and 18th 
  level. 
  Intellectual Senses
  Starting at 3rd level, you learn to apply your 
  wits and smarts to your senses. You add your 
  Intelligence modifier to your Wisdom (Perception) 
  check. You lose this benefit if you are blinded, 
  deafened, or incapacitated. 
  Jack of All Trades
  Starting at 3rd level, you can add half your 
  proficiency bonus, rounded down, to any ability 
  check you make that doesn’t already include your 
  proficiency bonus. 
  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. 
  Creative Momentum
  Starting at 5th level, you regain all expended uses 
  of Genius after a short or long rest.  
  Expansive Repertoire
  Starting at 7th level, you gain two new skills 
  proficiencies, or one skill proficiency and a 
  proficiency with a tool of your choice. 
  At 13th level, you gain two more skills, or 
  one more skill and one more tool proficiency. 
  Mystical Dilettante
  Starting at 9th level, you learn to utilize your 
  collection of holy symbols, arcane trinkets, herbs, 
  and charms to replicate magical effects. As an 
  action, you can spend 1 Genius to replicate an 
  effect from the options listed. 
  Channel Divinity: Turn Undead. You can 
  brandish a holy symbol you carry, invoking sacred 
  words and prayers. Each undead that can see 
  or hear you within 30 feet must make a Wisdom 
  saving throw (DC equal to 8 + your proficiency 
  bonus + your Intelligence modifier). If a the 
  creature fails its saving throw, it is turned for 1 
  minute or until it takes any damage. 
  A turned creature must spend its turn 
  trying to move as far away from you as it can, and 
  it cannot willingly move to a space within 30 feet 
  of you. It also can’t take reactions. For its actions, 
  it can use only the Dash action or try to escape 
  from an effect that prevents it from moving. If 
  there is nowhere to move, the creature can use the 
  Dodge action. 
  Channel Arcana: Magecraft. You empty a 
  handful of magical components, muttering arcane 
  gibberish. You choose one spell between 1st and 
  2nd level from the Wizard spell list and cast it as 
  an action. Your spell attack roll is equal to your 
  proficiency bonus + your Intelligence modifier, and 
  your spell save DC is equal to 8 + your proficiency 
  bonus + your Intelligence modifier. 
  At 12th level, you can choose a spell up to 
  3rd level. At 15th level, you can choose up to 4th 
  level. At 18th level, you can choose up to 5th level. 
   Factotum v1.2 Designed by Jacky Leung
  
  Channel Nature: Healing Poultices. You 
  master the basics of medicinal herbs, strung 
  together with harnessing nature’s energy. You can 
  use an action, to heal a creature you can touch, 
  with a number of d8s equal to your Intelligence 
  modifier. 
  Reliable Talent
  Starting at 11th level, you refine your skills to the 
  point of perfection. Whenever you make an ability 
  check that lets you add your proficiency bonus, you 
  can treat a d20 roll of 9 or lower as 10. 
  Brains Over Brawn
  Starting at 15th level, you can reroll a Strength, 
  Dexterity, or Constitution saving throw that you 
  fail. As a reaction, you can spend 1 Genius to add 
  your Intelligence modifier to the roll and you must 
  keep the result. You cannot use this feature again 
  until you finish a long rest. 
  Creative Drive
  Starting at 17th level, your cunning mind is 
  determined. Before you roll for a Wisdom or 
  Charisma saving throw, you can spend 1 Genius, 
  as a reaction, to roll an Intelligence saving throw 
  instead.   
  Multidisciplinary Thesis
  At 20th level, you achieve cognitive ascension 
  and learn to harness your creativity even when 
  seemingly spent. Whenever you roll initiative and 
  have no uses of Genius left, you regain 4 Genius. 
   Factotum v1.2 Designed by Jacky Leung
  
  Focused Aptitude
  Starting at 2nd level when you select this dalliance, 
  you hone your mind to focus on a set of skills and 
  traits. By spending 1 hour meditating, you gain the 
  following benefits based on your focus. You can 
  change your Focused Aptitude after you finish a 
  long rest. 
