Factotum Those who call themselves a Factotum are unique amongst the magical community; most wizards train their minds for strength and power, while sorcerers and bards rely on their indomitable personalities; Factotums, by contrast, work for flexibility and adaptability, both mental and physical. While it’s easy to mistake a Factocum for a dabbler with no dedication, the core philosophy of such men and women—bend, but never break—allows them to survive in situations where few others would. Eclectic Talent Factotums freely and shamelessly cadge together a passable arcane talent, opportunistic devotion to a variety of deities and ideals, and the fundamentals of physical combat into a deep and adaptable set of tricks; few can claim even a fraction of the versatility a factotum displays every day. A factotum repies on sudden flashes of insight gleaned from her studies and a broad array of her experiences. Sle won't usually be the best fighter or the mightiest spellcaster in a group, but when the party needs a stout warrior or an arcane spell, the factotum can provide it.

Cunning Dilletantes Factotums are generally self-taught, fueled by a lust for experience rather than any formal organization. When a Factotum is formally trained in the subtle arts of the mind, it is generally in an apprenticeship, with a deep and comprehensive one-on-one relationship with their teacher. Creating a Factotum Factotums love risk, chance, and are filled with an unquenchable curiosity, so they make natural adventurers. Truthfully, few factotums aren't adventurers. That takes an unusual personality. Why is your character so driven, so curious, or so willing to take chances? Is she a gambler? A treasure hunter? A dropout wizard with more style than sense? Did she find her own way, or did she have a mentor? Perhaps most importantly, what does she want? Almost all factotums are looking for something, and that something is rarely tangible. Quick Build To build a factotum, put your highest ability score in Intelligence. Beyond that factotums have little in the way of training with armor, and benefit from high Dexterity scores. Then, choose Folk Hero or Sailor for your Background. Factotum Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level 1st +2 Arcane Dilletante, Font of Inspiration 2 2 1 1st 2nd +2 Cunning, Philosophy 2 3 2 1st 3rd +2 Monster Lore 2 4 2 2nd 4th +2 Ability Score Improvement 3 5 2 2nd 5th +3 ─ 3 6 2 3rd 6th +3 Philosophy Feature 3 7 2 3rd 7th +3 Improved Font of Inspiration 3 8 2 4th 8th +3 Ability Score Improvement 3 9 2 4th 9th +4 ─ 3 10 2 5th 10th +4 Philosophy Feature 4 10 2 5th 11th +4 Cunning Surge 4 11 3 5th 12th +4 Ability Score Improvement 4 11 3 5th 13th +5 Greater Font of Inspiration 4 12 3 5th 14th +5 Philosophy Feature 4 12 3 5th 15th +5 Cunning Dodge 4 13 3 5th 16th +5 Ability Score Improvement 4 13 3 5th 17th +6 Cunning Breach 4 14 4 5th 18th +6 Philosophy Feature 4 14 4 5th 19th +6 Ability Score Improvement 4 15 4 5th 20th +6 Cunning Brilliance 4 15 4 5th

Class Features As a Factotum, you gain the following class features: Hit Points Hit Dice: 1d8 per factotum Level

1d8 per factotum Level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 5 + your Constitution modifier per factotum level after 1st. Proficiencies Armor: Light armor and shieds.

Light armor and shieds. Weapons: All simple and martial weapons.

All simple and martial weapons. Tools: Choose any two tools. You are proficient with those tools. Saving Throws: Dexterity, Intelligence

Dexterity, Intelligence Skills: Choose any three skills. You are profiicent with those skills. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a rapier or (b) four daggers

(a) leather armor or (b) armor for build #2

(a) an explorer's pack or (b) a burgler's pack

(a) a wand Arcane Dilletante Your dabbling in the arcane arts has given you an eclectic collection of magic. While your spells aren't subtle or tricky, they tend to be quite practical. At first level, a Factotum gains the ability to cast a few spells. However, a Factotum may not cast the same spell more than once between rests. If a Factotum multiclasses, treat this feature as though it were named Pact Magic. Cantrips At first level, you know two cantrips of your choice from the factotum spell list. You learn additional factotum cantrips of your choice at higher levels, as shown in the Cantrips Known column of the factotum table. Spell Slots The factotum table shows how many spell slots you have. The table also shows what level those slots are; all of your spell slots are the same level. To cast one of your factotum spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. Spells Known of 1st Level or Higher You know a number of factotum spells equal to the Spells Known column of the factotum table, none of which may be of a level higher than what's shown in the table's Slot Level column for your level. When you gain a level in this class, you can choose one of the factotum spells you know from this feature and replace it with another spell from the factotum spell list. The new spell must also be of a level for

which you have spell slots on the factotum table.





