https://www.dandwiki.com/w/api.php?action=feedcontributions&user=ThighRash&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T09:49:58ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=The_Defiant_(5e_Class)&diff=1826654The Defiant (5e Class)2024-03-28T23:06:34Z<p>ThighRash: /* Creating a Defiant */</p>
<hr />
<div>{{WIP}}<br />
<br />
== The Defiant ==<br />
<br />
=== One Who Defies Odds===<br />
A homeless human is walking down the street minding his own business when a group of five wizards decide to rob him by putting him to sleep. When that doesn't work, one of them tries to hit him with a fireball. He swats it away with minimal effort and blows the wizards away with nothing but a shout.<br />
<br />
A Gutsy Individual is a creature who doesn't rely on weapons or magic to dish out some damage. Although they may pick up a chair or two along the way if they feel they want to send a message. They are people with supernatural strength, speed, and stamina. They overcome the worst situations with sheer willpower.<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Defiant ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Defiant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom, then Strength or Dexterity. Second, choose the Vagabond background.<br />
<br />
{{5e Class Features<br />
|name=The Defiant<br />
|summary=For those who are simply built different.<br />
|hd= 12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Improvised Weapons<br />
|tools= One Gaming Set of your choice<br />
|saves= Con, Wis<br />
|skills= Choose Four from the list: Athletics, Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Stealth, Survival, Perception, Persuasion.<br />
|item1a=Explorer's pack<br />
|item1b=Dungeoneer Pack<br />
|item1c=<br />
|item2a= 1 Gaming Set<br />
|item2b=<br />
|item2c=<br />
|item3a=A simple weapon<br />
|item3b=An improvised weapon<br />
|item3c=<br />
|item4a=A set of common clothes<br />
|item4b=A set of fancy clothes<br />
|item4c=<br />
|wealth= 2d4x10<br />
|classfeatures1= {{inpage|Nothin’ but the Clothes on my Back!}}, {{inpage|Anything can be a Weapon}}, {{inpage|Tough as Nails}}<br />
|classfeatures2= {{inpage|Collectin Receipts}}, {{inpage|Gotta Knock a Little Harder}}<br />
|classfeatures3= {{inpage|Defiance Ethos}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack (x1)}}<br />
|classfeatures6={{inpage|Force of Will}}, {{inpage|Ethos Feature}}<br />
|classfeatures7={{inpage|Herculean Strength}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Walk it Off}}<br />
|classfeatures10={{inpage|Ethos Feature}}<br />
|classfeatures11={{inpage|Defiant}}, {{inpage|Extra Attack (x2)}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Back Against the Wall}}<br />
|classfeatures14={{inpage|Ethos Feature}}<br />
|classfeatures15={{inpage|Momma Said Knock You Out!}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Transcendent Physiology}}<br />
|classfeatures18={{inpage|Ethos Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Apex of Individuality}} <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Unarmed Damage Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d10<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d12<br />
|extra1_14=1d12<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=2d6<br />
|extra1_18=2d6<br />
|extra1_19=2d6<br />
|extra1_20=2d6<br />
}}<br />
<br />
====Nothin’ but the Clothes on my Back!====<br />
<br />
At 1st level, Armor was always a bit too cumbersome for an individual such as yourself, and a little speed could make all the difference. Starting at 1st level, so long as you aren't wearing armor, your Armor Class equals 10 + your {{5a|Con}} modifier + your proficiency bonus. Additionally, when calculating your hitpoints, you add your constitution modifier twice instead of once.<br />
<br />
You lose access to all features of the class when using armor, magic, or magical abilities outside of what’s bestowed by your unique physique and improvised weapons.<br />
<br />
====Anything can be a Weapon====<br />
At 1st level, you gain proficiency in unarmed strikes. Your unarmed strike die starts out as a d6 and changes as you gain levels in this class, as indicated in the Unarmed Strikes column of the Defiant table above. You may also use this die whenever you use an improvised weapon which now gains the throwing property with a range of 30/90ft. You may use your Dexterity modifier instead of your Strength for attack and damage rolls involving your unarmed strikes and improvised weapons. When you take the Attack action on your turn, you can use your bonus action on that same turn to make a single unarmed strike attack or improvised weapon attack.<br />
<br />
====Tough as Nails====<br />
Starting at 1st level, you reduce all damage taken by 1. At 7th level, you may now reduce all damage you take by an amount equal to your proficiency bonus +1.<br />
<br />
====Collectin Receipts====<br />
Beginning at 2nd level, every time you hit a creature with an attack or get hit by another creature, you gain one stack of Collateral. Your Collateral maximum is equal to your Defiant Level + Your {{5a|Wis}} Modifier (Minimum of +1). You start combat with 1 stack of Collateral. The number of Collateral you begin combat with increases by 1 at 7th level and 14th level. Your Collateral stacks last until one minute after combat ends. You will use Collateral to fuel your future class features.<br />
<br />
Collateral Save DC: 8 + Your {{5a|Wis}} Modifier + Proficiency Bonus<br />
Collateral Attack Modifier: Proficiency Bonus + Your {{5a|Wis}} modifier<br />
<br />
====Gotta Knock a Little Harder====<br />
At 2nd level, you can unleash your fighting spirit to turn the tides of battle. As a bonus action, you may spend 3 stacks of Collateral to gain the following benefits for 1 minute:<br />
<br />
*Your movement speed is doubled, you cannot be restrained, and you can move unhindered even when grappled or in difficult terrain.<br />
*You count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift.<br />
*You have advantage on Constitution and Wisdom saving throws. <br />
*You add one additional die of damage to your unarmed strikes.<br />
*Whenever you successfully attack a creature, you gain temporary hit points equal to your proficiency bonus.<br />
<br />
You can use this feature a number of times equal to your proficiency bonus per long rest.<br />
<br />
====Watch The Body Tilt When You Hit the Head====<br />
<br />
At 2nd level, Your critical strike range is reduced by 1, allowing you to critically strike on a 19 or 20 for attack rolls. Additionally, before making an attack roll, you may expend 3 stacks of Collateral to aim your next attack at the target's most vital area. If the attack hits, it turns into a critical hit. If you reduce a creature's hit points to 0 when using this feature to turn an attack into a critical hit, you instead gain 2 stacks of Collateral instead of one.<br />
<br />
====Defiance Ethos====<br />
At 3rd level, you determine your type and methodology of defiance against whatever force opposes you. You may choose between The Great One or The Legendary Renegade. You gain additional features at levels 6, 10, 14, and 18.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level, you can make an additional attack whenever you take the Attack action. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
====Force of Will====<br />
<br />
At the 6th level, your mounting frustrations at those who wield powers greater than you have allowed you to finally break through the glass ceiling. Your unarmed strikes and improvised weapon attacks can now ignore resistance and immunities. Additionally, you may choose to become resistant to your choice of Bludgeoning, Slashing, or Piercing damage. You may choose another damage type of the three again at 11th level and another at 15th level.<br />
<br />
====Herculean Strength====<br />
At 7th level, you count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift. Your jump distances are doubled and you no longer require any feet of movement to when jumping. Finally, your body is now immune to the negative effects of extreme heat or cold environments, and you now have advantage against any effects which cause exhaustion.<br />
<br />
====Walk it Off====<br />
At 9th level, you can treat magic like it's nothing more than cheap parlor tricks. Whenever you are affected by a status condition, an effect from a spell, or a magical effect or similar effect, you can completely ignore the effect. You can use this feature once per short or long rest. At 14th level, you can use this feature twice times per short or long rest.<br />
<br />
====Defiant====<br />
At 11th level, You may now use your {{5a|Wis}} saving throw instead of any saving throw you are not already proficient in.<br />
<br />
====Back Against the Wall====<br />
You've been pushed back into a corner, and you're gonna give it everything you've got! At 13th level, when you reach half or below your maximum hit points, as a reaction, you may choose to gain the following benefits:<br />
<br />
*You gain the benefits of the Heroism spell for the duration. The number of temporary hit points gained is equal to your Wisdom modifier.<br />
*You gain 1 stack of Collateral at the start of each of your turns.<br />
*Your movement speed is tripled (does not stack with Gotta Knock a Little Harder), and your jump height and distance are now equal to your movement speed.<br />
*You Count as two sizes larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift instead of one size larger.<br />
*You gain a bright aura that reaches out to 10ft. You can make it whatever color you like as it is your fighting spirit.<br />
*You deal an additional amount of damage to on all of your attacks, equal to your proficiency bonus.<br />
*All damage you deal while in this state cannot be reduced or mitigated by any means.<br />
<br />
These benefits last until you are healed above half your hitpoint maximum and can only use it once per long rest.<br />
<br />
Additionally, if you witness an ally reach 0 HP, then you may enter Awakening at will as a reaction, losing all of your current Collateral stacks to move up to your movement speed toward the creature who dealt the final blow and make a single attack against them. This attack is always made with advantage, and, if successful, will count as a critical hit dealing maximum damage but not rewarding any additional Collateral.<br />
<br />
====Momma Said Knock You Out!====<br />
At 15th level, you can put your back into one strike. You can spend a number of stacks of Collateral up to your {{5a|Wis}} modifier in order to add 1d10 to your strikes for every stack you spend. Due to the power of this blow, the creature hit by this will be subjected to a {{5a|Con}} modifier that, on failure, sends the feature flying 10ft in the air for every stack spent before falling prone. The creature will take d6 falling damage for every 10ft they are send flying upward. On a critical strike, the creature will automatically fail the saving throw and be knocked and be unconscious until the end of your next turn, unless they take damage before then or are woken up by another creature. The additional damage from this feature cannot benefit from a critical strike.<br />
<br />
====Transcendent Physiology====<br />
At 17th level, you've trained hard, gaining a mind and body that goes beyond the mortal realm. You gain a +4 to your Constitution and Wisdom scores and increase their maximum by the same amount. Additionally, you gain the following effects:<br />
*You may now always considered under the effects of the Freedom of Movement spell. This effect counts as non-magical.<br />
*You may now always considered under the effects of the Water Walk. This effect counts as non-magical.<br />
*All fall damage you take is halved.<br />
*You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.<br />
<br />
====Apex of Individuality====<br />
At 20th level, you have reached the peak of your race, and it truly shows. Your body will always remain in its peak physical condition, allowing you to ignore the effects of aging. For every 10 years that passes, you only age 1 year. You also gain the following effects:<br />
<br />
*You're immune to the charmed and frightened conditions and are unaffected by Illusion magic.<br />
*You can no longer be blinded or deafened and can see through magical darkness and normal darkness.<br />
*You gain 3 legendary actions. You may use these legendary actions to take an action other than the attack action as if it was your turn, move up to your movement speed, or immediately gain 5 stacks of Collateral. Otherwise, you may make a single attack when expending it. You regain these Legendary actions at the end of a long rest.<br />
<br />
=== The Great One ===<br />
<br />
Greatness isn't born, it's made. You've resolved to become the best of them all. It doesn't matter how much they dish out when take it and give it right back!<br />
<br />
====On the Grind====<br />
At 3rd level, on your quest for greatness, you've decided to focus on improving yourself and learning from the competition. Now you begin to reap the fruits of your progress. Through expanding stacks of Collateral, you can perform superhuman feats that many men could only dream of. Initially, you can learn 3 of these techniques and obtain a new two new techniques with each new subclass feature you obtain. At Level 18, you have access to all of these techniques means you can use any of them, albeit you may only have a maximum of 10 prepared at a time, being able to switch them out during a long or short rest.<br />
<br />
;Techniques<br />
<br />
''Try me:'' You've shown just how capable you are as a person, overcoming anything that stops your progression forwards. When being targeted for an attack, you can expend an 2 stacks of Collateral against the creature if they can see you to instill a primal sense of fear and doubt in their mind. Make a Contested Intimidation check against the Creature's Insight. On a failure, they lose the attack they were about to perform, hesitating to dare strike you and receiving a penalty to their subsequent attacks on that turn against you equal to your proficiency bonus. On a success, if their attack does hit you, you reduce the damage by an amount equal to your Wisdom Modifier, maintaining your posture even if your intimidation failed.<br />
<br />
''You Can Have This Back:'' Whenever a creature targets you with any ranged projectile, you may attempt to catch it and send it right back. As a reaction, you may spend 2 stacks of collateral to reduce the damage by an amount equal to a d10 + your Level + Your Dexterity Modifier. If the damage is reduced to 0 you can catch the projectile. If you catch the projectile, you can make a ranged (20/60) Unarmed Strike with the projectile as part of the same reaction. You are considered proficient with this ranged weapon attack. For every additional stack of collateral expended, you may add an additional d10 to your roll.<br />
<br />
''Fight Back!:'' Whenever a creature successfully lands a melee attack against you, as a reaction, you may spend 1 stack of collateral to strike them back with your own melee attack. On a critical hit with this attack, you instead deal maximum damage as you show them how it's done!<br />
<br />
''Outnumbered NOT Outmatched!:'' Whenever there is more than 1 enemy within 5ft of you, as a reaction, you may spend 3 stacks of collateral to gain an adrenaline rush as your fight or flight kicks in. For the next minute, so long as more than 1 enemy is adjacent to you, enemies cannot gain advantage on their attack rolls against you. You gain an additional number of reactions for every enemy within 5ft of you to a maximum of +4 and reduce all damage received to a maximum of +5 for every enemy within range of you. These benefits only persist so long as there is more than 1 creature within 5ft of you. You may only use this technique once per short rest.<br />
<br />
''Drop it!:'' Whenever a creature makes an attack against you with a melee weapon, as a reaction, you may spend 2 stacks of collateral to make an unarmed strike against them, striking before they hit you. On a successful hit, you force them to make a strength-saving throw, being disarmed of the weapon on a failure and making the attack fail. If this attack critically strikes, they are instead automatically disarmed of the weapon reeling from your blow.<br />
<br />
''Cheap Shot:'' Whenever you make an unarmed strike against a creature, you may spend 1 stack of collateral to hit 'em where they least expect it. On a successful hit, you force them to make a constitution saving throw, being stunned until the end of your next turn on a failure. <br />
<br />
''Interruption:'' Whenever you see a creature attempting to cast a spell, take the disenguage action, or move out of your attack range, you as a reaction, you may spend 1 stack of collateral to make a single attack against them. On a hit, instead of dealing damage, you cancel whatever action they attempted to perform and reduce their movement speed to 0 until the end of their turn.<br />
<br />
''Victory Rush:'' Whenever a hostile creature within 5ft of you has their hit points reduced to 0, you may spend 1 stack of Collateral to gain temporary hit points equal to 2 + Half of your Defiant level which lasts until you take a short or long rest. These temporary hit points can stack.<br />
<br />
''Strike First:'' At the start of combat, before initiative is rolled, you may spend 1 Collateral to move up to your full movement speed. If you end your movement within 5ft of a hostile creature, you gain a bonus to your intuitive equal to your wisdom modifier, and your first action taken against that creature will gain advantage.<br />
<br />
''Against all Odds:'' At the start of your turn, you may use your action to spend 5 stacks of Collateral and assume a defensive posture. While in this state, your movement speed is reduced to 0, and you must spend your action on each subsequent turn to maintain this state. This state allows you to reduce all damage taken by half and grants the benefit of the dodge action. You may end this state at any time at the start of each of your subsequent turns.<br />
<br />
''Come Get Some!:'' As a bonus action, you may spend 1 stack of Collateral to taunt a creature into attacking you. They must make a wisdom saving throw against your Collateral DC and on a failure, for the next minute, they must either take the attack action against you or waste their action bad eyeing you. Creatures affected remake the saving throw at the start of each of their turns. For every additional stack of Collateral spent, you may target 1 additional creature.<br />
<br />
''Stay Down or Else...:'' As an action, you can spend 3 stacks of Collateral to make a single melee attack against a creature you can see. On a hit, you don't deal damage to the creature, but you instead force them to make a Charisma Saving throw. On a failure, the creature is incapacitated for the next minute or until another creature wakes them up. The creature affected by this technique remakes its saving throw at the start of each of its turns but can choose to fail. If the creature saves against the effect until the end of your next turn, you treat their AC as a 10.<br />
<br />
====Warrior's Intuition====<br />
<br />
Starting at 6th level, you've honed your fighting prowess enough to develop a 6th sense of sorts for combat, never letting the competition get the better of you. You can no longer be surprised at the start of combat, and you increase your passive perception by 5. You also gain proficiency in the Insight skill. If you already had proficiency, gain expertise instead. Additionally, as a bonus action, you can analyze a creature to learn more about what it could do in a fight. Make a contested Insight check against their Deception. On a success, you may choose to learn one aspect about them from one of the following:<br />
<br />
*Learn about their Resistances and Immunities, if any.<br />
*Learn about any Vulnerabilities they may have, if any.<br />
*Learn about a potential weakness from a narrative standpoint (at GM's discretion).<br />
*Learn if they have a higher score than you in your choice of Strength, Dexterity, or Constitution.<br />
*Learn about any weapons or items they may have on them or are concealing<br />
*Learn the current hit points of the creature.<br />
*Learn what the creature's AC is.<br />
*Learn what saving throws the creature has. (Does not reveal the modifiers of the saving throws only which they have)<br />
*Learn what alignment the creature is.<br />
*Learn if the creature is a spellcaster, has KI, or any similar nonmundane resource. You may also instead choose to learn how much of said resource the creature has if you've already identified that they have it.<br />
*Learn about any legendary actions or reactions the creature may possess.<br />
*Learn about 1 feature (or a random feature at GM's discretion) the creature possesses.<br />
<br />
For every additional 5 that you roll above the creature on the opposed check, you may choose to gain more information about the creature by picking from the aspect types. You may use this once per creature every combat encounter and once per short rest on a creature if used outside of combat.<br />
<br />
====Mightier Than Thou====<br />
At 10th level, Whenever a creature damages you and the damage dealt is no greater than your Defiant level + Your Constitution modifier, you may instead choose to take no damage from the attack. If the source of damage would have any additional effects you still incur them or must still make the appropriate save. You may use this feature three times per long rest.<br />
<br />
====Paragon of Physical Prowess====<br />
At 14th level, you gain proficiency in all skills associated with strength and dexterity and you may switch between using either strength, dexterity, or Constitution as your primary modifier when using any skills or ability checks associated with them. This does effect does not apply to saving throws. Finally, whenever you roll below an 8 for any skill or ability checks with strength, dexterity, or constitution, you may instead choose to take an 8 as your minimum roll. You may use this feature three times per short rest.<br />
<br />
====Thrice Setting Sun====<br />
At 18th level, The first time you are brought to 0 hit points, you immediately gain half of your maximum hit points as temporary hit points and are brought back to 1 hit point, cleansing you of all negative features, effects, or spells. These temporary hit points last until the end of combat. The second time you are brought to 0 hit points, you are brought back to 1 hit point, and until the end of your next turn, you cannot be brought to below 1 hit point. Finally, the third time you are brought to 0 hit points, you are instead brought back to 1. This feature will not stack with any other similar features and always activates before them. You may only benefit from this feature once per long rest.<br />
<br />
=== Legendary Renegade ===<br />
<br />
You don't know the meaning of the word surrender, and why would you? History is decided by the winners, after all. No sin is too heinous, and nothing is sacred. Not even divine retribution will stop you from doing what you want.<br />
<br />
====Treacherous Cunning====<br />
Starting at 3rd level, you've decided to double down on taking down your opponents by any means necessary. Through the use of stacks of Collateral, you can perform exploits to sabotage your enemies and tip the scales in your favor. Initially, you can learn 3 of these exploits and obtain two new exploits with each new subclass feature you obtain. At Level 18, you have access to all of these exploits, allowing you to use any of them, albeit you may only have a maximum of 10 prepared at a time, being able to switch them out during a long or short rest.<br />
<br />
;Exploits<br />
<br />
''Blood in the Water:'' Whenever you critically strike or deal damage to a creature with a damage type that it is vulnerable to, you may spent 1 stack of collateral, to make one additional attack that turn. You may also instead grant this effect to another creature of your choice within your movement speed. If done in this manner, that creature may, instead of making one attack, cast a spell.<br />
<br />
''Do em dirty:'' <br />
<br />
''You Can Have This Back:'' <br />
<br />
''Fight Back!:'' <br />
<br />
''Outnumbered NOT Outmatched!:'' <br />
<br />
''Drop it!:'' <br />
<br />
''Cheap Shot:'' <br />
<br />
''Interruption:'' <br />
<br />
''Victory Rush:'' <br />
<br />
''Strike First:'' <br />
<br />
''Against all Odds:'' <br />
<br />
''Come Get Some!:'' <br />
<br />
''Stay Down or Else...:''<br />
<br />
====Placeholder====<br />
Starting at 6th level,<br />
<br />
====Placeholder====<br />
At 10th level,<br />
<br />
====Placeholder====<br />
At 14th level,<br />
<br />
====Placeholder====<br />
At 18th level,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gutsy Individual class, you must meet these prerequisites: You cannot multiclass into this class.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-></div>ThighRashhttps://www.dandwiki.com/w/index.php?title=The_Defiant_(5e_Class)&diff=1825855The Defiant (5e Class)2024-03-27T00:47:58Z<p>ThighRash: /* Treacherous Cunning */</p>
<hr />
<div>{{WIP}}<br />
<br />
== The Defiant ==<br />
<br />
=== One Who Defies Odds===<br />
A homeless human is walking down the street minding his own business when a group of five wizards decide to rob him by putting him to sleep. When that doesn't work, one of them tries to hit him with a fireball. He swats it away with minimal effort and blows the wizards away with nothing but a shout.<br />
<br />
A Gutsy Individual is a creature who doesn't rely on weapons or magic to dish out some damage. Although they may pick up a chair or two along the way if they feel they want to send a message. They are people with supernatural strength, speed, and stamina. They overcome the worst situations with sheer willpower.<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Defiant ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Defiant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom, then Strength or Dexterity. Second, choose the Vagabond background.<br />
<br />
{{5e Class Features<br />
|name=The Defiant<br />
|summary=For those who are simply built different.<br />
|hd= 12<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor= None<br />
|weapons= Improvised Weapons<br />
|tools= One Gaming Set of your choice<br />
|saves= Con, Wis<br />
|skills= Choose Four from the list: Athletics, Acrobatics, Deception, Insight, Intimidation, Sleight of Hand, Stealth, Survival, Perception, Persuasion.<br />
|item1a=Explorer's pack<br />
|item1b=Dungeoneer Pack<br />
|item1c=<br />
|item2a= 1 Gaming Set<br />
|item2b=<br />
|item2c=<br />
|item3a=A simple weapon<br />
|item3b=An improvised weapon<br />
|item3c=<br />
|item4a=A set of common clothes<br />
|item4b=A set of fancy clothes<br />
|item4c=<br />
|wealth= 2d4x10<br />
|classfeatures1= {{inpage|Nothin’ but the Clothes on my Back!}}, {{inpage|Anything can be a Weapon}}, {{inpage|Tough as Nails}}<br />
|classfeatures2= {{inpage|Collectin Receipts}}, {{inpage|Gotta Knock a Little Harder}}<br />
|classfeatures3= {{inpage|Defiance Ethos}} <br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack (x1)}}<br />
|classfeatures6={{inpage|Force of Will}}, {{inpage|Ethos Feature}}<br />
|classfeatures7={{inpage|Herculean Strength}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Walk it Off}}<br />
|classfeatures10={{inpage|Ethos Feature}}<br />
|classfeatures11={{inpage|Defiant}}, {{inpage|Extra Attack (x2)}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Back Against the Wall}}<br />
|classfeatures14={{inpage|Ethos Feature}}<br />
|classfeatures15={{inpage|Momma Said Knock You Out!}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Transcendent Physiology}}<br />
|classfeatures18={{inpage|Ethos Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Apex of Individuality}} <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name= Unarmed Damage Die<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d10<br />
|extra1_10=1d10<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d12<br />
|extra1_14=1d12<br />
|extra1_15=1d12<br />
|extra1_16=1d12<br />
|extra1_17=2d10<br />
|extra1_18=2d10<br />
|extra1_19=2d10<br />
|extra1_20=2d10<br />
}}<br />
<br />
====Nothin’ but the Clothes on my Back!====<br />
<br />
At 1st level, Armor was always a bit too cumbersome for an individual such as yourself, and a little speed could make all the difference. Starting at 1st level, so long as you aren't wearing armor, your Armor Class equals 10 + your {{5a|Con}} modifier + your proficiency bonus. Additionally, when calculating your hitpoints, you add your constitution modifier twice instead of once.<br />
<br />
You lose access to all features of the class when using armor, magic, or magical abilities outside of what’s bestowed by your unique physique and improvised weapons.<br />
<br />
====Anything can be a Weapon====<br />
At 1st level, you gain proficiency in unarmed strikes. Your unarmed strike die starts out as a d6 and changes as you gain levels in this class, as indicated in the Unarmed Strikes column of the Defiant table above. You may also use this die whenever you use an improvised weapon which now gains the throwing property with a range of 30/90ft. You may use your Dexterity modifier instead of your Strength for attack and damage rolls involving your unarmed strikes and improvised weapons. When you take the Attack action on your turn, you can use your bonus action on that same turn to make a single unarmed strike attack or improvised weapon attack.<br />
<br />
====Tough as Nails====<br />
Starting at 1st level, you reduce all damage taken by 1. At 7th level, you may now reduce all damage you take by an amount equal to your proficiency bonus +1.<br />
<br />
====Collectin Receipts====<br />
Beginning at 2nd level, every time you hit a creature with an attack or get hit by another creature, you gain one stack of Collateral. Your Collateral maximum is equal to your Defiant Level + Your {{5a|Wis}} Modifier (Minimum of +1). You start combat with 1 stack of Collateral. The number of Collateral you begin combat with increases by 1 at 7th level and 14th level. Your Collateral stacks last until one minute after combat ends. You will use Collateral to fuel your future class features.<br />
<br />
Collateral Save DC: 8 + Your {{5a|Wis}} Modifier + Proficiency Bonus<br />
Collateral Attack Modifier: Proficiency Bonus + Your {{5a|Wis}} modifier<br />
<br />
====Gotta Knock a Little Harder====<br />
At 2nd level, you can unleash your fighting spirit to turn the tides of battle. As a bonus action, you may spend 3 stacks of Collateral to gain the following benefits for 1 minute:<br />
<br />
*Your movement speed is doubled, you cannot be restrained, and you can move unhindered even when grappled or in difficult terrain.<br />
*You count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift.<br />
*You have advantage on Constitution and Wisdom saving throws. <br />
*You add one additional die of damage to your unarmed strikes.<br />
*Whenever you successfully attack a creature, you gain temporary hit points equal to your proficiency bonus.<br />
<br />
You can use this feature a number of times equal to your proficiency bonus per long rest.<br />
<br />
====Watch The Body Tilt When You Hit the Head====<br />
<br />
At 2nd level, Your critical strike range is reduced by 1, allowing you to critically strike on a 19 or 20 for attack rolls. Additionally, before making an attack roll, you may expend 3 stacks of Collateral to aim your next attack at the target's most vital area. If the attack hits, it turns into a critical hit. If you reduce a creature's hit points to 0 when using this feature to turn an attack into a critical hit, you instead gain 2 stacks of Collateral instead of one.<br />
<br />
====Defiance Ethos====<br />
At 3rd level, you determine your type and methodology of defiance against whatever force opposes you. You may choose between The Great One or The Legendary Renegade. You gain additional features at levels 6, 10, 14, and 18.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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.<br />
<br />
====Extra Attack====<br />
At 5th level, you can make an additional attack whenever you take the Attack action. The number of attacks increases to three when you reach 11th level in this class.<br />
<br />
====Force of Will====<br />
<br />
At the 6th level, your mounting frustrations at those who wield powers greater than you have allowed you to finally break through the glass ceiling. Your unarmed strikes and improvised weapon attacks can now ignore resistance and immunities. Additionally, you may choose to become resistant to your choice of Bludgeoning, Slashing, or Piercing damage. You may choose another damage type of the three again at 11th level and another at 15th level.<br />
<br />
====Herculean Strength====<br />
At 7th level, you count as one size larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift. Your jump distances are doubled and you no longer require any feet of movement to when jumping. Finally, your body is now immune to the negative effects of extreme heat or cold environments, and you now have advantage against any effects which cause exhaustion.<br />
<br />
====Walk it Off====<br />
At 9th level, you can treat magic like it's nothing more than cheap parlor tricks. Whenever you are affected by a status condition, an effect from a spell, or a magical effect or similar effect, you can completely ignore the effect. You can use this feature once per short or long rest. At 14th level, you can use this feature twice times per short or long rest.<br />
<br />
====Defiant====<br />
At 11th level, You may now use your {{5a|Wis}} saving throw instead of any saving throw you are not already proficient in.<br />
<br />
====Back Against the Wall====<br />
You've been pushed back into a corner, and you're gonna give it everything you've got! At 13th level, when you reach half or below your maximum hit points, as a reaction, you may choose to gain the following benefits:<br />
<br />
*You gain the benefits of the Heroism spell for the duration. The number of temporary hit points gained is equal to your Wisdom modifier.<br />
*You gain 1 stack of Collateral at the start of each of your turns.<br />
*Your movement speed is tripled (does not stack with Gotta Knock a Little Harder), and your jump height and distance are now equal to your movement speed.<br />
*You Count as two sizes larger for grappling, and when determining your carrying capacity and weight, you can push, drag, or lift instead of one size larger.<br />
*You gain a bright aura that reaches out to 10ft. You can make it whatever color you like as it is your fighting spirit.<br />
*You deal an additional amount of damage to on all of your attacks, equal to your proficiency bonus.<br />
*All damage you deal while in this state cannot be reduced or mitigated by any means.<br />
<br />
These benefits last until you are healed above half your hitpoint maximum and can only use it once per long rest.<br />
<br />
Additionally, if you witness an ally reach 0 HP, then you may enter Awakening at will as a reaction, losing all of your current Collateral stacks to move up to your movement speed toward the creature who dealt the final blow and make a single attack against them. This attack is always made with advantage, and, if successful, will count as a critical hit dealing maximum damage but not rewarding any additional Collateral.<br />
<br />
====Momma Said Knock You Out!====<br />
At 15th level, you can put your back into one strike. You can spend a number of stacks of Collateral up to your {{5a|Wis}} modifier in order to add 1d10 to your strikes for every stack you spend. Due to the power of this blow, the creature hit by this will be subjected to a {{5a|Con}} modifier that, on failure, sends the feature flying 10ft in the air for every stack spent before falling prone. The creature will take d6 falling damage for every 10ft they are send flying upward. On a critical strike, the creature will automatically fail the saving throw and be knocked and be unconscious until the end of your next turn, unless they take damage before then or are woken up by another creature. The additional damage from this feature cannot benefit from a critical strike.<br />
<br />
====Transcendent Physiology====<br />
At 17th level, you've trained hard, gaining a mind and body that goes beyond the mortal realm. You gain a +4 to your Constitution and Wisdom scores and increase their maximum by the same amount. Additionally, you gain the following effects:<br />
*You may now always considered under the effects of the Freedom of Movement spell. This effect counts as non-magical.<br />
*You may now always considered under the effects of the Water Walk. This effect counts as non-magical.<br />
*All fall damage you take is halved.<br />
*You can move along vertical surfaces, across liquids, and upside down on ceilings without falling during the move.<br />
<br />
====Apex of Individuality====<br />
At 20th level, you have reached the peak of your race, and it truly shows. Your body will always remain in its peak physical condition, allowing you to ignore the effects of aging. For every 10 years that passes, you only age 1 year. You also gain the following effects:<br />
<br />
*You're immune to the charmed and frightened conditions and are unaffected by Illusion magic.<br />
*You can no longer be blinded or deafened and can see through magical darkness and normal darkness.<br />
*You gain 3 legendary actions. You may use these legendary actions to take an action other than the attack action as if it was your turn, move up to your movement speed, or immediately gain 5 stacks of Collateral. Otherwise, you may make a single attack when expending it. You regain these Legendary actions at the end of a long rest.<br />
<br />
=== The Great One ===<br />
<br />
Greatness isn't born, it's made. You've resolved to become the best of them all. It doesn't matter how much they dish out when take it and give it right back!<br />
<br />
====On the Grind====<br />
At 3rd level, on your quest for greatness, you've decided to focus on improving yourself and learning from the competition. Now you begin to reap the fruits of your progress. Through expanding stacks of Collateral, you can perform superhuman feats that many men could only dream of. Initially, you can learn 3 of these techniques and obtain a new two new techniques with each new subclass feature you obtain. At Level 18, you have access to all of these techniques means you can use any of them, albeit you may only have a maximum of 10 prepared at a time, being able to switch them out during a long or short rest.<br />
<br />
;Techniques<br />
<br />
''Try me:'' You've shown just how capable you are as a person, overcoming anything that stops your progression forwards. When being targeted for an attack, you can expend an 2 stacks of Collateral against the creature if they can see you to instill a primal sense of fear and doubt in their mind. Make a Contested Intimidation check against the Creature's Insight. On a failure, they lose the attack they were about to perform, hesitating to dare strike you and receiving a penalty to their subsequent attacks on that turn against you equal to your proficiency bonus. On a success, if their attack does hit you, you reduce the damage by an amount equal to your Wisdom Modifier, maintaining your posture even if your intimidation failed.<br />
<br />
''You Can Have This Back:'' Whenever a creature targets you with any ranged projectile, you may attempt to catch it and send it right back. As a reaction, you may spend 2 stacks of collateral to reduce the damage by an amount equal to a d10 + your Level + Your Dexterity Modifier. If the damage is reduced to 0 you can catch the projectile. If you catch the projectile, you can make a ranged (20/60) Unarmed Strike with the projectile as part of the same reaction. You are considered proficient with this ranged weapon attack. For every additional stack of collateral expended, you may add an additional d10 to your roll.<br />
<br />
''Fight Back!:'' Whenever a creature successfully lands a melee attack against you, as a reaction, you may spend 1 stack of collateral to strike them back with your own melee attack. On a critical hit with this attack, you instead deal maximum damage as you show them how it's done!<br />
<br />
''Outnumbered NOT Outmatched!:'' Whenever there is more than 1 enemy within 5ft of you, as a reaction, you may spend 3 stacks of collateral to gain an adrenaline rush as your fight or flight kicks in. For the next minute, so long as more than 1 enemy is adjacent to you, enemies cannot gain advantage on their attack rolls against you. You gain an additional number of reactions for every enemy within 5ft of you to a maximum of +4 and reduce all damage received to a maximum of +5 for every enemy within range of you. These benefits only persist so long as there is more than 1 creature within 5ft of you. You may only use this technique once per short rest.<br />
<br />
''Drop it!:'' Whenever a creature makes an attack against you with a melee weapon, as a reaction, you may spend 2 stacks of collateral to make an unarmed strike against them, striking before they hit you. On a successful hit, you force them to make a strength-saving throw, being disarmed of the weapon on a failure and making the attack fail. If this attack critically strikes, they are instead automatically disarmed of the weapon reeling from your blow.<br />
<br />
''Cheap Shot:'' Whenever you make an unarmed strike against a creature, you may spend 1 stack of collateral to hit 'em where they least expect it. On a successful hit, you force them to make a constitution saving throw, being stunned until the end of your next turn on a failure. <br />
<br />
''Interruption:'' Whenever you see a creature attempting to cast a spell, take the disenguage action, or move out of your attack range, you as a reaction, you may spend 1 stack of collateral to make a single attack against them. On a hit, instead of dealing damage, you cancel whatever action they attempted to perform and reduce their movement speed to 0 until the end of their turn.<br />
<br />
''Victory Rush:'' Whenever a hostile creature within 5ft of you has their hit points reduced to 0, you may spend 1 stack of Collateral to gain temporary hit points equal to 2 + Half of your Defiant level which lasts until you take a short or long rest. These temporary hit points can stack.<br />
<br />
''Strike First:'' At the start of combat, before initiative is rolled, you may spend 1 Collateral to move up to your full movement speed. If you end your movement within 5ft of a hostile creature, you gain a bonus to your intuitive equal to your wisdom modifier, and your first action taken against that creature will gain advantage.<br />
<br />
''Against all Odds:'' At the start of your turn, you may use your action to spend 5 stacks of Collateral and assume a defensive posture. While in this state, your movement speed is reduced to 0, and you must spend your action on each subsequent turn to maintain this state. This state allows you to reduce all damage taken by half and grants the benefit of the dodge action. You may end this state at any time at the start of each of your subsequent turns.<br />
<br />
''Come Get Some!:'' As a bonus action, you may spend 1 stack of Collateral to taunt a creature into attacking you. They must make a wisdom saving throw against your Collateral DC and on a failure, for the next minute, they must either take the attack action against you or waste their action bad eyeing you. Creatures affected remake the saving throw at the start of each of their turns. For every additional stack of Collateral spent, you may target 1 additional creature.<br />
<br />
''Stay Down or Else...:'' As an action, you can spend 3 stacks of Collateral to make a single melee attack against a creature you can see. On a hit, you don't deal damage to the creature, but you instead force them to make a Charisma Saving throw. On a failure, the creature is incapacitated for the next minute or until another creature wakes them up. The creature affected by this technique remakes its saving throw at the start of each of its turns but can choose to fail. If the creature saves against the effect until the end of your next turn, you treat their AC as a 10.<br />
<br />
====Warrior's Intuition====<br />
<br />
Starting at 6th level, you've honed your fighting prowess enough to develop a 6th sense of sorts for combat, never letting the competition get the better of you. You can no longer be surprised at the start of combat, and you increase your passive perception by 5. You also gain proficiency in the Insight skill. If you already had proficiency, gain expertise instead. Additionally, as a bonus action, you can analyze a creature to learn more about what it could do in a fight. Make a contested Insight check against their Deception. On a success, you may choose to learn one aspect about them from one of the following:<br />
<br />
*Learn about their Resistances and Immunities, if any.<br />
*Learn about any Vulnerabilities they may have, if any.<br />
*Learn about a potential weakness from a narrative standpoint (at GM's discretion).<br />
*Learn if they have a higher score than you in your choice of Strength, Dexterity, or Constitution.<br />
*Learn about any weapons or items they may have on them or are concealing<br />
*Learn the current hit points of the creature.<br />
*Learn what the creature's AC is.<br />
*Learn what saving throws the creature has. (Does not reveal the modifiers of the saving throws only which they have)<br />
*Learn what alignment the creature is.<br />
*Learn if the creature is a spellcaster, has KI, or any similar nonmundane resource. You may also instead choose to learn how much of said resource the creature has if you've already identified that they have it.<br />
*Learn about any legendary actions or reactions the creature may possess.<br />
*Learn about 1 feature (or a random feature at GM's discretion) the creature possesses.<br />
<br />
For every additional 5 that you roll above the creature on the opposed check, you may choose to gain more information about the creature by picking from the aspect types. You may use this once per creature every combat encounter and once per short rest on a creature if used outside of combat.<br />
<br />
====Mightier Than Thou====<br />
At 10th level, Whenever a creature damages you and the damage dealt is no greater than your Defiant level + Your Constitution modifier, you may instead choose to take no damage from the attack. If the source of damage would have any additional effects you still incur them or must still make the appropriate save. You may use this feature three times per long rest.<br />
<br />
====Paragon of Physical Prowess====<br />
At 14th level, you gain proficiency in all skills associated with strength and dexterity and you may switch between using either strength, dexterity, or Constitution as your primary modifier when using any skills or ability checks associated with them. This does effect does not apply to saving throws. Finally, whenever you roll below an 8 for any skill or ability checks with strength, dexterity, or constitution, you may instead choose to take an 8 as your minimum roll. You may use this feature three times per short rest.<br />
<br />
====Thrice Setting Sun====<br />
At 18th level, The first time you are brought to 0 hit points, you immediately gain half of your maximum hit points as temporary hit points and are brought back to 1 hit point, cleansing you of all negative features, effects, or spells. These temporary hit points last until the end of combat. The second time you are brought to 0 hit points, you are brought back to 1 hit point, and until the end of your next turn, you cannot be brought to below 1 hit point. Finally, the third time you are brought to 0 hit points, you are instead brought back to 1. This feature will not stack with any other similar features and always activates before them. You may only benefit from this feature once per long rest.<br />
<br />
=== Legendary Renegade ===<br />
<br />
You don't know the meaning of the word surrender, and why would you? History is decided by the winners, after all. No sin is too heinous, and nothing is sacred. Not even divine retribution will stop you from doing what you want.<br />
<br />
====Treacherous Cunning====<br />
Starting at 3rd level, you've decided to double down on taking down your opponents by any means necessary. Through the use of stacks of Collateral, you can perform exploits to sabotage your enemies and tip the scales in your favor. Initially, you can learn 3 of these exploits and obtain two new exploits with each new subclass feature you obtain. At Level 18, you have access to all of these exploits, allowing you to use any of them, albeit you may only have a maximum of 10 prepared at a time, being able to switch them out during a long or short rest.<br />
<br />
;Exploits<br />
<br />
''Blood in the Water:'' Whenever you critically strike or deal damage to a creature with a damage type that it is vulnerable to, you may spent 1 stack of collateral, to make one additional attack that turn. You may also instead grant this effect to another creature of your choice within your movement speed. If done in this manner, that creature may, instead of making one attack, cast a spell.<br />
<br />
''Do em dirty:'' <br />
<br />
''You Can Have This Back:'' <br />
<br />
''Fight Back!:'' <br />
<br />
''Outnumbered NOT Outmatched!:'' <br />
<br />
''Drop it!:'' <br />
<br />
''Cheap Shot:'' <br />
<br />
''Interruption:'' <br />
<br />
''Victory Rush:'' <br />
<br />
''Strike First:'' <br />
<br />
''Against all Odds:'' <br />
<br />
''Come Get Some!:'' <br />
<br />
''Stay Down or Else...:''<br />
<br />
====Placeholder====<br />
Starting at 6th level,<br />
<br />
====Placeholder====<br />
At 10th level,<br />
<br />
====Placeholder====<br />
At 14th level,<br />
<br />
====Placeholder====<br />
At 18th level,<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gutsy Individual class, you must meet these prerequisites: You cannot multiclass into this class.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
<br />
<br />
[[Category:5e Class Mashup]]<!-keep this category if the class uses multiple tags-></div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Senketsu,_2nd_Variant_(5e_Equipment)&diff=1823316Senketsu, 2nd Variant (5e Equipment)2024-03-19T16:40:03Z<p>ThighRash: slight wording cleanup</p>
<hr />
<div>{{Copyright Disclaimer|owner=Studio Trigger|franchise=Kill la Kill}}<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/pl6uNNb.png|Senketsu}}</div><br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Junketsu<br />
|type=Armor<br />
|subtype=[[Improvised Armor (5e Equipment)|Clothing]]<br />
|rarity=artifact<br />
|attunement=<br />
|description=A shirt and skirt combo made from extraterrestrial threads.<br />
<br />
'''''Exclusive''''' ''Senketsu'' was made to be worn on females, and won't work properly on male characters.<br />
<br />
'''''Magical Armor''''' Senketsu is a magical cloth armor granting the wearer an AC 13 + the wearer's Dexterity Bonus.<br />
<br />
'''''Blood for Power''''' All of Senketsu's features which have an HP cost or maintenance will not only take from the user's current HP but also reduces their maximum HP by the same amount until their next long rest. Additionally, the HP cost of all of Senketsu's features cannot be reduced or mitigated in any way. Finally, if ''Senketsu'' does not drink blood for more than 24 hours, he will search for the creature who awoke him to be donned by them. A creature that resists Senketsu donning himself must make a DC20 Strength Saving Throw or take 35 necrotic damage which cannot be mitigated or reduced by any means, then Senketsu dons himself on the creature. If the creature is willing they will only take 25 necrotic damage. If the creature would be reduced to 0HP from Senketsu donning himself they will instead be left at 1HP but fall unconscious. If ''Senketsu'' does not drink blood for 72 Hours he will go in a hibernation-like state becoming seemingly ordinary clothing, until he is next donned.<br />
<br />