  At 10th level, you can change your 
  Focused Aptitude focus twice before you take 
  a rest. At 18th you can change your Focused 
  Aptitude three times before you take a rest. 
  Arcane. You gain the ability to wield 
  arcane magic. You gain proficiency in the Arcana 
  skill. While under this focus, you can prepare 
  spells from the Wizard spell list. Your available 
  spell slots and spell levels are determined in the 
  Chameleon Spellcasting table. 
  Divine. You gain the ability to channel 
  divine magic. You gain proficiency in the Religion 
  skill. While under this focus, you can prepare 
  spells from the Cleric spell list. Your available 
  spell slots and spell levels are determined in the 
  Chameleon Spellcasting table. 
  Martial. You gain proficiency with martial 
  weapons and shields. While under this focus, you 
  gain proficiency in Constitution saving throws and 
  you choose one Fighting style from the Fighter list  
  (PHB pg. 72). 
   
  Stealth. You gain proficiency with the 
  Sleight of Hand and Stealth skill. Additionally, 
  you are proficient with thieves’ tools. You can use 
  a bonus action to take the Hide action while in 
  combat. 
  Wild. You gain proficiency with the Animal 
  Handling and Survival skill. Your movement speed 
  cannot be reduced by non-magical difficult terrain. 
  Dalliances
  Factotums are dabblers and through their 
  multidisciplinary skill sets. They learn a breadth 
  of useful and insightful information to aid them 
  in their travels. A factotum may partake in a 
  dalliance, an interest that converts from a hobby to 
  a measure of expertise. While nowhere as skilled 
  or refined as others. Nevertheless they may seem 
  like experts in their fields but they are more well-
  rounded than their well-trained counterparts.
  The Chameleon 
  The chameleon unlocks a latent talent to expertly 
  mimics the traits and skills of accomplished 
  warriors, daring rogues, shadowy hunters, pious 
  sages, and knowing mages.They are dilettantes of 
  every class, master of none. 
  Spellcasting
  When you reach 2nd level, you gain the ability to 
  cast spells (depending your Focused Aptitude, 
  see below). See chapter 10 for general rules of 
  spellcasting and chapter 11 for related spell lists. 
  Spell Slots. The Chameleon Spellcasting 
  table shows how many spell slots you have to cast 
  your spells of 1st level or higher. To cast one of 
  these spells, you must gain the benefit from your 
  Focused Aptitude and 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 Prepared. You prepare from a spell 
  list depending on your Focused Aptitude that are 
  available for you to cast. When you do so, choose 
  a number of spells equal to your Intelligence 
  modifier + half your Factotum level, rounded 
  down (minimum of one spell). The spells must be 
  of a level for which you have spell slots. You can 
  change your prepared spells when you finish a 
  long rest. 
  Spellcasting Ability. Intelligence is 
  your spellcasting ability for your spells, since 
  you utilize your cunning and craftiness. You use 
  your Intelligence whenever a spell refers to your 
  spellcasting ability. In addition, you use your 
  Intelligence modifier when setting the saving 
  throw DC for a spell you cast and when making an 
  attack roll with one. 
  Spell save DC = 8 + your proficiency bonus + your 
  Intelligence modifier
  Spell attack modifier = your proficiency bonus + your 
  Intelligence modifier
  Factotum 
  Level
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th
  10th
  11th
  12th
  13th
  14th
  15th
  16th
  17th
  18th
  19th
  20th
  2
  3
  3
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  -
  -
  -
  2
  2
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  -
  -
  -
  -
  -
  -
  -
  2
  2
  3
  3
  3
  3
  3
  3
  3
  3
  3
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  2
  2
  3
  3
  3
  3
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  -
  1
  1
  2
  2
  Spell Slots per Spell Level
  1st
  2nd 3rd
  4th
  5th
  Chameleon spellcasTing
   Factotum v1.2 Designed by Jacky Leung
  
  Enhanced Ability
  Starting at 6th level, you mentally focus on your 
  attributes and exhibit extraordinary feats. You can 
  use an action and expend 1 Genius to gain the 
  benefits of the enhanced ability spell except its 
  cast on you. You cannot use this feature again until 
  you finish a long rest. 
