D&D 5E - Homebrew - Class Profligate
D&D 5E - Homebrew - Class Profligate
By Brian T. Barnshaw
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook,
Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and
their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of
the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is pro-
hibited without the express written permission of Wizards of the Coast..
©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-
Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex,
UB11 1ET, UK.
Not for resale. Permission Granted to print or photocopy this document for personal use only. 1
never surrender to what they deem evil. A common
Profligate phrase said by users, whether it is passed from one to
A Half-Orc sits in the soft light of the moon, campfire another or just by coincidence, is “Break yourself
at his side. Slowly, he wraps the wounds that split the upon me, as I will upon you. We will see who is left
skin. White bandages become red as blood takes its standing in the end.”
due. He finishes and lays to rest, ready for the Most of these individuals are good natured and
morning light to allow him another day to do the good of soul. The first to stand for their cause and to
same. die for them. There are, however, some that use this
A raving Human carves her way through a hoard of inner strength to cause torment to others. Which are
foes. This madwoman cleaves down one after another, you?
taking every wound she deals in kind to her own body.
After the carnage stops, she assesses the damage.
Creating a Profligate_______________
She’s had worse, only one broken arm and three ribs When creating a Profligate, the most important things
this time. On to the next fight. to think about are your goals and asperations. Do you
fight for your causes or someone else's? For your own
The Profligate is an individual that takes their body ideals or for the memory of another? What drives you
to the extreme of its physical limits, either ignoring and makes you push your body to the breaking point?
their brain’s signals to stop or never getting them at It could be that you lost your sense of pain after
all. protecting your neighbor from a bear or when some
To the Breaking Point______________ power possessed you and you were able to kill the
bandits that attacked your town, all 10 of them.
One is deemed to be a Profligate when they are seen to
be pushing their bodies to the absolute limit. This Hope is a normal thing to drive you, but everyone
could be a soldier on a battlefield, a parent protecting has regrets, especially you. What do you regret? Have
their loved ones, or even a child protecting their you hurt someone you loved or were trying to protect?
friends. The thing they have in common is taking what Did you fail when you tried to protect someone? This
has been given to them and pushing beyond it. It is weight falls heavy on your shoulders and may effect
common for one to follow this path if they have little your decision making process at the best and worst of
in the way of actual combat experience and no self times.
worth or just no feeling of pain. What would make your character want to keep this
It is easy to see one of these people swing their method of fighting up, in place of some other kind?
sword so hard, their shoulder comes out of the socket Did they just become attached to it or is there
and see them keep fighting afterwards. Whether something else? The thrill of life or death, love of
because of their perception of pain or because they pain, an outside factor that only they know of?
need to summon this strength from themselves for a
cause they believe in, they will always go too far. Quick Build
You can make a Profligate quickly by following these
Only Pain in the End______________ suggestions. First, Strength should be your highest
After long years of using this method of combat, its attribute, followed by Constitution. Second, take the
easy to see why someone would stop expecting good Folk Hero background.
things to happen in the world. Even if they destroy
their body, more evil will appear. While they tend to
have a pessimistic outlook on life, they still fight, right
to the end. They stand for what they know is right and
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Class Features Profligate
As a Profligate, you gain the Proficiency Fortification
following class features. Level Bonus Features Die
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Inner Fortitude___________________ stop the enemy’s blade when you can stop their heart?
Strength. That is all that matters in this world. Time to Also at 2nd level, before you make the first attack on
show your strength. You have grown to push your your turn, you can chose to swing wildly. All melee
body beyond its limits; and as such have gained access weapon attacks that you make deal an additional
to Fortification Die. You deal additional damage from amount of damage equal to your proficiency bonus
all melee weapon attacks, and all attacks against you, until the start of your next turn, but all attacks against
deal additional damage equal to the Fortification Die you have advantage until the start of your next turn,
column in the Profligate class table. but .
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attack, you may use your reaction to half all damage Ignorant Bliss____________________
except for what is taken from your Inner Fortitude You have grown so accustomed to pain that it
feature. You must finish a long rest before you can use sometimes doesn't even register in your brain. Starting
this feature again. at 20th level, pick either Slashing, Piercing, or
You can use this feature twice between long rests Bludgeoning damage. You become immune to that
starting at 13th level and three times between long type of damage and attacks that deal that type of
rests starting at 17th level. damage no longer get to roll a Fortification Die
against you.
Intimidate_______________________
Fear is synonymous with pain, and while you may Afflicted Way
have forgotten that, others have not. At 11th level, The amount of stress that you have put on your body
when you roll weapon damage die on a melee weapon will never go away. Your decision now is to either try
attack, if any of the die rolled are maximum (for and take better care of yourself or to continue down
example: a 6 on a d6), you may use one of your uses this path and hope you grow more accustomed to it.
of Overexertion to have the target of the attack make a
Wisdom saving throw. The DC is equal to 5 + 1/2 the Lasting Harm____________________
damage dealt (rounded down). If the creature fails the You have come so far with your methods, so the
save, they become Frightened of you for 1 minute. question is not “why stop”, but “why not go further”.