'''''This is embarrassing''''' If the wearer feels ashamed/embarrassed while wearing Senketsu, he draws double the amount of HP to sustain its transformations and activate any transformation. Additionally, if Kamui is activated, alongside any other detrimental effects, Senketsu will passively drain an additional 1 HP from the wearer at the end of each of the wearer's turns.<br />
<br />
'''''Maiko''''' Senketsu can influence the wearer's movements if he wants to. The wearer must make a Wisdom save of DC 17 to resist this. On a failure, Senketsu will take control of his wearer for the rest of their turn or at the start of their next turn.<br />
<br />
'''''Berserk Mode''''' If the Wearer is overcome by a blinding unreasonable rage or is overwhelmed by intense emotions due to a traumatic event such as watching an ally's death, Senketsu mutates into monstrous blood leaking armor. In this transformation, all damage is halved regardless of the source, you gain advantage on any status conditions that may negatively affect you, and after 1 round of being affected, you will immediately ignore them. You will also be unable to cast any spells, nor concentrate on any spells or features. All attacks you make have advantage and deal additional damage equal to twice your proficiency modifier, but all attacks against you also have advantage. When this mode is active Senketsu will passively drain 5 HP. If an attack is successful against a creature whose current HP is below 5 multiplied by the wearer's proficiency bonus, or they are reduced to that amount, they will be immediately put to 0HP then violently killed. At the start of each of their turns, the weather must attack the creature which caused the wearer to enter this transformation or any nearby enemy, otherwise, they will attack the closest creature in sight. If Kamui is activated during berserker mode or prior to entering a berserk state, you gain the effects of the Kamui feature, including its maintenance cost but any additional transformations will have double their cost. Additionally, while in this state, Senketsu may impose DC:22 wisdom save on the wearer's turn to forcibly activate one of his forms (Kamui included). Berserk Mode will last until the wearer is reduced to 0hp, the creature who caused the rage is killed, or if the wearer succeeds on a DC 27 Wisdom saving throw.<br />
<br />
'''''Guardian Angel''''' Senketsu whispers warnings to its wearer, granting a +3 bonus to initiative. Additionally, the wearer of Senketsu cannot be surprised at the start of combat. Additionally, when Kamui is unlocked, while Senketsu is being worn by that creature, he will grant them +2 to their Strength, Dexterity, and Constitution scores to a maximum of 20.<br />
<br />
'''''Indestructable''''' Senketsu cannot be destroyed by any ordinary means. Additionally, if it would be targeted by an effect that would destroy armor or equipment, it instead ignores it. The only way to destroy Senketsu is with a [https://www.dandwiki.com/wiki/Scissor_Blade_(5e_Equipment) Scissor Blade].<br />
<br />
'''''Symbiotic Bond''''' Once per day, if the wearer of Senketsu fails any mental skill check (Intelligence, Wisdom, or Charisma), Senketsu may roll immediately following the failure to rectify it. Whenever this occurs, Senketsu will roll with proficiency in the skill if the wearer also has proficiency in the skill. Additionally, Senketsu himself may activate this feature whenever he feels appropriate. When the Kamui feature is unlocked, this feature will become twice per day, and finally, once Kisaragi has been permanently unlocked this feature will be three uses per day. This feature also does not apply to any Checks imposed by Senketsu's features.<br />
<br />
'''''Don't Lose Your Way''''' Upon initially wearing ''Senketsu'', the creature must make a DC 30 Wisdom saving throw, or Senketsu will not be able to bond with his wearer and they will be unable to access Kamui and its features. The wearer may make a DC22 Wisdom saving throw again once per day beyond the first after initially donning to unlock the Kamui feature and then a DC 30 Wisdom saving throw to unlock the Kisaragi transformation after Kamui has been unlocked. If the save is successful, Senketsu will synchronize with the wearer granting access to the Kisaragi feature. Any critical successes by the wearer on this roll will only grant the Imperfect Kisaragi or Kamui feature temporarily, but upon its end will no longer grant access to it. Kisaragi can only be fully unlocked when the DC 30 charisma check is met or exceeded. Additionally, any feature, item, or effect outside of a creature's base attribute and proficiency bonus which would any bonuses to the saving throw do not apply. ''Senketsu'' is worn, he will drain 10 Hitpoints from his wearer to continue functioning, reducing their maximum Hitpoints temporarily by the same amount until they take a long rest.<br />
<br />
==Transformations==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/JDrdMbC.png|Kamui transformation}}</div><br />
===Kamui===<br />
Once Senketsu and his wearer have properly bonded they both gain access to the Kamui transformation. The Kamui transformation will require the wearer to make a DC22 Wisdom saving throw in order to be unlocked. Critical successes on this DC will permanently unlock the Kamui transformation, however, like Kisaragi, no additional modifiers from any features may be added to the roll. As a bonus action, the wearer can give up 10 HP of her HP to activate Kamui which will drain 1d6+1 HP from the wearer at the start of each round. Kamui can be dismissed on your turn as a bonus action and will deactivate if the wearer cannot pay the full HP cost leaving them at 1 HP. Additionally, The wearer may immediately access Kamui or its additional transformations as a free action even when it is not their turn, by spending triple the HP for the activation. Outside of combat, Kamui will consume 4 HP every five minutes that passes as maintenance.<br />
<br />
====Kamui Features====<br />
'''''Superhuman Physiology''''' The wearer will gain proficiency in both athletics and acrobatics if they did not have it before. Then the wearer's dexterity score will be set to 20 unless already higher, and temporarily make both the wear's Constitution and Strength scores equal to their dexterity score for the duration of the transformation, double their movement speed, and an additional reaction. The wearer's Dexterity score cannot be reduced by any means while in Kamui. The wearer will also count as one size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Any excess Hitpoints that would have been gained from the increase in the wearer's constitution score are added as temporary HP instead.<br />
<br />
'''''Excessive Force''''' All melee attacks will add an additional 2d4+1 force damage to each damage roll, and this force damage will also deal double damage to structures and constructs. Additionally, the wearer may instead choose to deal this damage as a ranged attack by punching the air with extreme force, now dealing 3d6 + Dexterity Modifier magical bludgeoning damage with a range equal to 20 multiplied by their proficiency bonus. This ranged attack will also benefit from the Extra Attack feature.<br />
<br />
'''''Split-second Evasion''''' The wearer gains access to a new reaction that allows the wearer to gain a +1 to their AC at the cost of 2 HP in increments (There is no limit of how much HP can be given, but it must be the wearer's HP). Alternatively, for the cost of 5 HP, they will temporarily gain the effects of the evasion feature until the start of their next turn. Both of these effects can be used in a single reaction, but the wearer must pay the appropriate HP cost to gain both benefits.<br />
<br />
'''''Virtual Indestructaility''''' The wearer will gain resistance to slashing, bludgeoning, and piercing damage. Magical weapons and features that bypass or ignore resistance do not affect Senketsu unless the damage was dealt from a [https://www.dandwiki.com/wiki/Scissor_Blade_(5e_Equipment) Scissor Blade].<br />
<br />
'''''Adaptability''''' Senketsu will actively observe and strategize during any combat encounters and may ask his wearer for extra blood to prompt an evolution, resulting in a new form. The initial cost of accessing a new form will always be equal to 20 HP then be fully accessible to the wearer with a cost of 5 HP or 10HP henceforth, depending on the form. More forms than those listed may be developed based on the challenges Senketsu and his wearer may face. (GM's discretion)<br />
<br />
===Kisaragi===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/l43ozpO.png|Kisaragi transformation}}</div><br />
In order to access this transformation, the wearer must achieve critical success on the DC 30 Wisdom saving throw imposed by the Don't Lose your way feature to temporarily unlock it or meet or exceed the check to permanently unlock its capabilities. If the check is not met but a critical success is achieved, the wearer will temporarily have access to the Imperfect Synchronization feature. If the check is met, then they gain access to the Full Synchronization feature. Outside of combat, it will be a 4 HP maintenance cost every five minutes sustained unless otherwise stated.<br />
====Kisaragi Features====<br />
<br />
'''''Imperfect Syncronization''''' Junketsu sets its wearer's dexterity score to 22 and makes both their constitution and strength scores equal to their dexterity scores and gains all the features of Kamui. Your Superhuman Physiology feature will now instead give expertise in athletics and acrobatics. Excessive Force will now deal half of your proficiency bonus (round up)d4+1 force damage. Split-second Evasion now grants the Uncanny Dodge feature. Virtual Indestructaility will now mitigate 2 damage taken from any source that is not Senketsu. This form's blood maintenance cost does not change from normal Kamui. Additionally, when the wearer is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails their roll, they may instead choose to succeed. You may only use this once per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours and this transformation will forcibly end.<br />
<br />
'''''Full Syncronization'''''<br />
In addition to having the features of all unlocked transformations, including those from Imperfect Synchronization when this form is activated, Senketsu sets its wearer's dexterity score to 24 and gains the following benefits: Excessive Force will now deal (your proficiency bonus)d4+1, and Virtual Indestrictivility will now mitigate damage any damage taken by an amount equal to your proficiency bonus. The wearer will also count as two size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. This form will also reduce the HP maintenance to d4 HP per round for sustaining this form of Kamui in combat. Additionally, is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. This is usable three times per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form. Finally, gain 1 legendary action while in this form, to make 1 melee attack or immediately move up to their movement speed without provoking attacks of opportunity.<br />
<br />
===Additional Transformations===<br />
<br />
'''''Senketsu Shippu''''' As a bonus action, the wearer can give an additional 5 HP to activate this form. Wings emerge from Senketsu and the wearer allows the wearer to fly with a speed equal to twice her current movement speed. If you did not have proficiency in Strength, Dexterity, or Constitution, gain proficiency while this transformation is active. Outside of combat, you can maintain a speed of 45 Miles per hour, provided you can maintain your transformation.<br />
<br />
'''''Senketsu Senjin''''' As a bonus action, the wearer can give an additional 5 HP to activate this form. In this form, blades protrude from every part of Senketsu. If any creature hits the wearer with a melee attack, as a reaction they may force the blades to extend causing the creature to make a Constitution save (DC:8 + proficiency bonus + Dexterity modifier) on a failed save it takes (half of your proficiency bonus rounded down)d4 piercing damage and half damage on a success. Additionally, the wearer also gains an additional +1 AC bonus upon activating this form.<br />
<br />
'''''Senketsu Mubyoshin''''' As a bonus action the wearer can spend an additional 5 Hp to activate this form. This form grants the wearer immunity to Thunder damage, force damage and sound-based effects. They will also gain equal to 5 times their proficiency bonus in temporary HP until Kamui ends alongside gaining advantage against Strength and Constitution Saving throws. <br />
<br />
|sentience= ''Senketsu'' is a Chaotic Neutral Armor with an Intelligence of 17, a Wisdom of 16, and a Charisma of 18. It has low-light vision up to a range of 120 ft. Senketsu can read, speak and understand common and can communicate with its wielder telepathically. <br />
<br />
|personality= ''Senketsu'' speaks in a deep male voice. Senketsu is a composed and analytical individual, calmly observing and assessing situations as they occur. He has a manic and aggressive craving for the blood of the wearer unless worn every day. He tries his best to aid the wearer and seems to be really friendly if the wearer accepts him, aiding whenever possible.<br />
<br />
}}<br />
----<br />
{{5e Equipment Breadcrumb}}<br />
[[5e Magical Armor|Magic Armor]]<br />
[[Category:User]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Junketsu_(5e_Equipment)&diff=1823314Junketsu (5e Equipment)2024-03-19T16:36:28Z<p>ThighRash: wording adjustments</p>
<hr />
<div>{{Copyright Disclaimer|owner=Studio Trigger|franchise=Kill la Kill}}<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/dpxtDqm.png|Junketsu}}</div><br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Junketsu<br />
|type=Armor<br />
|subtype=[[Improvised Armor (5e Equipment)|Clothing]]<br />
|rarity=artifact<br />
|attunement=<br />
|description=A sailor uniform made from extraterrestrial threads.<br />
<br />
'''''Exclusive''''' ''Junketsu'' was made to be worn on females, and won't work properly on male characters.<br />
<br />
'''''Magical Armor''''' ''Junketsu'' is a magical cloth armor granting the wearer an AC 15 + the wearer's Dexterity Bonus.<br />
<br />
'''''Blood for Power''''' ''Junketsu'' All of Junketsu's features which have an HP cost or maintenance will not only take from the user's current HP but also reduces their maximum HP by the same amount until their next long rest. Additionally, the HP cost of all of Junketsu's features cannot be reduced or mitigated in any way. Finally, if ''Junketsu'' does not drink blood for more than 24 hours, he will viscously seek out and attack any creature with blood until its hunger is satisfied. A creature attacked by ''Junketsu'' must make a DC20 Strength Saving Throw or take 50 necrotic damage which cannot be mitigated or reduced by any means. If the creature survives the attack, ''Junketsu'' will immediately don himself upon the creature. If ''Junketsu'' does not drink blood for 72 Hours he will go in a hibernation-like state becoming seemingly ordinary clothing, until he is next donned.<br />
<br />
'''''This is embarrassing''''' If the wearer feels ashamed/embarrassed while wearing ''Junketsu'', he draws double the amount of HP to sustain its transformations and activate any transformation. Additionally, if Kamui is activated, alongside any other detrimental effects, ''Junketsu'' will passively drain an additional 1 HP from the wearer at the end of each of the wearer's turns.<br />
<br />
'''''Maiko''''' ''Junketsu'' can influence the wearer's movements if he wants to. The wearer must make a Wisdom save of DC 20 to resist this. On a failure, Junketsu will take control of his wearer for the rest of their turn or at the start of their next turn.<br />
<br />
'''''Predator's Ire''''' At the start of any combat encounter ''Junketsu'' will manifest its hunger and bloodlust affecting any enemy of its wearer that has a line of sight of them. This will affect a number of enemies equal to the wearer's {{5a|cha}} modifier. Enemies will make a Wisdom save (DC: 10+ Charisma + Proficiency bonus). On a failure, they will be frightened for one minute on failure, or until they successfully pass the save, enemies will continue to roll another wisdom save at the end of each of their turns. On a successful save they do not get frightened.<br />
<br />
'''''Indestructable''''' Junketsu cannot be destroyed by any ordinary means. Additionally, if it would be targeted by an effect that would destroy armor or equipment, it instead ignores it. The only way to destroy Junketsu is with a [https://www.dandwiki.com/wiki/Scissor_Blade_(5e_Equipment) Scissor Blade].<br />
<br />
'''''You Seem Interesting''''' Upon initially wearing ''Junketsu'', the creature must make a DC 30 Charisma saving throw, or Junketsu will not be able to function at his full potential, granting access to the Kamui feature and granting the Cannot be Tamed feature. You may attempt this save again once per day. If the save is successful, Junketsu will fully synchronize with the wearer granting access to the Shinzui feature, all additional Kamui transformations, and losing the Cannot be Tamed feature. Any critical successes by the wearer on this roll will only grant Shinzui feature temporarily, but upon its end will no longer grant access to it. Shinzui can only be fully unlocked when the DC 30 charisma check is met or exceeded. Additionally, any feature, item, or effect outside of a creature's base attribute and proficiency bonus which would any bonuses to the saving throw do not apply. Every day ''Junketsu'' is worn, he will drain 25 Hitpoints from his wearer to continue functioning, reducing their maximum Hitpoints temporarily by the same amount until they take a long rest.<br />
<br />
'''''Can't Be Tamed''''' The wearer must make a Charisma saving throw DC 20 each day since the moment she dons Junketsu. On a failed save she can't remove Junketsu on a successful one she can remove it and is immune to this effect for 24 hours. Upon this saving throw being successfully passed three times in a row by Junketsu's wearer, he will become less hostile to its wearer, granting them more of his power and no longer imposing this saving throw. Once this happens this feature will become inactive and all of Junketsu's additional Kamui transformations will be unlocked.<br />
<br />
'''''Parasitic Bond''''' Once per day, if the wearer of Junketsu fails any Physical checks (Strength, Dexterity, Constitution), Junetsu may reroll the wearer's check to rectify it. Whenever this occurs, Junketsu will impose a charisma saving throw DC: 22 to assume control of the wearer and immediately reroll the failed physical action then assume control of the wearer until the start of their next turn on a failed save. Additionally, Junketsu himself may activate this feature whenever he feels it appropriate if the wearer must make a Physical check. This feature becomes usable once per long rest once the Can't Be Tamed feature is inactive and the Shinzui feature is unlocked, Junketsu will no longer try to assume control of his wearer and the wearer can now use this feature on their own allowing Junketsu to attempt to rectify the failure.<br />
<br />
'''''Unchecked Power''''' The Kamui feature will always be unlocked to Junketsu's wearer upon Junketsu being donned, however, Junketsu in turn will not be bonded to his wearer will initially see them as a tool unless full synchronization is achieved. Junketsu will grant its wearer a +2 to all of their physical scores while being worn to a maximum of 20. Once the cannot be tamed feature is inactive, Junketsu will be more willing to respond to his wearer's requests and become less hostile and grant the wearer a bonus of +4 to all of their physical scores when being worn to a maximum of 20. These bonuses do not apply if the wearer is using any transformations.<br />
<br />
==Transformations==<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/Blkbw8H.png|Kamui transformation}}</div><br />
===Kamui===<br />
Unlike his counterpart, Junketsu allows his wearer access to Kamui immediately upon being donned. As a bonus action, the wearer can give up 10 HP of her HP to activate Kamui which will drain 2d6 HP from the wearer at the start of each round. Kamui can be dismissed on your turn as a bonus action and will deactivate if the wearer cannot pay the full HP cost leaving them at 1 HP. Additionally, The wearer may immediately access Kamui or its additional transformations as a free action even when it is not their turn, by spending triple the HP for the activation. Outside of combat, Kamui will consume 4 HP every five minutes that passes as maintenance.<br />
<br />
====Kamui Features====<br />
'''''Superior Mind and Body''''' The wearer will gain a +3 bonus to all saving throws (does not apply to any DC imposed by Junketsu's features) and gain proficiency in both athletics and acrobatics if they did not have it before. The wearer will also count as one size larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Then the wearer's dexterity score will be set to 20 unless already higher, and temporarily make both the wear's Constitution and Strength scores equal to their dexterity score for the duration of the transformation, double their movement speed, and an additional reaction. The wearer's Dexterity score cannot be reduced by any means while in Kamui. Additionally, if the Cannot be tamed feature is inactive, the bonus to the wearer's Dexterity score will be set to 22 instead. Any excess Hitpoints that would have been gained from the wearer's constitution score increasing are added as temporary HP instead.<br />
<br />
'''''Absolute Strength''''' All melee attacks will add an additional 2d4+2 force damage to each damage roll, and this force damage will also deal double damage to structures and constructs. Additionally, if the wearer is wielding a weapon that deals slashing damage, they may instead choose to deal this damage as a ranged attack, forgoing the double damage to structures and constructs while now dealing 4d6 + Dexterity Modifier magical slashing damage with a range equal to 20 multiplied by their proficiency bonus. This ranged attack will also benefit from the Extra Attack feature.<br />
<br />
'''''Effortless Evasion''''' The wearer gains access to the evasion feature while in Kamui if they did not have it already, and a new reaction that allows the wearer to gain a +1 to their AC at the cost of 2 HP in increments (There is no limit of how much HP can be given, but it must be the wearer's HP).<br />
<br />
'''''Ruthless Efficiency''''' Junketsu will reduce the critical strike range of the wearer's attack rolls by 1 and upon scoring a critical strike, grant 1 point of a resource called Blood Frenzy. Blood Frenzy can be used to substitute class resources using the metric of 1 Blood frenzy point is equal to 3 ki or similar resource and 1 Blood Frenzy is equal to 1 tier one spell slot and each additional blood frenzy point is equal to an addition spell tier.<br />
<br />
'''''Built for Perfection''''' The wearer will gain resistance to slashing, bludgeoning, and piercing damage. Magical weapons and features that bypass or ignore resistance do not affect Junketsu unless the damage was dealt from a [https://www.dandwiki.com/wiki/Scissor_Blade_(5e_Equipment) Scissor Blade]. Additionally, you will reduce all damage taken by 3 from any source that is not a feature of Junketsu.<br />
<br />
===Shinzui===<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/j9oNpHO.png|Shinzui transformation}}</div><br />
In order to access this transformation, the wearer must achieve critical success on the DC 30 charisma saving throw imposed by the Cannot Be Tamed feature to temporarily unlock it or meet or meet the check to permanently unlock its capabilities. If the check is not met but a critical success is achieved, the wearer will temporarily have access to the Imperfect Synchronization feature. If the check is met, then they gain access to the Full Synchronization feature. Outside of combat, it will be a 4 HP maintenance cost every five minutes sustained unless otherwise stated.<br />
====Shinzui Features====<br />
<br />
'''''Imperfect Syncronization''''' Junketsu sets its wearer's dexterity score to 24 unless already higher, and makes both their constitution and strength scores equal to their dexterity scores and gains all the features of Kamui. The wearer will also count as two sizes larger for grappling, determining your carrying capacity and the weight you can push, drag, or lift. Your Superior Body and Mind feature will now instead give a +4 to all saving throws, Absolute Strength will now use half of your proficiency bonus (round up), Effortless Evasion now grants the Uncanny Dodge feature, Ruthless Efficiency will reduce the critical strike range by 2 instead of one, and Built for Perfection will now mitigate damage any damage taken by an amount equal to half of your proficiency bonus (rounded up). This form's blood maintenance cost does not change from normal Kamui. Additionally, is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. You may only use this once per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero, you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form.<br />
<br />
'''''Full Syncronization'''''<br />
In addition to having the features of all transformations when this form is activated, Junketsu sets its wearer's dexterity score to 26 unless already higher. Your Superior Body and Mind feature will now instead give a +5 to all saving throws, Absolute Strength will now use your full proficiency bonus, and Ruthless Efficiency will now instead cause your critical hits to double the attack's damage instead of rolling for critical damage, and Built for Perfection will now mitigate damage any damage taken by an amount equal to your proficiency bonus. This form will also reduce the HP maintenance to d6 HP per round for sustaining this form of Kamui in combat. Additionally, when the wearer is subject to a Wisdom, Intelligence, or Charisma saving throw while in this form and fails, they may instead choose to succeed. This is usable three times per long rest. Once this form is dismissed, you cannot pay the HP maintenance cost, or your HP is reduced to zero; you will be unable to access any transformations for 24 Hours. If your HP was reduced to 0 while in this form, you instead are put to 1 HP instead as you forcibly exit this form. Finally, gain 1 legendary action while in this form, to make 1 melee attack or immediately move up to their movement speed without provoking attacks of opportunity.<br />
<br />
===Additional Transformations===<br />
<br />
'''''Junketsu Shippu''''' As a bonus action the wearer can give an additional 5 HP to activate this form. Wings emerge from Junketsu and the wearer allows the wearer to fly with a speed equal to triple her current movement speed. If you did not have proficiency in Strength, Dexterity, or Constitution, gain proficiency while this transformation is active. Outside of combat, you can maintain a speed of 60 Miles per hour, provided you can maintain your transformation.<br />
<br />
'''''Junketsu Senjin''''' As a bonus action the wearer can give an additional 5 HP to activate this form. In this form, blades protrude from every part of Junketsu. If any creature hits the wearer with a melee attack, as a reaction they may force the blades to extend causing the creature to make a Constitution save (DC:8 + proficiency bonus + Dexterity modifier) on a fail it takes (half of your proficiency bonus rounded down)d6 piercing damage and half damage on a success. Additionally, the wearer also gains an additional +2 AC bonus upon activating this form.<br />
<br />
'''''Junketsu Mubyoshin''''' As a bonus action the wearer can spend an additional 5 Hp to activate this form. This form grants the wearer immunity to Thunder damage, force damage, and sound-based effects. They will also gain equal to 10 multiplied by their proficiency bonus in temporary HP until Kamui ends alongside gaining advantage against Strength and Constitution Saving throws. <br />
<br />
|sentience= ''Junketsu'' is a Chaotic Evil Armor with an Intelligence of 19, a Wisdom of 17, and a Charisma of 20. It has hearing and low-light vision up to a range of 120 ft. Junketsu can read, speak and understand common and can communicate with its wielder telepathically. <br />
|personality= ''Junketsu'' rarely communicates with its wearer. Junketsu is feral in nature, he doesn't care about the well-being of his wearer all he cares about is the blood of the wearer and the blood of his enemies. He has a manic and aggressive craving for the blood of the wearer. Being very feral in nature, the only true way of mastering Junketsu lies in taming him, like you would a true beast.<br />
<br />
}}<br />
----<br />
{{5e Equipment Breadcrumb}}<br />
[[5e Magical Armor|Magic Armor]]<br />
[[Category:User]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Lullaby_(5e_Spell)&diff=1823268Lullaby (5e Spell)2024-03-19T14:27:19Z<p>ThighRash: </p>
<hr />
<div><br />
{{5e Spell<br />
|name=Lullaby<br />
|school=Enchantment<br />
|lvl=cantrip<br />
|casttime=1 action<br />
|range=120 feet<br />
|comp=V, S<br />
|dur= {{5e|Concentration|Concentration}}, up to 1 minute<br />
|summary= You cause a creature to become drowsy with a simple song.<br />
}}<br />
<br />
Your lullaby makes a targeted creature within range become drowsy. The creature must make a {{5a|wis}} {{5e|Saving Throw}} or become tired and delirious. While drowsy the creature has {{5e|Disadvantage}} on {{5e|Concentration}} {{5e|Saving Throw|saving throws}}, and on {{5a|int}} and {{5a|wis}} checks. The creature knows you are affecting it. If the target takes damage, it snaps from its dazed state, and this spell ends.<br />
<br />
'''''At Higher Levels.''''' You may target a total of two creatures at 5th level, three at level 11th and finally four at 17th level.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Bard Spells Breadcrumb}} <br/><br />
{{5e Warlock Spells Breadcrumb}} <br/><br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:bard 0]]<br />
[[Category:warlock 0]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Blessing_of_Kings_(5e_Spell)&diff=1823166Blessing of Kings (5e Spell)2024-03-19T01:27:00Z<p>ThighRash: Created page with "{{Copyright Disclaimer|franchise=Warcraft|owner=Blizzard}} {{5e Spell |name=Blessing of Kings |school=Transmutation |ritual= |lvl=3rd |casttime=1 action |range=30ft |comp=V, S..."</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Warcraft|owner=Blizzard}}<br />
{{5e Spell<br />
|name=Blessing of Kings<br />
|school=Transmutation<br />
|ritual=<br />
|lvl=3rd<br />
|casttime=1 action<br />
|range=30ft<br />
|comp=V, S<br />
|dur= 1 Hour<br />
|summary=Channel the powers of the Light to empower a target with the knowledge, power, and guidance of kings of old.<br />
}}<br />
You channel power from your holy symbol and imbue a creature of your choice with a temporary blessing. For the duration, increase all of the creature's ability scores by +2, grant them immunity to charm and frighten conditions, and grant a +1 to their proficiency bonus for the duration. Any additional hit points this benefit would grant is instead treated as temporary hit points instead.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 5th level, you increase the bonus to the creature's ability score to +4 instead of 2 and increase their proficiency bonus by +2 instead.<br />
<vote type=1/><br />
----<br />
{{5e Paladin Spells Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Transmutation School]]<br />
[[Category:Paladin 3]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Caliburn,_The_Sword_of_Selection_(5e_Equipment)&diff=1823152Caliburn, The Sword of Selection (5e Equipment)2024-03-19T01:10:11Z<p>ThighRash: slight buff to energy conversion</p>
<hr />
<div>{{Copyright Disclaimer|owner=Type-Moon|franchise=Fate}}<br />
<div class="externalimage-holder" style="width:12%;float:right">{{5e Image|float:right|https://i.imgur.com/GUacjSs.png|Caliburn}}</div><br />
<br />
{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Caliburn<br />
|type=Weapon<br />
|subtype=[[5e SRD:Longsword|longsword]]<br />
|rarity=artifact<br />
|attunement=requires attunement by a creature that is well aligned and fated to rule and will automatically attune to whoever pulls the sword from the stone.<br />
|description=Caliburn is the lesser-known predecessor to the legendary blade Excalibur. Often confused with Excaliber, Caliburn was the legendary sword removed from the stone by King Arthur. Engraved in a golden inscription on its hilt are the words: <br />
<br />
<br />
<center><q>Whosoe'er pulleth out this sword of this stone is rightwise king of all England.</q></center><br /><br />
<br />
<br />
However, once the blade is removed by its rightful owner, they are fated to no longer be ''human'' as they would be molded into a king who must shoulder the burden of becoming someone who kills everyone, to protect everyone. Though weak initially, the blade shall grow in power until the owner becomes a proper, perfected king. Only then will its power will become appropriate for a holy sword.<br />
<br />
==Dormant==<br />
<br />
'''''Sacred Sword'''''<br />
You gain a +1 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.<br />
<br />
'''''Eternal Protector'''''<br />
Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.<br />
<br />
'''''Energy Conversion'''''<br />
Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 2d4 radiant damage.<br />
<br />
==Awakened==<br />
<br />
'''''Sacred Sword'''''<br />
You gain a +2 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.<br />
<br />
'''''Eternal Protector'''''<br />
Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.<br />
<br />
'''''Energy Conversion'''''<br />
Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 3d4 radiant damage.<br />
<br />
'''''Mystery Slayer'''''<br />
Whenever you would deal damage to a creature's hit points and reduce it to 0 who is considered immortal, has legendary actions, or has a feature similar to Half Orc's Relentless Endurance, you may choose to ignore these effects and instantly kill them. Additionally, whenever you damage a creature with this weapon, you ignore any temporary hit points they may have.<br />
<br />
==Exalted==<br />
<br />
'''''Sacred Sword'''''<br />
You gain a +3 to attack and damage rolls made with this magic weapon and damage dealt by this weapon bypasses any resistances or immunities.<br />
<br />
'''''Eternal Protector'''''<br />
Your body ceases aging, and you cannot age or de-age by any means. Additionally, if you are older than your race's prime, you instead de-age back to your prime.<br />
<br />
'''''Energy Conversion'''''<br />
Whenever you deal damage with this weapon, you may expend a Hit Die to deal an additional 4d4 radiant damage.<br />
<br />
'''''Mystery Slayer'''''<br />
Whenever you would deal damage to a creature's hit points and reduce it to 0 who is considered immortal, has legendary actions, or has a feature similar to Half Orc's Relentless Endurance, you may choose to ignore these effects and instantly kill them. Additionally, whenever you damage a creature with this weapon, you ignore any temporary hit points they may have. Finally, whenever you damage a creature with any of the distinctions mentioned above, they cannot use any reactions for the remainder of your turn, nor can they use legendary actions at the end of your turn.<br />
<br />
'''''True Name'''''<br />
As an action, You can speak the weapon's true name. When spoken, it converts magical energy from its wielder concentrated in the blade's tip and then releases it as a highly destructive wave of energy traveling up to 90ft before detonating, affecting a 20ft wide radius. Any creature caught in the blast must make a DC 20 Constitution or Dexterity saving throw (Creature's choice), taking 3d8+10 radiant damage and 3d8+10 force damage on a failure, or half as much on a successful save. Additionally, the wielder of Caliburn will be headed for half of the damage rolled by this feature. Structures and objects take double damage from the attack. This can only be used once per long rest.<br />
<br />
}}<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]]<br />
[[Category:User]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Oath_of_the_Silver_Hand,_Variant_(5e_Subclass)&diff=1823151Oath of the Silver Hand, Variant (5e Subclass)2024-03-19T01:08:08Z<p>ThighRash: /* Channel Divinity */</p>
<hr />
<div>{{Copyright Disclaimer|owner=Blizzard Entertainment|franchise=Warcraft}}<br />
<br />
== Oath of The Silver Hand ==<br />
<br />
<center> ''"The life and death of a man of light is followed by the will of a greater being, together with a great purpose. No man is alone, and no effort is fleeting."'' </center><br />
<br />
<br />
The Oath of the Silver Hand is a plead to an ancient order of sacred knights. Being a Knight of the Silver Hand means to be an honorable man above all things, who understands that his life is but a weapon to engage the evil in defense of the people and that no self-sacrifice is unworthy of appreciation if done for the greater good. Patience and Discipline are necessary, as well as kindness. Wrath and bravery are strong yet fleeting emotions, but a kind heart is unwavering and bends to no evil. The Silver Hand fight not to antagonize evil entities but to defend the innocent and just. They will not yield or back down because even if their flesh burns and their souls are lost, they must not show their backs to the enemy for the sake of their people. The Silver Hand that they bear is a symbol of sacrifice, the loss of a hand that inspired their quest even facing annihilation. These knights normally bear symbols of lions, a hand in silver, or hammers, which are often used as weapons by them.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/AQn60SS.jpg|Uther the Lightbringer, First to take the Silver Hand Oath}}</div><br />
<br />
==== Tenets Of The Silver Hand ====<br />
'''Respect:''' You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all except for your enemies.<br />
<br />
'''Tenacity.''' You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.<br />
<br />
'''Compassion.''' You are bound to share others' feelings and try to help them as much as you can. <br />
<br />
'''Honorable.''' Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die than doing so.<br />
<br />
==== Oath of The Silver Hand Spells ====<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="text-align:center;padding-right:2em" | Paladin Level<br />
! style="text-align:left;padding-right:2em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 3rd<br />
| style="text-align:left;padding-right:2em" | ''[https://www.dndbeyond.com/spells/234863-dazzling-light Hammer of Judgement], [[Lesser Wish (5e Spell)|Lesser Wish]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 5th<br />
| style="text-align:left;padding-right:2em" | ''Lesser Restoration, [[Dazzling Glare (5e Spell)|Flash of Light]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 9th<br />
| style="text-align:left;padding-right:2em" | ''[[Blade of Justice (5e Spell)|Blade of Justice]], Revivify''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 13th<br />
| style="text-align:left;padding-right:2em" | ''[[Divine Power (5e Spell)|Divine Power]], [[Radiant Aura (5e Spell)|Radiant Aura]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 17th<br />
| style="text-align:left;padding-right:2em" | ''[[Tabrīs’ Holy Fire (5e Spell)|Holy Fire]], Mass Cure Wounds''<br />
|}<br />
<br />
==== Channel Divinity ====<br />
When you take this oath at 3rd level, you gain the following two Channel Divinity options:<br />
<br />
;Wake of Ashes<br />
As an action, you channel the light through your weapon and lash out in radiant fury, using your Channel Divinity. Each creature within a 20ft cone must make a Dexterity saving throw (DC = 8 + {{5a|Cha}} modifier + your proficiency) or take (proficiency bonus)d6 fire and (proficiency bonus)d6 radiant + Your Paladin Level (your paladin level can be added to either damage type), have their movement speed reduced by half for the next minute and take damage equal to half of your proficiency bonus (rounded up) radiant or fire damage (your choice) at the start of each of their turns for next minute. On a successful save, they take half damage and suffer no additional effects. Demonic and Undead enemies make their saving throw at disadvantage and make an additional Charisma saving throw (DC = 8 + {{5a|Cha}} modifier bonuses + {{5a|Str}} modifier + your proficiency) and, on a failure, are stunned for 1 round in addition to the other effects.<br />
<br />
;Tyr's Deliverance<br />
As an action, you raise your weapon or hand to the air as you release a wave of light, using your Channel Divinity. Choose up to 5 creatures and instantly heal them for an amount equal to your proficiency bonus times 5 hitpoints, and then heal them an additional amount equal to your Charisma modifier for the next minute at the start of each of their turns. Additionally, for the next minute, any healing received by the affected creatures is increased by an amount equal to your Paladin level except healing from this Channel Divinity option.<br />
<br />
====Long Arm of the Law====<br />
Beginning at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 15 feet from you instead of directly touching them, and your Lay on Hands feature can now be used as a bonus action.<br />
<br />
At 18th level, the range of this effect extends to 30 feet.<br />
<br />
==== Devotion Aura ====<br />
Starting at 7th level, you exude an aura of silver light around you. Any friendly creatures within a 10 feet range add half your Charisma modifier (rounded up) rounded up to their total AC.<br />
<br />
At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of friendly creatures within range.<br />
<br />
====Renew the Vow====<br />
At 15th level, you become capable of using your Channel Divinity feature twice between short and long rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher.<br />
<br />
====Avenging Wrath====<br />
At 20th level, as an action, you can assimilate the properties of the holy light and get empowered, turning into an Avatar of retribution. You explode with holy power as your holy power becomes so strong that it becomes tangible and forms a set of golden ethereal wings on your back. <br />
This transformation lasts for 1 minute, you gain the following benefits:<br/><br />
<br />
* Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.<br />
* Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.<br />
* At the start of every turn of yours, you regain a 1st level spell slot.<br />
* When you take the Attack action on your turn, you can make an additional attack as part of that action.<br />
* The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br/><br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Paladin]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Oath_of_the_Silver_Hand,_Variant_(5e_Subclass)&diff=1823149Oath of the Silver Hand, Variant (5e Subclass)2024-03-19T01:05:42Z<p>ThighRash: /* Channel Divinity */ More edits to wake of ashes to allow it to keep up with deliverance</p>
<hr />
<div>{{Copyright Disclaimer|owner=Blizzard Entertainment|franchise=Warcraft}}<br />
<br />
== Oath of The Silver Hand ==<br />
<br />
<center> ''"The life and death of a man of light is followed by the will of a greater being, together with a great purpose. No man is alone, and no effort is fleeting."'' </center><br />
<br />
<br />
The Oath of the Silver Hand is a plead to an ancient order of sacred knights. Being a Knight of the Silver Hand means to be an honorable man above all things, who understands that his life is but a weapon to engage the evil in defense of the people and that no self-sacrifice is unworthy of appreciation if done for the greater good. Patience and Discipline are necessary, as well as kindness. Wrath and bravery are strong yet fleeting emotions, but a kind heart is unwavering and bends to no evil. The Silver Hand fight not to antagonize evil entities but to defend the innocent and just. They will not yield or back down because even if their flesh burns and their souls are lost, they must not show their backs to the enemy for the sake of their people. The Silver Hand that they bear is a symbol of sacrifice, the loss of a hand that inspired their quest even facing annihilation. These knights normally bear symbols of lions, a hand in silver, or hammers, which are often used as weapons by them.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/AQn60SS.jpg|Uther the Lightbringer, First to take the Silver Hand Oath}}</div><br />
<br />
==== Tenets Of The Silver Hand ====<br />
'''Respect:''' You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all except for your enemies.<br />
<br />
'''Tenacity.''' You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.<br />
<br />
'''Compassion.''' You are bound to share others' feelings and try to help them as much as you can. <br />
<br />
'''Honorable.''' Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die than doing so.<br />
<br />
==== Oath of The Silver Hand Spells ====<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="text-align:center;padding-right:2em" | Paladin Level<br />
! style="text-align:left;padding-right:2em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 3rd<br />
| style="text-align:left;padding-right:2em" | ''[https://www.dndbeyond.com/spells/234863-dazzling-light Hammer of Judgement], [[Lesser Wish (5e Spell)|Lesser Wish]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 5th<br />
| style="text-align:left;padding-right:2em" | ''Lesser Restoration, [[Dazzling Glare (5e Spell)|Flash of Light]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 9th<br />
| style="text-align:left;padding-right:2em" | ''[[Blade of Justice (5e Spell)|Blade of Justice]], Revivify''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 13th<br />
| style="text-align:left;padding-right:2em" | ''[[Divine Power (5e Spell)|Divine Power]], [[Radiant Aura (5e Spell)|Radiant Aura]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 17th<br />
| style="text-align:left;padding-right:2em" | ''[[Tabrīs’ Holy Fire (5e Spell)|Holy Fire]], Mass Cure Wounds''<br />
|}<br />
<br />
==== Channel Divinity ====<br />
When you take this oath at 3rd level, you gain the following two Channel Divinity options:<br />
<br />
;Wake of Ashes<br />
As an action, you channel the light through your weapon and lash out in radiant fury, using your Channel Divinity. Each creature within a 20ft cone must make a Dexterity saving throw (DC = 8 + {{5a|Cha}} modifier + your proficiency) or take (proficiency bonus)d6 fire and (proficiency bonus)d6 radiant + Your Paladin Level (your paladin level can be added to either damage type), have their movement speed reduced by half for the next minute and take damage equal to half of your proficiency bonus (rounded up) at the start of each of their turns for next minute. On a successful save, they take half damage and suffer no additional effects. Demonic and Undead enemies make their saving throw at disadvantage and make an additional Charisma saving throw (DC = 8 + {{5a|Cha}} modifier bonuses + {{5a|Str}} modifier + your proficiency) and, on a failure, are stunned for 1 round in addition to the other effects.<br />
<br />
;Tyr's Deliverance<br />
As an action, you raise your weapon or hand to the air as you release a wave of light, using your Channel Divinity. Choose up to 5 creatures and instantly heal them for an amount equal to your proficiency bonus times 5 hitpoints, and then heal them an additional amount equal to your Charisma modifier for the next minute at the start of each of their turns. Additionally, for the next minute, any healing received by the affected creatures is increased by an amount equal to your Paladin level except healing from this Channel Divinity option.<br />
<br />
====Long Arm of the Law====<br />
Beginning at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 15 feet from you instead of directly touching them, and your Lay on Hands feature can now be used as a bonus action.<br />
<br />
At 18th level, the range of this effect extends to 30 feet.<br />
<br />
==== Devotion Aura ====<br />
Starting at 7th level, you exude an aura of silver light around you. Any friendly creatures within a 10 feet range add half your Charisma modifier (rounded up) rounded up to their total AC.<br />
<br />
At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of friendly creatures within range.<br />
<br />
====Renew the Vow====<br />
At 15th level, you become capable of using your Channel Divinity feature twice between short and long rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher.<br />
<br />
====Avenging Wrath====<br />
At 20th level, as an action, you can assimilate the properties of the holy light and get empowered, turning into an Avatar of retribution. You explode with holy power as your holy power becomes so strong that it becomes tangible and forms a set of golden ethereal wings on your back. <br />
This transformation lasts for 1 minute, you gain the following benefits:<br/><br />
<br />
* Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.<br />
* Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.<br />
* At the start of every turn of yours, you regain a 1st level spell slot.<br />
* When you take the Attack action on your turn, you can make an additional attack as part of that action.<br />
* The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br/><br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Paladin]]<br />
<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Oath_of_the_Silver_Hand,_Variant_(5e_Subclass)&diff=1822945Oath of the Silver Hand, Variant (5e Subclass)2024-03-18T13:24:09Z<p>ThighRash: /* Channel Divinity */ slight buff</p>
<hr />
<div>{{Copyright Disclaimer|owner=Blizzard Entertainment|franchise=Warcraft}}<br />
<br />
== Oath of The Silver Hand ==<br />
<br />
<center> ''"The life and death of a man of light is followed by the will of a greater being, together with a great purpose. No man is alone, and no effort is fleeting."'' </center><br />
<br />
<br />
The Oath of the Silver Hand is a plead to an ancient order of sacred knights. Being a Knight of the Silver Hand means to be an honorable man above all things, who understands that his life is but a weapon to engage the evil in defense of the people and that no self-sacrifice is unworthy of appreciation if done for the greater good. Patience and Discipline are necessary, as well as kindness. Wrath and bravery are strong yet fleeting emotions, but a kind heart is unwavering and bends to no evil. The Silver Hand fight not to antagonize evil entities but to defend the innocent and just. They will not yield or back down because even if their flesh burns and their souls are lost, they must not show their backs to the enemy for the sake of their people. The Silver Hand that they bear is a symbol of sacrifice, the loss of a hand that inspired their quest even facing annihilation. These knights normally bear symbols of lions, a hand in silver, or hammers, which are often used as weapons by them.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|https://i.imgur.com/AQn60SS.jpg|Uther the Lightbringer, First to take the Silver Hand Oath}}</div><br />
<br />
==== Tenets Of The Silver Hand ====<br />
'''Respect:''' You are taught to know and respect your superiors, and your allies. You are also required to give the same kind of respect to all except for your enemies.<br />
<br />
'''Tenacity.''' You can't retreat, you can't refuse, and you can't surrender. These are options only in the event of death.<br />
<br />
'''Compassion.''' You are bound to share others' feelings and try to help them as much as you can. <br />
<br />
'''Honorable.''' Honor is held dear and near your heart, breaking an oath breaks you. You will never dishonor yourself or your order, and you rather die than doing so.<br />
<br />
==== Oath of The Silver Hand Spells ====<br />
<br />
{| class="5e" {{#vardefine:odd|0}}<br />
|+ <br />
|-<br />
! style="text-align:center;padding-right:2em" | Paladin Level<br />
! style="text-align:left;padding-right:2em" | Spells<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 3rd<br />
| style="text-align:left;padding-right:2em" | ''[https://www.dndbeyond.com/spells/234863-dazzling-light Hammer of Judgement], [[Lesser Wish (5e Spell)|Lesser Wish]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 5th<br />