  At 14th level, you can use this feature 
  twice before a rest. 
  Copycat Feature
  Starting at 10th level, you can mimic certain 
  features from other classes possessed by other 
  characters. Whenever you spend time meditating 
  for your Focused Aptitude feature or by meditating 
  for 1 hour, you gain the benefits of any one of the 
  features described below. You can change which 
  feature to copy when you finish a long rest.
  At 14th level, you can change which 
  feature you copy twice before a rest. At 18th level, 
  you can change three times before a rest. 
  Evasion. When you are subjected to an 
  effect that allows you to make a Dexterity saving 
  throw to take only half damage, you instead take 
  no damage if you succeed on the saving throw, or 
  only half damage if you fail. 
  Extra Attack. You can attack twice instead 
  of once whenever you take the Attack action on 
  your turn. 
  Rage. As a bonus action, you fly into a 
  primal rage. You have advantage on Strength 
  checks and Strength saving throws. You have 
  resistance to bludgeoning, piercing, and slashing 
  damage. When you make a melee attacks using 
  Strength, you deal 1d4 bonus damage. Your 
  rage lasts a number of rounds equal to your 
  Constitution modifier + 1 (minimum of one round). 
  Smite. Whenever you hit a creature with 
  a melee weapon attack, you can expend one 
  Chameleon spell slot to deal radiant (or force if 
  under the Arcane focus) damage to the target. The 
  extra damage is 1d8 for a 1st-level slot, plus 1d8 
  for each spell level higher than 1st, to a maximum 
  of 5d8. 
  Primeval Awareness. You can expend a 
  Chameleon spell slot to focus your awareness on 
  the region around you. For 1 minute per spell level 
  expended, you can sense aberrations, celestials, 
  dragons, elementals, fey, fiends, and undead within 
  1 mile of you. This feature does not reveal the 
  creatures’ location or number. 
  Chained Pact. You can cast the find 
  familiar spell as a ritual. When you cast the spell, 
  you can choose one of the normal forms for your 
  familiar or one of the following special forms: imp, 
  pseudodragon, quasit, or sprite. 
  Mental Recalibration 
  At 14th level, you can spend 10 minutes to 
  meditate to change your Focused Aptitude and 
  Copycat Feature benefits instead. 
  Alternatively, you can spend 4 Genius 
  to change your Focused Aptitude and Copycat 
  Feature selections as an action. 
  Double Aptitude
  At 18th level, when you meditate for your Focused 
  Aptitude, you can gain the benefit of two Focused 
  Aptitudes at the same time. For example, you can 
  focus on Martial and Wild to emulate a Ranger, 
  or the Divine and Arcane Focus to gain access to 
  both the Wizard and Cleric spell list to become a 
  theurge. You cannot gain the benefit of the same 
  focus simultaneously.
  The Exemplar
  The exemplar is channels their focus to perfecting 
  skills and traits in their possession, unleash their 
  ultimate potential. You become an expert in your 
  relevant fields, allowing you to apply your cunning 
  and wits elsewhere. This reapplication of your 
  genius gives the illusion you’re a master of many 
  talents. 
  Expertise
  Starting at 2nd level, choose two of your skill 
  proficiencies, or one of your skill proficiencies 
  and your proficiency with a tool. Your proficiency 
  bonus is doubled for any ability check you make 
  that uses either of the chosen proficiencies. The 
  doubled proficiency bonus does not stacked with 
  the Genius feature. 
  At 10th level, you can choose two more of 
  your proficiencies (in skills or with tools) to gain 
  this benefit. 
  Mental Agility
  Starting at 6th level, you channel your intellect 
  to match your physical bravura. You add your 
  Intelligence modifier to your initiative checks. 
  When you roll for initiative, you can expend 1 use 
  of Genius to gain advantage on your initiative roll. 
  Skillful Assist 
  Starting at 10th level, whenever you perform 
  a helpful action, your allies benefit from your 
  ingenious skills. Whenever you use the Help 
  Action to aid in an ability check, the creature you 
  aid gains a bonus to that check equal to your 
  Intelligence modifier. 