Spellcasting Ability Intelligence is your spellcasting ability for your factotum spells. 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 factotum 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 Spellcasting Focus You can use a wand or staff as an arcane focus for your factotum spells. Philosophy At second level, you will begin to explore more focused areas of knowledge. These philosophies reflect different areas of martial, arcane, or practical experience that factotums believe to represent areas of great adaptability: the philosophy of the Chameleon, the Exemplar, and the Master Thrower. This choice grants you features at 2nd level, and again at 6th, 10th, 14th, and 18th level.

Cunning Cleverness is a factotum's stock in trade, and as such you may spend Inspiration in unique ways. All uses of Cunning features use either a Bonus action or a Reaction. Defense: as a reaction, a Factotum may spend an Inspiration to gain a bonus to their AC equal to their Intelligence modifier. You may use this ability after an attack has been declared a hit, but before damage is rolled; this may turn a hit into a miss. The bonus lasts until the beginning of your next turn.

as a reaction, a Factotum may spend an Inspiration to gain a bonus to their AC equal to their Intelligence modifier. You may use this ability after an attack has been declared a hit, but before damage is rolled; this may turn a hit into a miss. The bonus lasts until the beginning of your next turn. Strike: as a bonus action, a Factotum may spend an Inspiration to reroll a single damage roll.

as a bonus action, a Factotum may spend an Inspiration to reroll a single damage roll. Insight: as a bonus action, a Factotum may spend an Inspiration to Inspire an ally within 30’. As you grow in skill, you'll learn additional cunning tricks. Font of Inspiration At the end of a short or long rest, if you aren't Inspired, you become Inspired. In addition, unlike any other class, a Factotum may store one additional Inspiration beyond your first. Several of the Factotum’s class features use Inspiration. Monster Lore One of the most basic principles of survival is to understand those who would try to do you harm; while any wise adventurer does their best to follow this axiom, Factotums tend to take the principle fairly literally. Whenever a Factotum encounters a creature, she may make a check based to its creature type to see what she knows about it. The higher her check, the more information she gains. All of these checks use the Factotum’s Intelligence modifier. See the following tables for details: Skill Checks Creature Type Skill Check Beast, Fey, Ooze, Plant, Swarm Nature Humanoid, Giant, Dragon History Celestial, Fiend, Undead Religion Aberration, Monstrosity,

Construct, Elemental Arcana Information Learned Check DC Information Learned 10 Highest Unknown Ability Score OR

Most Lethal Unknown Attack 15 Any Below OR Senses OR

Highest Unknown Saving Throw 20 Any Below OR Resistances OR Immunities 25 Any Below OR Special Abilities 30 Any Below OR Maximum Hit Points







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.Alternatively, you can choose a feat. Improved Font of Inspiration As a factotum grows more competent, she becomes better able to recognize the small flashes of brilliance that most dismiss as impractical or useless. Beginning at seventh level, at the end of a long rest, you gain one Inspiration point, even if you already have one. This ability stacks with Font of Inspiration if you weren't Inspired when you began your rest. Cunning Surge Factotums have learned the secrets of efficiency of motion, of action, and of thought. At eleventh level, you may spend an Inspiration point as a bonus action to take an extra turn. Greater Font of Inspiration Compartmentalizing one’s thoughts is a hard trick, but a useful one, and factotums are amongst the best of those who can learn this trick, for doing so allows them to hold on to more sources of inspiration than any other. At thirteenth level, you may store one additional Inspiration. Cunning Dodge At fifteenth level, your ability to use fortune and experience to protect yourself when things are at their most dire reaches its peak. Whenever you would be reduced to 0 hit points, you may spend an Inspiration point as a reaction to ignore all effects of that attack, spell, or other effect by dodging, ducking, or otherwise avoiding it. You may not use this ability again until you take a short or long rest. Cunning Breach The most experienced Factotums know that there is no such thing as true immunity—there’s always a catch, a trick, or an exception, and the clever can exploit those loopholes. As a bonus action, a Factotum can spend an Inspiration to ignore one immunity that one creature has until the beginning of her next turn. If this immunity subjects a creature to an effect that it's normally immune to, and is still subject to at the beginning of your next turn, that effect immediately ends. For example, if you use this ability to cast hold monster on a golem, the golem would be freed from the spell when your next turn begins. Cunning Brilliance A Factotum can do many things, but the greatest Factotums realize that they are only one person—and that they are at their mightiest with their friends. At twentieth level, as a reaction, you may use any of your Cunning features on an ally within 30’. All regular costs and restrictions apply.

