TEXT: Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  1 
   
  DIBASTET'S CLASSLESS 5E 
   
   
   
  "I want to be a barbarian, but I want to trade Rage for something cool..." 
   
  There was a time that I would laugh (more) at that, but as the years passed I learned that I don't 
  exactly like classes. You see, I understand they help new players and such, but I much prefer classes 
  like the d20 modern ones, just a framework that you use to build your own hero. 
   
  However I really enjoyed the concept of 5e archetypes, or subclasses. Even if they bring a lot of 
  abilities that you can't pick and choose they are akin to ye old Prestige Classes, or a Profession or 
  Specialization like other systems call it. 
   
  That's why I made these rules for my group. You can build your own adventurer the way you want, 
  kinda like when a DM builds his npcs. A little bit of fighter, bardic inspiration and a smite? A Knight. 
  Roguish and rangerish skills with some divine magic? An inquisitor. And on top of that you add your 
  chosen archetype, that may link your character with the Realms or any other setting you play. 
   
  We hope these rules enrich your games as much as it did to ours. 
   
   
  by Diego Bastet and the Secrets of Alancia team 
  art by Lich Godlike, character commissions at 
  http://diegobastet.deviantart.com/ 
   
   
   
   
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, and all 
  other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the 
  Coast in the USA and other countries.  
   
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such 
  material is used with permission under the Community Content Agreement for Dungeon Masters Guild. 
   
  All other original material in this work is copyright 2016 by Diego Erik and published under the 
  Community Content Agreement for Dungeon Masters Guild. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  2 
  CLASSLESS 5E 
   
  Classless 5e 
  Level Prof 
  Features 
  1st 
  +2 
  Class Feature x3, Quirk x2, Archetype 
  2nd 
  +2 
  Quirk 
  3rd 
  +2 
  Class Feature 
  4th 
  +2 
  Ability Score Improvement 
  5th 
  +3 
  Class Feature 
  6th 
  +3 
  Quirk 
  7th 
  +3 
  Class Feature 
  8th 
  +3 
  Ability Score Improvement 
  9th 
  +4 
  Class Feature 
  10th 
  +4 
  Quirk 
  11th 
  +4 
  Greater Class Feature 
  12th 
  +4 
  Ability Score Improvement 
  13th 
  +5 
  Greater Class Feature 
  14th 
  +5 
  Quirk 
  15th 
  +5 
  Greater Class Feature 
  16th 
  +5 
  Ability Score Improvement 
  17th 
  +6 
  Greater Class Feature 
  18th 
  +6 
  Quirk 
  19th 
  +6 
  Ability Score Improvement 
  20th 
  +6 
  Final Class Feature 
   
  BASIC FEATURES 
   
  HIT POINTS 
  Hit Dice: 1d6 per level 
  Hit Points at 1st Level: 6 + your Constitution 
  modifier  
  Hit Points at Higher Levels: 1d6 (or 4) + 
  your Constitution modifier per level after 1st 
   
  PROFICIENCIES 
  Armor: Light armor 
  Weapons: Simple weapons 
  Tools: One tool of your choice 
  Saving Throws: One of your choice among 
  Constitution, Dexterity and Wisdom, and one 
  among Strength, Intelligence and Charisma  
  Skills: Choose any two 
   
  EQUIPMENT 
  You start with the following equipment, in 
  addition to the equipment granted by your 
  background: 
  • (a) leather armor, (b) scale mail (if 
  proficient), or (c) chain mail (if proficient) 
  • (a) a simple melee weapon, or (b) a crossbow 
  and a case of 20 bolts 
  • (a) any martial weapon (if proficient), or (b) 
  a shield 
  • A set of tools 
   
  CLASS FEATURE 
  Each time you gain this ability, choose a Class 
  Feature from the list below. If a feature isn't 
  described is because it works as found on the 
  SRD. Unless mentioned a Class Feature can't 
  be taken multiple times. 
  Unless a class feature has a greater version, its 
  improvements happen at the levels listed in the 
  SRD. For example, it doesn't matter if you 
  choose Wild Shape at 1st or 7th level, you'll 
  only access flying creatures at 8th character 
  level. 
   