  Alternatively, when you aid a friendly 
  creature in attacking a creature within 5 feet of 
  you, when your ally attacks the target before the 
  start of your next turn, your ally gains a bonus to 
  their next attack roll equal to your Intelligence 
  modifier. 
   Factotum v1.2 Designed by Jacky Leung
  
  Adroit Presence
  Starting at 14th level, your skillful exhibition 
  inspires awe or dread in others. Whenever you 
  succeed in an ability check you are proficient, as 
  a reaction, you can spend 1 Genius to invoke awe 
  in any number of creatures within 30 feet. The 
  creatures must make a Wisdom saving throw (DC 
  8 + your proficiency bonus + your Intelligence 
  modifier, whichever is higher) or be charmed 
  or frightened (your choice) for 1 minute or until 
  the creature takes any damage. A creature can 
  repeat the saving throw at the end of each of its 
  turns, ending the effect on itself on a success. If a 
  creature’s saving throw is successful or the effect 
  ends for it, the creature is immune to this feature 
  for the next 24 hours. 
  Best of the Best
  When you reach 17th level, your expertise and 
  mastery allows you to impose your knowledge 
  and intellect against others. Whether it be words 
  of discouragement, arrogance, or using your wits 
  to narrowly avoid a disastrous outcome. When 
  a creature within 60 feet of you makes an attack 
  roll, an ability check, or a saving throw, you can 
  use your reaction to expend 1 use of Genius and 
  subtracting the creature’s roll by your Intelligence 
  modifier. You can choose to use this feature after 
  the creature makes a roll, but before the DM 
  determines whether the roll succeeds or fails. 
  The creature is immune it can’t hear you or if it’s 
  immune to being charmed. 
  The Martial Ace
  The martial ace is a skilled combatant, using their 
  wits and intuition to dodge deadly attacks and 
  land deadly blows in vital areas. Your dabbling has 
  lead to an elevated combat style, utilizing every 
  trick you have acquired through quick study and 
  observation. 
  Martial Training
  Starting at 2nd level, you gain proficiency with 
  martial weapons, medium armor, and shields. 
  Insightful Defense
  Starting at 2nd level, you use your cunning to 
  dodge or parry deadly blows. As a reaction, you 
  can spend 1 Genius to add your Intelligence 
  modifier to your Armor Class against one attack 
  that would hit you. You must be able to see the 
  attacker to gain the benefits of this feature. 
  Extra Attack
  Starting at 6th level, you attack twice, instead of 
  once, whenever you take the Attack action on your 
  turn. 
  Cunning Strike
  Starting at 10th level, your keen mind exploits 
  weak points in your enemies. As a bonus action, 
  you can spend 1 Genius to add your Intelligence 
  modifier to your attack and damage rolls on your 
  next weapons attack until the end of your turn. 
  Ingenious Sight
  At 14th level, you unlock your raw intellect to gain 
  a unique spatial awareness. As a bonus action, 
  you can expend 1 Genius and gain truesight for 1 
  minute. 
  Combat Genius
  Starting at 18th level, you regain some of your 
  inspirational genius as you defeat more foes in 
  combat. Whenever you kill one or more creatures 
  with a melee weapon attack, you regain one 
  Genius. If you killed a creature with a critical hit, 
  you regain two Genius instead. 
   Factotum v1.2 Designed by Jacky Leung
  
  The Thaumaturge 
  A thaumaturge is a dabbler of the magical arts, 
  utilizing their intellect to learn the basics from 
  arcane studies, religious prayers, and mystical 
  chants. Your intuition and creativity grants you 
  access to wondrous effects that only seasoned 
  mages hope to achieve in their lifetimes. 
  Mystical Knowledge
  Starting at 2nd level, you gain proficiency in the 
  Arcana, Religion, and Nature skills. If you are 
  proficient with one or more of these skills, you may 
  choose new proficiencies for each one instead. 
  Additionally, you learn the prestidigitation, 
  thaumaturgy, and druidcraft cantrip. 
  Agnostic Elocutionist
  Starting at 2nd level, you can expend 1 Genius to 
  cast comprehend languages as a ritual.