The creature may repeat this save at the end of its turn. Every day that you live gives you a sense of euphoria,
allowing you to take more risks. You will go too far
Hallowed Mind___________________ one day, but you wont be around to pay the price.
The tole of breaking your body has effected more than
just your physical state. Beginning at 13th level, you Exhaustion
become immune to the Frightened and Charmed When you chose this Way at 3rd level, you no longer
conditions. have the same Exhaustion table as other players.
Whenever you receive a point of exhaustion, use the
Also, if a creature attempts to read your thoughts, it
table below instead. You also lose all points of
must make a Constitution saving throw against a DC
exhaustion after you finish a long rest. You cannot go
15 or take 1d10 Psychic damage, as some of your pain
over 6 points of exhaustion.
escapes to them, and have the spell or effect fail.
Level Effect
Seek Pain________________________ 1 No effect
You chase the pain, wherever it may come from. At Whenever you regain hit
15th level, when you take damage from a creature that points from a source, you
2
you can see, you may use your reaction to move up to only gain half the amount
given
half your movement speed towards it, and if you move
3 AC is reduced by 2
within striking distance, you may make a melee
weapon attack against it. Disadvantage on death
4
saving throws
Hardened Exterior________________ 5 AC is reduced by 3
The body you are housed in has become as hearty as You cannot regain hit points
you want it to be. Beginning at 18th level, if your total by any means. Whenever
for a Constitution check or saving throw is less than 6 you make an attack roll, you
take damage equal to your
your Constitution score, you can use that score in
proficiency bonus
place of the total.
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Sunder Pain finish a short or long rest.
Also starting at 3rd level, at the start of your turn, you Well Rested
can give yourself 1 point of exhaustion. Until the end Beginning at 6th level, it only takes you half the time
of your turn, when you would normally roll a to finish a short and long rest that it normally would.
Fortification Die, you instead use the highest number
possible. After you finish a long rest, pick one of the
following features to affect you until you take another
Hamstring long rest.
Your strikes cause muscles to tear and bones to break.
• Add your proficiency bonus to the total hit points
Beginning at 6th level, when you hit a creature with a
given by your Patch Job feature
melee weapon attack, it acts as if it is in rough terrain
until the end of its next turn. • Add double your proficiency bonus to a skill that
you are proficient in. You cannot choose a skill
Muscle Strain
that already receives double your proficiency
Starting at 10th level, when you make an attack roll or
bonus.
saving throw, you can give yourself 1 point of
exhaustion to reroll. You must keep the new roll. • Increase your movement speed by 10ft. and gain a
climbing and swimming speed equal to half your
Accelerated Pain movement speed.
The more pain you feel, the more it makes you want to
meet an end to it all. Beginning at 14th level, you gain Purify
advantage on initiative rolls. Due to your past self, you have built up an immunity
to the natural toxins that exist in the world. Beginning
When you take the attack action on your turn, you
at 10th level, you become immune to Poison damage
can give yourself 2 points of exhaustion to make one
and the Poisoned condition.
additional attack as part of that action. You must
finish a long rest before you can use this feature again. After you finish a long rest, you can end one disease
or curse you are aware of that is effecting you.
Renewal_________________________
Will to Live
It’s not to late. You can still try to hold onto what you
Finding a reason to keep going isn’t easy, but you
have left. Each scar and burse will remind you of the
can’t find it if you are dead. Starting at 14th level,
life you had before, but you can’t change that. Each
while you are below a quarter of your maximum
bandage and scab that appears on you is not a sign of
health and are conscious, at the start of each one of
weakness, but of a fight that you have survived.
your turns, you regain a number of hit points equal to
Advanced Training your Constitution modifier.
When you choose this Way at 3rd level, you gain
proficiency in the Medicine skill if you don’t already Multiclassing
have it. Your proficiency bonus is doubled for any You may take levels in Profligate as long as you have
ability check made that uses it. either of the following ability score minimums:
Strength and Constitution 13.
Patch Job
Also at 3rd level, you may use a bonus action on your You gain the following proficiencies when you
turn to take stock of your wounds and slow your multiclass into this class: Shields, simple and martial
bleeding. You regain 1d12 + your Profligate level of weapons, and one skill from the class’s skill list.
hit points. You can use this feature again after you
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s
Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, 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. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of
the material or artwork contained herein is prohibited without the express written permission of Wizards of the
Coast. ©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square,
Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, 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 [2018] by Brian
Tyler Barnshaw and published under the Community Content Agreement for Dungeon Masters Guild.
Thanks in part to the DMs Guild for allowing the posting of created works by fans for fans.