  ACTION SURGE 
  Prerequisite: Strength 13 or Dexterity 13 
  Found on Fighter. 
   
  AURA OF COURAGE 
  
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  3 
  Prerequisite: Strength 13 and Charisma 13, 
  Aura of Protection 
  Found on Paladin. 
   
  AURA OF PROTECTION 
  Prerequisite: Strength 13 and Charisma 13 
  Found on Paladin. 
   
  BARDIC INSPIRATION 
  Prerequisite: Charisma 13 
  Found on Bard. 
   
  BRUTAL CRITICAL 
  Prerequisite: Strength 13 
  Found on Barbarian. 
   
  CANTRIPS 
  Prerequisite: Spellcasting (any) 
  You receive the Cantrips ability as the class 
  from your chosen tradition. 
   
  CHANNEL DIVINITY 
  Prerequisite: Wisdom 13 
  Found on Cleric. When you take this class 
  feature you also receive the Turn Undead 
  option. 
   
  CUNNING ACTION 
  Prerequisite: Dexterity 13 
  Found on Rogue. 
   
  DEFLECT MISSILES 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Monk. 
   
  DIVINE SMITE 
  Prerequisite: Strength 13 and Charisma 13, 
  Spellcasting (Divine) 
  Found on Paladin. 
   
  EVASION 
  Prerequisite: Dexterity 13 
  Found on Rogue. 
   
  EXPERTISE 
  Prerequisite: Charisma 13 
  Found on Bard. 
   
  EXTRA ATTACK 
  Prerequisite: Fighting Style, 5th level. 
  You can attack twice, instead of once, 
  whenever you take the Attack action on your 
  turn. 
   
  FAVORED ENEMY 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Ranger. 
   
  FIGHTING STYLE 
  Prerequisite: Strength 13 or Dexterity 13 
  Found on Fighter. 
   
  FONT OF INSPIRATION 
  Prerequisite: Charisma 13, Bardic Inspiration 
  Found on Bard. 
   
  FONT OF MAGIC 
  Prerequisite: Charisma 13, Spellcasting 
  (Innate) 
  Found on Sorcerer. 
   
  HIDE IN PLAIN SIGHT 
  Prerequisite: Dexterity 13 
  Found on Ranger. 
   
  INDOMITABLE 
  Prerequisite: Strength 13 or Dexterity 13 
  Found on Fighter. 
   
  INNOVATION 
  Prerequisite: Intelligence 13 
  Found on Artificer of Alancia. You also gain 
  two Discoveries. 
   
  JACK OF ALL TRADES 
  Prerequisite: Charisma 13 
  Found on Bard. 
   
  KI 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Monk. When you choose this ability 
  you also gain the Flurry of Blows, Patient 
  Defense and Step of Wind options. 
   
  LAY ON HANDS 
  Prerequisite: Strength 13 and Charisma 13 
  Found on Paladin. 
   
  MARTIAL ARTS 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Monk. 
   
  METAMAGIC 
  Prerequisite: Charisma 13, Font of Magic 
  You gain two metamagic options. 
  Found on Sorcerer. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  4 
   
  NATURAL EXPLORER 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Ranger. 
   
  PACT BOON 
  Prerequisite: Charisma 13 
  Found on Warlock. 
   
  RAGE 
  Prerequisite: Strength 13 
  Found on Barbarian. 
   
  RECKLESS ATTACK 
  Prerequisite: Strength 13 
  Found on Barbarian. 
   
  SECOND WIND 
  Prerequisite: Strength 13 or Dexterity 13 
  Found on Fighter. 
   
  SNEAK ATTACK 
  Prerequisite: Dexterity 13 
  You gain Sneak Attack as a Rogue of your 
  level, maximum +5d6. 
   