  At 12th level, you can expend 1 Genius to 
  cast tongues targeting yourself.
  Thaumaturgic Revelations
  Starting at 6th level, you learn to cast three 1st-
  level spells from the cleric, druid, or wizard spell 
  list. You must provide any material components, 
  you can cast it at its lowest level, and use your 
  Intelligence as your spellcasting ability. You 
  expend 1 Genius per spell level to cast any of these 
  spells. 
  Additionally, when you gain a level in this 
  class, you can choose one of the spells you know 
  and replace it with another spell from the cleric, 
  druid, or wizard spell list of the same spell level.
  At 12th level, you learn three 2nd-level 
  spells from the cleric, druid, or wizard list. At 18th 
  level, you learn three 3rd-level spells from the 
  cleric, druid, or wizard list.
  Thaumaturgic Surge
  Starting at 10th level, whenever you use your 
  Mystical Dilettante feature, you can expend an 
  additional use of Genius to gain the following 
  additional benefits described below. 
  Destroy Undead. Undead creatures that 
  fail against your Channel Divinity: Turn Undead 
  ability are instantly destroyed if their challenge 
  rating is below 1. At 18th level, undead creatures 
  who fail their saving throw with a challenge rating 
  of 2 or lower are instantly destroyed. 
  Eldritch Overcharge. When you roll 
  damage for a spell, you can reroll a number of 
  damage dice up to your Intelligence modifier 
  (minimum of one). You must use the new rolls. 
  Alternatively, if a spell you cast forces a creature to 
  make a saving throw to resist its effects, one target 
  gains disadvantage on its first saving throw against 
  the spell. 
  Verdant Restoration. You double 
  the number of d8s you roll to heal hit points. 
  Additionally, positive energy flows onto the target 
  and removes a debilitating effect as if you cast 
  greater restoration.
  Credits
  Version 1.2
  Designed & Written By: Jacky Leung (@deathbymage)
  Inspired by the Factotum from Dungeonscape and the 
  Chameleon from Races of Destiny.
  Some artwork © 2018 Eric Lofgren, used with 
  permission. All rights reserved.
  Some artwork © Patrick E. Pullen, used with 
  permission. All rights reserved. 
  Occult Mountebank
  Starting at 14th level, your experiences with 
  magic have taught you ways to improvise the use 
  of such items. You ignore all class, race, and level 
  requirements on the use of magic items. 
  Eldritch Disjunction
  Starting at 18th level, your time dabbling with 
  magic has taught you ways to circumvent or 
  dispel it. Whenever you see a spell being cast, 
  you may use a reaction and expend 1 Genius to 
  cast counterspell. Use your Intelligence as your 
  spellcasting ability. Once you use this feature, you 
  cannot use it again until you finish a long rest.  
  Factotum Multiclassing
  If you wish to multiclass into a Factotum, the 
  prerequisites and proficiencies gained are listed 
  below. 
  Factotum Multiclassing Prerequisites
  Dexterity 13 and Intelligence 13
  Factotum Multiclassing Proficiencies 
  Proficiencies: Light armor, one skill of your choice, 
  one tool of your choice 
  Factotum Multiclassing with Spellcasting
  If multiclassing the Chameleon with class 
  that offers the Spellcasting feature, add half of 
  your Factotum levels (rounded down) to your 
  Spellcasting class when determining spell slots. 
  Your still prepare spells individually for each class 
  individually. You must be have your Aptitude Focus 
  on Arcane or Divine to add the additional levels.  
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
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  This material is protected under the copyright laws of the 
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  ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 
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  Boéchat 31, 2800 Delémont, CH. Represented by Hasbro  
  Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, 
  UB11 1ET, UK
   Factotum v1.2 Designed by Jacky Leung
  
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     15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the
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  System Reference Document 5.0 Copyright 2016, Wizards
  of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford,
  Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt,
  Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
  Townshend, based on original material by E. Gary Gygax and
  Dave Arneson
   Factotum v1.2 Designed by Jacky Leung
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Non-Publisher Titles/The Factotum Class v1.2.pdf