| style="text-align:left;padding-right:2em" | ''Lesser Restoration, [[Dazzling Glare (5e Spell)|Flash of Light]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 9th<br />
| style="text-align:left;padding-right:2em" | ''[[Blade of Justice (5e Spell)|Blade of Justice]], Revivify''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 13th<br />
| style="text-align:left;padding-right:2em" | ''[[Divine Power (5e Spell)|Divine Power]], [[Radiant Aura (5e Spell)|Radiant Aura]]''<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| style="text-align:center;padding-right:2em" | 17th<br />
| style="text-align:left;padding-right:2em" | ''[[Tabrīs’ Holy Fire (5e Spell)|Holy Fire]], Mass Cure Wounds''<br />
|}<br />
<br />
==== Channel Divinity ====<br />
When you take this oath at 3rd level, you gain the following two Channel Divinity options:<br />
<br />
;Wake of Ashes<br />
As an action, you channel the light through your weapon and lash out in radiant fury, using your Channel Divinity. Each creature within a 20ft cone must make a Dexterity saving throw (DC = 8 + {{5a|Cha}} modifier + your proficiency) or take (proficiency bonus)d6 fire and (proficiency bonus)d6 radiant + Your Paladin Level (your paladin level can be added to either damage type), have their movement speed reduced by half for the next minute and are knocked prone. On a successful save, they take half damage, their movement speed is unaffected, and they are not knocked prone. Demonic and Undead enemies make their saving throw at disadvantage and make an additional Charisma saving throw (DC = 8 + {{5a|Cha}} modifier bonuses + {{5a|Str}} modifier + your proficiency) and, on a failure, are stunned for 1 round in addition to the other effects.<br />
<br />
;Tyr's Deliverance<br />
As an action, you raise your weapon or hand to the air as you release a wave of light, using your Channel Divinity. Choose up to 5 creatures and instantly heal them for an amount equal to your proficiency bonus times 5 hitpoints, and then heal them an additional amount equal to your Charisma modifier for the next minute at the start of each of their turns. Additionally, for the next minute, any healing received by the affected creatures is increased by an amount equal to your Paladin level except healing from this Channel Divinity option.<br />
<br />
====Long Arm of the Law====<br />
Beginning at 3rd level, you can also channel the effects of Lay On Hands through the distance, being capable to target a creature from up to 15 feet from you instead of directly touching them, and your Lay on Hands feature can now be used as a bonus action.<br />
<br />
At 18th level, the range of this effect extends to 30 feet.<br />
<br />
==== Devotion Aura ====<br />
Starting at 7th level, you exude an aura of silver light around you. Any friendly creatures within a 10 feet range add half your Charisma modifier (rounded up) rounded up to their total AC.<br />
<br />
At 18th level, the range of this aura increases to 30 feet, and you may now instead add your full Charisma modifier to the AC of friendly creatures within range.<br />
<br />
====Renew the Vow====<br />
At 15th level, you become capable of using your Channel Divinity feature twice between short and long rests instead of once. Also, whenever you use a healing spell, you treat the amount of healing as if the spell was cast with a spell slot one level higher.<br />
<br />
====Avenging Wrath====<br />
At 20th level, as an action, you can assimilate the properties of the holy light and get empowered, turning into an Avatar of retribution. You explode with holy power as your holy power becomes so strong that it becomes tangible and forms a set of golden ethereal wings on your back. <br />
This transformation lasts for 1 minute, you gain the following benefits:<br/><br />
<br />
* Whenever you strike a foe with the Divine Smite feature,You can choose to half the damage dealt and convert it into a healing pool that is immediately transfered to any creature inside of your aura. Choose any creatures within 30 feet of you, and divide those hit points among them. You can't use this feature on an undead or a construct.<br />
* Your weapons strikes deal extra radiant damage equal to your paladin level and immune creatures are treated as if they were resistant.<br />
* At the start of every turn of yours, you regain a 1st level spell slot.<br />
* When you take the Attack action on your turn, you can make an additional attack as part of that action.<br />
* The light that expands from your aura engulfs the shadows around, regardless of their source. At 30 feet range starting from you, its always considered bright light, ignoring even magical darkness.<br />
<br />
Once you use this feature, you can't use it again until you finish a long rest.<br/><br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--><br />
----<br />
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[[Category:Paladin]]<br />
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[[Category:User]]<br />
[[Category:Subclass]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Honkai_Valkyrie_(5e_Class)&diff=1822938Honkai Valkyrie (5e Class)2024-03-18T12:31:19Z<p>ThighRash: /* Fighting Style */</p>
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<div>== Honkai Valkyrie ==<br />
<br />
<center><q>Kiana, everything would have changed once you wake up. The world will no longer be a pretty place. Life as you know it will be replaced by something else. But… don't ever give up! - Major Murata, Himeko</q></center><br /><br />
<br />
Amidst the ruins of a collapsing city, a single soul wonders aimlessly. The rain falls gently upon her snow-white hair as a powerful roar shakes the earth beneath her. She clenches her pistols tightly as hunger and exhaustion take their toll on her body. Soon she spots her prey and another. A young girl hiding from the beast trembles in the rain hoping in silence for a hero. <br />
<br />
Valkyries are individuals who have awakened stigmata on their bodies, allowing them to harness and utilize honkai energy. The stigmata appear as almost a brand on the body taking a myriad of shapes and is typically awakened in very few family lineages. They can also be granted to an individual artificially through scientific experimentation, however often at the cost of shortening their lifespan considerably due to a lack of compatibility. Anyone can naturally awaken a stigmata, but it is exceedingly rare to awaken naturally or artificially within males. Such individuals are known as knights instead of valkyries.<br />
<br />
Valkyries and Knights alike are typically trained at a young age for the position as they must undergo extensive mental and physical training for the road ahead. Their reflexes are second to none and some may even move so quickly time seemingly slows to a crawl. They tend to fight for any just cause but some may choose to instead walk the path of sin, embracing their innermost darkness. Clad in their battlesuits granting them a wide arsenal to face any foe they stride confidently into battle.<br />
<br />
=== Creating a Valkyrie ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kC5OtLs.jpg|Kiana Kaslana, Raiden Mei, and Bronya Zaychik from Honkai 3rd Impact.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating a valkyrie ask yourself how did they find themselves in this position? Did they survive a catastrophic event due to the hands of the honkai? Were they born into a prestigious family with a history within the field? Did they volunteer to become this super soldier-like entity? Or did they have nothing left but to give their body and soul for the people? Regardless of the circumstance valkyries serve as mankind's first and final bastions.<br />
<br />
;Quick Build<br />
You can make a Valkyrie quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Martial Weapon, a simple weapon, Tinkerer's Tools, and finally, an adventurer's pack.<br />
<br />
{{5e Class Features<br />
|name=Honkai Valkyrie<br />
|summary= A Superhuman soldier who fight against Houkai.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor<br />
|weapons= All Martial and Simple Weapons<br />
|tools= One Artisan's Tool of your choice<br />
|saves= Dexterity and your choice of Strength or Constitution<br />
|skills= Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, Sleight of Hand, Stealth and Survival.<br />
|item1a=One Martial Melee Weapons<br />
|item1b=One Martial Firearm<br />
|item1c=[https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) A Cross]<br />
|item2a=One simple weapon<br />
|item2b=[[Pistol, Light Automatic (5e Equipment)|Two Pistols]]<br />
|item2c=<br />
|item3a=A set of artisan’s tools of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=An adventurer's pack<br />
|item4b=An explorer's pack<br />
|item4c=<br />
|item5a=Valkyrie Battlesuit Frame<br />
|item5b=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Preferred Weapon}}, {{inpage|Evade}}, {{inpage|Valkyrie Battlesuit}}, {{inpage|Block (Optional)}}<br />
|classfeatures2={{inpage|Fighting Style}}, {{inpage|Weapon Skill}}<br />
|classfeatures3={{inpage|Stigmata}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Leadership Style}}<br />
|classfeatures7={{inpage|Stigmata Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Ultimate Evasion}}<br />
|classfeatures10={{inpage|Ultimate Ability}}<br />
|classfeatures11={{inpage|Stigmata Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|QTE}}<br />
|classfeatures14={{inpage|Advanced Weapon Skill}}<br />
|classfeatures15={{inpage|Stigmata Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Leadership Skill Upgrade}}<br />
|classfeatures18={{inpage|Stigmata Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|S-Rank Valkyire}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
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}}<br />
<br />
====Preferred Weapon====<br />
At 1st level, you know your way around a fight and have a favored weapon to bring into any situation. Choose a single type of weapon as your Preferred Weapon (ex. Longswords, Shortbows, etc). You can choose to use any other ability modifier instead of the weapon's normal ability modifier for your attack and damage rolls for your preferred weapon. When you make an attack, add 1d4 to the weapon damage die. Alternatively, you may choose to have the additional d4 damage be your choice of either Fire, Cold, or Lightning damage instead. If an elemental bonus damage type is chosen, however, it will augment your {{inpage|Weapon skill}} feature's damage causing it to be the elemental type chosen.<br />
<br />
Beginning at 9th level, your stigmata has allowed you to break the limitations of even your own weapon, pushing it to new heights. Your preferred weapon is now considered magical for the purpose of bypassing resistances and now treats immunity as resistance, you gain an additional +1 to attacks and damage rolls with it and you reduce your critical strike chance by 1 when using this weapon.<br />
<br />
==== Evade ====<br />
Your extensive combat training has heightened your reflexes far beyond human levels allowing you to dodge even the most devastating attacks effortlessly. When you are targeted by a creature for a melee attack or a ranged attack, you may use your reaction to perform a dexterity saving throw of DC 13 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You cannot use evade against effects that force you to make a saving throw, and on a failure, you don't expend a use of this feature. You can use Evasion a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest.<br />
<br />
Beginning at 9th level, Evade can now be used against effects that impose Strength, Dexterity, and Constitution saving throws. When Evade is used against an effect that imposes these types of saving throws, you may instead make a Dexterity Saving throw following the same rules as previously stated.<br />
<br />
==== Block (Optional) ====<br />
<br />
At 1st level, in favor of getting the {{inpage|Evade}} feature, you may instead choose this feature to gain the ability to block and protect against most attacks against your valkyrie and their allies. When your Valkyrie or an ally within 5ft of them is targeted by a creature for a melee or ranged attack, you may use your reaction to roll a d10 + 5 + Your Valkyrie level. The total result from this roll will be the amount of shield power you have in a shield pool. Your shield power will last until the start of your next turn. A Valkyrie may use their shield power to block damage from any subsequent attacks to themselves or allies within range so long as they have remaining power within their shield pool without spending an additional reaction. The feature can be used multiple times if the Valkyrie has more than one reaction, stacking more shield power per use. If all of your shield power is depleted, you or your ally will take any damage equal to the difference between the attack and how much shielding you had in your pool prior to the attack. You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest. At 5th level, you instead roll a 2d10, at 11th level, you roll a 3d10 and finally at 17th level, you roll a 4d10 for your damage reduction.<br />
<br />
Beginning at 9th level, you choose one additional effect from your {{inpage|Ultimate Evasion}} feature to be resistive against, and your block may now be used on effects that cause Strength, Dexterity, and Constitution saving throws to reduce damage taken. Additionally, when blocking area of effect attack such as fireball aimed at you or an ally within range of your block feature, if you mitigate all damage dealt by the attack, you treat the attack as if all allies within range of your block mitigated the damage of the effect as well.<br />
<br />
If the valkyrie is wielding a weapon with the reach property, or any other melee weapon with a range below 20ft, they may extend the range of their block feature whenever an ally is targeted by an attack. If the valkyrie is wielding [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) a Cross], however, their range is extended to half of the range of the weapon (does not include long range).<br />
<br />
;Counterstrike<br />
If you block an attack aimed at you or an ally, you may make a special reaction to initiate a counterstrike to the enemy that targeted you, or your ally. You may choose to sacrifice one of the following actions at the start of your next turn: Your movement action, your action, or your bonus action. If you do so, you can make a melee attack against the creature who would've dealt damage to you or your ally within range of your block feature. On a hit, they will deal 1d4 + your Strength or Constitution modifier on hit. Every time your proficiency bonus increases, you add 1 addition d4 to your counterstrike damage.<br />
<br />
==== Valkyrie Battlesuit ====<br />
<br />
At 1st level, you gain your first battle suit. Battlesuits are custom-made for each valkyrie and are designed to specifically enhance their abilities and provide them with unparalleled versatility. They are typically supplied by Schickasal themselves or are made by their direct opposition Anti-Entropy, but can be built by skilled enough engineers. You will gain the 3rd generation, General All-Area Combat Armor battle suit, suited for most operations which will grant the valkyrie battlesuit an AC of 10 + Your proficiency bonus + either your Dexterity, Strength, or Constitution modifier and counts as light armor.<br />
<br />
The Valkyrie Battlesuit can be further customized and altered as you gain more levels within the class. You will also gain a number of Customization points that you can use to create your own battlesuit by choosing different properties for it. These are described on the [[Valkyrie Battlesuit Mods (5e Other)|Valkyrie Battlesuit modification page]]. Your battlesuit will automatically have your initial customizations added to it.<br />
<br />
==== Fighting Style ====<br />
<br />
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
*Sharpshooter:<br />
You gain a +2 bonus to attack rolls you make with ranged attacks. Finally, you ignore half and three-quarters when making a ranged weapon attack.<br />
<br />
*Blind Fighting: <br />
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. You have blindsight to a range of 10 feet and can see invisible creatures within range unless the creature successfully hides from you.<br />
<br />
*Close-Range:<br />
You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy misses you with a melee attack, as a reaction you may make a ranged attack against that enemy.<br />
<br />
*Strongbow<br />
You can use your Strength modifier, in place of Dexterity, for your attack and damage rolls with longbows and shortbows.<br />
<br />
*Dual Wielding<br />
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.<br />
<br />
*All Terrain Athlete:<br />
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.<br />
<br />
*Dueling:<br />
If you wield a weapon in one hand and nothing in your off-hand, you may use your reaction to deflect melee attacks against you. You may now melee deflect attacks using a deflect die. Your deflect die is a d8 + your Strength or Dexterity Modifier. You may add any special modifiers your weapon may possess to this deflect role, such as a +1 bonus if the weapon is magical or the additional d4 from your preferred weapon. If you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction. <br />
<br />
*Great Weapon Fighting:<br />
While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
*Interception:<br />
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus. If you are wielding a shield, you may instead roll a d10 + Your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.<br />
<br />
*Protection:<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on attack rolls against that ally until the end of that creature's turn. You must be wielding a shield or melee martial weapon.<br />
<br />
*Ambidextrous:<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
*Iaijutsu<br />
You make the first attack of each combat with your sword still sheathed. This attack is made with advantage, and on a hit, you double the damage dice of that attack.<br />
<br />
*Tunnel Fighter:<br />
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.<br />
<br />
*Thrown Weapon Fighting:<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Whenever you take the dash or disengage action, you may also make a ranged attack with one throwing weapon as a part of that action. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus. Finally, ranged weapon attacks with the Thrown property ignore half and three-quarters cover.<br />
<br />
*Unarmed Fighting:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.<br />
<br />
*Gun Kata:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.<br />
<br />
*Lancer<br />
When wielding a lance you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally Lances you wield now deal 2d6 instead of 1d12.<br />
<br />
*Brawler: <br />
While wielding an improvised weapon, you are considered proficient. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the roll.<br />
<br />
*Superior Technique<br />
You learn one maneuver of your choice from among those available to the Carry archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. This superiority die may also be regained if you reduce a creature of CR 1 or higher or roll a natural 20 on an attack roll.<br />
<br />
*Rider<br />
You gain the benefits of the Mounted Combatant feat.<br />
<br />
==== Weapon Skill ====<br />
<br />
Beginning at 2nd level, the mastery of your preferred weapon has grown to the point of being able to perform a unique attack using it. Choose one weapon skill below based on your preferred weapon type. You may only use your weapon skill a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.<br />
<br />
Weapon Skill DC = 8 + your proficiency bonus + your {{5a|Dex}} modifier.<br />
<br />
*Valkyrie Impact<br />
''Prerequisite: Any Two-Handed, Bludgeoning, [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapon''<br />
<br />
As an action, unleash a downward cleave that generates a ground-shattering wave forcing all enemies within a 30ft line to make a Strength Saving throw or be knocked prone and take (Your proficiency modifier)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. After using this weapon skill, the 30ft line this feature was used to target is treated as difficult terrain.<br />
<br />
*Instant Draw<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
Whenever you take the attack action, you may replace your attacks with a vicious barrage of slashes. Choose a 5ft radius within 15ft of you; all hostile creatures within that radius must make a Dexterity saving throw or take damage equal to (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage or half as much on a success. You may impose this saving throw twice per usage of Instant draw and gain one additional Dexterity saving throw for every {{inpage|Extra Attack}} you have.<br />
<br />
*Ethereal Grenade<br />
''Prerequisite: Ethereal Attack Prefered Weapon''<br />
<br />
As an action, you may harness power from your stigmata to create an explosion of energy at a point of your choosing. Choose a 10ft radius within 60ft of you and make all hostile creatures within range to make a Dexterity saving throw. Every time you use this weapon skill, you may choose between a more lethal option or a more utility-based option. If chosen to be more lethal, you will deal (Your proficiency modifier)d12 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack or half as much on a success. Alternatively, you may deal (Your proficiency modifier)d4 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack and apply a condition corresponding to <br />
the damage type to all creatures who fail their saving throws until the end of your next turn. Creatures who successfully pass their saving throw take half damage and suffer no additional effects. The conditions are as follows: Fire ({{5h|Variant Rule|Ignited}}), Cold ([[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]]), Lightning ([[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]]), Bludgeoning ([[Additional Conditions (5e Variant Rule)#Dazed|Dazed]]), Slashing ([[Additional Conditions (5e Variant Rule)#Bleeding|Bleeding]]), Piercing ([[Additional Conditions (5e Variant Rule)#Impaled|Impaled]]).<br />
<br />
*Razer Wind<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
As an action, you swiftly slash the air twice, sending two air slashes capable of cutting through even the sturdiest of armors. You may target up to two creatures and make two ranged attacks using your weapon with a range of 60/180ft. On a hit, the attacks will deal (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage. For every {{inpage|Extra Attack}} you have, you will make one additional attack with this feature.<br />
<br />
*Excessive Force<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], or bludgeoning Prefered Weapons''<br />
<br />
As an action, you strain your muscles to send a concussive wave of force against a creature. You make a single melee attack, adding your proficiency bonus to your damage die plus your Valkyrie level. On a hit you cause, all creatures within a 20ft cone behind the creature of the attack must make a Dexterity saving throw or take the same amount of damage as Thunder damage or half as much on a success. You may also instead replace an attack when you take the attack action to perform a weaker version of this weapon skill. Doing so will add half of your proficiency bonus (rounded down) to your unarmed damage die and affect a 10ft cone instead.<br />
<br />
*Stunning Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action, make a ranged attack using your firearm at a single creature. On a hit, they take (Your proficiency modifier)d6+ your Dexterity modifier bludgeoning damage and must make a Constitution saving throw DC= 8 + Your Dexterity Modifier + Your Proficiency bonus or be stunned for 1 round or take half as much damage on a success.<br />
<br />
*Rapid Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action or bonus action, you may quickly fire a number of projectiles equal to your proficiency modifier at a single target or a number of targets up to your proficiency bonus. Make a ranged attack against each creature. On a hit, they will deal d4 + Your Dexterity Modifier. You may not add your preferred weapon bonus damage to these attacks if used as a bonus action. If you only target one creature, make a single attack instead, rolling damage a number of times equal to the number of projectiles you may fire.<br />
<br />
*Ionic Slam<br />
''Prerequisite: Any polearm or Piercing melee Prefered Weapon''<br />
<br />
As an action, you thrust your weapon forward at an enemy making a weapon attack against them. On a hit, they take your normal weapon's damage, and so long as they are no greater than one size larger than you, make them roll a strength-saving throw or be vaulted 15ft in a direction of your choosing by your weapon. If they collide with anything after being vaulted, they will take an additional (Your proficiency modifier)D4 bludgeoning damage and are incapacitated until the end of your next turn or be unaffected on a success. Creatures that they collide with will make a Strength saving throw or take the same amount of burgeoning damage and knock both affected creatures prone or half as much damage on a success and will not be prone. Alternatively, you may instead vault them directly downward if they collide with a solid surface. If done in this manner, they are also knocked prone.<br />
<br />
*Great Cleave<br />
''Prerequisite: Any Reach, Versatile, or slashing Prefered Weapon''<br />
<br />
As an action or bonus action, you cleave in a 10ft cone in front of you, causing all creatures within range to make a Dexterity Saving Throw or take (Your proficiency modifier)d6 Slashing or Bludgeoning damage plus your Strength or Dexterity Modifier and be knocked prone. On a successful save, you deal half damage and do not knock them prone.<br />
<br />
*Redirect<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapons''<br />
<br />
You may use your reaction when you would take damage from a melee attack or projectile to redirect the blow back onto the attacker. Roll a (Half of your proficiency modifier rounded up)d10 + Your (Dexterity, Strength, or Constitution) Modifier + Your Valkyrie Level, reducing the damage by that amount. If you reduce the damage to zero, you may redirect the attack. When redirecting, if the effect was originally ranged, you will be considered proficient when making a retaliatory attack range with a range of 60ft/180ft with the spell or piece of ammunition you just caught as part of the same Reaction. If the attack is an area of effect such as Fireball, if all of the attack's damage is reduced, then you will fully redirect the projectile, causing any other creatures within range to take no damage or negative effects and use the effect as if you were its original user. If the attack was a melee attack, you will make a single melee attack against the creature, dealing as much damage as they would have dealt to you on a hit.<br />
<br />
*Rapid Deployment<br />
''Prerequisite: Any [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) Cross] Prefered Weapon''<br />
<br />
You've learned to utilize a special method for your cross, allowing it to be deployed even quicker and more efficiently. If your cross is normally deployed as an action, it becomes a bonus action instead, and if deployed as a bonus action, it becomes a free action instead. Upon deployment, your cross will make a number of attacks equal to your proficiency bonus to as many creatures as you designate, dealing its normal weapon damage. Additionally, once per round at the end of your turn, while your cross is deployed, you may attack a creature with it, dealing a d4 + Your Dexterity modifier. Doing this at the end of your turns will only cost half as much ammunition. Alternatively, if this weapon skill is used while your cross is being used as a melee weapon, you lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property for the next minute. If you already met the strength required to lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property, you now add your strength modifier twice instead of once for damage rolls for the duration. Finally, when deployed, the Cruciform Autogun will gain additional temporary Hit Points equal to four times your Valkyrie level.<br />
<br />
==== Stigmata ====<br />
<br />
At 3rd level, you have finally manifested your stigmata appearing as a "tattoo" on your back granting you incredible augmentations to your capabilities. Choose a Stigmata from Carry, Enabler, Support, Healer.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Leadership Style ====<br />
<br />
Beginning at 6th level, you have advanced in rank as a valkyrie and can now act as the leader of your own squad. You exude an aura unique to you of reassurance for allies allowing you to give snap orders and call-outs on the battlefield. All allies within 10ft of the Valkyrie will gain the benefits of this aura unless otherwise specified. Additionally, unless otherwise specified, the Valkyrie cannot benefit from their own leadership style, and all allies lose their benefits if the Valkyrie is unconscious or incapacitated. The radius of your aura increases by 5 feet at levels 7 (15ft), 12 (20ft), 17 (25ft), and 20 (30ft). Choose one leadership skill from the choices below. <br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Any || | Whenever you and your allies enter combat regardless of range, grant them a bonus to their initiatives equal to your proficiency bonus.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Any || | Your serene grace emanates a motivating presence for your allies. So long as an ally begins their turn within your aura, you all gain an additional 15 movement speed until the end of their next turn and the ability to ignore difficult terrain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Any || | So long as an ally is within your aura, you all gain advantage against effects that cause Frightened, Charmed, or Exhaustion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Carry Stigmata || | While you have an ally within your aura, every successful attack any of you land on a creature will grant everyone in the aura a +1 bonus to their next attack stacking up to your proficiency bonus (maximum of a +5). Whenever an ally within the radius misses an attack, however, the cadence resets back to 0.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | Enabler Stigmata || | So long as an ally is within your aura, whenever you or an ally uses an effect that causes another creature to make a saving throw, they may add half of your proficiency bonus to that DC (rounded up).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Support Stigmata || | You exude an aura of serenity and comfort to all allies within your aura, and whenever an ally within the aura has to make a saving throw, they gain a bonus to the saving throw equal (your proficiency bonus)-1.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Healer Stigmata || | Whenever an ally rolls for a death saving throw within your aura, they gain a bonus equal to your proficiency bonus, and when an ally within the radius would take damage or is inflicted by any effect other than them being immediately killed that would cause them to automatically fail a death saving throw, they instead roll the save as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Ultimate Evasion ====<br />
<br />
At 9th level, your extensive experience as a combatant has granted you insight into how to avoid and resist certain effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:<br />
*Brawn - {{5a|Str}}<br />
*Evasion - {{5a|Dex}}<br />
*Endurance - {{5a|Con}}<br />
*Discernment - {{5a|Wis}} and {{5a|Int}}<br />
*Repulsion - {{5a|Cha}}<br />
<br />
When you are subjected to an effect that allows you to make a saving throw of the chosen ability, you take half damage on a failed saving throw and take no damage if you succeed on the saving throw.<br />
<br />
==== Ultimate Ability ====<br />
<br />
Starting at 10th level, whether through martial mastery, unparalleled manipulation of your stigmata, or a mix of both, you've developed an ability unique to only you. By default, your Ultimate Ability uses your action and Your Ultimate attack can only be used once per long rest. Feel free to add as much flavor and personalize your ultimate ability however you see fit. You cannot change your Ultimate Attack when created.<br />
<br />
You may select 3 of the following aspects to build your unique Ultimate Ability and no aspect may be chosen more than once unless otherwise specified.<br />
<br />
Ultimate Ability save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
Ultimate Ability Attack modifier = your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
{| class="5e" <br />
|-<br />
! Aspects!! style="text-align: center;" | Prerequisit|| Description<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Signature Attack || style="text-align: center;" | Any|| You make a single attack with your preferred weapon or using your stigmata. On a hit, it deals 8d6 damage. The damage of your ultimate ability will be dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or cold If you did not choose lightning fire or cold as your preferred weapon's additional damage type. Additionally, you may also select two damage types and split the damage of your signature attack evenly between the two depending on the type of attack if your preferred weapon's additional damage type already deals fire, cold, or lightning damage. <br />
<br />
Select one of the following methods of attack listed. If a ranged attack is chosen, it will have a maximum range of 120ft. If a melee attack is chosen, the attack will deal an additional 2d6 damage. The attack will then be your choice of either an attack roll or a saving throw. Creatures who succeed their saving throw take half damage (rounded up) and take no additional effects.<br />
<br />
;Saving throw<br />
•A '''Ranged Attack''' that detonates upon collision to the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A '''Ranged''' line attack with a range of 30 ft which pierces through all targets in the path.<br />
•A '''Ranged AoE''' with a radius of 10ft that can be used at any point within a range of 120ft of you.<br />
•A '''Ranged Cone''' with a maximum range of up to 30ft in any direction of your choosing.<br />
•A '''immediate''' emitted burst centered on the valkyrie which may expand up to 15ft outward.<br />
•A '''persistent''' emitted burst centered on the valkyrie which may expand up to 10ft outward. This signature attack now deals a d6 whenever a hostile creature starts its turn within your range. This can only be chosen if you have chosen the Burst Mode or Enchanted Aura aspects. For every 2d6 that your Ultimate Ability's base damage has, you add an additional +1 damage to the d6.<br />
•A '''Ranged''' beam emitted from the valkyrie (in some fashion) with a range of 60ft. long, 10 ft. wide, and will collide with all creatures hit. The base damage of this attack will be reduced to 2d8 but the valkyrie will now be considered concentrating on this feature as if they used a spell that can be sustained for up to 1 minute and will require an action to maintain during subsequent turns. During which the valkyrie may move up to only half of their movement speed and can alter the trajectory of the attack 15ft in a single direction as part of their action to maintain this effect.<br />
•A '''Melee''' cleaving attack that will affect enemies within up to a 10ft cone in front of you.<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' up to 15ft line attack that will affect all creatures within range and cause the valkyrie to move the same distance, ending the attack to an unoccupied space 5ft at the terminus point of the line.<br />
<br />
;Attack Roll<br />
<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' attack roll against all creatures within a 5ft radius up to 15ft away from the valkyrie. An attack roll will be made separately for each enemy within range and this will cause the valkyrie to displace themselves and reappear at any unoccupied space within 10ft of the radius.<br />
•A '''Ranged Attack''' that detonates upon collision with the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A flurry of '''Ranged Attacks''' that detonates upon collision with the first creature hit. Each attack only deals 2d8 damage and you may only attack a maximum number of creatures equal to every 2d6 base damage dealt by the attack. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam.<br />
<br />
Signature attack can be chosen up to three times, and if chosen twice, you may choose to add one additional method of attack from either the melee or ranged property (the ranged option you did not pick) and cause your ultimate ability to now have a two-part attack. Doing this will make the second portion of your attack split your total damage dealt in half evenly, splitting it equally between both parts of your signature attack and requiring an additional attack roll or imposing a saving throw as part of the second part of the ability (whichever is applicable).<br />
<br />
If your signature attack has two different damage types, you may only use those two damage types for your two-part attack. Ex. the first part of your signature attack is a melee attack that deals both fire and slashing damage, and the second part deals only fire damage.<br />
<br />
'''Alternatively''', you can choose a secondary effect to add to your signature from one of the following special status effects: Bleeding, Dazed, or Displacement. You may only choose this option once.<br />
<br />
; Bleeding: <br />
If bleeding is chosen, then half the initial damage a creature(s) would take upon hit, then deal a d6+1 each turn and apply it evenly over the next minute at the start of their turns. If your signature attack has a two-part attack, you choose which portion between the melee or ranged attacks will apply the bleed condition and apply the effects of the bleeding status effect. A creature must spend their action to treat the bleeding, stopping the effect. This cannot be chosen if your signature attack has a '''persistent''' effect.<br />
<br />
; Dazed:<br />
If a creature is dazed, then they make any attack, saving throws, or skill checks with disadvantage. The dazed condition will last 1 round. Creatures subjected to the displacement effect must make a separate Constitution saving throw in addition to any previous they may make.<br />
<br />
; Displacement:<br />
If the displacement additional effect is chosen, you may knock back or knock up any targets hit by an amount equal to 5 times your proficiency modifier or any distance below that total. Instead of knocking a creature back or up, you may also instead knock them prone. <br />
<br />
If signature attack is chosen three times, you will gain your alternative range option as part of your ultimate ability, and select one secondary effect to add to your ultimate.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Readied Technique || style="text-align: center;" | Any|| The Readied technique aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature Attack, Burst Mode, Status Condition, Expose Weaknesses, Enchanted Aura/Field, or Rejuvenate. You can take the readied action on your turn to prepare yourself to perform a devastating counter against a creature. This readied action doesn't require a trigger like the normal readied action, and once prepared, it can be used at any point in the combat encounter as a reaction. The turn the valkyrie uses this ability to prepare, they will also gain the benefits of the dodge action. You will perform your ultimate ability as normal whenever you trigger this readied action as a reaction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Burst Mode || style="text-align: center;" | Any|| You clad yourself with the power of your stigmata or push your body beyond its physical limitations. For the next minute, you gain AC+1, 30 {{5e|Temporary Hit Points}}, +15 to your movement, and all your attacks will deal an additional 1d6 dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or ice If you did not choose lightning fire or ice as your preferred weapon's additional damage type. This additional damage from the Burst Mode aspect can only be used once per round.<br />
<br />
'''Alternatively''', you may consult with your GM for different benefits to gain from your burst mode. For example, during your burst mode, you can use two maneuvers or two weapon skills at the same time if you are using the Carry subclass for the duration, [[Size Conditions (5e Variant Rule)#Enlarged|increase]] your character's size or [[Size Conditions (5e Variant Rule)#Reduced|reduce]] it, etc. It's strongly encouraged for GMs to take careful consideration as to what changes or effects the valkyrie's burst mode can do.<br />
<br />
Burst Mode can be taken up to three times, with each beyond the first stacking on top of the effects granted originally or allowing the creation or addition of more if a custom burst mode is taken.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Status Condition || style="text-align: center;" | Any|| The Status Condition aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature attack, Enchanted Field/Aura, and Burst Mode. When a creature is within range of any of the aspects of your Ultimate Ability, they must make a Strength, Dexterity, or Constitution saving throw (your choice; however, you cannot change the saving throw) against your Ultimate Ability DC or be subjected to the effects of this aspect. Choose one {{5c|condition}} to apply as part of your ability. Choose from one of the {{5c|condition}}s except the charmed, poisoned, grappled, exhausted, invisible, petrified, or unconscious to apply to your ultimate ability. <br />
<br />
'''Alternatively''', may also instead apply a [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] if the signature attack, Burst Mode, or Enchanted Field/Aura aspects are chosen, corresponding to the appropriate damage type. All [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] effects afflicted last 1 minute until a creature succeeds against their saving throw. A creature will automatically make the saving throw at the start of each of its turns to end the effect.<br />
<br />
''If Burst Mode is one of the associated aspects of your ultimate ability, then you emit the status condition to all creatures within 5ft of you.''<br />
<br />
''If Synchronized Frenzy is one of the associated aspects of your ultimate ability, the companion will the condition within 5ft of you. (If you also choose the Burst mode aspect, you and your companion emit the condition within 5ft of yourselves)''<br />
<br />
''If Enchantment Field/Aura is one of the associated aspects of your ultimate ability, the radius of the effect will cause all creatures within range to make the saving throw.''<br />
<br />
''If Rejuvenate is one of the associated aspects of your ultimate ability, you apply the effect to all creatures within 5ft of the ally(s) being healed.''<br />
<br />
All non-special {{5c|condition}}s afflicted will only apply for 1 round. If this aspect is chosen more than once, you may choose an additional condition to inflict.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Synchronized Frenzy || style="text-align: center;" | Any|| If you have a companion (cannot be a player character) or a construct from the project series, this ultimate ability will utilize either your stigmata or battlesuit to achieve maximum resonance with them causing a "Burst Mode" to activate for them. During this burst mode, your companion will gain one additional attack on their turn (one additional attack as if they have the multi-attack trait), +1 to AC, all proximity restrictions on the project series companions removed for the duration, and double their movement speed (every type), grant {{5e|Temporary Hit Points}} equal to double your valkyrie level, and all attacks and damage will gain a +1. Finally, if the Valkyrie is attacked by an enemy, as a reaction, the companion may move up to half of their movement speed toward the attacker and if within range, make one melee or ranged attack against them. This ultimate ability choice will last for 1 minute and for each time chosen after the first, will stack the same benefits with exception of the additional attack.<br />
<br />
Alternatively, you may also choose to make a custom Frenzy for your companion using the same rules of the Burst Mode aspect.<br />
<br />
If you chose the signature attack aspect, you may instead cause your companion to produce the effect of the signature attack instead of yourself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Damage Up || style="text-align: center;" | Carry|| Whenever you select the Signature attack aspect more than once, increase the damage of the feature by an additional 4d6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Expose Weakness || style="text-align: center;" | Enabler|| When you use your ultimate ability, if you chose the signature attack, burst mode (creatures within 5ft of you), or status condition effect, you may also debilitate the creature, causing them to subtract a d6 from any rolls they make for the next minute. Additionally, whenever they are attacked, subtract an amount from their AC equal to half of your proficiency bonus (rounded up) or force them to take an additional 1d4 damage from any source when damaged for the duration. This effect may be chosen up to two times, and if chosen twice, add an additional die to any rolls which are subtracted and to any damage the creature takes for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Enchanted Field/Aura || style="text-align: center;" | Support|| Upon choosing this aspect of an Ultimate Ability choose between Enchanted Field or Enchanted Aura. (You cannot change this choice later) Upon activating your ultimate ability, choose a point area within 60 ft of you, a 10ft radius centered on that point becomes enchanted. If you chose Encahnted Aura you exude a 5ft aura of enchantment that causes all allies, to become enchanted. Creatures within range of enchantment initially, will immediately gain temporary gain {{5e|Temporary Hit Points}} equal to your valkyrie level, then select two of the following benefits of your choice to grant while an allied creature remains within the enchanted area: Gain 1d6 {{5e|Temporary Hit Points}} points at the start of their turn, add 1d4 to all {{5e|Saving Throw}}s, attack rolls, or skill checks they make (they may only do this once per turn), all damage dealt do bonus 2d6 of your chosen preferred weapon's damage type, from your choice of fire, cold, or lightning (However, you may only select an additional damage type to grant once if you did not pick one for your preferred weapon), reduce all incoming damage by an amount equal to your proficiency bonus (to a minimum of one). The enchanted field/aura will last for 1 minute, and may only be chosen twice. Each time chosen beyond the first, increase the range of effect for the radius by 10ft, or your aura by an additional 5ft. You may end this effect at any time on your turn without any action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rejuvenate || style="text-align: center;" | Healer|| Choose one creature within 60 feet of you and heal them 6d8 + your valkyrie level in hit points. Then you exude an aura causing all allies within 10ft of you will recover d6 in hit points at the start of each of your turns for the next minute. This can be chosen up to three times to increase the initial healing by an additional 1d6 for each time chosen beyond the first and adding one additional creature to heal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
;More customization Options<br />
If desired, the Valkyrie player may consult with their GM about adding their own unique effects to their ultimate ability by altering the given templates to fit their desire. However, this additional customization only affects the enchanted field, Regenerative Aura, Status Condition, Synchronized Frenzy, and Burst mode aspects of the feature. The changes can be as simple as gaining additional 5ft of range on melee attacks for burst mode instead of or in addition to the normal effects with some added flair to them. Or in the case of the status condition aspect, you may choose to have a gathering field-effect similar to the ''[[Gravity Bomb (5e Spell)|Gravity Bomb]]'' spell. The concept of this ability alongside Valkyrie as a whole is for players to express creative freedom in a constructive and balanced manner. If any alterations are to be made, GMs should be very cognizant of how they may be implemented and used.<br />
<br />
<br />
Beginning at 15th level and once more at 20th level, your ultimate ability will improve, allowing you to gain the following benefits to your chosen aspect of your ultimate ability. Alternatively, you may forgo gaining the improvements of one of your pre-selected aspects to gain another aspect instead.<br />
<br />
; Signature attack<br />
Increase the base damage die by 2 and increase the die size by 1.<br />
<br />
; Readied Technique<br />
Beginning at 15th level, your readied technique can now be prepared as a bonus action instead of an action. Additionally, at 20th level, the prepared ultimate ability will no longer cost a reaction to be used.<br />
<br />
; Burst Mode<br />
Increase the base temporary HP granted by 10, movement speed by 15ft, and add an additional 1d6 to your damage. If your Burst Mode has a custom effect then scale the increases appropriately.<br />
<br />
; Status Condition<br />
Increase the duration of the inflicted {{5c|condition}} by 1 round and increase the DC by 1. At 20th level, you may either increase the duration to be 1 minute, until a creature successfully passes their saving throw, or further increase the duration by 1 round. Additionally, you also further increase the DC by +2 for a total of +3.<br />
<br />
; Synchronized Frenzy <br />
The affected creature gains another additional attack (applies to multi-attack as well), increase the AC bonus by 1, and increases attack and damage rolls by an additional +1.<br />
<br />
; Damage up<br />
Add another additional 2d6 to the damage dealt by the signature attack. Otherwise, if the effect is '''persistent''', add an additional damage die instead. Finally, at 20th level, once more, add another additional 2d6 to the damage of the attack. Otherwise, if the effect is '''persistent''', add another additional damage die instead.<br />
<br />
; Expose Weakness<br />
At 15th level, you may now choose to have a creature's AC be reduced by an amount equal to your proficiency bonus or increase the additional damage taken from all sources to a d6. At 20th level, gain the alternate upgrade which you did not choose at 15th level.<br />
<br />
; Enchanted Field/Aura<br />
At 15th level, increase the initial temporary HP granted to be twice your valkyrie level, then add one additional die to all effects that use them. At 20th level, change the temporary HP granted to be three times your valkyrie level, further add another die to all effects which use them, and you now reduce all incoming damage from all sources equal to your proficiency bonus instead of half if that option is chosen.<br />
<br />
; Rejuvenate<br />
At 15th level, increase the base healing die by 2, increase base healing die size by 1, add an additional +1 to the healing received by allies within range of your aura and you may target one additional creature for your base healing. At 20th, in addition to the previous effects of the last upgrade to this aspect, you now change any additional healing granted from choosing this aspect more than once to be equal to (your proficiency bonus)d6 for each additional time chosen beyond the first.<br />
<br />