  SPELLCASTING 
  You are a spellcaster from your chosen 
  tradition. When you first choose this feature 
  you choose that tradition -Arcane, Artificer, 
  Bardic, Divine, Innate, Nature, or Pact- and 
  from now own every time you choose it again 
  you increase its power. Each tradition imitates 
  the way a class from the SRD casts, including 
  prepared or spontaneous casting and class list 
  of spells. The Spell per Spellcasting Feature 
  table shows how many spell slots you have to 
  cast your spells of 1st level and higher, based 
  on how many times you chose this feature. 
  • Arcane: You cast spells like a Wizard. You 
  have the Spellbook, Ritual Casting and 
  Spellcasting Focus wizard class features. Your 
  spellcasting stat is Intelligence. 
  • Artificer: You create inventions like an 
  Artificer of Alancia. You have the Design 
  Book artificer class features. Your spellcasting 
  stat is Intelligence. 
  • Bardic: You cast spells like a Bard. You 
  have the Spells Know and Spellcasting Focus 
  bard class features. Your spellcasting stat is 
  Charisma. 
  • Divine: You cast spells like a Cleric. You 
  have the Ritual Casting and Spellcasting Focus 
  cleric class features. Your spellcasting stat is 
  Wisdom. 
  • Innate: You cast spells like a Sorcerer. You 
  have the Spells Know and Spellcasting Focus 
  sorcerer class features. Your spellcasting stat 
  is Charisma. 
  • Nature: You cast spells like a Druid. You 
  have the Ritual Casting and Spellcasting Focus 
  druid class features. Your spellcasting stat is 
  Wisdom. 
  • Pact: You cast spells like a Warlock. You 
  have 
  the 
  Eldritch 
  Invocations, 
  Mystic 
  Arcanum and Spellcasting Focus warlock 
  class features. Your spellcasting stat is 
  Charisma. 
  Note: This Feature may be taken multiple 
  times, each time increasing the power of your 
  chosen tradition. You must be at least 3rd 
  level to choose this feature a second time. 
   
  TOUGHNESS 
  Your Hit Dice increases by one step, from d6 
  to d8, d8 to d10 and d10 to d12. 
  Note: This Feature may be taken multiple 
  times, but it can be taken only at 1st level. 
   
  UNARMORED DEFENSE 
  Prerequisite: Constitution 13 or Wisdom 13  
  Choose Constitution or Wisdom. If you 
  choose Constitution you use the feature found 
  on the Barbarian; if you choose Wisdom you 
  use the one found on the Monk class. 
   
  UNCANNY DODGE 
  Prerequisite: Dexterity 13 
  Found on Rogue. 
   
  WILD SHAPE 
  Prerequisite: Wisdom 13 
  Found on Druid. 
   
  QUIRKS 
  Each time you gain this ability, choose a Quirk 
  from the list below: 
   
  ARTIFICER'S KNOWLEDGE 
  Found on Artificer (of Alancia). 
   
  COUNTERCHARM  
  Found on Bard. 
   
  DANGER SENSE  
  Found on Barbarian. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  5 
   
  DESTROY UNDEAD  
  Prerequisite: Channel Divinity 
  Found on Cleric. 
   
  DIVINE HEALTH  
  Found on Paladin. 
   
  DIVINE SENSE  
  Found on Paladin. 
   
  FERAL INSTINCT  
  Found on Barbarian. 
   
  KI EMPOWERED STRIKES 
  Prerequisite: Ki 
  Found on Monk. 
   
  KNIGHT TRAINING 
  Prerequisite: Warrior Training 
  You become proficient with heavy armor. 
   
  LAND'S STRIDE  
  Found on Ranger. 
   
  PERSISTENT RAGE  
  Prerequisite: Rage 
  Found on Barbarian. 
   
  PRIMEVAL AWARENESS  
  Prerequisite: Spellcasting (Nature) 
  Found on Ranger. 
   
  PURITY OF BODY  
  Found on Monk. 
   
  SKILLED 
  You become proficient in two skills or tools of 
  your choice. 
   
  SLOW FALL  
  Found on Monk. 
   
  SONG OF REST 
  Found on Bard. 
   