Factotum Philosoplies If a philosophy is a reflection of self, then a factotum's philosophy represents the way she feels that she'll be best equipped to adapt to an unknown future. As with any philosophy, there is no correct or incorrect way of being a factotum, only different perspectives on what is best. Chameleons recognize that there are limits to what the human body can do; the only way to exceed those limits is through magic. Exemplars, meanwhile, believe that the mortal mind is boundless, and that skilled men and women can find solutions to any problem. Master Throwers, on the other hand, understand that an adventurer's life is inherently dangerous, and that the best foe is the one that can be defeated before it can harm you. Chameleon A Chameleon believes that magic provides adaptability, and that the rude, rough arcana that most factotums get by on comes up short in too many situations. Chameleons turn their understanding of magic inward and develop an uncommon, but effective, arcana all their own. Arcane Flexibility A Chameleon quickly learns that mental flexibility is key to her success. This confers two benefits at second level: You may cast any spell you know as often as your spell slots allow. This ability replaces the restriction that a factotum may not cast a spell more than once per rest. You may choose one Wizard spell of a level no higher than highest spell level you can cast. You learn that spell, and it doesn’t count toward your normal number of spells known. Whenever you gain a level, she you change the spell you learned from this feature. Blending In Chameleons are legendary for their ability to become one with those around them, fading into obscurity without a whisper or gesture. At second level, you may cast Disguise Self at will without using verbal or somatic components, and without using a spell slot. Adaptation A Chameleon must be, above all else, flexible of mind, and at sixth level, you master the most important aspect of that principle. After a long rest, you may choose a feat that does not improve one of your core ability scores, and for which you meets all prerequisites. Until the end of your next long rest, you gain the benefit of that skill. Mimicry At tenth level, a Chameleon masters the art of imitation. This confers a few benefits: When making a Deception check to imitate or impersonate another, you always roll with advantage.

You may reproduce any sound or recreate an approximation of any item you've’s seen or heard since your last long rest, given appropriate time and materials. This imitation is not perfect, however; for instance, a forgery of a legal document will not stand up to close scrutiny.

If you sees and hear another creature cast a spell, you may use one of your factotum spell slots to cast that spell on your next turn. You must be able to cast spells of at least the same level as the spell you wish to imitate, and must do during your next turn. It uses a spell slot, as usual, and is cast at your normal caster level. Magical Aptitude At fourteenth level, a Chameleon reaches the pinnacle of her arcane mastery. You may learn any seventh-level or lower Wizard spells using your factotum spells known slots. This replaces the normal maximum spell level for factotum spells. Rapid Adaptation At eighteenth level, a Chameleon’s feat from the Adaptation class feature lasts until the end of her next long or short rest, and she chooses a new feat at the end of each short or long rest. Exemplar Exemplars are masters of skill and trickery, and can do more, and with with more style and panache, than just about anyone else. They are supremely skilled, and are able to turn that skill to astonishing use. Good and Lucky Exemplars are uniquely skilled, but they also know how to use luck to their advantage. When you use Inspiration to give yourself advantage on a skill check, you may add your Intelligence modifier to that check in addition to any other modifiers you would normally add. In addition, you may store one additional Inspiration. Old Dog, New Tricks Choose two additional skills. You are trained in those skills. Skill Artistry Many say that none are as skilled as an Exemplar; those who say this are right. At sixth level, your mastery of skills grants you two benefits: You gain Expertise (as the Rogue feature) in any skill or tool you're trained to use.