==== QTE ====<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/uR0mUeO.png|Three valkyries working intandem to perform their various QTEs.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Starting at 13th level, Your time leading others has allowed you to develop immaculate levels of team coordination to the point that nobody on your team needs to speak, you only act in accordance with what your ally is doing. Choose one of the following QTE effects.<br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Elemental Retribution || style="text-align: center;" | Any || | As a reaction, whenever you take damage from an enemy, you may make one weapon attack against the creature who attacked you. On a hit, the creature takes your normal weapon damage in addition to making a Constitution saving throw or be affected by your preferred weapon's chosen elemental damage and suffer a corresponding condition. If you did not choose an elemental damage, you instead choose from fire, cold, or lightning damage (you can only choose once). On a failed save, the creature takes (Half of your Proficiency bonus)d8 of the chosen damage type and suffers either the [[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]], {{5h|Variant Rule|Ignited}}, or [[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]] conditions for 1 minute. A creature may use their action to remake the saving throw as an action on each of their turns. You may only use this QTE effect once per combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Avenger || style="text-align: center;" | Any || | As a reaction, whenever an ally is killed or reduced to 0 Hit Points, you may move up to your full movement speed and make one attack or use a weapon skill against the creature who reduced the ally to 0 Hit Points or killed them. If the target has to make a saving throw, they make it at disadvantage. If it is an attack roll, you make the attack with advantage. On a hit or a failure, the attack or weapon skill is considered a critical hit, and triple the damage die instead of doubling it. You may only use this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Parting Gift || style="text-align: center;" | Any || | As a reaction, whenever you successfully dodge an attack using your {{inpage|Evade}} feature, you may use a weapon skill against the only creature you evaded which deals half damage and does not go against your number of uses per long rest. You may use this QTE before or after using the 10ft of movement granted by your {{inpage|Evade}} feature. You may only activate this QTE once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Anti-Carry || style="text-align: center;" | Carry Stigmata || | As a reaction when an enemy casts a spell, uses a feature that uses a resource (Monk's Ki or bardic inspiration for example), or lands a critical strike, you may move half of your movement toward that opponent without incurring attacks of opportunity, to make one attack against them, on hit the critical strike is negated, the spell fails, or the feature is negated, and any used resource is lost. This QTE effect can only be used once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hot Tag || style="text-align: center;" | Enabler Stigmata || | As a reaction to when an ally declares an attack against a creature, you may move up to 10ft without incurring attacks of opportunity to make one melee attack against that enemy or make one ranged attack against the same enemy to expose a major weakness. Your attack will always go before your ally's attack, and on hit, you will negate any immunities or resistance to one damage type of your choice, from slashing, piercing, bludgeoning, fire, cold, or lightning damage. If the creature had no resistances or immunity to the chosen damage type, they instead became vulnerable to the next attack by that ally. You may only activate this QTE effect once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Encore || style="text-align: center;" | Support Stigmata || | As a reaction to whenever a hostile creature is reduced to 0 HP, you may choose one ally to give temporary HP equal to your valkyrie level, grant them advantage on their next attack and grant them a single additional attack, when they take the attack action on their next turn. The temporary HP lasts until depleted or until the end of combat. You may only activate this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Fracture || style="text-align: center;" | Healer Stigmata || | As a reaction to whenever an ally drops below half of their maximum HP, takes damage while below half their maximum hitpoints, or is reduced to 0 hit points you will initiate a time fracture, causing everything around you to slow to a crawl. During this time fracture, you may move up to your full movement speed to the nearby ally and expend a use from your healing pool. During time fracture, creatures cannot use reactions nor any similar features, including legendary actions and lair actions. You can cure multiple diseases or poisons within a single use of Time Fracture, expanding your HP pool separately for each one or expanding from your pool to mimic a spell. You may only activate this QTE effect once every combat encounter if your healing pool is not depleted.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Advanced Weapon Skill ====<br />
<br />
Beginning at 14th level, your mastery of your preferred weapon has improved, further expanding your capabilities with it. Choose one option to improve your selected weapon skill. You may choose to use the previous version of your weapon skill regardless of your choice. All weapon skills are considered actions unless otherwise specified.<br />
<br />
{| class="5e" <br />
|-<br />
! Weapon Skill !! style="text-align: center;" | Option A|| Option B ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Valkyrie Impact || style="text-align: center;" | Valkyrie Impact now affects a 30ft cone and sends hostile creatures who fail their saving throw airborne up to 30ft until the start of your next turn. While airborne, they are considered incapacitated and allow ranged attacks against them to gain advantage. At the start of your next turn, they then fall prone, taking 3d6 bludgeoning damage. || | Earthshaker: Choose a 30ft radius within 120ft of you. You then throw your weapon at the location or slam the earth for a pinpoint strike. Creatures in that area make a Strength saving throw or take half of your proficiency bonus (rounded down)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. Additionally, the area becomes difficult terrain, and due to the sheer force with which the area was struck, it creates persistent aftershocks in the earth. For the next minute, creatures who begin their turn within the area take 2d10 + Your Strength or Dexterity modifier bludgeoning damage.|| style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Razer Wind || style="text-align: center;" | Instead of making two slashes with your preferred weapon you instead make one slash with it in an arc, launch a wave that is 15ft wide and travels 60ft in a line. Enemies hit by the wave must make a dexterity saving throw, or take (double your proficiency modifier)d6 + Your Strength or Dexterity modifier slashing damage and have their AC reduced by half of your proficiency bonus (rounded down) for one minute. Subsequent uses of this weapon skill will not stack the AC reduction.|| | Hexa-slash: As an action, choose a single creature within 30ft of you, you then perform a highspeed dash toward them without incurring attacks of opportunities and perform a 6 slash combo sequence on them. Make a single melee weapon attack against them and on hit instead of your weapon's normal damage, you roll your attack's damage five times (excluding your ability modifier) and sum the damage against the target. After which, you may move to an unoccupied space within 5ft of the creature. || |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stunning Bullet || style="text-align: center;" | Your stunning bullet now causes enemies within a 10ft cone of the direction fired to make a constitution saving throw against your weapon skill DC or be blinded and deafened for one round. Additionally, on impact, your stunning bullet now instead explodes in an AoE on hit, affecting any creatures with 5ft of your target causing them to make a constitution saving throw or be stunned and half the damage of your stunning bullet. || | Spray and Pray: As an action, you unleash a barrage of bullets in a 30ft cone expending all of your ammunition (if applicable). All enemies within the cone to make a dexterity saving throw or take (Double your proficiency modifier)d6 + Your Dexterity Bonus of your weapon damage or half as much on a success. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Shot || style="text-align: center;" | As an action, choose a 10ft radius within the range of your weapon. Fire a hail of projectiles to the sky which will hail down on all creatures within the area. All creatures within the radius must make a dexterity saving throw and on a failure, they will take (your proficiency bonus)d8 of your weapon damage type, and reduce the movement speed of all affected creatures by half until the end of their next turn. On a success, they only take half damage and do not have their movement slowed. Additionally, if a creature fails this saving throw by 5 or more, they are also knocked prone.|| | Perfect Shot: As a [[More Actions (5e Variant Rule)#Full Turn Action|full turn action]], target one creature within the maximum range of your weapon. Roll a d10 then make a single attack against that creature with advantage. If you roll a 1-4, on hit, the creature must make a Dexterity saving throw or have its movement is halved until the end of combat and have disadvantage on dexterity saving throws until the end of your next turn. If you roll a 5-6, on hit, the target must make a Strength saving throw or be disarmed of any weapon if they were wielding one, and they suffer disadvantage on attack rolls for the next minute. If you roll a 7-8, reduce the critical strike range by 2 , and on hit, deal an additional half your proficiency modifier (rounded up)d4 damage. If the attack was a critical success, you instead add your full proficiency bonus to the damage. If you roll a 9-10, the target must roll a Constitution saving throw, or be stunned for one round and then disadvantage to all attack rolls, skill checks, and saving throws for the next minute. At the start of the creature's turn after the stun has ended they make make another constitution saving them to end the effect. Subsequent uses of this weapon skill will not affect the same creature more than once. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ionic Slam || style="text-align: center;" | Whenever an enemy walks within range of your weapon, or attacks an ally within 5ft of you, as a reaction, you may perform Ionic Slam by making a melee weapon attack against them, and on hit cause them to make a Strength saving throw, or be thrown 25ft in a direction of your choice and reducing their movement speed to zero and knocking them prone. If they collide with anything while being thrown they take your collision damage. Additionally, all collision damage dice size increase from a d4 to a d10. || | Seismic Toss: As an action, choose one creature within 30ft of you and move up to half of your movement towards them and make a lunging melee weapon attack against them with an additional 5ft of range. On hit, you will deal piercing damage instead of your normal damage type as you then swing the enemy on your polearm around you causing all creatures within 5ft of you to make a Strength saving throw or take (Your proficiency modifier)D4 bludgeoning damage and be knocked prone or half as much on success and are not prone. The enemy being swung will take collision damage only once if they collide with something. After swinging the creature, you then slam them into the earth beneath you causing a shockwave forcing them and all creatures within 10ft of you to make a Dexterity saving throw or take (Half of your proficiency modifier)D12 force damage. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Great Cleave || style="text-align: center;" | Your great Cleave can now be used in a 10 radius around you instead of a cone and for each enemy struck by Great Cleave, you gain temporary hp equal to your proficiency modifier. Additionally, if you are below half of your HP, any temporary HP gained from great Cleave will be doubled and converted to healing instead. Any excess healing will be granted as temporary hp.|| | The Culling: As an action, choose one enemy within 30ft of you and dash towards them moving up to half of your movement speed. Make a melee lunging attack (additional 5ft range) against them and on hit instead of dealing damage, if the creature has less than or equal to 5*(your proficiency modifier) in HP they are immediately executed and killed in whatever fashion you wish and granting you an additional action that turn. If they have more than the threshold in HP, you instead roll your weapon damage twice against them. <br />
Critical successes with this weapon kill will double the execution threshold. If an enemy is executed with The Culling, you will not expend a use of the weapon skill, however, you may only benefit from this effect once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Deflecting Palm || style="text-align: center;" | Deflecting Palm can now be used against spells and any other ranged projectiles and you now add double your proficiency modifier to the roll of your deflect. Additionally, your unarmed strikes now count as magical for bypassing resistances and immunities.|| | Might of a Thousand Stars: As a bonus action, you infuse your body with the power of your stigmata. Your unarmed attacks now count as magical for bypassing resistance and immunities, you may deal an additional (proficiency bonus)d4 of damage of your choice between fire, cold, or lightning (if you did not choose one already) or your preferred weapon's damage type to each unarmed strike you make. As a bonus action, you may make one additional unarmed strike for the remainder of this benefit. This benefit will last for one minute. Alternatively, you can instead choose to have the bonus damage be your choice of bludgeoning, slashing, or piercing damage, however, your unarmed strike must also change to that damage type.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Deployment || style="text-align: center;" | As an action, in a display of physical prowess, you lift your cross and throw it at a location up to 3*your strength score in ft, affecting all enemies within 5ft of the location, All enemies within the area must make a Constitution saving throw, or take (your proficiency bonus)d10 bludgeoning damage and be stunned until the end of your next turn. On a success, enemies only take half damage and are not stunned. Additionally, after using this weapon skill your cross will automatically be deployed and when you throw your cross you may also leap with it to the target location. || | Rally Point: As an action, you may immediately deploy your cross however, instead of it arming itself it will instead begin to channel honkai energy causing it to emit an aura with a range of 15ft. Allied creatures within this aura will gain temporary HP equal to your proficiency bonus, each time they start their turn within the aura, deal an additional (half of your proficiency bonus rounded down)d4 on every melee attack, and increase their AC by an amount equal to half of your proficiency modifier (rounded up) while within the aura. Additionally, any enemies within the aura will take (your proficiency bonus)d4 force damage at the start of each of their turns while within the aura. While deployed in this manner, your cross will have an AC equal to 13+ your proficiency bonus, and HP equal to twice your level. After 1 minute has passed, or upon being reduced to 0hp your cross will stop channeling the aura and remain in place. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Leadership Skill Upgrade ====<br />
<br />
{| class="5e" <br />
|-<br />
! Leadership Style!! style="text-align: center;" | Upgrade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Alpha Strike: In addition to the previous leadership style effects. You and your allies within your aura cannot be surprised at the start of combat. During the first round of combat, you and your allies within your aura will gain priority, ignoring the initiative order and taking all of your turns before any other creatures in the turn following their own initiative rolls. After the first round of combat, all creatures take their turns in the initiative order as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Serpentine Grace: In addition to the previous leadership style effects. Allies within your aura constantly gain the benefits of the ''freedom of movement'' spell while within your aura.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Well-oiled Machine: In addition to the previous leadership style effects. While you have an ally within your aura, you all gain the benefits of Pack Tactics as if you were within 5ft of one another on your first attack on each turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Onslaught: In addition to the previous leadership style effects. Whenever an ally within your aura, including the Valkyrie, successfully hits a creature and the result was at least 5 or more than their AC, the creature takes an additional 3d4 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | No Mercy: In addition to the previous leadership style effects. Whenever a hostile creature within your aura fails a saving throw by 5 or more, it is treated as a critical failure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Team Spirit: In addition to the previous leadership style effects. While you have another creature within your aura, all creatures under its effects also reduce all damage taken by an amount equal to your proficiency bonus (minus 1).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Preventative Healing: In addition to the previous leadership style effects. All allies within your aura that recover hit points from any of your features gain a +1 to their AC until they take damage stacking up to a maximum of +3.<br />
|- class="{{Odd-Even|{{#var:odd}}}}."<br />
|}<br />
<br />
==== S-Rank Valkyrie ====<br />
<br />
You have finally reached a degree of expertise within your field to undoubtedly be called one of the best Valkyries alive. You may now use your ultimate ability twice per long rest. Additionally, as part of reaching your apex, you also choose one ability score of your choice between Strength, Dexterity, or Constitution and increase the score and its maximum by 4.<br />
<br />
=== Carry ===<br />
You are one of the few valkyries that lead from the front. Valkyries of the carry archetype are notorious for being able to slay countless honkai beasts at a time while effortlessly maneuvering across battlefields. You are the person who your allies and squadmates rely on to get the job done, the one to shoulder the burdens. The valkyrie who seemingly always makes it out alive, even after facing impossible odds. The sword that shall rid humanity of the threat of the honkai, you are the carry.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/5SQ3rL6.png|Bianka Ataegina, or "Durandal", currently Schicksal's strongest S-Rank Valkyrie}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Combat Mastery ====<br />
Beginning at 3rd level, Gain a second preferred weapon and an additional weapon skill of your choice. Additionally, gain a fighting style of your choosing, and you now have a number of weapon skill uses equal to double your proficiency bonus.<br />
<br />
==== Tactical Expertise ====<br />
Beginning at 3rd level, switching between your preferred weapons will cost a bonus action and you now learn maneuvers that are fueled by special dice called superiority dice.<br />
<br />
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below and from the [[Martial Maneuvers (5e Variant Rule)#Maneuver Lists|Martial Maneuver Variant Rule]] as well. You will count as a fighter for the purposes of which maneuvers you have access to from that list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.<br />
<br />
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest reduce a creature of CR 1 or higher to 0 hit points or roll a natural 20 on an attack roll. You gain another superiority die at 7th, 15th, and one more at 20th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s . <br />
<br />
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:<br />
<br />
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).<br />
<br />
==== Combo Count ====<br />
Beginning at 7th level, Your Stigmata allows your attacks to grow in potency as you attack in perfect rhythm in combat. When you roll initiative, you start at rank E and progressively gain ranks throughout combat by meeting certain damage thresholds. <br />
<br />
For every amount of damage you deal, add it towards your total combo threshold, which can go up to a maximum of 250. Whenever you take damage, you lose points towards your total damage count equal to the damage taken. Attacks or effects which damage multiple enemies will only apply toward your combo count once per application.<br />
<br />
Additionally, whenever you use a maneuver, you gain an additional 5 points toward your total damage count, using a weapon skill will add an additional 10 points toward your total damage count, and finally, successfully evading an attack using your {{inpage|Evade}} or entirely blocking an instance of damage with your {{inpage|Block}} feature will grant an additional 5 points toward your total combo count.<br />
<br />
At the end of combat, you will reset your combo points back to 0.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Rank || Combo Thresholds || Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| E || 0 || N/A<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| D || 10 || Your first attack each round gains a +2 to hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| C || 30 || Gain an additional 15ft of movement speed and +1 AC.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| B || 60 || Gain an additional +1 AC, and all your attacks now deal an additional +2 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| A || 100 || You may take an additional bonus action on your turn that can be used to make a single attack that deals half damage on hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| S || 150 ||You now gain an additional pool of {{inpage|Evade}} or {{inpage|Block}} uses equal to your proficiency bonus, and you now gain an additional reaction per round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SS || 200 || Once per round, you can use your {{inpage|Evade}} or {{inpage|Block}} feature and not expend a use of it. Additionally, you may now use a maneuver once per round without expending a superiority die.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SSS || 250 || Gain advantage on all Strength, Dexterity, and Constitution ability checks, skills and saving throws, and attack rolls, and if you reduce a creature's HP to 0, gain an additional action. Additionally, upon taking damage, so long as your Combo Threshold does not drop below 200, your HP cannot be reduced below 1 for the remainder of that round.<br />
|}<br />
<br />
==== Extra Attack ====<br />
Beginning at 11th level, You gain an additional extra attack for a total of three.<br />
<br />
==== Master of my Trade ====<br />
Beginning at 15th level, you gain the alternative choice you didn't pick for your {{inpage|Advanced Weapon Skill}} for only one of your chosen weapon skills then pick one {{inpage|Advanced Weapon Skill}} for your second weapon skill.<br />
<br />
==== Valkyrie of Legend ====<br />
Beginning at 18th level, when you take the attack action, you may now use a weapon skill in place of one of any of your attacks when taking the attack action once per round.<br />
<br />
=== Maneuvers ===<br />
These are Maneuvers from the Battlemaster Fighter list<br />
*'''Ambush'''. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.<br />
<br />
*'''Bait and Switch''': When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.<br />
<br />
*'''Brace''': When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Commander’s Strike''': When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.<br />
<br />
*'''Disarming Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br />
<br />
*'''Distracting Strike''': When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.<br />
<br />
*'''Evasive Footwork''': When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<br />
<br />
*'''Feinting Attack''': You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Goading Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.<br />
<br />
*'''Lunging Attack''': When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.<br />
<br />
*'''Maneuvering Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<br />
<br />
*'''Menacing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<br />
<br />
*'''Parry''': When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die+ your Dexterity modifier.<br />
<br />
*'''Precision Attack''': When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br />
<br />
*'''Pushing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<br />
<br />
*'''Rally''': On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<br />
<br />
*'''Restraining Strike''': Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.<br />
<br />
*'''Riposte''': When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.<br />
<br />
*'''Silver Tongue''': When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Snipe''': As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Studious Eye''': When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Sweeping Attack''': When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<br />
<br />
*'''Trip Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<br />
<br />
=== Enabler ===<br />
Not all valkyries can be the heroes of the story, nor even the backbones of their respective allies. Some choose to aid in battle in their own way whether through underhand tricks or being the game master controlling the scene.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kcCe3Uq.png|Bronie, or "Haxxor Bunny", a skilled mercenary who (formerly) resided in Arc City}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Gamechanger ====<br />
Beginning at 3rd level, When you deal damage, as part of the attack you can instead choose to deal half damage (minimum of 1 damage) and inflict a special condition called impaired until the start of your next turn. A creature may be affected by multiple types of impairing effects at the same time; however, it cannot be affected by the same effect again if they are already impaired in that manner. You can only use this feature a number of times equal to double your proficiency bonus.<br />
<br />
''Impaired''<br />
<br />
Creatures that are impaired will have a minus to an attribute of your choosing. When this condition is applied, choose from one of the following:<br />
<br />
*Enfeeblement<br />
<br />
The creature has a minus to their attack rolls equal to your proficiency bonus.<br />
<br />
*Undermine<br />
<br />
The creature has a minus to their ability checks equal to your proficiency bonus.<br />
<br />
*Dispair<br />
<br />
The creature has a minus to all saving throws by an amount equal to your proficiency bonus.<br />
<br />
*Cripple<br />
<br />
The creature also has its movement speed decreased by 5*(your proficiency bonus).<br />
<br />
*Sunder<br />
<br />
The creature has its AC reduced by an amount equal to your proficiency bonus.<br />
<br />
*Prostrate<br />
<br />
The creature will have a minus to its damage equal to your proficiency bonus to a minimum of 1.<br />
<br />
==== Stacked Deck ====<br />
Beginning at 3rd level, You may choose one of the following: fire, cold, and lightning. You may now change the additional d4 damage dealt by your preferred weapon to one of those types. If you already selected one of those damage types as your preferred weapon type, you instead choose from the remaining two. Additionally, as a bonus action on your turn, you now change the primary damage dealt by any weapon you are currently wielding to the selected damage type or one you have chosen previously for your preferred weapon. At 11th level, you choose one more damage type from those previously listed. <br />
<br />
Alternatively, instead of choosing an additional damage type, you may increase the size of the damage die of your preferred weapon by one stage. Ex. D4->D6->D8 etc.<br />
<br />
Additionally, using your weapon skill on a creature now reduces their level of resistance by one stage to the type of damage dealt until the start of your next turn. Ex Immunity->Resistant->Normal. Finally, If you critically strike using your weapon skill, or a creature fails its DC by more than 5, you may apply one impair effect of your choice without reducing your damage or expending a use of this feature, and if a creature had immunity or resistance, they lose them until the start of your next turn.<br />
<br />
==== Playmaker ====<br />
Beginning at 7th level, As a reaction, whenever an ally targets an enemy, you may use your weapon skill or move up to half of your movement speed to make a single weapon attack against the enemy without provoking an attack of opportunity. If your ally's attack hits, your attack is made with advantage, or enemies have disadvantage against the weapon skill's DC. Alternatively, you may choose to attack before your ally. On a hit or if the enemy fails their saving throw, you grant their attack advantage or impose disadvantage on the creature's next saving throw that round. The valkyrie may also trigger Playmaker whenever they are targeting a creature with an attack or using a weapon skill, choosing whether they will attack first or let their ally attack first as stated previously. You may use this feature a number of times equal to your proficiency modifier per short or long rest.<br />
<br />
==== Follow up ====<br />
Beginning at 11th level, After your weapon skill or playmaker feature is used, you may choose one creature (you may choose yourself) within 60ft of you to spend a reaction to immediately take their turn directly after you, ignoring their original position in the turn order. If the creature were to have their turn after the creature regardless of this feature, they instead may take an additional turn after their initial. You may only use this feature once per long rest.<br />
<br />
==== Shutdown ====<br />
Beginning at 15th level, Whenever you land a critical strike, you may apply the effects of your impaired condition to any creatures damaged by the critical strike for 1 minute instead of until the end of your next turn and choose two effects instead of only one. This effect cannot benefit from the improved impaired effect detailed below.<br />
<br />
Additionally, when you inflict the impaired condition on a creature, you may instead apply your proficiency bonus twice to their impaired effect instead of just once. You may only use this feature once per long rest and cannot be used in tandem with the previous effect of the Shutdown Feature.<br />
<br />
==== Checkmate ====<br />
Beginning at 18th level, As an action, the valkyrie may signal to all of their allies for a series of coordinated attacks. All allies within 30ft of the valkyrie can move up to half of their movement speed as a reaction, ignoring attacks of opportunity, and make one attack against an enemy, cast a spell against a creature, or use any class feature similar to spellcasting. On a successful hit, the participating ally will deal bonus damage equal to (your proficiency bonus)d6. You may only use this feature once per long rest.<br />
<br />
=== Support ===<br />
<br />
Support valkyries fall in an obscure category amongst their peers, while just as combat capable, their strengths similar to their healer sister, lie within those around them instead. Their presence on any battlefield is one to be feared, arguably more so than even the more martial of valkyries, as entire armies can be felled or uplifted by a mere gesture.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/rrNPajU.png|Kongming, the Starlit Astrologos}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Invigorate ====<br />
Beginning at 3rd level, As a bonus action, you may touch an ally to restore one use of a creature's feature or that otherwise restores on a short rest or one spell slot of a spell tier of your choosing up to a maximum of 5th tier. Alternatively, if the creature has a pool that refills during a short rest, such as Ki points, Superiority dice, or a 5th level bard’s Inspiration dice, you may use This feature to restore half that pool (rounded up). You may only use this feature twice per long rest. Additionally, whenever you grant a creature an inspiration die, you also give them temporary hit points equal to your Valkyrie level.<br />
<br />
==== Inspire ====<br />
Beginning at 3rd level, you may now take the help action as a bonus action regardless if you have proficiency with a skill up to 15ft. You also gain inspiration dice, which you can grant to allies. You gain a number of inspiration die (d4) equal to double your proficiency modifier, which can be given to an ally as either an action or bonus action on your turn, which lasts for 1 Hour. All unused inspiration dice go to waste and are lost, and the creature can wait until after it rolls the d20 before deciding to use the Inspiration Dice but must decide before the DM decides whether the roll succeeds or fails. At 8th level, Inspiration dice can be given as a reaction. <br />
<br />
You regain any expended uses when you finish a long rest. Your Inspiration dice will increase to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.<br />
<br />
==== Shatter thy Bonds ====<br />
Beginning at 7th level, As a reaction, you may use your stigmata to empower an ally within 30ft of you to power through a debilitation, allowing them to end one negative condition with exception to the exhaustion, madness, or unconscious conditions. You may only use this feature twice per long rest. <br />
<br />
Finally, whenever you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed, your allies make the saving throw with advantage.<br />
<br />
==== True Potential ====<br />
Beginning at 11th level, As a bonus action, you may restore one use of a creature's feature that otherwise restores itself at the end of a long rest, fully restore all spell slots within a number of spell tiers equal to half of your proficiency modifier (rounded down) of your choice to a maximum of 5th tier spells, or fully restore a class resource such as Ki or anything similar. Once you use this feature, you cannot use it again until you complete a long rest, and allies cannot benefit from it again until they have completed a long rest.<br />
<br />
==== Unwavering Determination ====<br />
At 15th level, you may now use your Invigorate feature three times per long rest, and allies benefiting from any temporary hit points given by you also do not take damage from attacks unless the attack's damage exceeds an amount equal to your 4 + proficiency bonus (post-damage reductions) and gain a bonus +5 to maintain concentration on any features or spells.<br />
<br />
==== Life Cocoon====<br />
Beginning at 18th level, as an action, you may choose a number of creatures up to half of your proficiency bonus and invoke the power of your stigmata, wrapping them within a large cacoon of energy that fills them with a surge of rejuvenation. This effect grants them the full benefits of a long rest with exception of restoring any HP but fully restoring any hit dice. You may only use this feature once per long rest, and creatures may not benefit from it again until they have completed three long rests.<br />
<br />
=== Healer ===<br />
<div class="externalimage-holder" style="width:40%;float:right;"> {{5e Image|float:right|https://i.imgur.com/37ia37S.png|Fu Hua, a former member of the Fire Moths and guardian of Shenzhou.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Valkyries of the healer archetype are often considered the backbones of their respective teams, genuinely selfless individual who does everything in their power for the continued survival of those around them, at times even to their detriment.<br />
<br />
==== Gift of Life ====<br />
Beginning at 3rd level, Your stigmata has granted you a pool of HP that replenishes upon you finishing a long rest. With that pool, you can restore a total number of hit points equal to your Valkyrie level × 10. As an action or bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature does not affect undead and constructs. You may also expend 20 HP of your healing pool to mimic the effects of ''Lesser restoration'' on an ally or 10 HP of your healing pool to mimic the effects of ''Calm Emotions''.<br />
<br />
==== My Body, A Beacon ====<br />
Beginning at 3rd level, you gain proficiency in the medicine skill, and if you already had proficiency, gain expertise instead, and you can use a Healer's Kit using a bonus action on your turn instead of an action. Additionally, Your stigmata has evolved to grant your body immunity to diseases and the poisoned condition and now allow you to only require half as much food and sleep as normal. Finally, you may expend up to your proficiency bonus amount of hit die (plus your constitution modifier) to add half the result (rounded up) to your healing pool not exceeding its maximum as a bonus action on each of your turns.<br />
<br />
==== Total Coverage ====<br />
Beginning at 7th level, Your Gift of Life feature no longer has a range of touch and can affect allies up to 15ft away from you. As a reaction, whenever a creature within 15ft of you is about to take damage, you may preemptively grant a burst of healing with the sole purpose of soothing and mitigating any incoming damage, allowing the ally to half all damage taken, for that instance. Using this reaction will cost 30 from your healing pool. When using your healing pool, you may also now expend multiples of 10 HP from the pool to instead remove one level of exhaustion from a creature for each multiple expended. Additionally, Whenever you successfully dodge an attack using your evade feature or fully mitigate an instance of damage using your block feature, you can choose to emit a burst of healing to yourself and up to three allies within 30ft of you, healing them for an amount equal to your Valkyrie Level (rounded up).<br />
<br />
==== Solemn Vigil ====<br />
Beginning at 11th level, Whevener, an ally (except yourself) within 30ft of you, has less than their maximum hit points, they recover 1 hit point at the start of each of their turns. This effect will increase to an amount equal to your proficiency bonus (minus 1) if they are below half of their maximum hit points.<br />
Additionally, you may now expend 40 HP of your healing pool to mimic the effects of ''greater restoration'' on an ally.<br />
<br />
==== Martyr's Path ====<br />
Beginning at 15th level, Whenever an ally is below half of their maximum hit points and is targeted for an attack, as a reaction, you can move up to your full movement speed toward that ally, and if you end your movement within 5ft of them, you take the attack in their stead reducing its damage by half. If the ally is a target for an area of effect, you shield them with your body or push them out of the way, allowing them to pass their saving throw and take no damage but automatically fail the saving throw yourself. During your movement, you have resistance to all damage, and your ally heals an additional amount of hit points equal to 2d8 per opportunity attack that hit you during this movement. You may use this feature a number of times equal to half of your proficiency bonus (rounded up). Additionally, if you spend 40 HP from your healing pool, you may cause an ally's limb or body part to regrow as if you had cast, ''regenerate''.<br />
<br />
==== Overheal ====<br />
Beginning at 18th level, Whenever you restore HP to an ally or expend from your healing pool, roll a d20. On a 18-20, you critically heal the ally, doubling the amount they would have gained and having any excess healing be converted to temporary HP instead. Alternatively, If you used your healing pool to mimic a spell effect and rolled an 18-20, you instead half the original cost (rounded up).<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Honkai Valkyrie class, you must meet these prerequisites: 15 {{5e|Dex}}, 15 {{5e|Con}} , 13 {{5e|Cha}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the Honkai Valkyrie class, you gain the following proficiencies: Light armor, Medium armor, All Martial weapons, and Simple weapons.<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]<br />
{{Copyright Disclaimer|owner=miHoYo|franchise=Honkai Impact 3rd}}</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Honkai_Valkyrie_(5e_Class)&diff=1822937Honkai Valkyrie (5e Class)2024-03-18T12:30:57Z<p>ThighRash: /* Fighting Style */</p>
<hr />
<div>== Honkai Valkyrie ==<br />
<br />
<center><q>Kiana, everything would have changed once you wake up. The world will no longer be a pretty place. Life as you know it will be replaced by something else. But… don't ever give up! - Major Murata, Himeko</q></center><br /><br />
<br />
Amidst the ruins of a collapsing city, a single soul wonders aimlessly. The rain falls gently upon her snow-white hair as a powerful roar shakes the earth beneath her. She clenches her pistols tightly as hunger and exhaustion take their toll on her body. Soon she spots her prey and another. A young girl hiding from the beast trembles in the rain hoping in silence for a hero. <br />
<br />
Valkyries are individuals who have awakened stigmata on their bodies, allowing them to harness and utilize honkai energy. The stigmata appear as almost a brand on the body taking a myriad of shapes and is typically awakened in very few family lineages. They can also be granted to an individual artificially through scientific experimentation, however often at the cost of shortening their lifespan considerably due to a lack of compatibility. Anyone can naturally awaken a stigmata, but it is exceedingly rare to awaken naturally or artificially within males. Such individuals are known as knights instead of valkyries.<br />
<br />
Valkyries and Knights alike are typically trained at a young age for the position as they must undergo extensive mental and physical training for the road ahead. Their reflexes are second to none and some may even move so quickly time seemingly slows to a crawl. They tend to fight for any just cause but some may choose to instead walk the path of sin, embracing their innermost darkness. Clad in their battlesuits granting them a wide arsenal to face any foe they stride confidently into battle.<br />
<br />
=== Creating a Valkyrie ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kC5OtLs.jpg|Kiana Kaslana, Raiden Mei, and Bronya Zaychik from Honkai 3rd Impact.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating a valkyrie ask yourself how did they find themselves in this position? Did they survive a catastrophic event due to the hands of the honkai? Were they born into a prestigious family with a history within the field? Did they volunteer to become this super soldier-like entity? Or did they have nothing left but to give their body and soul for the people? Regardless of the circumstance valkyries serve as mankind's first and final bastions.<br />
<br />
;Quick Build<br />
You can make a Valkyrie quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Martial Weapon, a simple weapon, Tinkerer's Tools, and finally, an adventurer's pack.<br />
<br />
{{5e Class Features<br />
|name=Honkai Valkyrie<br />
|summary= A Superhuman soldier who fight against Houkai.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor<br />
|weapons= All Martial and Simple Weapons<br />
|tools= One Artisan's Tool of your choice<br />
|saves= Dexterity and your choice of Strength or Constitution<br />
|skills= Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, Sleight of Hand, Stealth and Survival.<br />
|item1a=One Martial Melee Weapons<br />
|item1b=One Martial Firearm<br />
|item1c=[https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) A Cross]<br />
|item2a=One simple weapon<br />
|item2b=[[Pistol, Light Automatic (5e Equipment)|Two Pistols]]<br />
|item2c=<br />
|item3a=A set of artisan’s tools of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=An adventurer's pack<br />
|item4b=An explorer's pack<br />
|item4c=<br />
|item5a=Valkyrie Battlesuit Frame<br />
|item5b=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Preferred Weapon}}, {{inpage|Evade}}, {{inpage|Valkyrie Battlesuit}}, {{inpage|Block (Optional)}}<br />
|classfeatures2={{inpage|Fighting Style}}, {{inpage|Weapon Skill}}<br />
|classfeatures3={{inpage|Stigmata}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Leadership Style}}<br />
|classfeatures7={{inpage|Stigmata Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Ultimate Evasion}}<br />
|classfeatures10={{inpage|Ultimate Ability}}<br />
|classfeatures11={{inpage|Stigmata Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|QTE}}<br />
|classfeatures14={{inpage|Advanced Weapon Skill}}<br />
|classfeatures15={{inpage|Stigmata Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Leadership Skill Upgrade}}<br />
|classfeatures18={{inpage|Stigmata Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|S-Rank Valkyire}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
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|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
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}}<br />
<br />
====Preferred Weapon====<br />
At 1st level, you know your way around a fight and have a favored weapon to bring into any situation. Choose a single type of weapon as your Preferred Weapon (ex. Longswords, Shortbows, etc). You can choose to use any other ability modifier instead of the weapon's normal ability modifier for your attack and damage rolls for your preferred weapon. When you make an attack, add 1d4 to the weapon damage die. Alternatively, you may choose to have the additional d4 damage be your choice of either Fire, Cold, or Lightning damage instead. If an elemental bonus damage type is chosen, however, it will augment your {{inpage|Weapon skill}} feature's damage causing it to be the elemental type chosen.<br />
<br />
Beginning at 9th level, your stigmata has allowed you to break the limitations of even your own weapon, pushing it to new heights. Your preferred weapon is now considered magical for the purpose of bypassing resistances and now treats immunity as resistance, you gain an additional +1 to attacks and damage rolls with it and you reduce your critical strike chance by 1 when using this weapon.<br />
<br />
==== Evade ====<br />
Your extensive combat training has heightened your reflexes far beyond human levels allowing you to dodge even the most devastating attacks effortlessly. When you are targeted by a creature for a melee attack or a ranged attack, you may use your reaction to perform a dexterity saving throw of DC 13 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You cannot use evade against effects that force you to make a saving throw, and on a failure, you don't expend a use of this feature. You can use Evasion a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest.<br />
<br />
Beginning at 9th level, Evade can now be used against effects that impose Strength, Dexterity, and Constitution saving throws. When Evade is used against an effect that imposes these types of saving throws, you may instead make a Dexterity Saving throw following the same rules as previously stated.<br />
<br />
==== Block (Optional) ====<br />
<br />
At 1st level, in favor of getting the {{inpage|Evade}} feature, you may instead choose this feature to gain the ability to block and protect against most attacks against your valkyrie and their allies. When your Valkyrie or an ally within 5ft of them is targeted by a creature for a melee or ranged attack, you may use your reaction to roll a d10 + 5 + Your Valkyrie level. The total result from this roll will be the amount of shield power you have in a shield pool. Your shield power will last until the start of your next turn. A Valkyrie may use their shield power to block damage from any subsequent attacks to themselves or allies within range so long as they have remaining power within their shield pool without spending an additional reaction. The feature can be used multiple times if the Valkyrie has more than one reaction, stacking more shield power per use. If all of your shield power is depleted, you or your ally will take any damage equal to the difference between the attack and how much shielding you had in your pool prior to the attack. You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest. At 5th level, you instead roll a 2d10, at 11th level, you roll a 3d10 and finally at 17th level, you roll a 4d10 for your damage reduction.<br />
<br />
Beginning at 9th level, you choose one additional effect from your {{inpage|Ultimate Evasion}} feature to be resistive against, and your block may now be used on effects that cause Strength, Dexterity, and Constitution saving throws to reduce damage taken. Additionally, when blocking area of effect attack such as fireball aimed at you or an ally within range of your block feature, if you mitigate all damage dealt by the attack, you treat the attack as if all allies within range of your block mitigated the damage of the effect as well.<br />
<br />
If the valkyrie is wielding a weapon with the reach property, or any other melee weapon with a range below 20ft, they may extend the range of their block feature whenever an ally is targeted by an attack. If the valkyrie is wielding [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) a Cross], however, their range is extended to half of the range of the weapon (does not include long range).<br />
<br />
;Counterstrike<br />
If you block an attack aimed at you or an ally, you may make a special reaction to initiate a counterstrike to the enemy that targeted you, or your ally. You may choose to sacrifice one of the following actions at the start of your next turn: Your movement action, your action, or your bonus action. If you do so, you can make a melee attack against the creature who would've dealt damage to you or your ally within range of your block feature. On a hit, they will deal 1d4 + your Strength or Constitution modifier on hit. Every time your proficiency bonus increases, you add 1 addition d4 to your counterstrike damage.<br />
<br />
==== Valkyrie Battlesuit ====<br />
<br />
At 1st level, you gain your first battle suit. Battlesuits are custom-made for each valkyrie and are designed to specifically enhance their abilities and provide them with unparalleled versatility. They are typically supplied by Schickasal themselves or are made by their direct opposition Anti-Entropy, but can be built by skilled enough engineers. You will gain the 3rd generation, General All-Area Combat Armor battle suit, suited for most operations which will grant the valkyrie battlesuit an AC of 10 + Your proficiency bonus + either your Dexterity, Strength, or Constitution modifier and counts as light armor.<br />
<br />
The Valkyrie Battlesuit can be further customized and altered as you gain more levels within the class. You will also gain a number of Customization points that you can use to create your own battlesuit by choosing different properties for it. These are described on the [[Valkyrie Battlesuit Mods (5e Other)|Valkyrie Battlesuit modification page]]. Your battlesuit will automatically have your initial customizations added to it.<br />
<br />
==== Fighting Style ====<br />
<br />
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
*Sharpshooter:<br />
You gain a +2 bonus to attack rolls you make with ranged attacks. Finally, you ignore half and three-quarters when making a ranged weapon attack.<br />
<br />
*Blind Fighting: <br />
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. You have blindsight to a range of 10 feet and can see invisible creatures within range unless the creature successfully hides from you.<br />
<br />
*Close-Range:<br />
You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy misses you with a melee attack, as a reaction you may make a ranged attack against that enemy.<br />
<br />
*Strongbow<br />
You can use your Strength modifier, in place of Dexterity, for your attack and damage rolls with longbows and shortbows.<br />
<br />
*Dual Wielding<br />
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.<br />
<br />
*All Terrain Athlete:<br />
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.<br />
<br />
*Dueling:<br />
