Jack of All Trades

Jack of All Trades are the people who learn the locks, roads, customs, and shortcuts that specialists overlook. They are not defined by a single mastery, but by the ability to become useful anywhere, to anyone, with almost nothing. In one town they are the courier who knows every gatekeeper. In the next, they are the translator, the map-reader, the assistant, the negotiator, the scout, and the emergency fix for the broken wheel. Their pride is quiet and practical: they do not need to be the best in the room if they can make the room work. Adventuring parties value them because they can cover gaps, improvise plans, and keep the expedition moving when the expected expert is absent, unavailable, or wrong.

Class Features

Hit Die 1d8
Primary Ability Intelligence, Charisma
Saving Throws Dexterity, Wisdom
Archetype Mixed
Ability Categories martial_abilities
Caster Progression None

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows, Rapier
Tools Thieves' tools, Two artisan's tools of your choice
Skills All skills

Starting Equipment

• Leather armor
• A simple weapon and a dagger
• An explorer's pack or a scholar's pack
• Thieves' tools or one artisan's tool set

Class Resources

Versatility Dice Max 6 (After a Short or Long Rest)

Your class's flexible support resource. You have a number of Versatility Dice equal to your Proficiency Bonus. The dice are d6s at 2nd level, become d8s at 15th level, d10s at 17th level, and d12s at 20th level.

Spending You spend Versatility Dice only when a class feature or martial ability tells you to spend one or more dice. Unless an ability says otherwise, a spent die is expended immediately and can't be reused until you recover it on a rest.
Recovery You regain all expended Versatility Dice when you finish a Short or Long Rest. The die size changes at 15th, 17th, and 20th level as noted in the description.

Class Abilities

Martial Abilities

Borrowed Skill
Bonus Action 1 Versatility Die Level 1
Range Self
Target One skill or tool proficiency you have
Duration 1 minute
Movement None
Attack / Save None
Defense None

You can briefly lean on a familiar technique to improve one task. Spend a Versatility Die to empower a known proficiency for a short time.

Rules Text:

Bonus Action, Self, 1 minute, 1 Versatility Die. Choose one skill or tool proficiency you have. The next time before the duration ends that you make a check with that skill or tool, roll the die and add it to the d20 roll after seeing the d20 but before the GM says whether the check succeeds. At 15th level, choose two proficiencies instead of one when you activate this ability.

Buff Effect
Range: Self
Target: Self
Duration: 1 minute
Resource: Spend 1 Versatility Die
Fast Study
10-minute activity 1 Versatility Die Level 1
Range Self
Target One skill, tool, or language you do not know
Duration 1 hour or until your next Long Rest
Movement None
Attack / Save None
Defense None

A little observation and a bit of practice are enough to fake familiarity for a while. Spend time and a Versatility Die to gain a temporary proficiency.

Rules Text:

10-minute activity, Self, 1 hour or until your next Long Rest, 1 Versatility Die. Choose one skill, tool, or language you do not know. Until the duration ends, you gain proficiency with it. If you choose a language, you can speak and understand it. If you choose a tool, you gain proficiency in checks that normally use that tool.

Utility Effect
Range: Self
Target: Self
Duration: 1 hour or until your next Long Rest
Resource: Spend 1 Versatility Die
Quick Hands
Bonus Action Level 2
Range Self
Target Self
Duration Instantaneous
Movement Move up to 10 feet without provoking opportunity attacks
Attack / Save None
Defense The first opportunity attack against you before the start of your next turn is made with disadvantage

You can shift position and handle an item in the same beat, letting you stay mobile while interacting with the environment.

Rules Text:

Bonus Action, Self, Instantaneous, None. You move up to 10 feet without provoking opportunity attacks, then draw, stow, pick up, or interact with one object you can reach. If you moved at least 5 feet with this ability, the first opportunity attack against you before the start of your next turn is made with disadvantage.

Movement Effect
Range: Self
Target: Self
Duration: Instantaneous
Movement: Move up to 10 feet without provoking opportunity attacks
Defense: The first opportunity attack against you before the start of your next turn is made with disadvantage
Steady Nerves
Reaction 1 Versatility Die Level 2
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save The triggering saving throw or ability check
Defense None

You can steady yourself when fear, charm, or mental pressure would throw you off your game.

Rules Text:

Reaction, Self, Instantaneous, 1 Versatility Die. When you make a saving throw or ability check to resist being charmed, frightened, or otherwise mentally manipulated, roll the die and add it to the roll. If the result succeeds against a charm or fear effect, you also end that condition on yourself.