As a bonus action, you can perform a dirty trick on a creature within ten feet of you using Acrobatics, Athletics, Deception, or Sleight of Hand. Make a skill check against that creature's AC. If you succeed, you may knock it prone, blind it, or deafen it.

Extra Attack Starting at 10th level, you can attack twice, instead of once, whenever you take the attack action on your turn. Cunning Distraction As you become more skilled, you find that you're able to make your own luck when you need it. At 14th leve, you may spend an Inspiration as a bonus action to give a creature Disadvantage on all attack rolls and saving throws until the beginning of your next turn. That creature may make a Wisdom save against your spell save DC to ignore this effect. Perfect Knowledge The greatest exemplars react to danger very differently than most people do—because they know exactly the right thing to do. When you make a saving throw of any kind, you may make an Intelligence save instead. Master Thrower The most martially skilled factotums favor thrown weapons for their versatility; they tend to be easy to conceal, can be used either in melee or at range, reward training and accuracy, and are, above all else, replaceable; a mighty paladin, deprived of his magic sword, is all but helpless. Master Throwers have a well-deserved reputation as deadly foes, despite all their little knives, hatchets, or javelins because they always hurt, rarely miss, and never find themsewlves unarmed.

Sharp Enough to Cut Yourself When a Master Thrower takes up her art, she learns a number of basic tricks and techniques which allow her more flexibility in combat. This gives her several abilities: You can draw a melee weapon with a range increment as a free action.

You can throw a light melee weapon with a range increment as a bonus action. When you do, add your strength or dexterity bonus, as appropriate, to that weapon’s damage.

When a you use your Cunning Strike feature while dealing damage with a light thrown melee weapon, double that weapon’s damage dice as though the attack was a critical hit. This effect does not stack with bona fide critical hits, and does not count as a critical hit for the purposes of any ability or magic item. Brains Over Brawn At sixth level, a Master Thrower learns how to apply herself at the right moment, so that less effort will yield greater effect. Whenever you make a Strength or Dexterity skill check (but not a saving throw) or an Initiative check, you may use your Intelligence bonus instead of your Strength or Dexterity bonus for that check. Vital Shot As a Master Thrower deepens her expertise, she learns how to make each weapon she throws count. When you throw a weapon at a creature, you may treat it as though it were a magic weapon. In addition, you may ignore Resistance from one source for that attack. Barrage At tenth level, a Master Thrower becomes better able to economize her actions in combat. Whenever you throw a light melee weapon with a range increment using an attack or bonus action, you may throw an additional weapon of the same type. If a factotum multiclasses, treat this feature as though it were named Extra Attack. Expose Weakness The great advantage of little thrown weapons is their very lightness; a Master Thrower can take deadly advantage of this trait at fourteenth level. When you make a critical hit with a thrown ranged weapon, you may throw an additional weapon at the same target as a free action. Impeccable Timing As you reache the height of your combat skills, it becomes nearly impossible to avoid your attacks. At eighteenth level, you ignore all penalties to your ranged attack rolls with thrown weapons and all miss chances from mundane or magical sources when you're weilding thrown weapons. In essence, if you can legally make an attack roll with a thrown weapon, she rolls at her normal base attack bonus and with no miss chance.

Factotum Spell List Cantrips Light

Mage Hand

Mending

Prestidigitation

Produce Flame

Spare the Dying 1st Level Alarm

Burning Hands

Charm Person

Cure Wounds

Expeditious Retreat

Faerie Fire

Magic Missile

Protection from

Evil and Good 2nd Level Aid

Blindness/Deafness

Flame Blade

Hunter's Mark

Knock

Lesser Restoration

Pass Without Trace

Scorching Ray

Web 3rd Level Blink

Dispel Magic

Fly

Haste

Prayer of Healing

Spirit Guardians

Vampiric Touch

Wind Wall 4th Level Dimension Door

Flame Strike

Freedom of Movement

Ice Storm

Resilient Sphere

Wall of Fire 5th Level Arcane Hand

Greater Restoration

Hold Monster

Mass Cure Wounds

Wall of Force