If you wield a weapon in one hand and nothing in your off-hand, you may use your reaction to deflect melee attacks against you. You may now melee deflect attacks using a deflect die. Your deflect die is a d6 + your Strength or Dexterity Modifier. You may add any special modifiers your weapon may possess to this deflect role, such as a +1 bonus if the weapon is magical or the additional d4 from your preferred weapon. If you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction. <br />
<br />
*Great Weapon Fighting:<br />
While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
*Interception:<br />
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus. If you are wielding a shield, you may instead roll a d10 + Your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.<br />
<br />
*Protection:<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on attack rolls against that ally until the end of that creature's turn. You must be wielding a shield or melee martial weapon.<br />
<br />
*Ambidextrous:<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
*Iaijutsu<br />
You make the first attack of each combat with your sword still sheathed. This attack is made with advantage, and on a hit, you double the damage dice of that attack.<br />
<br />
*Tunnel Fighter:<br />
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.<br />
<br />
*Thrown Weapon Fighting:<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Whenever you take the dash or disengage action, you may also make a ranged attack with one throwing weapon as a part of that action. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus. Finally, ranged weapon attacks with the Thrown property ignore half and three-quarters cover.<br />
<br />
*Unarmed Fighting:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.<br />
<br />
*Gun Kata:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.<br />
<br />
*Lancer<br />
When wielding a lance you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally Lances you wield now deal 2d6 instead of 1d12.<br />
<br />
*Brawler: <br />
While wielding an improvised weapon, you are considered proficient. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the roll.<br />
<br />
*Superior Technique<br />
You learn one maneuver of your choice from among those available to the Carry archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. This superiority die may also be regained if you reduce a creature of CR 1 or higher or roll a natural 20 on an attack roll.<br />
<br />
*Rider<br />
You gain the benefits of the Mounted Combatant feat.<br />
<br />
==== Weapon Skill ====<br />
<br />
Beginning at 2nd level, the mastery of your preferred weapon has grown to the point of being able to perform a unique attack using it. Choose one weapon skill below based on your preferred weapon type. You may only use your weapon skill a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.<br />
<br />
Weapon Skill DC = 8 + your proficiency bonus + your {{5a|Dex}} modifier.<br />
<br />
*Valkyrie Impact<br />
''Prerequisite: Any Two-Handed, Bludgeoning, [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapon''<br />
<br />
As an action, unleash a downward cleave that generates a ground-shattering wave forcing all enemies within a 30ft line to make a Strength Saving throw or be knocked prone and take (Your proficiency modifier)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. After using this weapon skill, the 30ft line this feature was used to target is treated as difficult terrain.<br />
<br />
*Instant Draw<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
Whenever you take the attack action, you may replace your attacks with a vicious barrage of slashes. Choose a 5ft radius within 15ft of you; all hostile creatures within that radius must make a Dexterity saving throw or take damage equal to (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage or half as much on a success. You may impose this saving throw twice per usage of Instant draw and gain one additional Dexterity saving throw for every {{inpage|Extra Attack}} you have.<br />
<br />
*Ethereal Grenade<br />
''Prerequisite: Ethereal Attack Prefered Weapon''<br />
<br />
As an action, you may harness power from your stigmata to create an explosion of energy at a point of your choosing. Choose a 10ft radius within 60ft of you and make all hostile creatures within range to make a Dexterity saving throw. Every time you use this weapon skill, you may choose between a more lethal option or a more utility-based option. If chosen to be more lethal, you will deal (Your proficiency modifier)d12 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack or half as much on a success. Alternatively, you may deal (Your proficiency modifier)d4 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack and apply a condition corresponding to <br />
the damage type to all creatures who fail their saving throws until the end of your next turn. Creatures who successfully pass their saving throw take half damage and suffer no additional effects. The conditions are as follows: Fire ({{5h|Variant Rule|Ignited}}), Cold ([[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]]), Lightning ([[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]]), Bludgeoning ([[Additional Conditions (5e Variant Rule)#Dazed|Dazed]]), Slashing ([[Additional Conditions (5e Variant Rule)#Bleeding|Bleeding]]), Piercing ([[Additional Conditions (5e Variant Rule)#Impaled|Impaled]]).<br />
<br />
*Razer Wind<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
As an action, you swiftly slash the air twice, sending two air slashes capable of cutting through even the sturdiest of armors. You may target up to two creatures and make two ranged attacks using your weapon with a range of 60/180ft. On a hit, the attacks will deal (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage. For every {{inpage|Extra Attack}} you have, you will make one additional attack with this feature.<br />
<br />
*Excessive Force<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], or bludgeoning Prefered Weapons''<br />
<br />
As an action, you strain your muscles to send a concussive wave of force against a creature. You make a single melee attack, adding your proficiency bonus to your damage die plus your Valkyrie level. On a hit you cause, all creatures within a 20ft cone behind the creature of the attack must make a Dexterity saving throw or take the same amount of damage as Thunder damage or half as much on a success. You may also instead replace an attack when you take the attack action to perform a weaker version of this weapon skill. Doing so will add half of your proficiency bonus (rounded down) to your unarmed damage die and affect a 10ft cone instead.<br />
<br />
*Stunning Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action, make a ranged attack using your firearm at a single creature. On a hit, they take (Your proficiency modifier)d6+ your Dexterity modifier bludgeoning damage and must make a Constitution saving throw DC= 8 + Your Dexterity Modifier + Your Proficiency bonus or be stunned for 1 round or take half as much damage on a success.<br />
<br />
*Rapid Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action or bonus action, you may quickly fire a number of projectiles equal to your proficiency modifier at a single target or a number of targets up to your proficiency bonus. Make a ranged attack against each creature. On a hit, they will deal d4 + Your Dexterity Modifier. You may not add your preferred weapon bonus damage to these attacks if used as a bonus action. If you only target one creature, make a single attack instead, rolling damage a number of times equal to the number of projectiles you may fire.<br />
<br />
*Ionic Slam<br />
''Prerequisite: Any polearm or Piercing melee Prefered Weapon''<br />
<br />
As an action, you thrust your weapon forward at an enemy making a weapon attack against them. On a hit, they take your normal weapon's damage, and so long as they are no greater than one size larger than you, make them roll a strength-saving throw or be vaulted 15ft in a direction of your choosing by your weapon. If they collide with anything after being vaulted, they will take an additional (Your proficiency modifier)D4 bludgeoning damage and are incapacitated until the end of your next turn or be unaffected on a success. Creatures that they collide with will make a Strength saving throw or take the same amount of burgeoning damage and knock both affected creatures prone or half as much damage on a success and will not be prone. Alternatively, you may instead vault them directly downward if they collide with a solid surface. If done in this manner, they are also knocked prone.<br />
<br />
*Great Cleave<br />
''Prerequisite: Any Reach, Versatile, or slashing Prefered Weapon''<br />
<br />
As an action or bonus action, you cleave in a 10ft cone in front of you, causing all creatures within range to make a Dexterity Saving Throw or take (Your proficiency modifier)d6 Slashing or Bludgeoning damage plus your Strength or Dexterity Modifier and be knocked prone. On a successful save, you deal half damage and do not knock them prone.<br />
<br />
*Redirect<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapons''<br />
<br />
You may use your reaction when you would take damage from a melee attack or projectile to redirect the blow back onto the attacker. Roll a (Half of your proficiency modifier rounded up)d10 + Your (Dexterity, Strength, or Constitution) Modifier + Your Valkyrie Level, reducing the damage by that amount. If you reduce the damage to zero, you may redirect the attack. When redirecting, if the effect was originally ranged, you will be considered proficient when making a retaliatory attack range with a range of 60ft/180ft with the spell or piece of ammunition you just caught as part of the same Reaction. If the attack is an area of effect such as Fireball, if all of the attack's damage is reduced, then you will fully redirect the projectile, causing any other creatures within range to take no damage or negative effects and use the effect as if you were its original user. If the attack was a melee attack, you will make a single melee attack against the creature, dealing as much damage as they would have dealt to you on a hit.<br />
<br />
*Rapid Deployment<br />
''Prerequisite: Any [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) Cross] Prefered Weapon''<br />
<br />
You've learned to utilize a special method for your cross, allowing it to be deployed even quicker and more efficiently. If your cross is normally deployed as an action, it becomes a bonus action instead, and if deployed as a bonus action, it becomes a free action instead. Upon deployment, your cross will make a number of attacks equal to your proficiency bonus to as many creatures as you designate, dealing its normal weapon damage. Additionally, once per round at the end of your turn, while your cross is deployed, you may attack a creature with it, dealing a d4 + Your Dexterity modifier. Doing this at the end of your turns will only cost half as much ammunition. Alternatively, if this weapon skill is used while your cross is being used as a melee weapon, you lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property for the next minute. If you already met the strength required to lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property, you now add your strength modifier twice instead of once for damage rolls for the duration. Finally, when deployed, the Cruciform Autogun will gain additional temporary Hit Points equal to four times your Valkyrie level.<br />
<br />
==== Stigmata ====<br />
<br />
At 3rd level, you have finally manifested your stigmata appearing as a "tattoo" on your back granting you incredible augmentations to your capabilities. Choose a Stigmata from Carry, Enabler, Support, Healer.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Leadership Style ====<br />
<br />
Beginning at 6th level, you have advanced in rank as a valkyrie and can now act as the leader of your own squad. You exude an aura unique to you of reassurance for allies allowing you to give snap orders and call-outs on the battlefield. All allies within 10ft of the Valkyrie will gain the benefits of this aura unless otherwise specified. Additionally, unless otherwise specified, the Valkyrie cannot benefit from their own leadership style, and all allies lose their benefits if the Valkyrie is unconscious or incapacitated. The radius of your aura increases by 5 feet at levels 7 (15ft), 12 (20ft), 17 (25ft), and 20 (30ft). Choose one leadership skill from the choices below. <br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Any || | Whenever you and your allies enter combat regardless of range, grant them a bonus to their initiatives equal to your proficiency bonus.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Any || | Your serene grace emanates a motivating presence for your allies. So long as an ally begins their turn within your aura, you all gain an additional 15 movement speed until the end of their next turn and the ability to ignore difficult terrain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Any || | So long as an ally is within your aura, you all gain advantage against effects that cause Frightened, Charmed, or Exhaustion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Carry Stigmata || | While you have an ally within your aura, every successful attack any of you land on a creature will grant everyone in the aura a +1 bonus to their next attack stacking up to your proficiency bonus (maximum of a +5). Whenever an ally within the radius misses an attack, however, the cadence resets back to 0.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | Enabler Stigmata || | So long as an ally is within your aura, whenever you or an ally uses an effect that causes another creature to make a saving throw, they may add half of your proficiency bonus to that DC (rounded up).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Support Stigmata || | You exude an aura of serenity and comfort to all allies within your aura, and whenever an ally within the aura has to make a saving throw, they gain a bonus to the saving throw equal (your proficiency bonus)-1.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Healer Stigmata || | Whenever an ally rolls for a death saving throw within your aura, they gain a bonus equal to your proficiency bonus, and when an ally within the radius would take damage or is inflicted by any effect other than them being immediately killed that would cause them to automatically fail a death saving throw, they instead roll the save as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Ultimate Evasion ====<br />
<br />
At 9th level, your extensive experience as a combatant has granted you insight into how to avoid and resist certain effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:<br />
*Brawn - {{5a|Str}}<br />
*Evasion - {{5a|Dex}}<br />
*Endurance - {{5a|Con}}<br />
*Discernment - {{5a|Wis}} and {{5a|Int}}<br />
*Repulsion - {{5a|Cha}}<br />
<br />
When you are subjected to an effect that allows you to make a saving throw of the chosen ability, you take half damage on a failed saving throw and take no damage if you succeed on the saving throw.<br />
<br />
==== Ultimate Ability ====<br />
<br />
Starting at 10th level, whether through martial mastery, unparalleled manipulation of your stigmata, or a mix of both, you've developed an ability unique to only you. By default, your Ultimate Ability uses your action and Your Ultimate attack can only be used once per long rest. Feel free to add as much flavor and personalize your ultimate ability however you see fit. You cannot change your Ultimate Attack when created.<br />
<br />
You may select 3 of the following aspects to build your unique Ultimate Ability and no aspect may be chosen more than once unless otherwise specified.<br />
<br />
Ultimate Ability save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
Ultimate Ability Attack modifier = your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
{| class="5e" <br />
|-<br />
! Aspects!! style="text-align: center;" | Prerequisit|| Description<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Signature Attack || style="text-align: center;" | Any|| You make a single attack with your preferred weapon or using your stigmata. On a hit, it deals 8d6 damage. The damage of your ultimate ability will be dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or cold If you did not choose lightning fire or cold as your preferred weapon's additional damage type. Additionally, you may also select two damage types and split the damage of your signature attack evenly between the two depending on the type of attack if your preferred weapon's additional damage type already deals fire, cold, or lightning damage. <br />
<br />
Select one of the following methods of attack listed. If a ranged attack is chosen, it will have a maximum range of 120ft. If a melee attack is chosen, the attack will deal an additional 2d6 damage. The attack will then be your choice of either an attack roll or a saving throw. Creatures who succeed their saving throw take half damage (rounded up) and take no additional effects.<br />
<br />
;Saving throw<br />
•A '''Ranged Attack''' that detonates upon collision to the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A '''Ranged''' line attack with a range of 30 ft which pierces through all targets in the path.<br />
•A '''Ranged AoE''' with a radius of 10ft that can be used at any point within a range of 120ft of you.<br />
•A '''Ranged Cone''' with a maximum range of up to 30ft in any direction of your choosing.<br />
•A '''immediate''' emitted burst centered on the valkyrie which may expand up to 15ft outward.<br />
•A '''persistent''' emitted burst centered on the valkyrie which may expand up to 10ft outward. This signature attack now deals a d6 whenever a hostile creature starts its turn within your range. This can only be chosen if you have chosen the Burst Mode or Enchanted Aura aspects. For every 2d6 that your Ultimate Ability's base damage has, you add an additional +1 damage to the d6.<br />
•A '''Ranged''' beam emitted from the valkyrie (in some fashion) with a range of 60ft. long, 10 ft. wide, and will collide with all creatures hit. The base damage of this attack will be reduced to 2d8 but the valkyrie will now be considered concentrating on this feature as if they used a spell that can be sustained for up to 1 minute and will require an action to maintain during subsequent turns. During which the valkyrie may move up to only half of their movement speed and can alter the trajectory of the attack 15ft in a single direction as part of their action to maintain this effect.<br />
•A '''Melee''' cleaving attack that will affect enemies within up to a 10ft cone in front of you.<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' up to 15ft line attack that will affect all creatures within range and cause the valkyrie to move the same distance, ending the attack to an unoccupied space 5ft at the terminus point of the line.<br />
<br />
;Attack Roll<br />
<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' attack roll against all creatures within a 5ft radius up to 15ft away from the valkyrie. An attack roll will be made separately for each enemy within range and this will cause the valkyrie to displace themselves and reappear at any unoccupied space within 10ft of the radius.<br />
•A '''Ranged Attack''' that detonates upon collision with the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A flurry of '''Ranged Attacks''' that detonates upon collision with the first creature hit. Each attack only deals 2d8 damage and you may only attack a maximum number of creatures equal to every 2d6 base damage dealt by the attack. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam.<br />
<br />
Signature attack can be chosen up to three times, and if chosen twice, you may choose to add one additional method of attack from either the melee or ranged property (the ranged option you did not pick) and cause your ultimate ability to now have a two-part attack. Doing this will make the second portion of your attack split your total damage dealt in half evenly, splitting it equally between both parts of your signature attack and requiring an additional attack roll or imposing a saving throw as part of the second part of the ability (whichever is applicable).<br />
<br />
If your signature attack has two different damage types, you may only use those two damage types for your two-part attack. Ex. the first part of your signature attack is a melee attack that deals both fire and slashing damage, and the second part deals only fire damage.<br />
<br />
'''Alternatively''', you can choose a secondary effect to add to your signature from one of the following special status effects: Bleeding, Dazed, or Displacement. You may only choose this option once.<br />
<br />
; Bleeding: <br />
If bleeding is chosen, then half the initial damage a creature(s) would take upon hit, then deal a d6+1 each turn and apply it evenly over the next minute at the start of their turns. If your signature attack has a two-part attack, you choose which portion between the melee or ranged attacks will apply the bleed condition and apply the effects of the bleeding status effect. A creature must spend their action to treat the bleeding, stopping the effect. This cannot be chosen if your signature attack has a '''persistent''' effect.<br />
<br />
; Dazed:<br />
If a creature is dazed, then they make any attack, saving throws, or skill checks with disadvantage. The dazed condition will last 1 round. Creatures subjected to the displacement effect must make a separate Constitution saving throw in addition to any previous they may make.<br />
<br />
; Displacement:<br />
If the displacement additional effect is chosen, you may knock back or knock up any targets hit by an amount equal to 5 times your proficiency modifier or any distance below that total. Instead of knocking a creature back or up, you may also instead knock them prone. <br />
<br />
If signature attack is chosen three times, you will gain your alternative range option as part of your ultimate ability, and select one secondary effect to add to your ultimate.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Readied Technique || style="text-align: center;" | Any|| The Readied technique aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature Attack, Burst Mode, Status Condition, Expose Weaknesses, Enchanted Aura/Field, or Rejuvenate. You can take the readied action on your turn to prepare yourself to perform a devastating counter against a creature. This readied action doesn't require a trigger like the normal readied action, and once prepared, it can be used at any point in the combat encounter as a reaction. The turn the valkyrie uses this ability to prepare, they will also gain the benefits of the dodge action. You will perform your ultimate ability as normal whenever you trigger this readied action as a reaction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Burst Mode || style="text-align: center;" | Any|| You clad yourself with the power of your stigmata or push your body beyond its physical limitations. For the next minute, you gain AC+1, 30 {{5e|Temporary Hit Points}}, +15 to your movement, and all your attacks will deal an additional 1d6 dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or ice If you did not choose lightning fire or ice as your preferred weapon's additional damage type. This additional damage from the Burst Mode aspect can only be used once per round.<br />
<br />
'''Alternatively''', you may consult with your GM for different benefits to gain from your burst mode. For example, during your burst mode, you can use two maneuvers or two weapon skills at the same time if you are using the Carry subclass for the duration, [[Size Conditions (5e Variant Rule)#Enlarged|increase]] your character's size or [[Size Conditions (5e Variant Rule)#Reduced|reduce]] it, etc. It's strongly encouraged for GMs to take careful consideration as to what changes or effects the valkyrie's burst mode can do.<br />
<br />
Burst Mode can be taken up to three times, with each beyond the first stacking on top of the effects granted originally or allowing the creation or addition of more if a custom burst mode is taken.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Status Condition || style="text-align: center;" | Any|| The Status Condition aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature attack, Enchanted Field/Aura, and Burst Mode. When a creature is within range of any of the aspects of your Ultimate Ability, they must make a Strength, Dexterity, or Constitution saving throw (your choice; however, you cannot change the saving throw) against your Ultimate Ability DC or be subjected to the effects of this aspect. Choose one {{5c|condition}} to apply as part of your ability. Choose from one of the {{5c|condition}}s except the charmed, poisoned, grappled, exhausted, invisible, petrified, or unconscious to apply to your ultimate ability. <br />
<br />
'''Alternatively''', may also instead apply a [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] if the signature attack, Burst Mode, or Enchanted Field/Aura aspects are chosen, corresponding to the appropriate damage type. All [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] effects afflicted last 1 minute until a creature succeeds against their saving throw. A creature will automatically make the saving throw at the start of each of its turns to end the effect.<br />
<br />
''If Burst Mode is one of the associated aspects of your ultimate ability, then you emit the status condition to all creatures within 5ft of you.''<br />
<br />
''If Synchronized Frenzy is one of the associated aspects of your ultimate ability, the companion will the condition within 5ft of you. (If you also choose the Burst mode aspect, you and your companion emit the condition within 5ft of yourselves)''<br />
<br />
''If Enchantment Field/Aura is one of the associated aspects of your ultimate ability, the radius of the effect will cause all creatures within range to make the saving throw.''<br />
<br />
''If Rejuvenate is one of the associated aspects of your ultimate ability, you apply the effect to all creatures within 5ft of the ally(s) being healed.''<br />
<br />
All non-special {{5c|condition}}s afflicted will only apply for 1 round. If this aspect is chosen more than once, you may choose an additional condition to inflict.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Synchronized Frenzy || style="text-align: center;" | Any|| If you have a companion (cannot be a player character) or a construct from the project series, this ultimate ability will utilize either your stigmata or battlesuit to achieve maximum resonance with them causing a "Burst Mode" to activate for them. During this burst mode, your companion will gain one additional attack on their turn (one additional attack as if they have the multi-attack trait), +1 to AC, all proximity restrictions on the project series companions removed for the duration, and double their movement speed (every type), grant {{5e|Temporary Hit Points}} equal to double your valkyrie level, and all attacks and damage will gain a +1. Finally, if the Valkyrie is attacked by an enemy, as a reaction, the companion may move up to half of their movement speed toward the attacker and if within range, make one melee or ranged attack against them. This ultimate ability choice will last for 1 minute and for each time chosen after the first, will stack the same benefits with exception of the additional attack.<br />
<br />
Alternatively, you may also choose to make a custom Frenzy for your companion using the same rules of the Burst Mode aspect.<br />
<br />
If you chose the signature attack aspect, you may instead cause your companion to produce the effect of the signature attack instead of yourself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Damage Up || style="text-align: center;" | Carry|| Whenever you select the Signature attack aspect more than once, increase the damage of the feature by an additional 4d6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Expose Weakness || style="text-align: center;" | Enabler|| When you use your ultimate ability, if you chose the signature attack, burst mode (creatures within 5ft of you), or status condition effect, you may also debilitate the creature, causing them to subtract a d6 from any rolls they make for the next minute. Additionally, whenever they are attacked, subtract an amount from their AC equal to half of your proficiency bonus (rounded up) or force them to take an additional 1d4 damage from any source when damaged for the duration. This effect may be chosen up to two times, and if chosen twice, add an additional die to any rolls which are subtracted and to any damage the creature takes for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Enchanted Field/Aura || style="text-align: center;" | Support|| Upon choosing this aspect of an Ultimate Ability choose between Enchanted Field or Enchanted Aura. (You cannot change this choice later) Upon activating your ultimate ability, choose a point area within 60 ft of you, a 10ft radius centered on that point becomes enchanted. If you chose Encahnted Aura you exude a 5ft aura of enchantment that causes all allies, to become enchanted. Creatures within range of enchantment initially, will immediately gain temporary gain {{5e|Temporary Hit Points}} equal to your valkyrie level, then select two of the following benefits of your choice to grant while an allied creature remains within the enchanted area: Gain 1d6 {{5e|Temporary Hit Points}} points at the start of their turn, add 1d4 to all {{5e|Saving Throw}}s, attack rolls, or skill checks they make (they may only do this once per turn), all damage dealt do bonus 2d6 of your chosen preferred weapon's damage type, from your choice of fire, cold, or lightning (However, you may only select an additional damage type to grant once if you did not pick one for your preferred weapon), reduce all incoming damage by an amount equal to your proficiency bonus (to a minimum of one). The enchanted field/aura will last for 1 minute, and may only be chosen twice. Each time chosen beyond the first, increase the range of effect for the radius by 10ft, or your aura by an additional 5ft. You may end this effect at any time on your turn without any action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rejuvenate || style="text-align: center;" | Healer|| Choose one creature within 60 feet of you and heal them 6d8 + your valkyrie level in hit points. Then you exude an aura causing all allies within 10ft of you will recover d6 in hit points at the start of each of your turns for the next minute. This can be chosen up to three times to increase the initial healing by an additional 1d6 for each time chosen beyond the first and adding one additional creature to heal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
;More customization Options<br />
If desired, the Valkyrie player may consult with their GM about adding their own unique effects to their ultimate ability by altering the given templates to fit their desire. However, this additional customization only affects the enchanted field, Regenerative Aura, Status Condition, Synchronized Frenzy, and Burst mode aspects of the feature. The changes can be as simple as gaining additional 5ft of range on melee attacks for burst mode instead of or in addition to the normal effects with some added flair to them. Or in the case of the status condition aspect, you may choose to have a gathering field-effect similar to the ''[[Gravity Bomb (5e Spell)|Gravity Bomb]]'' spell. The concept of this ability alongside Valkyrie as a whole is for players to express creative freedom in a constructive and balanced manner. If any alterations are to be made, GMs should be very cognizant of how they may be implemented and used.<br />
<br />
<br />
Beginning at 15th level and once more at 20th level, your ultimate ability will improve, allowing you to gain the following benefits to your chosen aspect of your ultimate ability. Alternatively, you may forgo gaining the improvements of one of your pre-selected aspects to gain another aspect instead.<br />
<br />
; Signature attack<br />
Increase the base damage die by 2 and increase the die size by 1.<br />
<br />
; Readied Technique<br />
Beginning at 15th level, your readied technique can now be prepared as a bonus action instead of an action. Additionally, at 20th level, the prepared ultimate ability will no longer cost a reaction to be used.<br />
<br />
; Burst Mode<br />
Increase the base temporary HP granted by 10, movement speed by 15ft, and add an additional 1d6 to your damage. If your Burst Mode has a custom effect then scale the increases appropriately.<br />
<br />
; Status Condition<br />
Increase the duration of the inflicted {{5c|condition}} by 1 round and increase the DC by 1. At 20th level, you may either increase the duration to be 1 minute, until a creature successfully passes their saving throw, or further increase the duration by 1 round. Additionally, you also further increase the DC by +2 for a total of +3.<br />
<br />
; Synchronized Frenzy <br />
The affected creature gains another additional attack (applies to multi-attack as well), increase the AC bonus by 1, and increases attack and damage rolls by an additional +1.<br />
<br />
; Damage up<br />
Add another additional 2d6 to the damage dealt by the signature attack. Otherwise, if the effect is '''persistent''', add an additional damage die instead. Finally, at 20th level, once more, add another additional 2d6 to the damage of the attack. Otherwise, if the effect is '''persistent''', add another additional damage die instead.<br />
<br />
; Expose Weakness<br />
At 15th level, you may now choose to have a creature's AC be reduced by an amount equal to your proficiency bonus or increase the additional damage taken from all sources to a d6. At 20th level, gain the alternate upgrade which you did not choose at 15th level.<br />
<br />
; Enchanted Field/Aura<br />
At 15th level, increase the initial temporary HP granted to be twice your valkyrie level, then add one additional die to all effects that use them. At 20th level, change the temporary HP granted to be three times your valkyrie level, further add another die to all effects which use them, and you now reduce all incoming damage from all sources equal to your proficiency bonus instead of half if that option is chosen.<br />
<br />
; Rejuvenate<br />
At 15th level, increase the base healing die by 2, increase base healing die size by 1, add an additional +1 to the healing received by allies within range of your aura and you may target one additional creature for your base healing. At 20th, in addition to the previous effects of the last upgrade to this aspect, you now change any additional healing granted from choosing this aspect more than once to be equal to (your proficiency bonus)d6 for each additional time chosen beyond the first.<br />
<br />
==== QTE ====<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/uR0mUeO.png|Three valkyries working intandem to perform their various QTEs.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Starting at 13th level, Your time leading others has allowed you to develop immaculate levels of team coordination to the point that nobody on your team needs to speak, you only act in accordance with what your ally is doing. Choose one of the following QTE effects.<br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Elemental Retribution || style="text-align: center;" | Any || | As a reaction, whenever you take damage from an enemy, you may make one weapon attack against the creature who attacked you. On a hit, the creature takes your normal weapon damage in addition to making a Constitution saving throw or be affected by your preferred weapon's chosen elemental damage and suffer a corresponding condition. If you did not choose an elemental damage, you instead choose from fire, cold, or lightning damage (you can only choose once). On a failed save, the creature takes (Half of your Proficiency bonus)d8 of the chosen damage type and suffers either the [[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]], {{5h|Variant Rule|Ignited}}, or [[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]] conditions for 1 minute. A creature may use their action to remake the saving throw as an action on each of their turns. You may only use this QTE effect once per combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Avenger || style="text-align: center;" | Any || | As a reaction, whenever an ally is killed or reduced to 0 Hit Points, you may move up to your full movement speed and make one attack or use a weapon skill against the creature who reduced the ally to 0 Hit Points or killed them. If the target has to make a saving throw, they make it at disadvantage. If it is an attack roll, you make the attack with advantage. On a hit or a failure, the attack or weapon skill is considered a critical hit, and triple the damage die instead of doubling it. You may only use this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Parting Gift || style="text-align: center;" | Any || | As a reaction, whenever you successfully dodge an attack using your {{inpage|Evade}} feature, you may use a weapon skill against the only creature you evaded which deals half damage and does not go against your number of uses per long rest. You may use this QTE before or after using the 10ft of movement granted by your {{inpage|Evade}} feature. You may only activate this QTE once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Anti-Carry || style="text-align: center;" | Carry Stigmata || | As a reaction when an enemy casts a spell, uses a feature that uses a resource (Monk's Ki or bardic inspiration for example), or lands a critical strike, you may move half of your movement toward that opponent without incurring attacks of opportunity, to make one attack against them, on hit the critical strike is negated, the spell fails, or the feature is negated, and any used resource is lost. This QTE effect can only be used once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hot Tag || style="text-align: center;" | Enabler Stigmata || | As a reaction to when an ally declares an attack against a creature, you may move up to 10ft without incurring attacks of opportunity to make one melee attack against that enemy or make one ranged attack against the same enemy to expose a major weakness. Your attack will always go before your ally's attack, and on hit, you will negate any immunities or resistance to one damage type of your choice, from slashing, piercing, bludgeoning, fire, cold, or lightning damage. If the creature had no resistances or immunity to the chosen damage type, they instead became vulnerable to the next attack by that ally. You may only activate this QTE effect once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Encore || style="text-align: center;" | Support Stigmata || | As a reaction to whenever a hostile creature is reduced to 0 HP, you may choose one ally to give temporary HP equal to your valkyrie level, grant them advantage on their next attack and grant them a single additional attack, when they take the attack action on their next turn. The temporary HP lasts until depleted or until the end of combat. You may only activate this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Fracture || style="text-align: center;" | Healer Stigmata || | As a reaction to whenever an ally drops below half of their maximum HP, takes damage while below half their maximum hitpoints, or is reduced to 0 hit points you will initiate a time fracture, causing everything around you to slow to a crawl. During this time fracture, you may move up to your full movement speed to the nearby ally and expend a use from your healing pool. During time fracture, creatures cannot use reactions nor any similar features, including legendary actions and lair actions. You can cure multiple diseases or poisons within a single use of Time Fracture, expanding your HP pool separately for each one or expanding from your pool to mimic a spell. You may only activate this QTE effect once every combat encounter if your healing pool is not depleted.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Advanced Weapon Skill ====<br />
<br />
Beginning at 14th level, your mastery of your preferred weapon has improved, further expanding your capabilities with it. Choose one option to improve your selected weapon skill. You may choose to use the previous version of your weapon skill regardless of your choice. All weapon skills are considered actions unless otherwise specified.<br />
<br />
{| class="5e" <br />
|-<br />
! Weapon Skill !! style="text-align: center;" | Option A|| Option B ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Valkyrie Impact || style="text-align: center;" | Valkyrie Impact now affects a 30ft cone and sends hostile creatures who fail their saving throw airborne up to 30ft until the start of your next turn. While airborne, they are considered incapacitated and allow ranged attacks against them to gain advantage. At the start of your next turn, they then fall prone, taking 3d6 bludgeoning damage. || | Earthshaker: Choose a 30ft radius within 120ft of you. You then throw your weapon at the location or slam the earth for a pinpoint strike. Creatures in that area make a Strength saving throw or take half of your proficiency bonus (rounded down)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. Additionally, the area becomes difficult terrain, and due to the sheer force with which the area was struck, it creates persistent aftershocks in the earth. For the next minute, creatures who begin their turn within the area take 2d10 + Your Strength or Dexterity modifier bludgeoning damage.|| style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Razer Wind || style="text-align: center;" | Instead of making two slashes with your preferred weapon you instead make one slash with it in an arc, launch a wave that is 15ft wide and travels 60ft in a line. Enemies hit by the wave must make a dexterity saving throw, or take (double your proficiency modifier)d6 + Your Strength or Dexterity modifier slashing damage and have their AC reduced by half of your proficiency bonus (rounded down) for one minute. Subsequent uses of this weapon skill will not stack the AC reduction.|| | Hexa-slash: As an action, choose a single creature within 30ft of you, you then perform a highspeed dash toward them without incurring attacks of opportunities and perform a 6 slash combo sequence on them. Make a single melee weapon attack against them and on hit instead of your weapon's normal damage, you roll your attack's damage five times (excluding your ability modifier) and sum the damage against the target. After which, you may move to an unoccupied space within 5ft of the creature. || |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stunning Bullet || style="text-align: center;" | Your stunning bullet now causes enemies within a 10ft cone of the direction fired to make a constitution saving throw against your weapon skill DC or be blinded and deafened for one round. Additionally, on impact, your stunning bullet now instead explodes in an AoE on hit, affecting any creatures with 5ft of your target causing them to make a constitution saving throw or be stunned and half the damage of your stunning bullet. || | Spray and Pray: As an action, you unleash a barrage of bullets in a 30ft cone expending all of your ammunition (if applicable). All enemies within the cone to make a dexterity saving throw or take (Double your proficiency modifier)d6 + Your Dexterity Bonus of your weapon damage or half as much on a success. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Shot || style="text-align: center;" | As an action, choose a 10ft radius within the range of your weapon. Fire a hail of projectiles to the sky which will hail down on all creatures within the area. All creatures within the radius must make a dexterity saving throw and on a failure, they will take (your proficiency bonus)d8 of your weapon damage type, and reduce the movement speed of all affected creatures by half until the end of their next turn. On a success, they only take half damage and do not have their movement slowed. Additionally, if a creature fails this saving throw by 5 or more, they are also knocked prone.|| | Perfect Shot: As a [[More Actions (5e Variant Rule)#Full Turn Action|full turn action]], target one creature within the maximum range of your weapon. Roll a d10 then make a single attack against that creature with advantage. If you roll a 1-4, on hit, the creature must make a Dexterity saving throw or have its movement is halved until the end of combat and have disadvantage on dexterity saving throws until the end of your next turn. If you roll a 5-6, on hit, the target must make a Strength saving throw or be disarmed of any weapon if they were wielding one, and they suffer disadvantage on attack rolls for the next minute. If you roll a 7-8, reduce the critical strike range by 2 , and on hit, deal an additional half your proficiency modifier (rounded up)d4 damage. If the attack was a critical success, you instead add your full proficiency bonus to the damage. If you roll a 9-10, the target must roll a Constitution saving throw, or be stunned for one round and then disadvantage to all attack rolls, skill checks, and saving throws for the next minute. At the start of the creature's turn after the stun has ended they make make another constitution saving them to end the effect. Subsequent uses of this weapon skill will not affect the same creature more than once. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ionic Slam || style="text-align: center;" | Whenever an enemy walks within range of your weapon, or attacks an ally within 5ft of you, as a reaction, you may perform Ionic Slam by making a melee weapon attack against them, and on hit cause them to make a Strength saving throw, or be thrown 25ft in a direction of your choice and reducing their movement speed to zero and knocking them prone. If they collide with anything while being thrown they take your collision damage. Additionally, all collision damage dice size increase from a d4 to a d10. || | Seismic Toss: As an action, choose one creature within 30ft of you and move up to half of your movement towards them and make a lunging melee weapon attack against them with an additional 5ft of range. On hit, you will deal piercing damage instead of your normal damage type as you then swing the enemy on your polearm around you causing all creatures within 5ft of you to make a Strength saving throw or take (Your proficiency modifier)D4 bludgeoning damage and be knocked prone or half as much on success and are not prone. The enemy being swung will take collision damage only once if they collide with something. After swinging the creature, you then slam them into the earth beneath you causing a shockwave forcing them and all creatures within 10ft of you to make a Dexterity saving throw or take (Half of your proficiency modifier)D12 force damage. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Great Cleave || style="text-align: center;" | Your great Cleave can now be used in a 10 radius around you instead of a cone and for each enemy struck by Great Cleave, you gain temporary hp equal to your proficiency modifier. Additionally, if you are below half of your HP, any temporary HP gained from great Cleave will be doubled and converted to healing instead. Any excess healing will be granted as temporary hp.|| | The Culling: As an action, choose one enemy within 30ft of you and dash towards them moving up to half of your movement speed. Make a melee lunging attack (additional 5ft range) against them and on hit instead of dealing damage, if the creature has less than or equal to 5*(your proficiency modifier) in HP they are immediately executed and killed in whatever fashion you wish and granting you an additional action that turn. If they have more than the threshold in HP, you instead roll your weapon damage twice against them. <br />
Critical successes with this weapon kill will double the execution threshold. If an enemy is executed with The Culling, you will not expend a use of the weapon skill, however, you may only benefit from this effect once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Deflecting Palm || style="text-align: center;" | Deflecting Palm can now be used against spells and any other ranged projectiles and you now add double your proficiency modifier to the roll of your deflect. Additionally, your unarmed strikes now count as magical for bypassing resistances and immunities.|| | Might of a Thousand Stars: As a bonus action, you infuse your body with the power of your stigmata. Your unarmed attacks now count as magical for bypassing resistance and immunities, you may deal an additional (proficiency bonus)d4 of damage of your choice between fire, cold, or lightning (if you did not choose one already) or your preferred weapon's damage type to each unarmed strike you make. As a bonus action, you may make one additional unarmed strike for the remainder of this benefit. This benefit will last for one minute. Alternatively, you can instead choose to have the bonus damage be your choice of bludgeoning, slashing, or piercing damage, however, your unarmed strike must also change to that damage type.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Deployment || style="text-align: center;" | As an action, in a display of physical prowess, you lift your cross and throw it at a location up to 3*your strength score in ft, affecting all enemies within 5ft of the location, All enemies within the area must make a Constitution saving throw, or take (your proficiency bonus)d10 bludgeoning damage and be stunned until the end of your next turn. On a success, enemies only take half damage and are not stunned. Additionally, after using this weapon skill your cross will automatically be deployed and when you throw your cross you may also leap with it to the target location. || | Rally Point: As an action, you may immediately deploy your cross however, instead of it arming itself it will instead begin to channel honkai energy causing it to emit an aura with a range of 15ft. Allied creatures within this aura will gain temporary HP equal to your proficiency bonus, each time they start their turn within the aura, deal an additional (half of your proficiency bonus rounded down)d4 on every melee attack, and increase their AC by an amount equal to half of your proficiency modifier (rounded up) while within the aura. Additionally, any enemies within the aura will take (your proficiency bonus)d4 force damage at the start of each of their turns while within the aura. While deployed in this manner, your cross will have an AC equal to 13+ your proficiency bonus, and HP equal to twice your level. After 1 minute has passed, or upon being reduced to 0hp your cross will stop channeling the aura and remain in place. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Leadership Skill Upgrade ====<br />
<br />
{| class="5e" <br />
|-<br />
! Leadership Style!! style="text-align: center;" | Upgrade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Alpha Strike: In addition to the previous leadership style effects. You and your allies within your aura cannot be surprised at the start of combat. During the first round of combat, you and your allies within your aura will gain priority, ignoring the initiative order and taking all of your turns before any other creatures in the turn following their own initiative rolls. After the first round of combat, all creatures take their turns in the initiative order as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Serpentine Grace: In addition to the previous leadership style effects. Allies within your aura constantly gain the benefits of the ''freedom of movement'' spell while within your aura.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Well-oiled Machine: In addition to the previous leadership style effects. While you have an ally within your aura, you all gain the benefits of Pack Tactics as if you were within 5ft of one another on your first attack on each turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Onslaught: In addition to the previous leadership style effects. Whenever an ally within your aura, including the Valkyrie, successfully hits a creature and the result was at least 5 or more than their AC, the creature takes an additional 3d4 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | No Mercy: In addition to the previous leadership style effects. Whenever a hostile creature within your aura fails a saving throw by 5 or more, it is treated as a critical failure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Team Spirit: In addition to the previous leadership style effects. While you have another creature within your aura, all creatures under its effects also reduce all damage taken by an amount equal to your proficiency bonus (minus 1).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Preventative Healing: In addition to the previous leadership style effects. All allies within your aura that recover hit points from any of your features gain a +1 to their AC until they take damage stacking up to a maximum of +3.<br />
