Back to Essence Magic Users

A dabbler is an adventurer that casts spells that assist hir in infiltration and trickery.

Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Power Points
Power Point Dice: 1d4 per level
Power Points at 1st Level: 4 + your Intelligence modifier
Power Points at Higher Levels: 1d4 (or 3) + your Intelligence modifier per level after 1st

Proficiencies
Armor: Light Armor
Weapons: Simple weapons, Martial weapons
Tools: Thieve's Tools
Saving Throws: Dexterity, Intelligence
Skills:  Choose three from Acrobatics, Arcana, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Sleight of Hand, and Stealth

Dabblers choose 2 base lists and 2 open or closed Essence spell lists at Level 1. They have access to Levels 1-5 in each of these lists. They also gain 1 cantrip from the Warlock Spell Lists at Level 1 and one additional cantrip every 5 levels thereafter.
In addition to gaining spell lists through level advancement, Essence users can learn spell lists through adventuring.
After character creation, they have to learn spell list fragments, each of which contains 5 levels of spells. (Levels 1-5, 6-10, etc.) They must learn lower spell levels before they can learn higher levels in a list. (You have to know Levels 1-5 before you can learn 6-10.) They can cast any spell they know, but it's harder to cast higher level spells.

Table: Class Level Progression
  Lv    Prof    Cantrips    Feature  Notes 
1 +2 1    2 base lists, 2 open / closed lists, Expertise 
2 +2 1    Cunning Action 
3 +2 1    Skirmisher, +1 spell list fragment
4 +2 1    Ability Score Improvement 
5 +3 1    Fast Hands, Second-Story Work, +1 spell list fragment 
6 +3 2    Expertise
7 +3 2    Evasion, +1 spell list fragment 
8 +3 2    Ability Score Improvement 
9 +4 2    Superior Mobility, +1 spell list fragment
10 +4 2    Ability Score Improvement 


Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5' of you. This movement doesn't provoke opportunity attacks.

Fast Hands
Starting at 5th level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work
At 5th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. 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, and only half damage if you fail.

Superior Mobility
At 9th level, your Base Speed increases by 10' while you're unencumbered and wearing light or no armor. If you have a climbing or swimming speed, this increase applies to that speed as well.

Naull Level 1 Human Dabbler