Barrel Mancer
Magic is a fantastic medium to break the fundamental laws of nature. However, what if you used simple objects to break these laws and more. This is what the school of Barrelmancy is all about.
Class Features
Hit Points
- Hit Dice: 1d6 per Barrel Mancer level
- Hit Points at 1st Level: 6 + your Constitution modifier
- Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Barrel Mancer level after 1st
Proficiencies
- Armor: Light armor
- Weapons: None
- Tools: Woodcarver’s tools, Tinker's tools
- Saving Throws: Intelligence, Wisdom
- Skills: Choose 2 from Perception, Deception, Investigation, Arcana, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) One ranged weapon and one backpack or (b) One melee weapon and one barrel
- One set of nails and a hammer
- Barrel Mancer's Vial
- Glue
Spellcasting
Barrel mancy is the idea of using your mind or magic to throw heavy objects at opponents dealing damage. The damage dealt is determined by how heavy the object is. So, a boulder is going to deal more damage than a pebble. However barrel mancers cannot move large items. This is the rule of basic barrelmancy.
To bypass this rule, barrel mancer store objects within objects to increase their weight. For instance, a chest that has 7 greatswords in it weighs more than just an empty chest thus dealing more damage. The tricky part about barrel mancy is that objects that are thrown and damage enemies take damage themselves For instance if you toss a barrel at a simple young orc dealing damage, the barrel itself would take damage as well.
Spell Casting Ability
Intelligence is your spell casting ability.
-
Spell Save DC = 8 + your Intelligence Modifier + your proficiency bonus
-
Spell attack modifier = your proficiency bonus + your Intelligence modifier
The Barrel Mancer
Level | Proficiency Bonus | Features | Casts |
---|---|---|---|
1st | +2 | 3 | |
2nd | +2 | 3 | |
3rd | +2 | Lucky Feat | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | Extra Attack | 3 |
6th | +3 | Tool Expertise | 4 |
7th | +3 | Tough Feat | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | 4 | |
10th | +4 | Keen Mind Feat | 4 |
11th | +4 | Extra Attack (2) | 4 |
12th | +4 | Ability Score Improvement | 4 |
13th | +5 | Flash of Genius | 4 |
14th | +5 | 5 | |
15th | +5 | Linguist Feat | 5 |
16th | +5 | 5 | |
17th | +6 | 5 | |
18th | +6 | 5 | |
19th | +6 | Ability Score Improvement | 5 |
20th | +6 | Extra Attack (3) | 5 |
Cantrips
These Cantrips are standard for all Barrel Mancers.
Barrel Mancer's Hand
Cantrip Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V S
- Duration: Unlimited
A spectral, floating hand appears at a point you choose within range. The hand lasts until you dismiss it as an bonus action. The hand vanishes if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack. The hand can activate magical items and can carry an unlimited amount of weight.
Barrel Mancer Mending
Cantrip Transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V S M (One Lodestone)
- Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Features
Lucky Feat
At the 3rd level, You gain the ability inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Ability Score Improvement
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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.
Extra Attack
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Tool Expertise
Starting at the 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
Tough Feat
Starting at the 7th level, Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Keen Mind Feat
Starting at 10th level, You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence by 1, to a maximum of 20.
• You always know which way is north.
• You always know how the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.
Flash of Genius
At 13th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
Linguist Feat
Starting at the 15th level, You have studied languages and codes, gaining the following benefits:
• Increase your Intelligence by 1, to a maximum of 20.
• You learn three languages of your choice.
• You can ably create written ciphers. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it.
Progression Spells & Items
Unlike most spellcasters, Barrel Mancers learn new spells through completing milestones
Prime Barrel Mancer Mending
Cantrip Transmutation
- Casting Time: 1 minute
- Range: Touch
- Components: V M (15 Points of Maximum HP)
- Duration: Instantaneous
This spell is obtained by mending 100 unique items
In order to mend the object you must sacrifice 15 points of your Maximum HP.
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Once the object is mended, it becomes Primed and the object becomes unbreakable.
Primed Barrel Mancer Bag
Wonderous item, Barrel Mancer Gear
Category: Items
Item Rarity: Rare
Weight: 20
Primed Barrel Mancer bags have a core called the Infinite Core. A Barrel Mancer vial transforms into a Infinite Core which all Barrel Mancers have. You need 200 souls trapped in the vial that were killed by Barrelmancy. By combining the Infinite Core and a bag together, you can create a Primed Barrel Mancer Bag. To combine them, Barrel Macners have to use Prime Barrel Mancer Mending.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold unlimited weight and unlimited volume The bag weighs 15 pounds, regardless of its contents. The Prime Barrel Mancer Mending is unbreakable Retrieving an item from the bag requires an action.
Placing Primed Barrel Mancer bag inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Container Hit Points
Each container has a certain amount of hit points
Container | Hit Points |
---|---|
Backpack | 20 |
Barrel | 30 |
Basket | 15 |
Bottle | 5 |
Bucket | 7 |
Chest | 30 |
Flask or Tankard | 5 |
Jug or Pitcher | 10 |
Pot, iron | 8 |
Pouch | 5 |
Sack | 20 |
Vial | 1 |
Waterskin | 4 |
Bag of Holding | 35 |
Handy Haversack | 35 |
Portable Hole | 15 |
Barrel Mancer Mechanics
Barrel Mancers' main way of dealing damage in combat is utilizing heavy objects and throwing them at their opponents.
Opponents must make a success spell save in order to completely dodge the Barrel Mancer's object.
If the opponent fails the spell save, the damage dealt by the Barrel Mancer = .20 * weight of the object + Intelligence Modifier. The damage is always rounded up. If the damage calculated is 6.25, it rounds up to 7.
Object damage
As you use your objects to attack opponents, the object will take 1 point of damage after each successful hit. The objects hit points can be regenerated through fixing the object with tools or using spells such as mending.