Buff Effect
Range: Self
Target: Self
Conditions: charmed, frightened
Duration: Instantaneous
Resource: Spend 1 Versatility Die
Crowd Reading
Action 1 Versatility Die Level 3
Range 30 feet
Target One creature you can see that can see or hear you
Duration Instantaneous
Movement None
Attack / Save Wisdom (Insight) check contested by the target's Charisma (Deception) check
Defense None

You can read the room, catch the tells, and decide whether the person in front of you is bluffing, bargaining, or hiding something else entirely.

Rules Text:

Action, 30 feet, one creature you can see that can see or hear you, instantaneous, 1 Versatility Die. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. On a success, you learn the creature's current mood, one thing it wants right now, and whether it is hiding a lie. Until the end of your next turn, the next Charisma check made by you or an ally against that creature has advantage.

Utility Effect
Range: 30 feet
Target: One creature you can see
Duration: Until the end of your next turn
Resource: Spend 1 Versatility Die
Evasive Adjustment
Reaction 1 Versatility Die Level 5
Range Self
Target Self
Duration Instantaneous
Movement You can move up to 5 feet without provoking opportunity attacks if the triggering attack misses or the save succeeds
Attack / Save The triggering attack roll or Dexterity saving throw
Defense AC against one attack or the triggering Dexterity saving throw

You turn a narrow miss or a bad step into a surviving move, using a lucky angle instead of brute durability.

Rules Text:

Reaction, Self, Instantaneous, 1 Versatility Die. When you are hit by an attack or fail a Dexterity saving throw, add the die to your AC against that attack or to the triggering Dexterity save. If the attack misses or the save succeeds, you can move up to 5 feet without provoking opportunity attacks.

Defense Effect
Saving Throw: Dexterity
Range: Self
Target: Self
Duration: Instantaneous
Movement: You can move up to 5 feet without provoking opportunity attacks if the triggering attack misses or the save succeeds
Defense: AC against one attack or the triggering Dexterity saving throw
Resource: Spend 1 Versatility Die
Improvised Solution
Action 1 Versatility Die Level 5
Range Self
Target One Tiny or Small nonmagical object worth 5 gp or less
Duration 1 hour or until used
Movement None
Attack / Save None
Defense None

With a minute of work and a little luck, you can turn scraps into a useful answer.

Rules Text:

Action, 1 minute, Self, 1 hour or until used, 1 Versatility Die. Create one Tiny or Small nonmagical object worth 5 gp or less from available materials, such as a wedge, torch, caltrops pouch, rope patch, tool handle, or simple brace. The object lasts for the duration or until it is used or broken. The first check made to use the object or solve the obstacle it addresses adds the die to the roll.

Utility Effect
Range: Self
Target: One Tiny or Small nonmagical object
Duration: 1 hour or until used
Resource: Spend 1 Versatility Die
Flexible Method
Reaction 1 Versatility Die Level 7
Range Self
Target Self
Duration Instantaneous
Movement None
Attack / Save The triggering skill or tool check
Defense None

You can change the approach when the first idea fails, provided another ability score genuinely fits the task.

Rules Text:

Reaction, Self, Instantaneous, 1 Versatility Die. When you fail a skill or tool check, if a different ability score could reasonably apply to the same task and the GM agrees, reroll the check using that new ability score and add the die. You must use the new roll.

Utility Effect
Range: Self
Target: Self
Duration: Instantaneous
Resource: Spend 1 Versatility Die
Network of Contacts
1-hour activity 1 Versatility Die Level 9
Range Self
Target A settlement where you have spent at least 1 day
Duration Special
Movement None
Attack / Save Charisma (Persuasion) or Intelligence (Investigation) check against a settlement-based DC
Defense None

You know how to find the person who knows the person you need, and you can turn a city into a web of useful introductions.

Rules Text:

1-hour activity, Self, special, 1 Versatility Die. In a settlement where you have spent at least 1 day, make a Charisma (Persuasion) or Intelligence (Investigation) check. The DC is 10 in a village, 12 in a small town, 15 in a city, and 18 in a metropolis. On a success, you establish a contact who can answer one question, provide one common service, or arrange one safe meeting before your next Long Rest. On a failure, you still learn one useful rumor.

Utility Effect
Range: Settlement
Target: A helpful contact
Duration: Until your next Long Rest
Resource: Spend 1 Versatility Die
Rapid Appraisal
Action 1 Versatility Die Level 11
Range 30 feet
Target One creature, object, or area
Duration 1 hour
Movement None
Attack / Save Intelligence (Investigation) or Wisdom (Perception) check
Defense None

One minute is enough for you to spot the hidden piece, the weak hinge, or the telltale seam that matters.