|- class="{{Odd-Even|{{#var:odd}}}}."<br />
|}<br />
<br />
==== S-Rank Valkyrie ====<br />
<br />
You have finally reached a degree of expertise within your field to undoubtedly be called one of the best Valkyries alive. You may now use your ultimate ability twice per long rest. Additionally, as part of reaching your apex, you also choose one ability score of your choice between Strength, Dexterity, or Constitution and increase the score and its maximum by 4.<br />
<br />
=== Carry ===<br />
You are one of the few valkyries that lead from the front. Valkyries of the carry archetype are notorious for being able to slay countless honkai beasts at a time while effortlessly maneuvering across battlefields. You are the person who your allies and squadmates rely on to get the job done, the one to shoulder the burdens. The valkyrie who seemingly always makes it out alive, even after facing impossible odds. The sword that shall rid humanity of the threat of the honkai, you are the carry.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/5SQ3rL6.png|Bianka Ataegina, or "Durandal", currently Schicksal's strongest S-Rank Valkyrie}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Combat Mastery ====<br />
Beginning at 3rd level, Gain a second preferred weapon and an additional weapon skill of your choice. Additionally, gain a fighting style of your choosing, and you now have a number of weapon skill uses equal to double your proficiency bonus.<br />
<br />
==== Tactical Expertise ====<br />
Beginning at 3rd level, switching between your preferred weapons will cost a bonus action and you now learn maneuvers that are fueled by special dice called superiority dice.<br />
<br />
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below and from the [[Martial Maneuvers (5e Variant Rule)#Maneuver Lists|Martial Maneuver Variant Rule]] as well. You will count as a fighter for the purposes of which maneuvers you have access to from that list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.<br />
<br />
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest reduce a creature of CR 1 or higher to 0 hit points or roll a natural 20 on an attack roll. You gain another superiority die at 7th, 15th, and one more at 20th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s . <br />
<br />
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:<br />
<br />
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).<br />
<br />
==== Combo Count ====<br />
Beginning at 7th level, Your Stigmata allows your attacks to grow in potency as you attack in perfect rhythm in combat. When you roll initiative, you start at rank E and progressively gain ranks throughout combat by meeting certain damage thresholds. <br />
<br />
For every amount of damage you deal, add it towards your total combo threshold, which can go up to a maximum of 250. Whenever you take damage, you lose points towards your total damage count equal to the damage taken. Attacks or effects which damage multiple enemies will only apply toward your combo count once per application.<br />
<br />
Additionally, whenever you use a maneuver, you gain an additional 5 points toward your total damage count, using a weapon skill will add an additional 10 points toward your total damage count, and finally, successfully evading an attack using your {{inpage|Evade}} or entirely blocking an instance of damage with your {{inpage|Block}} feature will grant an additional 5 points toward your total combo count.<br />
<br />
At the end of combat, you will reset your combo points back to 0.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Rank || Combo Thresholds || Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| E || 0 || N/A<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| D || 10 || Your first attack each round gains a +2 to hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| C || 30 || Gain an additional 15ft of movement speed and +1 AC.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| B || 60 || Gain an additional +1 AC, and all your attacks now deal an additional +2 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| A || 100 || You may take an additional bonus action on your turn that can be used to make a single attack that deals half damage on hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| S || 150 ||You now gain an additional pool of {{inpage|Evade}} or {{inpage|Block}} uses equal to your proficiency bonus, and you now gain an additional reaction per round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SS || 200 || Once per round, you can use your {{inpage|Evade}} or {{inpage|Block}} feature and not expend a use of it. Additionally, you may now use a maneuver once per round without expending a superiority die.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SSS || 250 || Gain advantage on all Strength, Dexterity, and Constitution ability checks, skills and saving throws, and attack rolls, and if you reduce a creature's HP to 0, gain an additional action. Additionally, upon taking damage, so long as your Combo Threshold does not drop below 200, your HP cannot be reduced below 1 for the remainder of that round.<br />
|}<br />
<br />
==== Extra Attack ====<br />
Beginning at 11th level, You gain an additional extra attack for a total of three.<br />
<br />
==== Master of my Trade ====<br />
Beginning at 15th level, you gain the alternative choice you didn't pick for your {{inpage|Advanced Weapon Skill}} for only one of your chosen weapon skills then pick one {{inpage|Advanced Weapon Skill}} for your second weapon skill.<br />
<br />
==== Valkyrie of Legend ====<br />
Beginning at 18th level, when you take the attack action, you may now use a weapon skill in place of one of any of your attacks when taking the attack action once per round.<br />
<br />
=== Maneuvers ===<br />
These are Maneuvers from the Battlemaster Fighter list<br />
*'''Ambush'''. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.<br />
<br />
*'''Bait and Switch''': When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.<br />
<br />
*'''Brace''': When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Commander’s Strike''': When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.<br />
<br />
*'''Disarming Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br />
<br />
*'''Distracting Strike''': When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.<br />
<br />
*'''Evasive Footwork''': When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<br />
<br />
*'''Feinting Attack''': You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Goading Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.<br />
<br />
*'''Lunging Attack''': When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.<br />
<br />
*'''Maneuvering Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<br />
<br />
*'''Menacing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<br />
<br />
*'''Parry''': When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die+ your Dexterity modifier.<br />
<br />
*'''Precision Attack''': When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br />
<br />
*'''Pushing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<br />
<br />
*'''Rally''': On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<br />
<br />
*'''Restraining Strike''': Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.<br />
<br />
*'''Riposte''': When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.<br />
<br />
*'''Silver Tongue''': When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Snipe''': As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Studious Eye''': When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Sweeping Attack''': When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<br />
<br />
*'''Trip Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<br />
<br />
=== Enabler ===<br />
Not all valkyries can be the heroes of the story, nor even the backbones of their respective allies. Some choose to aid in battle in their own way whether through underhand tricks or being the game master controlling the scene.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kcCe3Uq.png|Bronie, or "Haxxor Bunny", a skilled mercenary who (formerly) resided in Arc City}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Gamechanger ====<br />
Beginning at 3rd level, When you deal damage, as part of the attack you can instead choose to deal half damage (minimum of 1 damage) and inflict a special condition called impaired until the start of your next turn. A creature may be affected by multiple types of impairing effects at the same time; however, it cannot be affected by the same effect again if they are already impaired in that manner. You can only use this feature a number of times equal to double your proficiency bonus.<br />
<br />
''Impaired''<br />
<br />
Creatures that are impaired will have a minus to an attribute of your choosing. When this condition is applied, choose from one of the following:<br />
<br />
*Enfeeblement<br />
<br />
The creature has a minus to their attack rolls equal to your proficiency bonus.<br />
<br />
*Undermine<br />
<br />
The creature has a minus to their ability checks equal to your proficiency bonus.<br />
<br />
*Dispair<br />
<br />
The creature has a minus to all saving throws by an amount equal to your proficiency bonus.<br />
<br />
*Cripple<br />
<br />
The creature also has its movement speed decreased by 5*(your proficiency bonus).<br />
<br />
*Sunder<br />
<br />
The creature has its AC reduced by an amount equal to your proficiency bonus.<br />
<br />
*Prostrate<br />
<br />
The creature will have a minus to its damage equal to your proficiency bonus to a minimum of 1.<br />
<br />
==== Stacked Deck ====<br />
Beginning at 3rd level, You may choose one of the following: fire, cold, and lightning. You may now change the additional d4 damage dealt by your preferred weapon to one of those types. If you already selected one of those damage types as your preferred weapon type, you instead choose from the remaining two. Additionally, as a bonus action on your turn, you now change the primary damage dealt by any weapon you are currently wielding to the selected damage type or one you have chosen previously for your preferred weapon. At 11th level, you choose one more damage type from those previously listed. <br />
<br />
Alternatively, instead of choosing an additional damage type, you may increase the size of the damage die of your preferred weapon by one stage. Ex. D4->D6->D8 etc.<br />
<br />
Additionally, using your weapon skill on a creature now reduces their level of resistance by one stage to the type of damage dealt until the start of your next turn. Ex Immunity->Resistant->Normal. Finally, If you critically strike using your weapon skill, or a creature fails its DC by more than 5, you may apply one impair effect of your choice without reducing your damage or expending a use of this feature, and if a creature had immunity or resistance, they lose them until the start of your next turn.<br />
<br />
==== Playmaker ====<br />
Beginning at 7th level, As a reaction, whenever an ally targets an enemy, you may use your weapon skill or move up to half of your movement speed to make a single weapon attack against the enemy without provoking an attack of opportunity. If your ally's attack hits, your attack is made with advantage, or enemies have disadvantage against the weapon skill's DC. Alternatively, you may choose to attack before your ally. On a hit or if the enemy fails their saving throw, you grant their attack advantage or impose disadvantage on the creature's next saving throw that round. The valkyrie may also trigger Playmaker whenever they are targeting a creature with an attack or using a weapon skill, choosing whether they will attack first or let their ally attack first as stated previously. You may use this feature a number of times equal to your proficiency modifier per short or long rest.<br />
<br />
==== Follow up ====<br />
Beginning at 11th level, After your weapon skill or playmaker feature is used, you may choose one creature (you may choose yourself) within 60ft of you to spend a reaction to immediately take their turn directly after you, ignoring their original position in the turn order. If the creature were to have their turn after the creature regardless of this feature, they instead may take an additional turn after their initial. You may only use this feature once per long rest.<br />
<br />
==== Shutdown ====<br />
Beginning at 15th level, Whenever you land a critical strike, you may apply the effects of your impaired condition to any creatures damaged by the critical strike for 1 minute instead of until the end of your next turn and choose two effects instead of only one. This effect cannot benefit from the improved impaired effect detailed below.<br />
<br />
Additionally, when you inflict the impaired condition on a creature, you may instead apply your proficiency bonus twice to their impaired effect instead of just once. You may only use this feature once per long rest and cannot be used in tandem with the previous effect of the Shutdown Feature.<br />
<br />
==== Checkmate ====<br />
Beginning at 18th level, As an action, the valkyrie may signal to all of their allies for a series of coordinated attacks. All allies within 30ft of the valkyrie can move up to half of their movement speed as a reaction, ignoring attacks of opportunity, and make one attack against an enemy, cast a spell against a creature, or use any class feature similar to spellcasting. On a successful hit, the participating ally will deal bonus damage equal to (your proficiency bonus)d6. You may only use this feature once per long rest.<br />
<br />
=== Support ===<br />
<br />
Support valkyries fall in an obscure category amongst their peers, while just as combat capable, their strengths similar to their healer sister, lie within those around them instead. Their presence on any battlefield is one to be feared, arguably more so than even the more martial of valkyries, as entire armies can be felled or uplifted by a mere gesture.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/rrNPajU.png|Kongming, the Starlit Astrologos}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Invigorate ====<br />
Beginning at 3rd level, As a bonus action, you may touch an ally to restore one use of a creature's feature or that otherwise restores on a short rest or one spell slot of a spell tier of your choosing up to a maximum of 5th tier. Alternatively, if the creature has a pool that refills during a short rest, such as Ki points, Superiority dice, or a 5th level bard’s Inspiration dice, you may use This feature to restore half that pool (rounded up). You may only use this feature twice per long rest. Additionally, whenever you grant a creature an inspiration die, you also give them temporary hit points equal to your Valkyrie level.<br />
<br />
==== Inspire ====<br />
Beginning at 3rd level, you may now take the help action as a bonus action regardless if you have proficiency with a skill up to 15ft. You also gain inspiration dice, which you can grant to allies. You gain a number of inspiration die (d4) equal to double your proficiency modifier, which can be given to an ally as either an action or bonus action on your turn, which lasts for 1 Hour. All unused inspiration dice go to waste and are lost, and the creature can wait until after it rolls the d20 before deciding to use the Inspiration Dice but must decide before the DM decides whether the roll succeeds or fails. At 8th level, Inspiration dice can be given as a reaction. <br />
<br />
You regain any expended uses when you finish a long rest. Your Inspiration dice will increase to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.<br />
<br />
==== Shatter thy Bonds ====<br />
Beginning at 7th level, As a reaction, you may use your stigmata to empower an ally within 30ft of you to power through a debilitation, allowing them to end one negative condition with exception to the exhaustion, madness, or unconscious conditions. You may only use this feature twice per long rest. <br />
<br />
Finally, whenever you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed, your allies make the saving throw with advantage.<br />
<br />
==== True Potential ====<br />
Beginning at 11th level, As a bonus action, you may restore one use of a creature's feature that otherwise restores itself at the end of a long rest, fully restore all spell slots within a number of spell tiers equal to half of your proficiency modifier (rounded down) of your choice to a maximum of 5th tier spells, or fully restore a class resource such as Ki or anything similar. Once you use this feature, you cannot use it again until you complete a long rest, and allies cannot benefit from it again until they have completed a long rest.<br />
<br />
==== Unwavering Determination ====<br />
At 15th level, you may now use your Invigorate feature three times per long rest, and allies benefiting from any temporary hit points given by you also do not take damage from attacks unless the attack's damage exceeds an amount equal to your 4 + proficiency bonus (post-damage reductions) and gain a bonus +5 to maintain concentration on any features or spells.<br />
<br />
==== Life Cocoon====<br />
Beginning at 18th level, as an action, you may choose a number of creatures up to half of your proficiency bonus and invoke the power of your stigmata, wrapping them within a large cacoon of energy that fills them with a surge of rejuvenation. This effect grants them the full benefits of a long rest with exception of restoring any HP but fully restoring any hit dice. You may only use this feature once per long rest, and creatures may not benefit from it again until they have completed three long rests.<br />
<br />
=== Healer ===<br />
<div class="externalimage-holder" style="width:40%;float:right;"> {{5e Image|float:right|https://i.imgur.com/37ia37S.png|Fu Hua, a former member of the Fire Moths and guardian of Shenzhou.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Valkyries of the healer archetype are often considered the backbones of their respective teams, genuinely selfless individual who does everything in their power for the continued survival of those around them, at times even to their detriment.<br />
<br />
==== Gift of Life ====<br />
Beginning at 3rd level, Your stigmata has granted you a pool of HP that replenishes upon you finishing a long rest. With that pool, you can restore a total number of hit points equal to your Valkyrie level × 10. As an action or bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature does not affect undead and constructs. You may also expend 20 HP of your healing pool to mimic the effects of ''Lesser restoration'' on an ally or 10 HP of your healing pool to mimic the effects of ''Calm Emotions''.<br />
<br />
==== My Body, A Beacon ====<br />
Beginning at 3rd level, you gain proficiency in the medicine skill, and if you already had proficiency, gain expertise instead, and you can use a Healer's Kit using a bonus action on your turn instead of an action. Additionally, Your stigmata has evolved to grant your body immunity to diseases and the poisoned condition and now allow you to only require half as much food and sleep as normal. Finally, you may expend up to your proficiency bonus amount of hit die (plus your constitution modifier) to add half the result (rounded up) to your healing pool not exceeding its maximum as a bonus action on each of your turns.<br />
<br />
==== Total Coverage ====<br />
Beginning at 7th level, Your Gift of Life feature no longer has a range of touch and can affect allies up to 15ft away from you. As a reaction, whenever a creature within 15ft of you is about to take damage, you may preemptively grant a burst of healing with the sole purpose of soothing and mitigating any incoming damage, allowing the ally to half all damage taken, for that instance. Using this reaction will cost 30 from your healing pool. When using your healing pool, you may also now expend multiples of 10 HP from the pool to instead remove one level of exhaustion from a creature for each multiple expended. Additionally, Whenever you successfully dodge an attack using your evade feature or fully mitigate an instance of damage using your block feature, you can choose to emit a burst of healing to yourself and up to three allies within 30ft of you, healing them for an amount equal to your Valkyrie Level (rounded up).<br />
<br />
==== Solemn Vigil ====<br />
Beginning at 11th level, Whevener, an ally (except yourself) within 30ft of you, has less than their maximum hit points, they recover 1 hit point at the start of each of their turns. This effect will increase to an amount equal to your proficiency bonus (minus 1) if they are below half of their maximum hit points.<br />
Additionally, you may now expend 40 HP of your healing pool to mimic the effects of ''greater restoration'' on an ally.<br />
<br />
==== Martyr's Path ====<br />
Beginning at 15th level, Whenever an ally is below half of their maximum hit points and is targeted for an attack, as a reaction, you can move up to your full movement speed toward that ally, and if you end your movement within 5ft of them, you take the attack in their stead reducing its damage by half. If the ally is a target for an area of effect, you shield them with your body or push them out of the way, allowing them to pass their saving throw and take no damage but automatically fail the saving throw yourself. During your movement, you have resistance to all damage, and your ally heals an additional amount of hit points equal to 2d8 per opportunity attack that hit you during this movement. You may use this feature a number of times equal to half of your proficiency bonus (rounded up). Additionally, if you spend 40 HP from your healing pool, you may cause an ally's limb or body part to regrow as if you had cast, ''regenerate''.<br />
<br />
==== Overheal ====<br />
Beginning at 18th level, Whenever you restore HP to an ally or expend from your healing pool, roll a d20. On a 18-20, you critically heal the ally, doubling the amount they would have gained and having any excess healing be converted to temporary HP instead. Alternatively, If you used your healing pool to mimic a spell effect and rolled an 18-20, you instead half the original cost (rounded up).<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Honkai Valkyrie class, you must meet these prerequisites: 15 {{5e|Dex}}, 15 {{5e|Con}} , 13 {{5e|Cha}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the Honkai Valkyrie class, you gain the following proficiencies: Light armor, Medium armor, All Martial weapons, and Simple weapons.<br />
<br />
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{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]<br />
{{Copyright Disclaimer|owner=miHoYo|franchise=Honkai Impact 3rd}}</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Honkai_Valkyrie_(5e_Class)&diff=1822936Honkai Valkyrie (5e Class)2024-03-18T12:27:44Z<p>ThighRash: /* Fighting Style */</p>
<hr />
<div>== Honkai Valkyrie ==<br />
<br />
<center><q>Kiana, everything would have changed once you wake up. The world will no longer be a pretty place. Life as you know it will be replaced by something else. But… don't ever give up! - Major Murata, Himeko</q></center><br /><br />
<br />
Amidst the ruins of a collapsing city, a single soul wonders aimlessly. The rain falls gently upon her snow-white hair as a powerful roar shakes the earth beneath her. She clenches her pistols tightly as hunger and exhaustion take their toll on her body. Soon she spots her prey and another. A young girl hiding from the beast trembles in the rain hoping in silence for a hero. <br />
<br />
Valkyries are individuals who have awakened stigmata on their bodies, allowing them to harness and utilize honkai energy. The stigmata appear as almost a brand on the body taking a myriad of shapes and is typically awakened in very few family lineages. They can also be granted to an individual artificially through scientific experimentation, however often at the cost of shortening their lifespan considerably due to a lack of compatibility. Anyone can naturally awaken a stigmata, but it is exceedingly rare to awaken naturally or artificially within males. Such individuals are known as knights instead of valkyries.<br />
<br />
Valkyries and Knights alike are typically trained at a young age for the position as they must undergo extensive mental and physical training for the road ahead. Their reflexes are second to none and some may even move so quickly time seemingly slows to a crawl. They tend to fight for any just cause but some may choose to instead walk the path of sin, embracing their innermost darkness. Clad in their battlesuits granting them a wide arsenal to face any foe they stride confidently into battle.<br />
<br />
=== Creating a Valkyrie ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kC5OtLs.jpg|Kiana Kaslana, Raiden Mei, and Bronya Zaychik from Honkai 3rd Impact.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
When creating a valkyrie ask yourself how did they find themselves in this position? Did they survive a catastrophic event due to the hands of the honkai? Were they born into a prestigious family with a history within the field? Did they volunteer to become this super soldier-like entity? Or did they have nothing left but to give their body and soul for the people? Regardless of the circumstance valkyries serve as mankind's first and final bastions.<br />
<br />
;Quick Build<br />
You can make a Valkyrie quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose Martial Weapon, a simple weapon, Tinkerer's Tools, and finally, an adventurer's pack.<br />
<br />
{{5e Class Features<br />
|name=Honkai Valkyrie<br />
|summary= A Superhuman soldier who fight against Houkai.<br />
|hd=8<br />
|spellcasting=<br />
|armor= Light and Medium Armor<br />
|weapons= All Martial and Simple Weapons<br />
|tools= One Artisan's Tool of your choice<br />
|saves= Dexterity and your choice of Strength or Constitution<br />
|skills= Choose three from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception, Sleight of Hand, Stealth and Survival.<br />
|item1a=One Martial Melee Weapons<br />
|item1b=One Martial Firearm<br />
|item1c=[https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) A Cross]<br />
|item2a=One simple weapon<br />
|item2b=[[Pistol, Light Automatic (5e Equipment)|Two Pistols]]<br />
|item2c=<br />
|item3a=A set of artisan’s tools of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=An adventurer's pack<br />
|item4b=An explorer's pack<br />
|item4c=<br />
|item5a=Valkyrie Battlesuit Frame<br />
|item5b=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Preferred Weapon}}, {{inpage|Evade}}, {{inpage|Valkyrie Battlesuit}}, {{inpage|Block (Optional)}}<br />
|classfeatures2={{inpage|Fighting Style}}, {{inpage|Weapon Skill}}<br />
|classfeatures3={{inpage|Stigmata}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Extra Attack}}<br />
|classfeatures6={{inpage|Leadership Style}}<br />
|classfeatures7={{inpage|Stigmata Feature}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Ultimate Evasion}}<br />
|classfeatures10={{inpage|Ultimate Ability}}<br />
|classfeatures11={{inpage|Stigmata Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|QTE}}<br />
|classfeatures14={{inpage|Advanced Weapon Skill}}<br />
|classfeatures15={{inpage|Stigmata Feature}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Leadership Skill Upgrade}}<br />
|classfeatures18={{inpage|Stigmata Feature}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|S-Rank Valkyire}}<br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --><br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--><br />
|extra1_1=<!--The values at each level go here--><br />
|extra1_2=<br />
|extra1_3=<br />
|extra1_4=<br />
|extra1_5=<br />
|extra1_6=<br />
|extra1_7=<br />
|extra1_8=<br />
|extra1_9=<br />
|extra1_10=<br />
|extra1_11=<br />
|extra1_12=<br />
|extra1_13=<br />
|extra1_14=<br />
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|extra1_16=<br />
|extra1_17=<br />
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}}<br />
<br />
====Preferred Weapon====<br />
At 1st level, you know your way around a fight and have a favored weapon to bring into any situation. Choose a single type of weapon as your Preferred Weapon (ex. Longswords, Shortbows, etc). You can choose to use any other ability modifier instead of the weapon's normal ability modifier for your attack and damage rolls for your preferred weapon. When you make an attack, add 1d4 to the weapon damage die. Alternatively, you may choose to have the additional d4 damage be your choice of either Fire, Cold, or Lightning damage instead. If an elemental bonus damage type is chosen, however, it will augment your {{inpage|Weapon skill}} feature's damage causing it to be the elemental type chosen.<br />
<br />
Beginning at 9th level, your stigmata has allowed you to break the limitations of even your own weapon, pushing it to new heights. Your preferred weapon is now considered magical for the purpose of bypassing resistances and now treats immunity as resistance, you gain an additional +1 to attacks and damage rolls with it and you reduce your critical strike chance by 1 when using this weapon.<br />
<br />
==== Evade ====<br />
Your extensive combat training has heightened your reflexes far beyond human levels allowing you to dodge even the most devastating attacks effortlessly. When you are targeted by a creature for a melee attack or a ranged attack, you may use your reaction to perform a dexterity saving throw of DC 13 + Dexterity Modifier of the Opponent. On a success, you take no damage and can move up to 10ft in a direction of your choice without provoking Attacks of Opportunity. You cannot use evade against effects that force you to make a saving throw, and on a failure, you don't expend a use of this feature. You can use Evasion a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest.<br />
<br />
Beginning at 9th level, Evade can now be used against effects that impose Strength, Dexterity, and Constitution saving throws. When Evade is used against an effect that imposes these types of saving throws, you may instead make a Dexterity Saving throw following the same rules as previously stated.<br />
<br />
==== Block (Optional) ====<br />
<br />
At 1st level, in favor of getting the {{inpage|Evade}} feature, you may instead choose this feature to gain the ability to block and protect against most attacks against your valkyrie and their allies. When your Valkyrie or an ally within 5ft of them is targeted by a creature for a melee or ranged attack, you may use your reaction to roll a d10 + 5 + Your Valkyrie level. The total result from this roll will be the amount of shield power you have in a shield pool. Your shield power will last until the start of your next turn. A Valkyrie may use their shield power to block damage from any subsequent attacks to themselves or allies within range so long as they have remaining power within their shield pool without spending an additional reaction. The feature can be used multiple times if the Valkyrie has more than one reaction, stacking more shield power per use. If all of your shield power is depleted, you or your ally will take any damage equal to the difference between the attack and how much shielding you had in your pool prior to the attack. You can use this feature a number of times equal to your proficiency bonus, and you regain any expended uses when you finish a short rest. At 5th level, you instead roll a 2d10, at 11th level, you roll a 3d10 and finally at 17th level, you roll a 4d10 for your damage reduction.<br />
<br />
Beginning at 9th level, you choose one additional effect from your {{inpage|Ultimate Evasion}} feature to be resistive against, and your block may now be used on effects that cause Strength, Dexterity, and Constitution saving throws to reduce damage taken. Additionally, when blocking area of effect attack such as fireball aimed at you or an ally within range of your block feature, if you mitigate all damage dealt by the attack, you treat the attack as if all allies within range of your block mitigated the damage of the effect as well.<br />
<br />
If the valkyrie is wielding a weapon with the reach property, or any other melee weapon with a range below 20ft, they may extend the range of their block feature whenever an ally is targeted by an attack. If the valkyrie is wielding [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) a Cross], however, their range is extended to half of the range of the weapon (does not include long range).<br />
<br />
;Counterstrike<br />
If you block an attack aimed at you or an ally, you may make a special reaction to initiate a counterstrike to the enemy that targeted you, or your ally. You may choose to sacrifice one of the following actions at the start of your next turn: Your movement action, your action, or your bonus action. If you do so, you can make a melee attack against the creature who would've dealt damage to you or your ally within range of your block feature. On a hit, they will deal 1d4 + your Strength or Constitution modifier on hit. Every time your proficiency bonus increases, you add 1 addition d4 to your counterstrike damage.<br />
<br />
==== Valkyrie Battlesuit ====<br />
<br />
At 1st level, you gain your first battle suit. Battlesuits are custom-made for each valkyrie and are designed to specifically enhance their abilities and provide them with unparalleled versatility. They are typically supplied by Schickasal themselves or are made by their direct opposition Anti-Entropy, but can be built by skilled enough engineers. You will gain the 3rd generation, General All-Area Combat Armor battle suit, suited for most operations which will grant the valkyrie battlesuit an AC of 10 + Your proficiency bonus + either your Dexterity, Strength, or Constitution modifier and counts as light armor.<br />
<br />
The Valkyrie Battlesuit can be further customized and altered as you gain more levels within the class. You will also gain a number of Customization points that you can use to create your own battlesuit by choosing different properties for it. These are described on the [[Valkyrie Battlesuit Mods (5e Other)|Valkyrie Battlesuit modification page]]. Your battlesuit will automatically have your initial customizations added to it.<br />
<br />
==== Fighting Style ====<br />
<br />
Starting at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
*Sharpshooter:<br />
You gain a +2 bonus to attack rolls you make with ranged attacks. Finally, you ignore half and three-quarters when making a ranged weapon attack.<br />
<br />
*Blind Fighting: <br />
Being unable to see a creature doesn’t impose disadvantage on your attack rolls against it, provided the creature isn’t hidden from you. You have blindsight to a range of 10 feet and can see invisible creatures within range unless the creature successfully hides from you.<br />
<br />
*Close-Range:<br />
You no longer attack at disadvantage when you use a ranged attack within 5ft of a creature. Additionally, if an enemy misses you with a melee attack, as a reaction you may make a ranged attack against that enemy.<br />
<br />
*Strongbow<br />
You can use your Strength modifier, in place of Dexterity, for your attack and damage rolls with longbows and shortbows.<br />
<br />
*Dual Wielding<br />
When you take the Attack action while two-weapon fighting, you can make a single additional attack with your off-hand weapon as part of your action instead of your bonus action, adding your ability modifier to the damage of this attack. You may still attack with the offhand weapon as a bonus action. However, you will not add your ability modifier or any additional modifiers, including your preferred weapon bonus, regardless if the weapon has the light property.<br />
<br />
*All Terrain Athlete:<br />
You have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.<br />
<br />
*Dueling:<br />
If you wield a weapon in one hand and nothing in your off-hand, you may use your reaction to deflect melee attacks against you. You may now melee deflect attacks using a deflect die. Your deflect die is a d6 + your Strength or Dexterity Modifier. You may add any additional modifiers that your weapon may also possess to this deflect role, such as a +1 bonus if the weapon is magical. If you reduce your enemy's damage to 0, you can make an attack against that enemy as part of the same reaction. <br />
<br />
*Great Weapon Fighting:<br />
While wielding a melee weapon with two hands, you can roll damage twice and take the higher result. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
*Interception:<br />
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d6 + your proficiency bonus. If you are wielding a shield, you may instead roll a d10 + Your proficiency bonus. You must be wielding a shield or a simple or melee martial weapon to use this reaction.<br />
<br />
*Protection:<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on attack rolls against that ally until the end of that creature's turn. You must be wielding a shield or melee martial weapon.<br />
<br />
*Ambidextrous:<br />
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.<br />
<br />
*Iaijutsu<br />
You make the first attack of each combat with your sword still sheathed. This attack is made with advantage, and on a hit, you double the damage dice of that attack.<br />
<br />
*Tunnel Fighter:<br />
As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5ft while within your reach.<br />
<br />
*Thrown Weapon Fighting:<br />
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Whenever you take the dash or disengage action, you may also make a ranged attack with one throwing weapon as a part of that action. Additionally, you can forgo your proficiency bonus to attack, but if your attack lands, you deal extra damage equal to double your proficiency bonus. Finally, ranged weapon attacks with the Thrown property ignore half and three-quarters cover.<br />
<br />
*Unarmed Fighting:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.<br />
<br />
*Gun Kata:<br />
Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Dexterity modifier. When you make a weapon attack using a pistol you may make an unarmed strike as a bonus action. This effect also works vice versa when using an unarmed attack, allowing you to make one weapon attack with your pistol. Additionally, when using a pistol, you no longer attack at disadvantage when within 5ft of a creature.<br />
<br />
*Lancer<br />
When wielding a lance you no longer suffer disadvantage on attack rolls against a creature within 5ft of you and lances may now be wielded in one hand. Additionally Lances you wield now deal 2d6 instead of 1d12.<br />
<br />
*Brawler: <br />
While wielding an improvised weapon, you are considered proficient. Your unarmed attacks and improvised weapon damage rolls now add your proficiency bonus to the roll.<br />
<br />
*Superior Technique<br />
You learn one maneuver of your choice from among those available to the Carry archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. This superiority die may also be regained if you reduce a creature of CR 1 or higher or roll a natural 20 on an attack roll.<br />
<br />
*Rider<br />
You gain the benefits of the Mounted Combatant feat.<br />
<br />
==== Weapon Skill ====<br />
<br />
Beginning at 2nd level, the mastery of your preferred weapon has grown to the point of being able to perform a unique attack using it. Choose one weapon skill below based on your preferred weapon type. You may only use your weapon skill a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.<br />
<br />
Weapon Skill DC = 8 + your proficiency bonus + your {{5a|Dex}} modifier.<br />
<br />
*Valkyrie Impact<br />
''Prerequisite: Any Two-Handed, Bludgeoning, [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapon''<br />
<br />
As an action, unleash a downward cleave that generates a ground-shattering wave forcing all enemies within a 30ft line to make a Strength Saving throw or be knocked prone and take (Your proficiency modifier)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. After using this weapon skill, the 30ft line this feature was used to target is treated as difficult terrain.<br />
<br />
*Instant Draw<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
Whenever you take the attack action, you may replace your attacks with a vicious barrage of slashes. Choose a 5ft radius within 15ft of you; all hostile creatures within that radius must make a Dexterity saving throw or take damage equal to (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage or half as much on a success. You may impose this saving throw twice per usage of Instant draw and gain one additional Dexterity saving throw for every {{inpage|Extra Attack}} you have.<br />
<br />
*Ethereal Grenade<br />
''Prerequisite: Ethereal Attack Prefered Weapon''<br />
<br />
As an action, you may harness power from your stigmata to create an explosion of energy at a point of your choosing. Choose a 10ft radius within 60ft of you and make all hostile creatures within range to make a Dexterity saving throw. Every time you use this weapon skill, you may choose between a more lethal option or a more utility-based option. If chosen to be more lethal, you will deal (Your proficiency modifier)d12 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack or half as much on a success. Alternatively, you may deal (Your proficiency modifier)d4 + Your Dexterity or Constitution Modifier of the damage type of your Ethereal Attack and apply a condition corresponding to <br />
the damage type to all creatures who fail their saving throws until the end of your next turn. Creatures who successfully pass their saving throw take half damage and suffer no additional effects. The conditions are as follows: Fire ({{5h|Variant Rule|Ignited}}), Cold ([[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]]), Lightning ([[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]]), Bludgeoning ([[Additional Conditions (5e Variant Rule)#Dazed|Dazed]]), Slashing ([[Additional Conditions (5e Variant Rule)#Bleeding|Bleeding]]), Piercing ([[Additional Conditions (5e Variant Rule)#Impaled|Impaled]]).<br />
<br />
*Razer Wind<br />
''Prerequisite: Any bladed Prefered Weapon''<br />
<br />
As an action, you swiftly slash the air twice, sending two air slashes capable of cutting through even the sturdiest of armors. You may target up to two creatures and make two ranged attacks using your weapon with a range of 60/180ft. On a hit, the attacks will deal (Your proficiency modifier)d6 + Your Dexterity or Strength Modifier Slashing damage. For every {{inpage|Extra Attack}} you have, you will make one additional attack with this feature.<br />
<br />
*Excessive Force<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], or bludgeoning Prefered Weapons''<br />
<br />
As an action, you strain your muscles to send a concussive wave of force against a creature. You make a single melee attack, adding your proficiency bonus to your damage die plus your Valkyrie level. On a hit you cause, all creatures within a 20ft cone behind the creature of the attack must make a Dexterity saving throw or take the same amount of damage as Thunder damage or half as much on a success. You may also instead replace an attack when you take the attack action to perform a weaker version of this weapon skill. Doing so will add half of your proficiency bonus (rounded down) to your unarmed damage die and affect a 10ft cone instead.<br />
<br />
*Stunning Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action, make a ranged attack using your firearm at a single creature. On a hit, they take (Your proficiency modifier)d6+ your Dexterity modifier bludgeoning damage and must make a Constitution saving throw DC= 8 + Your Dexterity Modifier + Your Proficiency bonus or be stunned for 1 round or take half as much damage on a success.<br />
<br />
*Rapid Shot<br />
''Prerequisite: Any firearm, crossbow, bow, sling, or blowgun Prefered Weapon''<br />
<br />
As an action or bonus action, you may quickly fire a number of projectiles equal to your proficiency modifier at a single target or a number of targets up to your proficiency bonus. Make a ranged attack against each creature. On a hit, they will deal d4 + Your Dexterity Modifier. You may not add your preferred weapon bonus damage to these attacks if used as a bonus action. If you only target one creature, make a single attack instead, rolling damage a number of times equal to the number of projectiles you may fire.<br />
<br />
*Ionic Slam<br />
''Prerequisite: Any polearm or Piercing melee Prefered Weapon''<br />
<br />
As an action, you thrust your weapon forward at an enemy making a weapon attack against them. On a hit, they take your normal weapon's damage, and so long as they are no greater than one size larger than you, make them roll a strength-saving throw or be vaulted 15ft in a direction of your choosing by your weapon. If they collide with anything after being vaulted, they will take an additional (Your proficiency modifier)D4 bludgeoning damage and are incapacitated until the end of your next turn or be unaffected on a success. Creatures that they collide with will make a Strength saving throw or take the same amount of burgeoning damage and knock both affected creatures prone or half as much damage on a success and will not be prone. Alternatively, you may instead vault them directly downward if they collide with a solid surface. If done in this manner, they are also knocked prone.<br />
<br />
*Great Cleave<br />
''Prerequisite: Any Reach, Versatile, or slashing Prefered Weapon''<br />
<br />
As an action or bonus action, you cleave in a 10ft cone in front of you, causing all creatures within range to make a Dexterity Saving Throw or take (Your proficiency modifier)d6 Slashing or Bludgeoning damage plus your Strength or Dexterity Modifier and be knocked prone. On a successful save, you deal half damage and do not knock them prone.<br />
<br />
*Redirect<br />
''Prerequisite: Any [[Glove (5e Variant Rule)|Glove]], shield, or Cross Prefered Weapons''<br />
<br />
You may use your reaction when you would take damage from a melee attack or projectile to redirect the blow back onto the attacker. Roll a (Half of your proficiency modifier rounded up)d10 + Your (Dexterity, Strength, or Constitution) Modifier + Your Valkyrie Level, reducing the damage by that amount. If you reduce the damage to zero, you may redirect the attack. When redirecting, if the effect was originally ranged, you will be considered proficient when making a retaliatory attack range with a range of 60ft/180ft with the spell or piece of ammunition you just caught as part of the same Reaction. If the attack is an area of effect such as Fireball, if all of the attack's damage is reduced, then you will fully redirect the projectile, causing any other creatures within range to take no damage or negative effects and use the effect as if you were its original user. If the attack was a melee attack, you will make a single melee attack against the creature, dealing as much damage as they would have dealt to you on a hit.<br />
<br />
*Rapid Deployment<br />
''Prerequisite: Any [https://www.dandwiki.com/wiki/Cruciform_Auto-gun_(5e_Equipment) Cross] Prefered Weapon''<br />
<br />
You've learned to utilize a special method for your cross, allowing it to be deployed even quicker and more efficiently. If your cross is normally deployed as an action, it becomes a bonus action instead, and if deployed as a bonus action, it becomes a free action instead. Upon deployment, your cross will make a number of attacks equal to your proficiency bonus to as many creatures as you designate, dealing its normal weapon damage. Additionally, once per round at the end of your turn, while your cross is deployed, you may attack a creature with it, dealing a d4 + Your Dexterity modifier. Doing this at the end of your turns will only cost half as much ammunition. Alternatively, if this weapon skill is used while your cross is being used as a melee weapon, you lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property for the next minute. If you already met the strength required to lose the [[Stabilizing (5e Variant Rule)|Stabilizing]] property, you now add your strength modifier twice instead of once for damage rolls for the duration. Finally, when deployed, the Cruciform Autogun will gain additional temporary Hit Points equal to four times your Valkyrie level.<br />
<br />
==== Stigmata ====<br />
<br />
At 3rd level, you have finally manifested your stigmata appearing as a "tattoo" on your back granting you incredible augmentations to your capabilities. Choose a Stigmata from Carry, Enabler, Support, Healer.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
====Extra Attack====<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Leadership Style ====<br />
<br />
Beginning at 6th level, you have advanced in rank as a valkyrie and can now act as the leader of your own squad. You exude an aura unique to you of reassurance for allies allowing you to give snap orders and call-outs on the battlefield. All allies within 10ft of the Valkyrie will gain the benefits of this aura unless otherwise specified. Additionally, unless otherwise specified, the Valkyrie cannot benefit from their own leadership style, and all allies lose their benefits if the Valkyrie is unconscious or incapacitated. The radius of your aura increases by 5 feet at levels 7 (15ft), 12 (20ft), 17 (25ft), and 20 (30ft). Choose one leadership skill from the choices below. <br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Any || | Whenever you and your allies enter combat regardless of range, grant them a bonus to their initiatives equal to your proficiency bonus.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Any || | Your serene grace emanates a motivating presence for your allies. So long as an ally begins their turn within your aura, you all gain an additional 15 movement speed until the end of their next turn and the ability to ignore difficult terrain.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Any || | So long as an ally is within your aura, you all gain advantage against effects that cause Frightened, Charmed, or Exhaustion.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Carry Stigmata || | While you have an ally within your aura, every successful attack any of you land on a creature will grant everyone in the aura a +1 bonus to their next attack stacking up to your proficiency bonus (maximum of a +5). Whenever an ally within the radius misses an attack, however, the cadence resets back to 0.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | Enabler Stigmata || | So long as an ally is within your aura, whenever you or an ally uses an effect that causes another creature to make a saving throw, they may add half of your proficiency bonus to that DC (rounded up).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Support Stigmata || | You exude an aura of serenity and comfort to all allies within your aura, and whenever an ally within the aura has to make a saving throw, they gain a bonus to the saving throw equal (your proficiency bonus)-1.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Healer Stigmata || | Whenever an ally rolls for a death saving throw within your aura, they gain a bonus equal to your proficiency bonus, and when an ally within the radius would take damage or is inflicted by any effect other than them being immediately killed that would cause them to automatically fail a death saving throw, they instead roll the save as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Ultimate Evasion ====<br />