  STILLNESS OF MIND 
  Found on Monk. 
   
  THIEVES' CANT 
  Found on Rogue. 
   
  TIMELESS BODY  
  Found on Monk. 
   
  TONGUES OF SOON AND MOON  
  Found on Monk. 
   
  UNARMORED MOVEMENT  
  Found on Monk. 
   
  WARRIOR TRAINING 
  You become proficient with martial weapons, 
  medium armor and shields. 
   
   
  ARCHETYPE 
  At 1st level, choose one archetype. It may be 
  from any class, as long as you fulfill the 
  prerequisites. 
  You 
  gain 
  the 
  archetype's 
  features at its usual levels, besides your 
  normal, classless progression. Archetypes 
  from other products besides the PHB -like the 
  SCAG or homebrew- may be used. As a rule 
  of thumb the Archetype's prerequisites should 
  be based on its original class: 
  Artificer 
  (of 
  Alancia): 
  Spellcasting 
  (Artificer), Innovation. 
  Barbarian: Rage 
  Bard: 
  Spellcasting 
  (Bardic), 
  Bardic 
  Inspiration. 
  Cleric: Spellcasting (Divine) and Channel 
  Divinity 
  Druid: Spellcasting (Nature) 
  Fighter: Action Surge (plus Spellcasting 
  (Arcane) for Eldritch Knight) 
  Monk: Ki 
  Paladin: Channel Divinity 
  Ranger: Favored Enemy 
  Rogue: Sneak Attack (plus Spellcasting 
  (Arcane) for Arcane Trickster) 
  Sorcerer: Spellcasting (Innate) 
  Warlock: Spellcasting (Pact) 
  Wizard: Spellcasting (Arcane) 
   
  HALF-CASTER ARCHETYPES 
  As you probably noticed, "half caster" 
  archetypes (like the Eldritch Knight and the 
  Arcane Trickster from the Player's Handbook) 
  aren't needed with these classless rules. They 
  still may be used because of their other useful 
  abilities however. If that's the case make the 
  following changes: 
  Requirements: Spellcasting appropriate to the 
  archetype's concept, besides appropriate to the 
  class. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  6 
  Spellcasting: Instead of granting spellcasting, 
  the archetype grants one free Class Features at 
  the levels it would grant a new spell level 
  above 1st. The Arcane Trickster and Eldritch 
  Knight, for example, grant a free Class Feature 
  at levels 7, 13 and 19. 
   
  GREATER CLASS FEATURE 
  Each time you gain this ability, choose a Class 
  Feature from the list below. If a feature isn't 
  described is Each time you gain this ability, 
  choose a Greater Class Feature from the list 
  below. You may also choose normal Class 
  Features in place of Greater ones. 
   
  ACTION SURGE, GREATER 
  Prerequisite: Action Surge 
  You may use Action Surge two times per short 
  rest. 
   
  BLINDSENSE 
  Prerequisite: Dexterity 13 
  Found on Rogue. 
   
  CLEANSING TOUCH 
  Prerequisite: Lay on Hands 
  Found on Paladin. 
   
  DIAMOND SOUL 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Barbarian. 
   
  DIVINE INTERVENTION 
  Prerequisite: Channel Divinity 
  Found on Cleric. 
   
  ELUSIVE 
  Prerequisite: Uncanny Dodge 
  Found on Rogue. 
   
  EMPTY BODY 
  Prerequisite: Diamond Soul 
  Found on Monk. 
   
  EXTRA ATTACK, IMPROVED 
  Prerequisite: Extra Attack, Action Surge. 
  You can attack three times, instead of once, 
  whenever you take the Attack action on your 
  turn. 
   
  FERAL SENSES 
  Prerequisite: Dexterity 13 and Wisdom 13 
  Found on Ranger. 
   
  DIVINE SMITE, IMPROVED 
  Prerequisite: Divine Smite 
  Found on Paladin. 
   
  INDOMITABLE MIGHT 
  Prerequisite: Brutal Critical 
  Found on Barbarian. 
   
