Philosopher

Philosophers are masters of scrutiny and dialectic. They wander the world asking unasked questions, unearthing infinite regressions and I–think–therefore–I–am crises. Their intellect is razor-sharp but prone to paralyzing overanalysis. Many are brilliant in debate yet utterly directionless in life’s practicalities.

Class Features

Hit Die d6
Primary Ability Intelligence
Saving Throws Intelligence, Charisma

Proficiencies

Armor
Weapons Simple weapons
Tools Calligrapher's supplies
Skills Choose 2 from History, Insight, Persuasion, Deception, Investigation

Starting Equipment

• (a) A scholar's pack or (b) An explorer's pack
• (a) A set of fine clothes or (b) A set of common clothes
• (a) Calligrapher's supplies or (b) Chalk and slate

Class Abilities

Martial Abilities

Resource Thought Points
Well, Actually
Reaction Level 1

You interject with a pedantic correction at the perfect moment.

Control Effect
Conditions: distracted
Duration: Until end of the target's next turn
Philosophical Nonsense
Action 1 Thought Point Level 2

You bombard a target with irrelevant questions.

Debuff Effect
Saving Throw: Wisdom
Conditions: disadvantage on Persuasion checks
Duration: 1 minute
Red Herring
Action 1 Thought Point Level 3

You distract a foe with an off-topic tangent.

Debuff Effect
Saving Throw: Intelligence
Conditions: distracted
Duration: 1 round
Straw Man Strike
Action 2 Thought Points Level 5

You misconstrue a target's position, making them vulnerable.

Debuff Effect
Saving Throw: Charisma
Conditions: vulnerable to criticism: allies gain +2 to attack rolls against the target
Duration: 1 round
Pedantic Showdown
Bonus Action 2 Thought Points Level 7

You force two creatures in range into a pedantic argument.

Buff Effect
Conditions: both targets are incapacitated by argument
Duration: 1 round
Circular Reasoning
Reaction 1 Thought Point Level 9

You trap a creature in an endless loop of logic.

Control Effect
Saving Throw: Wisdom
Conditions: restrained by confusion
Duration: 1 round
Ad Hominem Attack
Action 3 Thought Points Level 11

You launch a personal insult so cutting it shakes the target's resolve.

Debuff Effect
Saving Throw: Wisdom
Conditions: frightened
Duration: 1 minute
Socratic Maieutic
Action 2 Thought Points Level 13

You draw out hidden truths from a willing or charmed target.

Utility Effect
Duration: Instant

Transformations

Existential Crisis
1 minute Level 6

You and any creature meeting your gaze fall into paralysis as you ponder the void.

Changes:

You cannot move or take actions while paralyzed, Affected creatures are paralyzed

Limitations:

You also are paralyzed and helpless

Zen Enlightenment
1 minute Level 9

You reach a state of calm clarity, shedding doubts.

Changes:

Gain resistance to psychic damage, You have advantage on saving throws against being frightened or charmed

Auras

Overthinking Aura
10-foot radius Level 2

Your presence forces allies and enemies to overanalyze.

Effect:

All within range have disadvantage on initiative rolls and advantage on Intelligence checks.

Activation:

Toggle

This aura can be toggled on or off.

Doubtful Presence
15-foot radius Level 6

Your aura sows self-doubt.

Effect:

Enemies have disadvantage on saving throws against your debuffs.

Oblivious to Career
Self Level 10

Your aura blinds you to worldly ambitions.

Effect:

You automatically fail Wisdom saving throws related to career or life planning.

Companions

Inner Socrates
Specter
Level 6

A ghostly mentor that whispers probing questions.

Statistics:
HP 4
AC 12
STR 1
DEX 14
CON 10
INT 18
WIS 16
CHA 12
Speed:
Walk 30 ft.
Skills:

History, +2

Senses:

Darkvision 60 ft.

Features:

Inspire Insight: Once per turn grants ally a d4 Inspiration

Commands:

Follow, Inquire, Silence

Scaling:

Level 10: HP increases to 8 and Inspiration die becomes d6

Muse of Doubt
Fey
Level 14

An invisible entity that provokes hesitation.

Statistics:
HP 6
AC 13
STR 2
DEX 16
CON 12
INT 14
WIS 18
CHA 10
Speed:
Walk 30 ft.
Senses:

Darkvision 60 ft.

Features:

Aura of Hesitation: Enemies within 5 ft. have disadvantage on reaction spells

Commands:

Whisper Doubt, Shield

Scaling:

Level 14: HP increases to 12 and aura radius increases to 10 ft.

Class Features

Well, Actually (Level 1)

You learn the Well, Actually rhetorical flourish. When someone states a fact, you can interject and derail the conversation.

Overthink (Level 2)

You can spend time analyzing every detail. You gain advantage on any Intelligence checks related to debate or analysis.

Existential Crisis (Level 6)

You may activate an existential paralysis at will. Anyone (including you) who makes eye contact is paralyzed until they break eye contact or make a Wisdom save.

Philosophical Mastery (Level 10)

Your logical detours become nearly irresistible. You add double your proficiency bonus to Intelligence (Investigation) and Charisma (Persuasion) checks involving debate.

Epistemic Pinnacle (Level 18)

At 18th level your mind reaches its apex. You can reroll one failed Intelligence or Charisma save once per short rest.

Ready to Explore More Class Options?

Join thousands of players and discover detailed class features, subclasses, and gameplay hooks with Fable Fiesta!

Register to unlock spellcasting details, subclass features, and class-specific quests!

Sign Up Now - It's Free!

No credit card required. Start exploring in minutes!