<br />
At 9th level, your extensive experience as a combatant has granted you insight into how to avoid and resist certain effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following:<br />
*Brawn - {{5a|Str}}<br />
*Evasion - {{5a|Dex}}<br />
*Endurance - {{5a|Con}}<br />
*Discernment - {{5a|Wis}} and {{5a|Int}}<br />
*Repulsion - {{5a|Cha}}<br />
<br />
When you are subjected to an effect that allows you to make a saving throw of the chosen ability, you take half damage on a failed saving throw and take no damage if you succeed on the saving throw.<br />
<br />
==== Ultimate Ability ====<br />
<br />
Starting at 10th level, whether through martial mastery, unparalleled manipulation of your stigmata, or a mix of both, you've developed an ability unique to only you. By default, your Ultimate Ability uses your action and Your Ultimate attack can only be used once per long rest. Feel free to add as much flavor and personalize your ultimate ability however you see fit. You cannot change your Ultimate Attack when created.<br />
<br />
You may select 3 of the following aspects to build your unique Ultimate Ability and no aspect may be chosen more than once unless otherwise specified.<br />
<br />
Ultimate Ability save DC = 8 + your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
Ultimate Ability Attack modifier = your proficiency bonus + your Dexterity or Strength modifier.<br />
<br />
{| class="5e" <br />
|-<br />
! Aspects!! style="text-align: center;" | Prerequisit|| Description<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Signature Attack || style="text-align: center;" | Any|| You make a single attack with your preferred weapon or using your stigmata. On a hit, it deals 8d6 damage. The damage of your ultimate ability will be dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or cold If you did not choose lightning fire or cold as your preferred weapon's additional damage type. Additionally, you may also select two damage types and split the damage of your signature attack evenly between the two depending on the type of attack if your preferred weapon's additional damage type already deals fire, cold, or lightning damage. <br />
<br />
Select one of the following methods of attack listed. If a ranged attack is chosen, it will have a maximum range of 120ft. If a melee attack is chosen, the attack will deal an additional 2d6 damage. The attack will then be your choice of either an attack roll or a saving throw. Creatures who succeed their saving throw take half damage (rounded up) and take no additional effects.<br />
<br />
;Saving throw<br />
•A '''Ranged Attack''' that detonates upon collision to the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A '''Ranged''' line attack with a range of 30 ft which pierces through all targets in the path.<br />
•A '''Ranged AoE''' with a radius of 10ft that can be used at any point within a range of 120ft of you.<br />
•A '''Ranged Cone''' with a maximum range of up to 30ft in any direction of your choosing.<br />
•A '''immediate''' emitted burst centered on the valkyrie which may expand up to 15ft outward.<br />
•A '''persistent''' emitted burst centered on the valkyrie which may expand up to 10ft outward. This signature attack now deals a d6 whenever a hostile creature starts its turn within your range. This can only be chosen if you have chosen the Burst Mode or Enchanted Aura aspects. For every 2d6 that your Ultimate Ability's base damage has, you add an additional +1 damage to the d6.<br />
•A '''Ranged''' beam emitted from the valkyrie (in some fashion) with a range of 60ft. long, 10 ft. wide, and will collide with all creatures hit. The base damage of this attack will be reduced to 2d8 but the valkyrie will now be considered concentrating on this feature as if they used a spell that can be sustained for up to 1 minute and will require an action to maintain during subsequent turns. During which the valkyrie may move up to only half of their movement speed and can alter the trajectory of the attack 15ft in a single direction as part of their action to maintain this effect.<br />
•A '''Melee''' cleaving attack that will affect enemies within up to a 10ft cone in front of you.<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' up to 15ft line attack that will affect all creatures within range and cause the valkyrie to move the same distance, ending the attack to an unoccupied space 5ft at the terminus point of the line.<br />
<br />
;Attack Roll<br />
<br />
•A '''Melee''' single target exclusive attack. Due to this only affecting a single creature, it will deal an additional 2d4 damage. Additionally, the Valkyrie may move up to their movement speed without provoking attacks of opportunity before making this attack.<br />
•A '''Melee''' attack roll against all creatures within a 5ft radius up to 15ft away from the valkyrie. An attack roll will be made separately for each enemy within range and this will cause the valkyrie to displace themselves and reappear at any unoccupied space within 10ft of the radius.<br />
•A '''Ranged Attack''' that detonates upon collision with the first creature hit. Due to this attack only affecting a single creature it will deal an additional 2d4 damage.<br />
•A flurry of '''Ranged Attacks''' that detonates upon collision with the first creature hit. Each attack only deals 2d8 damage and you may only attack a maximum number of creatures equal to every 2d6 base damage dealt by the attack. You can direct the beams at the same target or at different ones. Make a separate Attack roll for each beam.<br />
<br />
Signature attack can be chosen up to three times, and if chosen twice, you may choose to add one additional method of attack from either the melee or ranged property (the ranged option you did not pick) and cause your ultimate ability to now have a two-part attack. Doing this will make the second portion of your attack split your total damage dealt in half evenly, splitting it equally between both parts of your signature attack and requiring an additional attack roll or imposing a saving throw as part of the second part of the ability (whichever is applicable).<br />
<br />
If your signature attack has two different damage types, you may only use those two damage types for your two-part attack. Ex. the first part of your signature attack is a melee attack that deals both fire and slashing damage, and the second part deals only fire damage.<br />
<br />
'''Alternatively''', you can choose a secondary effect to add to your signature from one of the following special status effects: Bleeding, Dazed, or Displacement. You may only choose this option once.<br />
<br />
; Bleeding: <br />
If bleeding is chosen, then half the initial damage a creature(s) would take upon hit, then deal a d6+1 each turn and apply it evenly over the next minute at the start of their turns. If your signature attack has a two-part attack, you choose which portion between the melee or ranged attacks will apply the bleed condition and apply the effects of the bleeding status effect. A creature must spend their action to treat the bleeding, stopping the effect. This cannot be chosen if your signature attack has a '''persistent''' effect.<br />
<br />
; Dazed:<br />
If a creature is dazed, then they make any attack, saving throws, or skill checks with disadvantage. The dazed condition will last 1 round. Creatures subjected to the displacement effect must make a separate Constitution saving throw in addition to any previous they may make.<br />
<br />
; Displacement:<br />
If the displacement additional effect is chosen, you may knock back or knock up any targets hit by an amount equal to 5 times your proficiency modifier or any distance below that total. Instead of knocking a creature back or up, you may also instead knock them prone. <br />
<br />
If signature attack is chosen three times, you will gain your alternative range option as part of your ultimate ability, and select one secondary effect to add to your ultimate.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Readied Technique || style="text-align: center;" | Any|| The Readied technique aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature Attack, Burst Mode, Status Condition, Expose Weaknesses, Enchanted Aura/Field, or Rejuvenate. You can take the readied action on your turn to prepare yourself to perform a devastating counter against a creature. This readied action doesn't require a trigger like the normal readied action, and once prepared, it can be used at any point in the combat encounter as a reaction. The turn the valkyrie uses this ability to prepare, they will also gain the benefits of the dodge action. You will perform your ultimate ability as normal whenever you trigger this readied action as a reaction.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Burst Mode || style="text-align: center;" | Any|| You clad yourself with the power of your stigmata or push your body beyond its physical limitations. For the next minute, you gain AC+1, 30 {{5e|Temporary Hit Points}}, +15 to your movement, and all your attacks will deal an additional 1d6 dependent on the damage type of your preferred weapon, the additional damage type dealt by your weapon preferred weapon, or your choice between bludgeoning, piercing, slashing, lightning, fire, or ice If you did not choose lightning fire or ice as your preferred weapon's additional damage type. This additional damage from the Burst Mode aspect can only be used once per round.<br />
<br />
'''Alternatively''', you may consult with your GM for different benefits to gain from your burst mode. For example, during your burst mode, you can use two maneuvers or two weapon skills at the same time if you are using the Carry subclass for the duration, [[Size Conditions (5e Variant Rule)#Enlarged|increase]] your character's size or [[Size Conditions (5e Variant Rule)#Reduced|reduce]] it, etc. It's strongly encouraged for GMs to take careful consideration as to what changes or effects the valkyrie's burst mode can do.<br />
<br />
Burst Mode can be taken up to three times, with each beyond the first stacking on top of the effects granted originally or allowing the creation or addition of more if a custom burst mode is taken.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Status Condition || style="text-align: center;" | Any|| The Status Condition aspect can only be chosen if you also choose one of the following aspects of your ultimate ability: Signature attack, Enchanted Field/Aura, and Burst Mode. When a creature is within range of any of the aspects of your Ultimate Ability, they must make a Strength, Dexterity, or Constitution saving throw (your choice; however, you cannot change the saving throw) against your Ultimate Ability DC or be subjected to the effects of this aspect. Choose one {{5c|condition}} to apply as part of your ability. Choose from one of the {{5c|condition}}s except the charmed, poisoned, grappled, exhausted, invisible, petrified, or unconscious to apply to your ultimate ability. <br />
<br />
'''Alternatively''', may also instead apply a [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] if the signature attack, Burst Mode, or Enchanted Field/Aura aspects are chosen, corresponding to the appropriate damage type. All [[Chilled and Shocked Conditions (5e Variant Rule)|Special]] [[Ignited (5e Variant Rule)|Condition]] effects afflicted last 1 minute until a creature succeeds against their saving throw. A creature will automatically make the saving throw at the start of each of its turns to end the effect.<br />
<br />
''If Burst Mode is one of the associated aspects of your ultimate ability, then you emit the status condition to all creatures within 5ft of you.''<br />
<br />
''If Synchronized Frenzy is one of the associated aspects of your ultimate ability, the companion will the condition within 5ft of you. (If you also choose the Burst mode aspect, you and your companion emit the condition within 5ft of yourselves)''<br />
<br />
''If Enchantment Field/Aura is one of the associated aspects of your ultimate ability, the radius of the effect will cause all creatures within range to make the saving throw.''<br />
<br />
''If Rejuvenate is one of the associated aspects of your ultimate ability, you apply the effect to all creatures within 5ft of the ally(s) being healed.''<br />
<br />
All non-special {{5c|condition}}s afflicted will only apply for 1 round. If this aspect is chosen more than once, you may choose an additional condition to inflict.<br />
|- class="{{Odd-Even|{{#var:odd}}}}" <br />
| Synchronized Frenzy || style="text-align: center;" | Any|| If you have a companion (cannot be a player character) or a construct from the project series, this ultimate ability will utilize either your stigmata or battlesuit to achieve maximum resonance with them causing a "Burst Mode" to activate for them. During this burst mode, your companion will gain one additional attack on their turn (one additional attack as if they have the multi-attack trait), +1 to AC, all proximity restrictions on the project series companions removed for the duration, and double their movement speed (every type), grant {{5e|Temporary Hit Points}} equal to double your valkyrie level, and all attacks and damage will gain a +1. Finally, if the Valkyrie is attacked by an enemy, as a reaction, the companion may move up to half of their movement speed toward the attacker and if within range, make one melee or ranged attack against them. This ultimate ability choice will last for 1 minute and for each time chosen after the first, will stack the same benefits with exception of the additional attack.<br />
<br />
Alternatively, you may also choose to make a custom Frenzy for your companion using the same rules of the Burst Mode aspect.<br />
<br />
If you chose the signature attack aspect, you may instead cause your companion to produce the effect of the signature attack instead of yourself.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Damage Up || style="text-align: center;" | Carry|| Whenever you select the Signature attack aspect more than once, increase the damage of the feature by an additional 4d6.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Expose Weakness || style="text-align: center;" | Enabler|| When you use your ultimate ability, if you chose the signature attack, burst mode (creatures within 5ft of you), or status condition effect, you may also debilitate the creature, causing them to subtract a d6 from any rolls they make for the next minute. Additionally, whenever they are attacked, subtract an amount from their AC equal to half of your proficiency bonus (rounded up) or force them to take an additional 1d4 damage from any source when damaged for the duration. This effect may be chosen up to two times, and if chosen twice, add an additional die to any rolls which are subtracted and to any damage the creature takes for the duration.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Enchanted Field/Aura || style="text-align: center;" | Support|| Upon choosing this aspect of an Ultimate Ability choose between Enchanted Field or Enchanted Aura. (You cannot change this choice later) Upon activating your ultimate ability, choose a point area within 60 ft of you, a 10ft radius centered on that point becomes enchanted. If you chose Encahnted Aura you exude a 5ft aura of enchantment that causes all allies, to become enchanted. Creatures within range of enchantment initially, will immediately gain temporary gain {{5e|Temporary Hit Points}} equal to your valkyrie level, then select two of the following benefits of your choice to grant while an allied creature remains within the enchanted area: Gain 1d6 {{5e|Temporary Hit Points}} points at the start of their turn, add 1d4 to all {{5e|Saving Throw}}s, attack rolls, or skill checks they make (they may only do this once per turn), all damage dealt do bonus 2d6 of your chosen preferred weapon's damage type, from your choice of fire, cold, or lightning (However, you may only select an additional damage type to grant once if you did not pick one for your preferred weapon), reduce all incoming damage by an amount equal to your proficiency bonus (to a minimum of one). The enchanted field/aura will last for 1 minute, and may only be chosen twice. Each time chosen beyond the first, increase the range of effect for the radius by 10ft, or your aura by an additional 5ft. You may end this effect at any time on your turn without any action.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rejuvenate || style="text-align: center;" | Healer|| Choose one creature within 60 feet of you and heal them 6d8 + your valkyrie level in hit points. Then you exude an aura causing all allies within 10ft of you will recover d6 in hit points at the start of each of your turns for the next minute. This can be chosen up to three times to increase the initial healing by an additional 1d6 for each time chosen beyond the first and adding one additional creature to heal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
;More customization Options<br />
If desired, the Valkyrie player may consult with their GM about adding their own unique effects to their ultimate ability by altering the given templates to fit their desire. However, this additional customization only affects the enchanted field, Regenerative Aura, Status Condition, Synchronized Frenzy, and Burst mode aspects of the feature. The changes can be as simple as gaining additional 5ft of range on melee attacks for burst mode instead of or in addition to the normal effects with some added flair to them. Or in the case of the status condition aspect, you may choose to have a gathering field-effect similar to the ''[[Gravity Bomb (5e Spell)|Gravity Bomb]]'' spell. The concept of this ability alongside Valkyrie as a whole is for players to express creative freedom in a constructive and balanced manner. If any alterations are to be made, GMs should be very cognizant of how they may be implemented and used.<br />
<br />
<br />
Beginning at 15th level and once more at 20th level, your ultimate ability will improve, allowing you to gain the following benefits to your chosen aspect of your ultimate ability. Alternatively, you may forgo gaining the improvements of one of your pre-selected aspects to gain another aspect instead.<br />
<br />
; Signature attack<br />
Increase the base damage die by 2 and increase the die size by 1.<br />
<br />
; Readied Technique<br />
Beginning at 15th level, your readied technique can now be prepared as a bonus action instead of an action. Additionally, at 20th level, the prepared ultimate ability will no longer cost a reaction to be used.<br />
<br />
; Burst Mode<br />
Increase the base temporary HP granted by 10, movement speed by 15ft, and add an additional 1d6 to your damage. If your Burst Mode has a custom effect then scale the increases appropriately.<br />
<br />
; Status Condition<br />
Increase the duration of the inflicted {{5c|condition}} by 1 round and increase the DC by 1. At 20th level, you may either increase the duration to be 1 minute, until a creature successfully passes their saving throw, or further increase the duration by 1 round. Additionally, you also further increase the DC by +2 for a total of +3.<br />
<br />
; Synchronized Frenzy <br />
The affected creature gains another additional attack (applies to multi-attack as well), increase the AC bonus by 1, and increases attack and damage rolls by an additional +1.<br />
<br />
; Damage up<br />
Add another additional 2d6 to the damage dealt by the signature attack. Otherwise, if the effect is '''persistent''', add an additional damage die instead. Finally, at 20th level, once more, add another additional 2d6 to the damage of the attack. Otherwise, if the effect is '''persistent''', add another additional damage die instead.<br />
<br />
; Expose Weakness<br />
At 15th level, you may now choose to have a creature's AC be reduced by an amount equal to your proficiency bonus or increase the additional damage taken from all sources to a d6. At 20th level, gain the alternate upgrade which you did not choose at 15th level.<br />
<br />
; Enchanted Field/Aura<br />
At 15th level, increase the initial temporary HP granted to be twice your valkyrie level, then add one additional die to all effects that use them. At 20th level, change the temporary HP granted to be three times your valkyrie level, further add another die to all effects which use them, and you now reduce all incoming damage from all sources equal to your proficiency bonus instead of half if that option is chosen.<br />
<br />
; Rejuvenate<br />
At 15th level, increase the base healing die by 2, increase base healing die size by 1, add an additional +1 to the healing received by allies within range of your aura and you may target one additional creature for your base healing. At 20th, in addition to the previous effects of the last upgrade to this aspect, you now change any additional healing granted from choosing this aspect more than once to be equal to (your proficiency bonus)d6 for each additional time chosen beyond the first.<br />
<br />
==== QTE ====<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/uR0mUeO.png|Three valkyries working intandem to perform their various QTEs.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Starting at 13th level, Your time leading others has allowed you to develop immaculate levels of team coordination to the point that nobody on your team needs to speak, you only act in accordance with what your ally is doing. Choose one of the following QTE effects.<br />
<br />
{| class="5e" <br />
|-<br />
! Skill Name!! style="text-align: center;" | Prerequisite !! style="text-align: center;" | Description!! style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Elemental Retribution || style="text-align: center;" | Any || | As a reaction, whenever you take damage from an enemy, you may make one weapon attack against the creature who attacked you. On a hit, the creature takes your normal weapon damage in addition to making a Constitution saving throw or be affected by your preferred weapon's chosen elemental damage and suffer a corresponding condition. If you did not choose an elemental damage, you instead choose from fire, cold, or lightning damage (you can only choose once). On a failed save, the creature takes (Half of your Proficiency bonus)d8 of the chosen damage type and suffers either the [[Chilled and Shocked Conditions (5e Variant Rule)#Chilled|Chilled]], {{5h|Variant Rule|Ignited}}, or [[Chilled and Shocked Conditions (5e Variant Rule)#Shocked|Shocked]] conditions for 1 minute. A creature may use their action to remake the saving throw as an action on each of their turns. You may only use this QTE effect once per combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Avenger || style="text-align: center;" | Any || | As a reaction, whenever an ally is killed or reduced to 0 Hit Points, you may move up to your full movement speed and make one attack or use a weapon skill against the creature who reduced the ally to 0 Hit Points or killed them. If the target has to make a saving throw, they make it at disadvantage. If it is an attack roll, you make the attack with advantage. On a hit or a failure, the attack or weapon skill is considered a critical hit, and triple the damage die instead of doubling it. You may only use this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Parting Gift || style="text-align: center;" | Any || | As a reaction, whenever you successfully dodge an attack using your {{inpage|Evade}} feature, you may use a weapon skill against the only creature you evaded which deals half damage and does not go against your number of uses per long rest. You may use this QTE before or after using the 10ft of movement granted by your {{inpage|Evade}} feature. You may only activate this QTE once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Anti-Carry || style="text-align: center;" | Carry Stigmata || | As a reaction when an enemy casts a spell, uses a feature that uses a resource (Monk's Ki or bardic inspiration for example), or lands a critical strike, you may move half of your movement toward that opponent without incurring attacks of opportunity, to make one attack against them, on hit the critical strike is negated, the spell fails, or the feature is negated, and any used resource is lost. This QTE effect can only be used once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Hot Tag || style="text-align: center;" | Enabler Stigmata || | As a reaction to when an ally declares an attack against a creature, you may move up to 10ft without incurring attacks of opportunity to make one melee attack against that enemy or make one ranged attack against the same enemy to expose a major weakness. Your attack will always go before your ally's attack, and on hit, you will negate any immunities or resistance to one damage type of your choice, from slashing, piercing, bludgeoning, fire, cold, or lightning damage. If the creature had no resistances or immunity to the chosen damage type, they instead became vulnerable to the next attack by that ally. You may only activate this QTE effect once every combat encounter.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Encore || style="text-align: center;" | Support Stigmata || | As a reaction to whenever a hostile creature is reduced to 0 HP, you may choose one ally to give temporary HP equal to your valkyrie level, grant them advantage on their next attack and grant them a single additional attack, when they take the attack action on their next turn. The temporary HP lasts until depleted or until the end of combat. You may only activate this QTE effect once per ally, every long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Time Fracture || style="text-align: center;" | Healer Stigmata || | As a reaction to whenever an ally drops below half of their maximum HP, takes damage while below half their maximum hitpoints, or is reduced to 0 hit points you will initiate a time fracture, causing everything around you to slow to a crawl. During this time fracture, you may move up to your full movement speed to the nearby ally and expend a use from your healing pool. During time fracture, creatures cannot use reactions nor any similar features, including legendary actions and lair actions. You can cure multiple diseases or poisons within a single use of Time Fracture, expanding your HP pool separately for each one or expanding from your pool to mimic a spell. You may only activate this QTE effect once every combat encounter if your healing pool is not depleted.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Advanced Weapon Skill ====<br />
<br />
Beginning at 14th level, your mastery of your preferred weapon has improved, further expanding your capabilities with it. Choose one option to improve your selected weapon skill. You may choose to use the previous version of your weapon skill regardless of your choice. All weapon skills are considered actions unless otherwise specified.<br />
<br />
{| class="5e" <br />
|-<br />
! Weapon Skill !! style="text-align: center;" | Option A|| Option B ||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Valkyrie Impact || style="text-align: center;" | Valkyrie Impact now affects a 30ft cone and sends hostile creatures who fail their saving throw airborne up to 30ft until the start of your next turn. While airborne, they are considered incapacitated and allow ranged attacks against them to gain advantage. At the start of your next turn, they then fall prone, taking 3d6 bludgeoning damage. || | Earthshaker: Choose a 30ft radius within 120ft of you. You then throw your weapon at the location or slam the earth for a pinpoint strike. Creatures in that area make a Strength saving throw or take half of your proficiency bonus (rounded down)d10 + Your Strength or Dexterity modifier in bludgeoning damage or half as much on a success. Additionally, the area becomes difficult terrain, and due to the sheer force with which the area was struck, it creates persistent aftershocks in the earth. For the next minute, creatures who begin their turn within the area take 2d10 + Your Strength or Dexterity modifier bludgeoning damage.|| style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Razer Wind || style="text-align: center;" | Instead of making two slashes with your preferred weapon you instead make one slash with it in an arc, launch a wave that is 15ft wide and travels 60ft in a line. Enemies hit by the wave must make a dexterity saving throw, or take (double your proficiency modifier)d6 + Your Strength or Dexterity modifier slashing damage and have their AC reduced by half of your proficiency bonus (rounded down) for one minute. Subsequent uses of this weapon skill will not stack the AC reduction.|| | Hexa-slash: As an action, choose a single creature within 30ft of you, you then perform a highspeed dash toward them without incurring attacks of opportunities and perform a 6 slash combo sequence on them. Make a single melee weapon attack against them and on hit instead of your weapon's normal damage, you roll your attack's damage five times (excluding your ability modifier) and sum the damage against the target. After which, you may move to an unoccupied space within 5ft of the creature. || |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Stunning Bullet || style="text-align: center;" | Your stunning bullet now causes enemies within a 10ft cone of the direction fired to make a constitution saving throw against your weapon skill DC or be blinded and deafened for one round. Additionally, on impact, your stunning bullet now instead explodes in an AoE on hit, affecting any creatures with 5ft of your target causing them to make a constitution saving throw or be stunned and half the damage of your stunning bullet. || | Spray and Pray: As an action, you unleash a barrage of bullets in a 30ft cone expending all of your ammunition (if applicable). All enemies within the cone to make a dexterity saving throw or take (Double your proficiency modifier)d6 + Your Dexterity Bonus of your weapon damage or half as much on a success. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Shot || style="text-align: center;" | As an action, choose a 10ft radius within the range of your weapon. Fire a hail of projectiles to the sky which will hail down on all creatures within the area. All creatures within the radius must make a dexterity saving throw and on a failure, they will take (your proficiency bonus)d8 of your weapon damage type, and reduce the movement speed of all affected creatures by half until the end of their next turn. On a success, they only take half damage and do not have their movement slowed. Additionally, if a creature fails this saving throw by 5 or more, they are also knocked prone.|| | Perfect Shot: As a [[More Actions (5e Variant Rule)#Full Turn Action|full turn action]], target one creature within the maximum range of your weapon. Roll a d10 then make a single attack against that creature with advantage. If you roll a 1-4, on hit, the creature must make a Dexterity saving throw or have its movement is halved until the end of combat and have disadvantage on dexterity saving throws until the end of your next turn. If you roll a 5-6, on hit, the target must make a Strength saving throw or be disarmed of any weapon if they were wielding one, and they suffer disadvantage on attack rolls for the next minute. If you roll a 7-8, reduce the critical strike range by 2 , and on hit, deal an additional half your proficiency modifier (rounded up)d4 damage. If the attack was a critical success, you instead add your full proficiency bonus to the damage. If you roll a 9-10, the target must roll a Constitution saving throw, or be stunned for one round and then disadvantage to all attack rolls, skill checks, and saving throws for the next minute. At the start of the creature's turn after the stun has ended they make make another constitution saving them to end the effect. Subsequent uses of this weapon skill will not affect the same creature more than once. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Ionic Slam || style="text-align: center;" | Whenever an enemy walks within range of your weapon, or attacks an ally within 5ft of you, as a reaction, you may perform Ionic Slam by making a melee weapon attack against them, and on hit cause them to make a Strength saving throw, or be thrown 25ft in a direction of your choice and reducing their movement speed to zero and knocking them prone. If they collide with anything while being thrown they take your collision damage. Additionally, all collision damage dice size increase from a d4 to a d10. || | Seismic Toss: As an action, choose one creature within 30ft of you and move up to half of your movement towards them and make a lunging melee weapon attack against them with an additional 5ft of range. On hit, you will deal piercing damage instead of your normal damage type as you then swing the enemy on your polearm around you causing all creatures within 5ft of you to make a Strength saving throw or take (Your proficiency modifier)D4 bludgeoning damage and be knocked prone or half as much on success and are not prone. The enemy being swung will take collision damage only once if they collide with something. After swinging the creature, you then slam them into the earth beneath you causing a shockwave forcing them and all creatures within 10ft of you to make a Dexterity saving throw or take (Half of your proficiency modifier)D12 force damage. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Great Cleave || style="text-align: center;" | Your great Cleave can now be used in a 10 radius around you instead of a cone and for each enemy struck by Great Cleave, you gain temporary hp equal to your proficiency modifier. Additionally, if you are below half of your HP, any temporary HP gained from great Cleave will be doubled and converted to healing instead. Any excess healing will be granted as temporary hp.|| | The Culling: As an action, choose one enemy within 30ft of you and dash towards them moving up to half of your movement speed. Make a melee lunging attack (additional 5ft range) against them and on hit instead of dealing damage, if the creature has less than or equal to 5*(your proficiency modifier) in HP they are immediately executed and killed in whatever fashion you wish and granting you an additional action that turn. If they have more than the threshold in HP, you instead roll your weapon damage twice against them. <br />
Critical successes with this weapon kill will double the execution threshold. If an enemy is executed with The Culling, you will not expend a use of the weapon skill, however, you may only benefit from this effect once per long rest.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Deflecting Palm || style="text-align: center;" | Deflecting Palm can now be used against spells and any other ranged projectiles and you now add double your proficiency modifier to the roll of your deflect. Additionally, your unarmed strikes now count as magical for bypassing resistances and immunities.|| | Might of a Thousand Stars: As a bonus action, you infuse your body with the power of your stigmata. Your unarmed attacks now count as magical for bypassing resistance and immunities, you may deal an additional (proficiency bonus)d4 of damage of your choice between fire, cold, or lightning (if you did not choose one already) or your preferred weapon's damage type to each unarmed strike you make. As a bonus action, you may make one additional unarmed strike for the remainder of this benefit. This benefit will last for one minute. Alternatively, you can instead choose to have the bonus damage be your choice of bludgeoning, slashing, or piercing damage, however, your unarmed strike must also change to that damage type.||<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Rapid Deployment || style="text-align: center;" | As an action, in a display of physical prowess, you lift your cross and throw it at a location up to 3*your strength score in ft, affecting all enemies within 5ft of the location, All enemies within the area must make a Constitution saving throw, or take (your proficiency bonus)d10 bludgeoning damage and be stunned until the end of your next turn. On a success, enemies only take half damage and are not stunned. Additionally, after using this weapon skill your cross will automatically be deployed and when you throw your cross you may also leap with it to the target location. || | Rally Point: As an action, you may immediately deploy your cross however, instead of it arming itself it will instead begin to channel honkai energy causing it to emit an aura with a range of 15ft. Allied creatures within this aura will gain temporary HP equal to your proficiency bonus, each time they start their turn within the aura, deal an additional (half of your proficiency bonus rounded down)d4 on every melee attack, and increase their AC by an amount equal to half of your proficiency modifier (rounded up) while within the aura. Additionally, any enemies within the aura will take (your proficiency bonus)d4 force damage at the start of each of their turns while within the aura. While deployed in this manner, your cross will have an AC equal to 13+ your proficiency bonus, and HP equal to twice your level. After 1 minute has passed, or upon being reduced to 0hp your cross will stop channeling the aura and remain in place. || style="text-align: center;" |<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Leadership Skill Upgrade ====<br />
<br />
{| class="5e" <br />
|-<br />
! Leadership Style!! style="text-align: center;" | Upgrade<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Seize The Opportunity || style="text-align: center;" | Alpha Strike: In addition to the previous leadership style effects. You and your allies within your aura cannot be surprised at the start of combat. During the first round of combat, you and your allies within your aura will gain priority, ignoring the initiative order and taking all of your turns before any other creatures in the turn following their own initiative rolls. After the first round of combat, all creatures take their turns in the initiative order as normal.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Swift as a Coursing River || style="text-align: center;" | Serpentine Grace: In addition to the previous leadership style effects. Allies within your aura constantly gain the benefits of the ''freedom of movement'' spell while within your aura.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Together We Are Strong || style="text-align: center;" | Well-oiled Machine: In addition to the previous leadership style effects. While you have an ally within your aura, you all gain the benefits of Pack Tactics as if you were within 5ft of one another on your first attack on each turn.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Martial Cadence || style="text-align: center;" | Onslaught: In addition to the previous leadership style effects. Whenever an ally within your aura, including the Valkyrie, successfully hits a creature and the result was at least 5 or more than their AC, the creature takes an additional 3d4 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Crush Them || style="text-align: center;" | No Mercy: In addition to the previous leadership style effects. Whenever a hostile creature within your aura fails a saving throw by 5 or more, it is treated as a critical failure.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Guardian Angel || style="text-align: center;" | Team Spirit: In addition to the previous leadership style effects. While you have another creature within your aura, all creatures under its effects also reduce all damage taken by an amount equal to your proficiency bonus (minus 1).<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| Nightingale || style="text-align: center;" | Preventative Healing: In addition to the previous leadership style effects. All allies within your aura that recover hit points from any of your features gain a +1 to their AC until they take damage stacking up to a maximum of +3.<br />
|- class="{{Odd-Even|{{#var:odd}}}}."<br />
|}<br />
<br />
==== S-Rank Valkyrie ====<br />
<br />
You have finally reached a degree of expertise within your field to undoubtedly be called one of the best Valkyries alive. You may now use your ultimate ability twice per long rest. Additionally, as part of reaching your apex, you also choose one ability score of your choice between Strength, Dexterity, or Constitution and increase the score and its maximum by 4.<br />
<br />
=== Carry ===<br />
You are one of the few valkyries that lead from the front. Valkyries of the carry archetype are notorious for being able to slay countless honkai beasts at a time while effortlessly maneuvering across battlefields. You are the person who your allies and squadmates rely on to get the job done, the one to shoulder the burdens. The valkyrie who seemingly always makes it out alive, even after facing impossible odds. The sword that shall rid humanity of the threat of the honkai, you are the carry.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/5SQ3rL6.png|Bianka Ataegina, or "Durandal", currently Schicksal's strongest S-Rank Valkyrie}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Combat Mastery ====<br />
Beginning at 3rd level, Gain a second preferred weapon and an additional weapon skill of your choice. Additionally, gain a fighting style of your choosing, and you now have a number of weapon skill uses equal to double your proficiency bonus.<br />
<br />
==== Tactical Expertise ====<br />
Beginning at 3rd level, switching between your preferred weapons will cost a bonus action and you now learn maneuvers that are fueled by special dice called superiority dice.<br />
<br />
Maneuvers: You learn three maneuvers of your choice, which are detailed under “Maneuvers” below and from the [[Martial Maneuvers (5e Variant Rule)#Maneuver Lists|Martial Maneuver Variant Rule]] as well. You will count as a fighter for the purposes of which maneuvers you have access to from that list. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. you can replace one maneuver you know with a different maneuver whenever you finish a long rest. This change reflects your physical and mental preparation for the day ahead.<br />
<br />
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest reduce a creature of CR 1 or higher to 0 hit points or roll a natural 20 on an attack roll. You gain another superiority die at 7th, 15th, and one more at 20th level. At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s . <br />
<br />
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows:<br />
<br />
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).<br />
<br />
==== Combo Count ====<br />
Beginning at 7th level, Your Stigmata allows your attacks to grow in potency as you attack in perfect rhythm in combat. When you roll initiative, you start at rank E and progressively gain ranks throughout combat by meeting certain damage thresholds. <br />
<br />
For every amount of damage you deal, add it towards your total combo threshold, which can go up to a maximum of 250. Whenever you take damage, you lose points towards your total damage count equal to the damage taken. Attacks or effects which damage multiple enemies will only apply toward your combo count once per application.<br />
<br />
Additionally, whenever you use a maneuver, you gain an additional 5 points toward your total damage count, using a weapon skill will add an additional 10 points toward your total damage count, and finally, successfully evading an attack using your {{inpage|Evade}} or entirely blocking an instance of damage with your {{inpage|Block}} feature will grant an additional 5 points toward your total combo count.<br />
<br />
At the end of combat, you will reset your combo points back to 0.<br />
<br />
{| class="5e" style="text-align: left;"<br />
! Rank || Combo Thresholds || Bonus<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| E || 0 || N/A<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| D || 10 || Your first attack each round gains a +2 to hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| C || 30 || Gain an additional 15ft of movement speed and +1 AC.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| B || 60 || Gain an additional +1 AC, and all your attacks now deal an additional +2 damage.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| A || 100 || You may take an additional bonus action on your turn that can be used to make a single attack that deals half damage on hit.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| S || 150 ||You now gain an additional pool of {{inpage|Evade}} or {{inpage|Block}} uses equal to your proficiency bonus, and you now gain an additional reaction per round.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SS || 200 || Once per round, you can use your {{inpage|Evade}} or {{inpage|Block}} feature and not expend a use of it. Additionally, you may now use a maneuver once per round without expending a superiority die.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| SSS || 250 || Gain advantage on all Strength, Dexterity, and Constitution ability checks, skills and saving throws, and attack rolls, and if you reduce a creature's HP to 0, gain an additional action. Additionally, upon taking damage, so long as your Combo Threshold does not drop below 200, your HP cannot be reduced below 1 for the remainder of that round.<br />
|}<br />
<br />
==== Extra Attack ====<br />
Beginning at 11th level, You gain an additional extra attack for a total of three.<br />
<br />
==== Master of my Trade ====<br />
Beginning at 15th level, you gain the alternative choice you didn't pick for your {{inpage|Advanced Weapon Skill}} for only one of your chosen weapon skills then pick one {{inpage|Advanced Weapon Skill}} for your second weapon skill.<br />
<br />
==== Valkyrie of Legend ====<br />
Beginning at 18th level, when you take the attack action, you may now use a weapon skill in place of one of any of your attacks when taking the attack action once per round.<br />
<br />
=== Maneuvers ===<br />
These are Maneuvers from the Battlemaster Fighter list<br />
*'''Ambush'''. When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll.<br />
<br />
*'''Bait and Switch''': When you’re within 5 feet of an ally on your turn, you can expend one superiority die and switch places with that ally, provided you spend at least 5 feet of movement. This movement doesn’t provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, the ally gains a bonus to AC equal to the number rolled.<br />
<br />
*'''Brace''': When an enemy you can see moves within 5 feet of you, you can use your reaction to expend one superiority die and make one weapon attack against that creature. If the attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Commander’s Strike''': When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.<br />
<br />
*'''Disarming Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.<br />
<br />
*'''Distracting Strike''': When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.<br />
<br />
*'''Evasive Footwork''': When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.<br />
<br />
*'''Feinting Attack''': You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Goading Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.<br />
<br />
*'''Lunging Attack''': When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.<br />
<br />
*'''Maneuvering Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.<br />
<br />
*'''Menacing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.<br />
<br />
*'''Parry''': When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die+ your Dexterity modifier.<br />
<br />
*'''Precision Attack''': When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.<br />
<br />
*'''Pushing Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.<br />
<br />
*'''Rally''': On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.<br />
<br />
*'''Restraining Strike''': Immediately after you hit a creature with a melee weapon attack on your turn, you can expend one superiority die and use a bonus action to grapple the target (see chapter 9 in the Player’s Handbook for rules on grappling). Add the superiority die to your Strength (Athletics) check. The target is also restrained while grappled in this way.<br />
<br />
*'''Riposte''': When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.<br />
<br />
*'''Silver Tongue''': When you make a Charisma (Deception) check or a Charisma (Persuasion) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Snipe''': As a bonus action, you can expend one superiority die and make a ranged weapon attack. You can draw a thrown weapon as part of making this attack. If you hit, add the superiority die to the attack’s damage roll.<br />
<br />
*'''Studious Eye''': When you make a Wisdom (Insight) check or an Intelligence (Investigation) check, you can expend one superiority die, and add the superiority die to the ability check.<br />
<br />
*'''Sweeping Attack''': When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.<br />
<br />
*'''Trip Attack''': When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.<br />
<br />
=== Enabler ===<br />
Not all valkyries can be the heroes of the story, nor even the backbones of their respective allies. Some choose to aid in battle in their own way whether through underhand tricks or being the game master controlling the scene.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/kcCe3Uq.png|Bronie, or "Haxxor Bunny", a skilled mercenary who (formerly) resided in Arc City}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Gamechanger ====<br />
Beginning at 3rd level, When you deal damage, as part of the attack you can instead choose to deal half damage (minimum of 1 damage) and inflict a special condition called impaired until the start of your next turn. A creature may be affected by multiple types of impairing effects at the same time; however, it cannot be affected by the same effect again if they are already impaired in that manner. You can only use this feature a number of times equal to double your proficiency bonus.<br />
<br />
''Impaired''<br />
<br />
Creatures that are impaired will have a minus to an attribute of your choosing. When this condition is applied, choose from one of the following:<br />
<br />
*Enfeeblement<br />
<br />
The creature has a minus to their attack rolls equal to your proficiency bonus.<br />
<br />
*Undermine<br />
<br />
The creature has a minus to their ability checks equal to your proficiency bonus.<br />
<br />
*Dispair<br />
<br />
The creature has a minus to all saving throws by an amount equal to your proficiency bonus.<br />
<br />
*Cripple<br />
<br />
The creature also has its movement speed decreased by 5*(your proficiency bonus).<br />
<br />
*Sunder<br />
<br />
The creature has its AC reduced by an amount equal to your proficiency bonus.<br />
<br />
*Prostrate<br />
<br />
The creature will have a minus to its damage equal to your proficiency bonus to a minimum of 1.<br />
<br />
==== Stacked Deck ====<br />
Beginning at 3rd level, You may choose one of the following: fire, cold, and lightning. You may now change the additional d4 damage dealt by your preferred weapon to one of those types. If you already selected one of those damage types as your preferred weapon type, you instead choose from the remaining two. Additionally, as a bonus action on your turn, you now change the primary damage dealt by any weapon you are currently wielding to the selected damage type or one you have chosen previously for your preferred weapon. At 11th level, you choose one more damage type from those previously listed. <br />
<br />
Alternatively, instead of choosing an additional damage type, you may increase the size of the damage die of your preferred weapon by one stage. Ex. D4->D6->D8 etc.<br />
<br />
Additionally, using your weapon skill on a creature now reduces their level of resistance by one stage to the type of damage dealt until the start of your next turn. Ex Immunity->Resistant->Normal. Finally, If you critically strike using your weapon skill, or a creature fails its DC by more than 5, you may apply one impair effect of your choice without reducing your damage or expending a use of this feature, and if a creature had immunity or resistance, they lose them until the start of your next turn.<br />
<br />
==== Playmaker ====<br />