  INNOVATION, IMPROVED 
  Prerequisite: Innovation 
  Found on Artificer of Alancia. You gain two 
  more Discoveries. This feature may be taken a 
  second time. 
   
  MAGICAL SECRETS 
  Prerequisite: Spellcasting 
  Found on Bard. This feature may be taken a 
  second time. 
   
  METAMAGIC, GREATER 
  Prerequisite: Metamagic 
  You gain another two metamagic options 
   
  RAGE, RELENTLESS 
  Prerequisite: Rage 
  Found on Barbarian. 
   
  RELIABLE TALENT 
  Prerequisite: Expertise 
  Found on Rogue. 
   
  SNEAK ATTACK, GREATER 
  Prerequisite: Sneak Attack 
  Your maximum Sneak Attack damage 
  becomes +10d6 
   
  SPELL MASTERY 
  Prerequisite: Spellcasting (Arcane) 
  Found on Wizard. 
   
  VANISH 
  Prerequisite: Hide in Plain Sight 
  Found on Ranger. 
   
   
  FINAL CLASS FEATURE 
  At 20th level, choose on the following class 
  features. 
   
  ARCHDRUID 
  Prerequisite: Wild Shape 
  Found on Druid. 
  
  Not for resale. Permission granted to print or photocopy this document for personal use only.  
   
   
  7 
   
  ELDRITCH MASTER 
  Prerequisite: Spellcasting (Pact) 
  Found on Warlock. 
   
  ETERNAL INVENTION 
  Prerequisite: 
  Spellcasting 
  (Artificer), 
  Innovation 
  Found on Artificer of Alancia. 
   
  EXTRA ATTACK, GREATER 
  Prerequisite: Extra Attack, Improved, Action 
  Surge, Indomitable. 
  You can attack four times, instead of once, 
  whenever you take the Attack action on your 
  turn. 
   
  FOE SLAYER 
  Prerequisite: Favored Enemy 
  Found on Ranger. 
   
  PERFECT SELF 
  Prerequisite: Ki 
  Found on Monk. 
   
  PRIMAL CHAMPION 
  Found on Barbarian. 
   
  SIGNATURE SPELLS 
  Prerequisite: Spellcasting (Arcane) 
  Found on Wizard. 
   
  SORCEROUS RESTORATION 
  Prerequisite: Font of Magic 
  Found on Sorcerer. 
   
  STROKE OF LUCK 
  Found on Rogue. 
   
  SUPERIOR AURA 
  Prerequisite: Aura of Protection 
  The range of your auras increase to 30 feet. 
   
  SUPERIOR INSPIRATION 
  Prerequisite: Bardic Inspiration 
  Found on Bard. 
   
  SUPERIOR INTERVENTION 
  Prerequisite: Divine Intervention 
  Your 
  call 
  for 
  intervention 
  succeeds 
  automatically, no roll required. 
   
   
   
   
  
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  8 
  Spell per Spellcasting Feature  
  Found on times taken) 
   
  Spellcasting 
  Pact Magic 
  Times 
  taken 
  Spells 
  Know 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th 
  Spell 
  Slots 
  Slot 
  Level 
  Invocations 
  Know 
  Mystic 
  Arcanum 
  1 
  2 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  1st 
  - 
  - 
  2 
  4 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  2nd 
  2 
  - 
  3 
  6 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  2 
  3rd 
  3 
  - 
  4 
  8 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  2 
  4th 
  4 
  - 
  5 
  10 
  4 
  3 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  2 
  5th 
  5 
  - 
  6 
  12 
  4 
  3 
  3 
  3 
  2 
  1 
  — 
  — 
  — 
  3 
  5th 
  5 
  6th 
  7 
  13 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  — 
  — 
  3 
  5th 
  6 
  7th 
  8 
  14 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  — 
  3 
  5th 
  7 
  8th 
  9 
  15 
  4 
  3 
  3 
  3 
  2 
  1 
  1 
  1 
  1 
  4 
  5th 
  8 
  9th 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Secrets of Alancia - DiBastet's Classless 5e.pdf