Rules Text:

Action, 1 minute, Self, 1 hour, 1 Versatility Die. Inspect one creature, object, or area within 30 feet. Make an Intelligence (Investigation) or Wisdom (Perception) check against DC 10 + the target creature's CR if the target is a creature, or against a GM-set DC of 10, 15, or 20 for an object or area. On a success, learn one hidden feature, threat, or function. For the next hour, you add the die to the next related check you make about that target or area.

Utility Effect
Range: 30 feet
Target: One creature, object, or area
Duration: 1 hour
Resource: Spend 1 Versatility Die
Master Mentor
10-minute activity 1 Versatility Die Level 13
Range 30 feet
Target One willing creature
Duration 1 hour
Movement None
Attack / Save None
Defense Temporary hit points equal to your Proficiency Bonus on a successful roll

Your advice sticks, and your training gives an ally a little extra momentum at exactly the right moment.

Rules Text:

10-minute activity, 30 feet, one willing creature, 1 hour, 1 Versatility Die. Choose one willing creature within 30 feet. For 1 hour, that creature can add the die to one ability check, saving throw, or attack roll of its choice. If the roll succeeds, it gains temporary hit points equal to your Proficiency Bonus.

Buff Effect
Range: 30 feet
Target: One willing creature
Duration: 1 hour
Defense: Temporary hit points equal to your Proficiency Bonus on a successful roll
Resource: Spend 1 Versatility Die
Routefinder
10-minute activity 1 Versatility Die Level 15
Range 30 feet
Target Up to your Proficiency Bonus willing creatures, including yourself
Duration 8 hours
Movement Each chosen creature's walking speed increases by 10 feet and it ignores nonmagical difficult terrain
Attack / Save Survival check to avoid becoming lost
Defense None

You can turn a rough route into a dependable march and help a group travel as if the world were a little more orderly.

Rules Text:

10-minute activity, Self, 8 hours, 1 Versatility Die. Choose up to your Proficiency Bonus willing creatures within 30 feet, including yourself. For 8 hours, each chosen creature's walking speed increases by 10 feet, it ignores nonmagical difficult terrain, and it has advantage on checks to avoid becoming lost. The first Survival check made by any chosen creature during the duration adds the die to the roll.

Movement Effect
Range: 30 feet
Target: Up to your Proficiency Bonus willing creatures
Duration: 8 hours
Movement: Each chosen creature's walking speed increases by 10 feet and it ignores nonmagical difficult terrain
Resource: Spend 1 Versatility Die
Distraction Play
Reaction 1 Versatility Die Level 17
Range 30 feet
Target One creature that can see or hear you
Duration Instantaneous
Movement None
Attack / Save Wisdom saving throw
Defense None

A timely interruption, a tossed remark, or a perfectly timed gesture can throw an enemy off just long enough to matter.

Rules Text:

Reaction, 30 feet, one creature that can see or hear you, instantaneous, 1 Versatility Die. When a creature you can see within 30 feet makes an attack roll or ability check, force it to make a Wisdom saving throw. On a failure, until the start of your next turn it has disadvantage on the next attack roll or ability check it makes. If it fails the save by 5 or more, it also can't take reactions until the start of your next turn.

Control Effect
Saving Throw: Wisdom
Range: 30 feet
Target: One creature that can see or hear you
Duration: Until the start of your next turn
Resource: Spend 1 Versatility Die
Sidelong Step
Bonus Action 1 Versatility Die Level 19
Range Self
Target Self and one willing creature within 5 feet of your starting space
Duration Instantaneous
Movement You move up to 15 feet without provoking opportunity attacks; one willing creature can move up to 5 feet without provoking opportunity attacks
Attack / Save None
Defense None

You can slide out of danger and make room for an ally in one practiced motion.

Rules Text:

Bonus Action, Self, Instantaneous, 1 Versatility Die. You move up to 15 feet without provoking opportunity attacks. One willing creature within 5 feet of your starting space can also move up to 5 feet without provoking opportunity attacks.

Movement Effect
Range: Self
Target: Self and one willing creature within 5 feet of your starting space
Duration: Instantaneous
Movement: You move up to 15 feet without provoking opportunity attacks; one willing creature can move up to 5 feet without provoking opportunity attacks
Resource: Spend 1 Versatility Die
Recall the Manual
Action 1 Versatility Die Level 19
Range Self
Target One nonmagical device, vehicle, trap, or mechanism within 5 feet
Duration 1 hour
Movement None
Attack / Save Intelligence (Investigation) check
Defense None

A mechanism stops being mysterious once you've taken it apart in your head.

Rules Text:

Action, 1 minute, Self, 1 hour, 1 Versatility Die. Choose one nonmagical device, vehicle, trap, or mechanism within 5 feet. Make an Intelligence (Investigation) check against a DC set by the GM, usually 10 for simple, 15 for complex, or 20 for intricate. On a success, you understand how it works and can operate it. For 1 hour, you and allies have advantage on checks to use or repair it, and one such check adds the die.

Utility Effect
Range: Self
Target: One nonmagical device, vehicle, trap, or mechanism
Duration: 1 hour
Resource: Spend 1 Versatility Die

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes This class lands near the bard and rogue in total utility, but its power is concentrated in checks, support, and problem-solving rather than spellcasting or burst damage. It is intentionally excellent at exploration and social scenes, yet its combat options are modest and largely depend on limited Versatility Dice.
Level Prof. Features Resources Spell Slots
1 +2 Universal Competence - -
2 +2 Versatility Dice Versatility Dice: 2d6 -
3 +2 Adaptive Learner, Subclass feature Versatility Dice: 2d6 -
4 +2 Ability Score Improvement Versatility Dice: 2d6 -
5 +3 Unsettling Readiness Versatility Dice: 3d6 -
6 +3 Collaborative Motion, Subclass feature Versatility Dice: 3d6 -
7 +3 Reliable Results Versatility Dice: 3d6 -
8 +3 Ability Score Improvement Versatility Dice: 3d6 -
9 +4 Shared Training Versatility Dice: 4d6 -
10 +4 Subclass feature Versatility Dice: 4d6 -
11 +4 Master of the Moment Versatility Dice: 4d6 -
12 +4 Ability Score Improvement Versatility Dice: 4d6 -
13 +5 Flexible Apprenticeship Versatility Dice: 5d6 -
14 +5 Subclass feature Versatility Dice: 5d6 -
15 +5 Effortless Improvisation Versatility Dice: 5d8 -
16 +5 Ability Score Improvement Versatility Dice: 5d8 -
17 +6 Ever-Ready Mind Versatility Dice: 6d10 -
18 +6 Subclass feature Versatility Dice: 6d10 -
19 +6 Ability Score Improvement Versatility Dice: 6d10 -
20 +6 Living Atlas Versatility Dice: 6d12 -

Class Features

Universal Competence (Level 1)

You gain proficiency in all skills. In addition, when you make an ability check that does not already add your Proficiency Bonus, add half your Proficiency Bonus, rounded down. You also gain proficiency with two tools of your choice and one extra language.

Versatility Dice (Level 2)

You gain a pool of Versatility Dice equal to your Proficiency Bonus. These dice are d6s. You spend them to fuel your martial abilities, and you regain all spent dice when you finish a Short or Long Rest.

Adaptive Learner (Level 3)

You gain proficiency with three tools of your choice and one language. Whenever you finish a Long Rest, you may replace one tool proficiency gained from this feature with another tool proficiency, provided you have practiced with or observed that tool for at least 1 hour since your last Long Rest.

Unsettling Readiness (Level 5)

You add your Proficiency Bonus to Initiative rolls. While you are conscious, you can't be Surprised.

Collaborative Motion (Level 6)

When you take the Help action to aid a creature with a check, the aided creature can be within 30 feet if it can see or hear you. After you Help in this way, you and that creature can each move up to 5 feet without provoking opportunity attacks.

Reliable Results (Level 7)

If you roll a d20 of 9 or lower on a skill or tool check, treat the d20 as 10.

Shared Training (Level 9)

After a Short Rest with a willing creature, choose one skill or tool proficiency you have. Until the end of your next Long Rest, that creature gains proficiency with it. The first time it makes a check with that proficiency, it can roll one Versatility Die and add the result.

Master of the Moment (Level 11)

When you or a creature you can see within 30 feet makes an ability check or saving throw, you can use your Reaction and spend 1 Versatility Die to add it after the d20 is rolled but before the outcome is determined.

Flexible Apprenticeship (Level 13)

If you spend 1 hour practicing with a willing tutor during downtime, you can gain temporary proficiency with one tool or language you don't know until your next Long Rest. If you spend 8 hours practicing, the proficiency lasts until you replace it with another proficiency gained from this feature.

Effortless Improvisation (Level 15)

Your Versatility Dice become d8s. In addition, when you roll Initiative, you regain 1 expended Versatility Die.

Ever-Ready Mind (Level 17)

Your Versatility Dice become d10s. Once on each of your turns, when you make a skill or tool check during your turn, you can roll one Versatility Die and add it without expending the die.

Living Atlas (Level 20)

Your Versatility Dice become d12s. When you roll Initiative, you regain all expended Versatility Dice. Once per Short Rest, if you fail a skill or tool check by 5 or less, you can turn that failure into a success.

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