Beginning at 7th level, As a reaction, whenever an ally targets an enemy, you may use your weapon skill or move up to half of your movement speed to make a single weapon attack against the enemy without provoking an attack of opportunity. If your ally's attack hits, your attack is made with advantage, or enemies have disadvantage against the weapon skill's DC. Alternatively, you may choose to attack before your ally. On a hit or if the enemy fails their saving throw, you grant their attack advantage or impose disadvantage on the creature's next saving throw that round. The valkyrie may also trigger Playmaker whenever they are targeting a creature with an attack or using a weapon skill, choosing whether they will attack first or let their ally attack first as stated previously. You may use this feature a number of times equal to your proficiency modifier per short or long rest.<br />
<br />
==== Follow up ====<br />
Beginning at 11th level, After your weapon skill or playmaker feature is used, you may choose one creature (you may choose yourself) within 60ft of you to spend a reaction to immediately take their turn directly after you, ignoring their original position in the turn order. If the creature were to have their turn after the creature regardless of this feature, they instead may take an additional turn after their initial. You may only use this feature once per long rest.<br />
<br />
==== Shutdown ====<br />
Beginning at 15th level, Whenever you land a critical strike, you may apply the effects of your impaired condition to any creatures damaged by the critical strike for 1 minute instead of until the end of your next turn and choose two effects instead of only one. This effect cannot benefit from the improved impaired effect detailed below.<br />
<br />
Additionally, when you inflict the impaired condition on a creature, you may instead apply your proficiency bonus twice to their impaired effect instead of just once. You may only use this feature once per long rest and cannot be used in tandem with the previous effect of the Shutdown Feature.<br />
<br />
==== Checkmate ====<br />
Beginning at 18th level, As an action, the valkyrie may signal to all of their allies for a series of coordinated attacks. All allies within 30ft of the valkyrie can move up to half of their movement speed as a reaction, ignoring attacks of opportunity, and make one attack against an enemy, cast a spell against a creature, or use any class feature similar to spellcasting. On a successful hit, the participating ally will deal bonus damage equal to (your proficiency bonus)d6. You may only use this feature once per long rest.<br />
<br />
=== Support ===<br />
<br />
Support valkyries fall in an obscure category amongst their peers, while just as combat capable, their strengths similar to their healer sister, lie within those around them instead. Their presence on any battlefield is one to be feared, arguably more so than even the more martial of valkyries, as entire armies can be felled or uplifted by a mere gesture.<br />
<br />
<div class="externalimage-holder" style="width:30%;float:right;"> {{5e Image|float:right|https://i.imgur.com/rrNPajU.png|Kongming, the Starlit Astrologos}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
==== Invigorate ====<br />
Beginning at 3rd level, As a bonus action, you may touch an ally to restore one use of a creature's feature or that otherwise restores on a short rest or one spell slot of a spell tier of your choosing up to a maximum of 5th tier. Alternatively, if the creature has a pool that refills during a short rest, such as Ki points, Superiority dice, or a 5th level bard’s Inspiration dice, you may use This feature to restore half that pool (rounded up). You may only use this feature twice per long rest. Additionally, whenever you grant a creature an inspiration die, you also give them temporary hit points equal to your Valkyrie level.<br />
<br />
==== Inspire ====<br />
Beginning at 3rd level, you may now take the help action as a bonus action regardless if you have proficiency with a skill up to 15ft. You also gain inspiration dice, which you can grant to allies. You gain a number of inspiration die (d4) equal to double your proficiency modifier, which can be given to an ally as either an action or bonus action on your turn, which lasts for 1 Hour. All unused inspiration dice go to waste and are lost, and the creature can wait until after it rolls the d20 before deciding to use the Inspiration Dice but must decide before the DM decides whether the roll succeeds or fails. At 8th level, Inspiration dice can be given as a reaction. <br />
<br />
You regain any expended uses when you finish a long rest. Your Inspiration dice will increase to a d6 at 6th level, a d8 at 10th level, a d10 at 14th level, and a d12 at 18th level.<br />
<br />
==== Shatter thy Bonds ====<br />
Beginning at 7th level, As a reaction, you may use your stigmata to empower an ally within 30ft of you to power through a debilitation, allowing them to end one negative condition with exception to the exhaustion, madness, or unconscious conditions. You may only use this feature twice per long rest. <br />
<br />
Finally, whenever you and your allies must make a saving throw against the same effect, you make your roll first. If you succeed, your allies make the saving throw with advantage.<br />
<br />
==== True Potential ====<br />
Beginning at 11th level, As a bonus action, you may restore one use of a creature's feature that otherwise restores itself at the end of a long rest, fully restore all spell slots within a number of spell tiers equal to half of your proficiency modifier (rounded down) of your choice to a maximum of 5th tier spells, or fully restore a class resource such as Ki or anything similar. Once you use this feature, you cannot use it again until you complete a long rest, and allies cannot benefit from it again until they have completed a long rest.<br />
<br />
==== Unwavering Determination ====<br />
At 15th level, you may now use your Invigorate feature three times per long rest, and allies benefiting from any temporary hit points given by you also do not take damage from attacks unless the attack's damage exceeds an amount equal to your 4 + proficiency bonus (post-damage reductions) and gain a bonus +5 to maintain concentration on any features or spells.<br />
<br />
==== Life Cocoon====<br />
Beginning at 18th level, as an action, you may choose a number of creatures up to half of your proficiency bonus and invoke the power of your stigmata, wrapping them within a large cacoon of energy that fills them with a surge of rejuvenation. This effect grants them the full benefits of a long rest with exception of restoring any HP but fully restoring any hit dice. You may only use this feature once per long rest, and creatures may not benefit from it again until they have completed three long rests.<br />
<br />
=== Healer ===<br />
<div class="externalimage-holder" style="width:40%;float:right;"> {{5e Image|float:right|https://i.imgur.com/37ia37S.png|Fu Hua, a former member of the Fire Moths and guardian of Shenzhou.}} </div><br />
{{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Valkyries of the healer archetype are often considered the backbones of their respective teams, genuinely selfless individual who does everything in their power for the continued survival of those around them, at times even to their detriment.<br />
<br />
==== Gift of Life ====<br />
Beginning at 3rd level, Your stigmata has granted you a pool of HP that replenishes upon you finishing a long rest. With that pool, you can restore a total number of hit points equal to your Valkyrie level × 10. As an action or bonus action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature does not affect undead and constructs. You may also expend 20 HP of your healing pool to mimic the effects of ''Lesser restoration'' on an ally or 10 HP of your healing pool to mimic the effects of ''Calm Emotions''.<br />
<br />
==== My Body, A Beacon ====<br />
Beginning at 3rd level, you gain proficiency in the medicine skill, and if you already had proficiency, gain expertise instead, and you can use a Healer's Kit using a bonus action on your turn instead of an action. Additionally, Your stigmata has evolved to grant your body immunity to diseases and the poisoned condition and now allow you to only require half as much food and sleep as normal. Finally, you may expend up to your proficiency bonus amount of hit die (plus your constitution modifier) to add half the result (rounded up) to your healing pool not exceeding its maximum as a bonus action on each of your turns.<br />
<br />
==== Total Coverage ====<br />
Beginning at 7th level, Your Gift of Life feature no longer has a range of touch and can affect allies up to 15ft away from you. As a reaction, whenever a creature within 15ft of you is about to take damage, you may preemptively grant a burst of healing with the sole purpose of soothing and mitigating any incoming damage, allowing the ally to half all damage taken, for that instance. Using this reaction will cost 30 from your healing pool. When using your healing pool, you may also now expend multiples of 10 HP from the pool to instead remove one level of exhaustion from a creature for each multiple expended. Additionally, Whenever you successfully dodge an attack using your evade feature or fully mitigate an instance of damage using your block feature, you can choose to emit a burst of healing to yourself and up to three allies within 30ft of you, healing them for an amount equal to your Valkyrie Level (rounded up).<br />
<br />
==== Solemn Vigil ====<br />
Beginning at 11th level, Whevener, an ally (except yourself) within 30ft of you, has less than their maximum hit points, they recover 1 hit point at the start of each of their turns. This effect will increase to an amount equal to your proficiency bonus (minus 1) if they are below half of their maximum hit points.<br />
Additionally, you may now expend 40 HP of your healing pool to mimic the effects of ''greater restoration'' on an ally.<br />
<br />
==== Martyr's Path ====<br />
Beginning at 15th level, Whenever an ally is below half of their maximum hit points and is targeted for an attack, as a reaction, you can move up to your full movement speed toward that ally, and if you end your movement within 5ft of them, you take the attack in their stead reducing its damage by half. If the ally is a target for an area of effect, you shield them with your body or push them out of the way, allowing them to pass their saving throw and take no damage but automatically fail the saving throw yourself. During your movement, you have resistance to all damage, and your ally heals an additional amount of hit points equal to 2d8 per opportunity attack that hit you during this movement. You may use this feature a number of times equal to half of your proficiency bonus (rounded up). Additionally, if you spend 40 HP from your healing pool, you may cause an ally's limb or body part to regrow as if you had cast, ''regenerate''.<br />
<br />
==== Overheal ====<br />
Beginning at 18th level, Whenever you restore HP to an ally or expend from your healing pool, roll a d20. On a 18-20, you critically heal the ally, doubling the amount they would have gained and having any excess healing be converted to temporary HP instead. Alternatively, If you used your healing pool to mimic a spell effect and rolled an 18-20, you instead half the original cost (rounded up).<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Honkai Valkyrie class, you must meet these prerequisites: 15 {{5e|Dex}}, 15 {{5e|Con}} , 13 {{5e|Cha}}.<br />
<br />
'''Proficiencies.''' When you multiclass into the Honkai Valkyrie class, you gain the following proficiencies: Light armor, Medium armor, All Martial weapons, and Simple weapons.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:5e Class Nonvariant]]<br />
{{Copyright Disclaimer|owner=miHoYo|franchise=Honkai Impact 3rd}}</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Gourmet_Hunter_(5e_Class)&diff=1822322Gourmet Hunter (5e Class)2024-03-17T05:33:29Z<p>ThighRash: /* Itadakimasu */</p>
<hr />
<div>{{Copyright Disclaimer|owner=Mitsutoshi Shimabukuro|franchise=Toriko}}<br />
<br />
{{WIP}}<br />
== Gourmet Hunter ==<br />
<br />
<!--Introduction--><br />
<br />
=== The Gourmet Hunter ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Gourmet Hunter ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://i.imgur.com/jdR8zoc.png|The Four Heavenly Kings. Sunny, Toriko, Zebra, and Coco. (In order from left to right)}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Gourmet Hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler background. <br />
<br />
{{5e Class Features<br />
|name= Gourmet Hunter<br />
|summary=<br />
|hd= 10<br />
|spellcasting=<br />
|armor= Light Armor<br />
|weapons= Simple weapons and knocking guns.<br />
|tools= Brewer's supplies<br />
|saves= Strength and Constitution<br />
|skills= Survival and choose 2 from Athletics, Acrobatics, Animal Handling, Insight, Medicine, Perception, Sleight of Hand, Stealth, Intimidation, and Investigation.<br />
|item1a=Any two simple weapons<br />
|item1b=Measuring Tongs<br />
|item1c=[https://www.dandwiki.com/wiki/Knocking_Gun_(5e_Equipment) Knocking Gun] and 10 sets of ammunition.<br />
|item2a={{5e|Leather Armor}}<br />
|item2b=Training Gi<br />
|item2c=Common Cloths<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|item3c=<br />
|item4a=Cook's Utensils<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4<br />
|classfeatures1={{inpage|Martial Arts}}, {{inpage|Unarmored Defense}}, {{inpage|All Terrain Hunter}}<br />
|classfeatures2={{inpage|Gourmet Cells}}, {{inpage|Stock Up}}, {{inpage|Itadakimasu}}, {{inpage|Refined Palate (Optional)}}<br />
|classfeatures3={{inpage|Superhuman Strength}}, {{inpage|Superhuman Senses}}, {{inpage|Superhuman Dexterity (Optional)}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Superhuman Physique}}<br />
|classfeatures6={{inpage|Apex Predater}} {{inpage|Stock Up improvement}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Gusto}}<br />
|classfeatures10={{inpage|Autophagy}}, {{inpage|Cellular Evolution (Optional)}}<br />
|classfeatures11={{inpage|Superhuman Sense Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Food Appreciation}}, {{inpage|Stock Up improvement}}<br />
|classfeatures14={{inpage|Food Meditation}}<br />
|classfeatures15={{inpage|Food Honor}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|Superhuman Sense Improvement}}, {{inpage|Stock Up improvement}}<br />
|classfeatures18={{inpage|Food Immersion}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Heavenly Monarch}}<br />
<br />
|extrasonright= 3<br />
|extra1_name= Martial Arts<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
|extra2_name=Appetite Energy<br />
|extra2_1=-<br />
|extra2_2=20<br />
|extra2_3=30<br />
|extra2_4=40<br />
|extra2_5=50<br />
|extra2_6=60<br />
|extra2_7=70<br />
|extra2_8=80<br />
|extra2_9=90<br />
|extra2_10=100<br />
|extra2_11=110<br />
|extra2_12=120<br />
|extra2_13=130<br />
|extra2_14=140<br />
|extra2_15=150<br />
|extra2_16=160<br />
|extra2_17=170<br />
|extra2_18=180<br />
|extra2_19=190<br />
|extra2_20=200<br />
|extra3_name=Techniques<br />
|extra3_1=-<br />
|extra3_2=2+Wisdom Modifier<br />
|extra3_3=2+Wisdom Modifier<br />
|extra3_4=3+Wisdom Modifier<br />
|extra3_5=3+Wisdom Modifier<br />
|extra3_6=4+Wisdom Modifier<br />
|extra3_7=4+Wisdom Modifier<br />
|extra3_8=5+Wisdom Modifier<br />
|extra3_9=5+Wisdom Modifier<br />
|extra3_10=6+Wisdom Modifier<br />
|extra3_11=6+Wisdom Modifier<br />
|extra3_12=7+Wisdom Modifier<br />
|extra3_13=7+Wisdom Modifier<br />
|extra3_14=8+Wisdom Modifier<br />
|extra3_15=8+Wisdom Modifier<br />
|extra3_16=9+Wisdom Modifier<br />
|extra3_17=9+Wisdom Modifier<br />
|extra3_18=10+Wisdom Modifier<br />
|extra3_19=11+Wisdom Modifier<br />
|extra3_20=12+Wisdom Modifier}}<br />
<br />
==== Martial Arts ====<br />
<br />
Martial Arts<br />
At 1st level, you are trained in hand-to-hand combat either through being self-taught, mimicking the creatures you lived around, or being mentored. You gain the following benefits while you are unarmed or wielding only simple Weapons:<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and simple weapons.<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike or simple weapon. This die improves as you gain Gourmet Hunter levels, as shown in the Martial Arts column of the Gourmet Hunter table.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a simple weapon on your turn, you can make an additional attack action as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action or take an additional attack with the quarterstaff, assuming you haven't already taken a bonus action this turn.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level, While not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Proficiency bonus.<br />
<br />
==== All Terrain Hunter ====<br />
<br />
At 1st level, you have slowly become acclimated to being able to thrive and navigate in any environment nature may throw at you. Gain a climbing speed and a swimming speed equal to your movement speed. Additionally, when navigating the wilderness, gain the following benefits:<br />
<br />
*Difficult terrain doesn’t slow your party's travel. <br />
*Your party can’t become lost except by magical means. <br />
*Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. <br />
*If you are traveling alone, you can move stealthily at a normal pace. <br />
*When you forage, you find twice as much food as you normally would. <br />
*While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
==== Gourmet Cells ====<br />
<br />
Beginning at 2nd level, You have been injected with gourmet cells, which granted you extreme regenerative and strength-enhancing capabilities alongside rapid evolutionary growth. Your Gourmet cells require consuming copious amounts of calories to continue your gradual evolution. They will grant you a resource called Appetite Energy which your other class features and techniques will use. <br />
<br />
Appetite Energy is pure cellular energy emitted from Gourmet Cells to the outside of the body, you initially have a cap of 20 Appetite Energy, and your maximum amount will crease as you progress in levels as a Gourmet Hunter. To replenish your Appetite Energy, you can eat food (Detailed in later class features) or take a long rest. After a long rest, you will recover half of your maximum Appetite Energy provided you have eaten that day. You also gain access to the Gourmet Technique List. <br />
<br />
You gain a number of techniques as displayed on the Gourmet Hunter Table, which will be detailed at the end of the class. All techniques in Gourmet Hunter that use Appetite Energy will share the same Save DC. You may replace your techniques every time you gain a level or during a long rest.<br />
<br />
<code><tt>Save DC = 8 + your proficiency bonus + your {{5a|Dex}} modifier</tt></code><br />
<br />
<code><tt>Attack modifier = your proficiency bonus + your {{5a|Dex}} modifier</tt></code><br />
<br />
==== Stock Up ====<br />
<br />
A good cook wastes not and wants not. Your ingredients come not only from the pantry but also from the creatures you encounter on your adventures. Starting at 2nd level, as a Gourmet Hunter, you gain proficiency in Cook's Utensils, and you now build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice can be expended during short, long rests and downtime to benefit your party. <br />
<br />
By default, you can hold a number of ingredients die equal to double your proficiency bonus. Ingredient die can be obtained during long rests, purchasing food, or harvesting from creatures you've slain. During long rests, so long as the area you are resting in is sufficient for hunting or gathering, the Gourmet Hunter can refill half of their stock. The ingredient die obtained in this manner will start as d4s and improve as you gain levels in this class. At 6th level, these ingredient dice turn into d6s. At 13th level, they turn into d8s; at 17th level, they turn into d10s. Depending on the size of the ingredient die, it may also function as a day's worth of ration or more. This is further detailed in the ration table below this feature.<br />
<br />
So long as you have your cook’s utensils, a weapon that deals slashing damage, or any other makeshift tools, you can begin the process of harvesting additional ingredient dice from the remains of creatures so long as they died within the last 24 hours and are not a construct or undead. Harvesting will take a certain amount of time depending on the size of the creature and with larger creatures taking longer yet yielding more stock as a result. The harvest table at the end of this feature will explain this in further detail.<br />
<br />
For instances in which the party or the Gourmet Hunter may not have enough time to fully harvest from a kill, they may hastily attempt to harvest what they can from the kill in a shorter amount of time, requiring a survival check with a DC dependant on the size of the creature to receive a maximum of half of the total yield from the kill (Rounded down).<br />
<br />
Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey. If you ever exceed your Stock maximum when you gain a new ingredient die, you must choose to discard ingredient die until you no longer exceed it.<br />
<br />
<code><tt>Alternatively, if a campaign lacks ease of access to resources to harvest, consider allowing alternative methods to gather ingredients. Fresh stock being purchasable in a town, for example.<br />
</tt></code><br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Ration table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Ration Amount<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| 1/4 of a ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| 1/2 of a ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || 1 day's ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || 3 days of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 1 week of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || 1 month of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || 3 months of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Harvest table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Ingredient Die Size<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| d4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 3d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || 10d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || 30d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Hasty Harvest table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Survival DC<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| N/A<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| DC 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || DC 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || DC 17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || DC 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || DC 25<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || DC 30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Itadakimasu ====<br />
<br />
Your culinary skills are crucial to extending the stamina of your companions and sating your own hunger. Luckily, you have learned to cook almost anywhere. Beginning at 2nd level, As long as you have access to your cook's utensils at the end of a short rest, long rest, or during downtime, you can expend a number of ingredient dice in your Stock to create snacks for your allies or cook a meal for them. Performing this action during downtime or a long rest will make you unable to replenish your ingredient die using your {{inpage|Stock Up}} feature.<br />
<br />
When you expend your ingredient die to make a meal, you may expend up to your maximum stock to allow all allies (including yourself) to gain temporary hit points from a pool of temporary HP equal to the total of all expended Ingredient die plus your Wisdom modifier. You distribute the Temporary Hit points evenly or in any amount that you wish. Alternatively, the Gourmet hunter may use any Temporary HP gained in this manner to be converted to Appetite Energy for you at a rate of 1 Temporary HP for 5 Appetite Energy. You cannot exceed your maximum amount of Appetite Energy, and you cannot gain more than half of your maximum amount of appetite energy from this feature.<br />
<br />
Alternatively, you can create snacks for yourself or distribute them among your allies using your Cook's Utensils. However, this can only be done during a long rest or downtime due to the time sink of creating these special snacks. You can expend up to a number of ingredient dice equal to your proficiency bonus to create an equal number of snacks that can be consumed. These last for 1 week before they are no longer edible, and you can only have a maximum amount at any given time equal to your proficiency bonus. As an item interaction or a bonus action in combat, any allies with a snack can consume one of them to recover hit points depending on the size of the ingredient die used for the snack. Beginning at 5th level, the Gourmet Hunter adds half of their proficiency bonus (rounded up) in additional d10s to the healing of snacks. <br />
<br />
Alternatively, your ally can choose to instead gain an inspiration die equal to the size of the ingredient die instead when consumed. The inspiration die will last for 1 minute after consumption of the snack. When a Gourmet Hunter consumes a snack, they can also choose to regain Appetite Energy instead and gains the full benefit of consuming the amount of rations the ingredient die would represent.<br />
<br />
Finally, whenever you use your Cook's Utensils, you may expend up to half of your proficiency bonus (round down) of your ingredient die to add half the result (rounded down) of the dice to your roll, sacrificing food to perfect your craft.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Snack table<br />
! style="text-align: left;" | Ingredient Die Size<br />
! style="text-align: left;" | Consumption Benefits<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D4|| d10+2 Hit Points or 10 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|d6|| d10+4 Hit Points or 15 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D8|| d10+6 Hit Points or 25 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D10|| d10+8 Hit Points or 30 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Refined Palate (Optional) ====<br />
<br />
As a result of obtaining Gourmet Cells, your appetite has exponentially increased and, as such, requires more quantities of food and a strong demand for higher quality food as well. Beginning at 2nd level, you require double your race's normal amount of rations to be sustained for 1 day. Your Food requirements increase to quadruple at 5th level, 8x as much at 10th level, 16x at 15th level, and 32x as much at 20th level. The amount of water or other liquids needed to sustain your race remains unchanged. Additionally, your ability to stave off hunger has dramatically increased due to your growing demand for food, allowing you to stave off hunger for an additional number of days equal to your Gourmet Hunder level before you will feel the effects of starvation.<br />
<br />
To combat your ever-growing appetite, you will require higher-quality food to satisfy your gourmet cell's hunger. This can be addressed by having meals cooked and prepared for the Gourmet Hunter, which reaches a certain level of quality to sate this hunger. This can be measured in the quality of meals received as detailed in the Player's Handbook or using the meal quality chart below this feature. This can also be combated through using Cook's Utensils for the Gourmet Hunter or an equal or more skilled chef to satiate their hunger by meeting certain DCs from using these tools.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Refined Palate table<br />
! style="text-align: left;" | Food Quality<br />
! style="text-align: left;" | Cook's Usentil DC<br />
! style="text-align: left;" | Consumption Effects<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Squalid|| DC 5 or below|| Gourmet Hunter requires double their normal required food amount to cleanse themselves of whatever they just ate and suffers the poisoned condition for 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Poor|| DC 9 or Below|| The consumption of this meal seems to have caused a bit more harm than good to the Gourmet Hunter. Reduce their maximum Appetite Energy by half for the next 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Modest || DC 13 or below|| An acceptable meal. No penalties or benefits.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Comfortable || DC 17 or higher|| The reduce the amount of food required daily by the Gourmet Hunter by 1 stage. Ex 8x becomes only quadruple the amount of food, and 16 becomes 8x.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Wealthy || DC 20 or higher|| Taste buds alight, the Gourmet Hunter can already feel themselves growing stronger. Reduce their required daily food amount by two stages and increase their martial arts die by 1 step for the next 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Aristocratic || DC 25 or higher|| Truly a feast fit for a king! The Gourmet Hunter only requires double their race's normal daily rations, and their Appetite Energy cost for all techniques is reduced by 5 and further increase their martial arts die by 1 stage for the next 48 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Divine || DC 30|| This meal prepared should not exist within the mortal realm and can only be described as something otherworldly. The Gourmet Hunter treats this meal as their full race's normal daily rations, and their entire body becomes radiant after having their gourmet cells stimulated in this manner. They gain additional 15 temporary appetite energy that persists until they expend it or finish a long rest and add an additional d4 to all Strength, Dexterity, and Constitution Ability checks for the next 2d8 Hours. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gourmet God Worthy || DC 35|| Godly does not describe this taste, this sensation, this is the apex of all dishes, something to make even gods envy. The Gourmet Hunter treats this meal as satisfying their normal daily ration need for the next week. Additionally, They gain an additional +2 to all of their ability scores for the next 2d8 hours after consumption and further increase their martial arts die by 1 additional stage in addition to the previous benefits.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Superhuman Strength ====<br />
<br />
Your strength grows ceaselessly due to constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your strength score no longer has a maximum, and you increase your strength score by 2. You will now count as a large size when determining your carrying capacity and the weight you can push, drag, or lift. Starting at 10th level, you instead count as a huge creature to determine your carry capacity and the weight you can push, drag, or lift.<br />
<br />
==== Superhuman Dexterity (Optional) ====<br />
<br />
Your body seemingly grows more dexterous by constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your dexterity score no longer has a maximum, and you increase your dexterit score by 2. You also gain additional movement speed equal to 5 times your proficiency bonus and 1 additional reaction. Starting at 10th level, you instead gain additional movement speed equal to 10 times your proficiency bonus and two additional reactions instead of 1.<br />
<br />
==== Superhuman Senses ====<br />
<br />
At 3rd level, your gourmet cells have caused your sense of taste to evolve to extreme levels granting you proficiency in perception if you did not already have it. Whenever you taste or ingest food, you will gain advantage on Perception and Investigation checks to discern even the most minute details about its ingredients and contents. Additionally, you may choose another sense from Sight, Smell, Touch, or Hearing, which will grant additional techniques bonuses depending on your choice. <br />
<br />
====== Sight ====== <br />
<br />
Your eyesight has honed to put even eagles to shame. You gain a +5 to your passive perception and passive investigation scores and gain 30ft of darkvision. If you already have darkvision, gain an additional 30ft of darkvision instead. Finally, you learn the Sharpen Eyesight technique, which will not count against your known techniques. <br />
<br />
At 11th, level, the gourmet cells within you have further improved your eyes, allowing you to see even the nonvisible spectrum of light and quickening your response times. You are able to see invisible creatures as if you were constantly under the effects of the ''See Invisibility'' spell, your darkvision then improves to allow you to see even in total darkness as if it were dim light, you gain one additional reaction every round and a +5 to your initiative rolls.<br />
<br />
At 17th level, your eyesight has evolved to be now able to perceive the electromagnetic spectrum. You gain 30ft of EM spectrum vision, which allows you to see in any sight within the spectrum, including the ability to see through walls, magical darkness, magical shapechanging, and advantage on detecting natural shapechanging within range. You gain another additional reaction per round and thrice per long rest; as a reaction, you may observe the movement of a creature to predict its next movement with flawless accuracy. When this feature is used, you may choose from one of the following effects:<br />
<br />
*Impose Disadvantage on an attack targeting you.<br />
*Gain advantage on any contested or opposed checks involving you and another creature.<br />
*Impose disadvantage on any saving throw you cause that creature to make.<br />
*Impose a -5 penalty to a creature's initiative check.<br />
*Gain advantage on any singular attack roll you make against a creature.<br />
*Gain a +5 to any Insight check against the creature.<br />
<br />
====== Smell ====== <br />
Your sense of smell has evolved to allow you to track and hunt like a true predator. You gain 10ft of blindsight, but your attacks will still be at disadvantage if you cannot see the target, gain advantage on perception checks involving scent, and expertise in the survival skill. You can choose to learn either the Scent Recall or Blood Hound technique which will not count against your known techniques. <br />
<br />
At 11th level, your sense of smell has further evolved to be able to detect unique fluids inside of creatures, allowing even the detection of pheromones released by creatures. Your blindsight improves to 30ft, and you no longer attack at disadvantage even if you cannot see a creature. Additionally, you may now use your sense of smell to gain a bonus to Medicine, Insight, and Animal Handling skill checks equal to half of your Gourmet Hunter level (rounded down) using your nose to grant better insight catching details others could easily miss.<br />
<br />
At 17th level, your sense of smell has reached its apex, allowing you to track multiple creatures that have passed through a location regardless of how faint the smell is or how much time has passed. As a bonus action, you may make a smell-biased perception check on a creature to learn any three of its characteristics, including Total class levels, Height, Weight, Challenge Rating, Ability Scores, Resistances, Immunities, Vulnerabilities, AC, or any features they may possess (Each feature detected will count toward a single characteristic), etc. This feature can also detect more obscure details about a creature, including its diet, info about its general habitat, blood type, areas they've traveled (including how long ago or recent), and anything else within reason that your GM will allow this feature to detect.<br />
<br />
====== Touch ====== <br />
<br />
Your body has grown in sensitivity, allowing you to detect even the most subtle bodily stimuli. You gain advantage on perception checks involving touch, allowing you to discern subtle increases and decreases in temperatures, pressure, painful stimuli, and all other forms of touch data so long as you have contact. Additionally, your hair evolves to become almost lifelike with a vibrant sheen. It gains the ability to grow, shrink, retract, and move as even the smallest follicle can now animate itself. The follicles or feelers can extend up to 100ft from you unless otherwise stated and act as an extension of your sense of touch, allowing you to get constant feedback on everything around you. These feelers grant also grants you Tremorsense within the range of your feelers. When extended, a single hair follicle is so small it requires a DC 15 perception or passive perception to notice by a creature. These passive long-range feelers will have 1 Hit Point and allow you to be conscious of the stimuli of your surroundings within their range even while asleep. These passive feelers will also have a vulnerability to slashing, fire, acid, or necrotic damage and, when reduced to 0 Hit Points, will cause the Gourmet Hunter to make a Constitution saving throw against the damage dealt. This constitution saving throw will act as if the Gourmet Hunter was concentrating on a spell for the purposes of DC calculation. On a failure, the Gourmet Hunter is stunned for 2 rounds or 12 seconds due to the overwhelming pain stimuli. Finally, you gain access to the Hair Feeler Technique, which will not count against your known techniques. Finally, whenever your passive feelers take damage, you automatically retract them to half of their original reach, but you may instead choose to retract them fully or to any amount of feet beyond their halfway point.<br />
<br />
At 11th level, Your hair feelers evolve to increase their combat potency further, allowing you even to hunt creatures at long distances. You are now always considered under the effects of the passive technique Hair Manipulators, your Hair Feeler technique will no longer have an Appetite Energy cost and can be deployed at will as a free action. Your passive feeler range increases from 100ft to 500ft alongside your tremor sense. Your passive feelers now have hit points equal to your Gourmet Hunter level in addition to their detection DC being increased to a DC 20. You also learn the Dining Room technique and one other superhuman touch technique which will not count against your known techniques. If you already had the Dinning Room technique, you may pick another technique involving superhuman touch. Finally, the number of rounds you are stunned if you fail your constitution saving throw when the passive feelers are affected by its vulnerabilities is reduced to 1 round or 6 seconds.<br />
<br />
At 17th level, your gold hair follicles have strengthened themselves to now allow you to consume other creatures that have been reduced to 0 Hit Points depending on their size and the type of feelers deployed. Firstly, your passive feeler range further extends to 1000ft, and they no longer have a vulnerability to slashing, fire, acid, or necrotic damage. However, they still incur the same constitution saving throw. Your passive feelers can consume or capture Tiny or smaller creatures automatically. Small size creatures with 15 or less hit points will also be automatically consumed or captured by your passive feelers. For small creatures with more than 15 Hit Points and medium creatures, so long as they have 25 or more hit points they may make a Dexterity saving throw against your Gourmet Hunter DC to determine if they are captured or consumed. Small and medium creatures with at least 40 hit points are cannot be captured nor consumed by your active feelers. Your active feelers can consume any creature up to huge size so long as that creature is reduced to 0 hit points within the range of the active feelers. You may do this as either an action, bonus action, or as a reaction. Medium and smaller creatures will automatically be consumed upon usage by your active feelers and award Appetite Energy in return based on the consumption table below (GMs can award more than what is listed depending on the creature consumed). Creatures that are large size will require 1 round to consume and are fully digested at the end of the following round this feature is used. Creatures of huge size will require two rounds instead of one and follow the same rules as stated previously. During digestion, if your active feelers are reduced to 0 Hit Points, they will stop consumption and drop the creature adjacent to the Gourmet Hunter.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Devour table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Appetite Energy gained<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| 5 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| 10 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || 25 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || 50 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 100 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
====== Hearing ====== <br />
Your hearing has evolved, allowing you to discern even the sound of a pin dropping in a busy street. You gain 30ft of blindsight and can no longer be surprised at the start of combat. Additionally, you gain advantage on hearing perception checks, advantage against effects that would cause deafness, and advantage on insight checks whenever you are trying to discern if a creature is lying to you. Finally, you learn one technique of your choice between Voice Press, Sound Bullet, or Machine Gun Voice, which will not count against your known techniques. <br />
<br />
At 11th level, your evolved hearing has further evolved, granting you Hell Ears, allowing your Gourmet Cells to affect vibrations around you and even perfectly imitate the sound of death. Your blindsight increases to 60ft, and you now gain resistance to Thunder damage. Additionally, you are now immune to the deafened condition, and attacks against you now cannot gain advantage. Finally, you learn the Death Sound Technique and one other technique from the superhuman hearing technique list which will no longer count against your known techniques. If you already have the Death Sound technique, you may choose another technique from the superhuman hearing technique list.<br />
<br />
At 17th level, your hearing has now reached its apex, allowing you to hear accurately hear even when a creature is about to die. You are now immune to Thunder damage, and so long as a creature is within range of your blindsight, you can now accurately tell their current and maximum hit points, and they cannot benefit from being hidden from you by any means. Finally, your Deth Sound Technique now has its execution threshold increased by 20 Hit Points, and you may learn two other superhuman hearing techniques of your choice.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Superhuman Physique ====<br />
<br />
Due to your adventurous diet, your gourmet cells have made you remarkably robust. Starting at 5th level, You become immune to poison and disease from ingested sources and double your jump distances and height. Additionally, all damage you take is reduced by 1; this damage reduction is increased by 1 at 7th, 11, 15th, and 19th levels, respectively. At 11th level, your immunity to disease from ingested sources will become immunity from all sources, and you gain advantage against the poisoned condition.<br />
<br />
==== Apex Predator ====<br />
<br />
Starting at 6th level, your unarmed strikes and simple weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.<br />
<br />
==== Gusto ====<br />
<br />
Beginning at 9th level, Snacks created by your {{inpage|Itadakimasu}} feature can be consumed as a bonus action instead of an action. You now add your Gourmet Hunter level to the temporary HP given to allies. When consuming a snack using your {{inpage|Itadakimasu}} feature, you may now consume an additional number of snacks at once up to your Wisdom Modifier (Minimum of 1). However, if more than three snacks are consumed at once, it will count as an action rather than a bonus action. Additionally, you may now use your {{inpage|Itadakimasu}} feature to create snacks during a short rest.<br />
<br />
==== Autophagy ====<br />
<br />
Beginning at 10th level, at the start of your turn, if a gourmet hunter has no Appetite Energy, has 10 or less Appetite Energy, or is reduced to 1/4 or lower of their maximum hitpoints, you may undergo Autophagy. During Autophagy, your Appetite Demon begins to cannibalize your own body in exchange for power, beckoning you to force an evolution of your Gourmet Cells or die trying. Once Autophagy is activated, for the next minute, you will gain a special resource called stamina which will be equal to your maximum hitpoints, and you will ignore the effects of exhaustion. Every time you use a technique that costs appetite energy, it will cost half (rounded down to the nearest multiple of 5, and it cannot be lower than 5) its usual appetite energy, you will subtract the cost from your stamina resource. Whenever you take damage, you also subtract it from your stamina resource. At the start of each of your turns, you will lose 10 stamina as your body slowly loses its own vitality from self-cannibalization. If by the end of this minute, when Autophagy ceases or when you run out of stamina, if the Gourmet Hunter has consumed enough food to grant them enough Appetite Energy to equal half of their maximum Appetite Energy, they will survive the ordeal and gain three levels of exhaustion, if not, they will immediately die, ignoring any effects which would prevent death. If the Gourmet Hunter dies in this manner and is revived, they will lose all levels in this class, as their Gourmet Cells have fully cannibalized themselves and their host. Autophagy can only be used once per long rest; however, a singular stack of exhaustion gained from this feature can only be removed by taking a long rest to reflect the body recovering from the state.<br />
<br />
<code><tt>At the GM's discretion, Autophagy can be used at any point before the Gourmet Hunter reaches 10th level as a last resort, however in doing so the Gourmet Hunter will incur additional penalties for using this feature at the GM's own discretion.</tt></code><br />
<br />
==== Cellular Evolution (Optional) ====<br />
<br />
Beginning at 10th level, after being pushed to the brink several times, rather than your body undergoing Autophagy, allowing your Appetite Demon to consume you in exchange for power, you instead undergo a drastic evolutionary period, completely altering you as a Gourmet Hunter to become more like your inner demon. Your cellular evolution will allow you to access one of the Cellular Evolution Passive techniques permanently. This choice cannot be changed later.<br />
<br />
==== Food Appreciation ====<br />
<br />
Beginning at 13th level, your gratitude and careful etiquette for food and ingredients have allowed you to gain more from their consumption than ever before. You choose two of the following benefits; however, you cannot gain the same benefit twice unless otherwise specified.<br />
<br />
*Learn two secret techniques; these techniques will not count against your number of techniques known. You may choose this twice<br />
*Choose a technique, reduce its Appetite Energy cost by 20 (cannot be lowered below 5), and add two additional die of damage or healing to it. Alternatively, you may also choose to extend the duration of the technique by one stage if it does not deal damage or provide healing. Ex. 1-minute duration->1 Hour duration-> 24-hour duration, etc.<br />
*Increase your maximum Appetite Energy by 25. You may choose this twice.<br />
*Gain the benefits of a single Gourmet Feat of your choice that you meet the requirements for.<br />
*Learn five techniques of your choice that you meet the requirements for.<br />
*Increase your Dexterity, Strength, or Constitution scores by 2. You may instead choose to allocate the 6 total ability score increase to any of the three ability scores stated prior, including wisdom in any fashion of your choosing. However, they still cannot exceed the normal ability score maximum unless otherwise specified.<br />
<br />
==== Food Meditation ====<br />
<br />
Whenever you are making an attack roll, ability check, or saving throw with {{5e|disadvantage}}, you may instead roll normally, you may only use this feature once per {{5e|short rest|short rest}} or {{5e|long rest}}.<br />
<br />
==== Food Honor ====<br />
<br />
Beginning at 15th level, you have undergone specific training in order to master the art of Food Honor, you have learned Food Meditation and the proper posture (bowing) to do so. You gain the following benefits and access to food Meditation.<br />
<br />
*Autophage now gives you one exhaustion every round active instead of two.<br />
*You have advantage on checks to maintain concentration on your techniques and may now concentrate on two at once.<br />
*Gain an additional 20 movement speed and gain an additional reaction.<br />
*When you are using a technique, you may reduce its Appetite Energy cost by 20 but it cannot be reduced lower than 5. You may only use this once per {{5e|long rest}}.<br />
*Gain expertise in perception. If you already had expertise, you instead add an additional d4 to all checks involving the skill.<br />
<br />
==== Food Immersion ====<br />
<br />
Beginning at 18th level, you have learned the secret technique of Food Honor achieved only when a Gourmet Hunter respects and appreciates the food they have eaten even after it enters their body and becomes part of their flesh and blood. Your body now performs at peak performance and at the cost of 10 Appetite Energy per day, you may stave off the effects of hunger or thrust for the whole day. At the cost of 100 Appetite Energy, you may utilize the Food Immersion technique, growing your hair exponentially outward, almost reaching the ground, and allowing it to glow with exuberance as it irradiates an aura. While transformed you gain the following effects:<br />
*Your body weight is multiplied by 7.<br />
*Your movement speed doubles.<br />
*You may move across any surface as if {{5e|Water Walk}} had been cast on you.<br />
*Your Strength, Dexterity, and Constitution increase by +4.<br />
*All techniques that deal damage have two additional die of damage.<br />
*All techniques that heal now have two additional die of healing.<br />
*The cost of all techniques is halved but cannot be lower than 5 Appetite Energy.<br />
*At the beginning of your turn, regain 5 Appetite Energy and 5HP.<br />
*You do not feel the effects of exhaustion.<br />
<br />
You may only use this transformation once per seven days. This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are knocked unconscious.<br />
<br />
==== Heavenly Monarch ====<br />
<br />
Beginning at 20th level, Choose two ability scores between Strength, Dexterity, Constitution, or Wisdom and increase them by +2. If the chosen score(s) was not Strength, also increase the ability score maximum to 22.<br />
<br />
=== Gourmet Techniques ===<br />
<br />
[[Gourmet Hunter Basic Techniques (5e Other)|Basic Techniques]]<br />
<br />
[[Gourmet Hunter Knocking Techniques (5e Other)|Knocking Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Sight Techniques (5e Other)|Sight Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Smell Techniques (5e Other)|Smell Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Touch Techniques (5e Other)|Touch Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Hearing Techniques (5e Other)|Hearing Techniques]]<br />
<br />
[[Gourmet Hunter Passive Techniques (5e Other)|Passive Techniques]]<br />
<br />
[[Gourmet Hunter Special Techniques (5e Other)|Special Techniques]]<br />
<br />
==Class Supplements==<br />
<br />
[[Gourmet Hunter Feats (5e Other)|Gourmet Feats]]<br />
<br />
===Beyond Level 20===<br />
If you wish to further increase your power as a Gourmet Hunter to experience the most the world has to offer, consider the Gourmet God class(placeholder).<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gourmet Hunter class, you must meet these prerequisites: {{5a|str}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Gourmet Hunter class, you gain the following proficiencies: Survival.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Gourmet_Hunter_(5e_Class)&diff=1822320Gourmet Hunter (5e Class)2024-03-17T05:30:55Z<p>ThighRash: /* Refined Palate (Optional) */ finishing this feature</p>
<hr />
<div>{{Copyright Disclaimer|owner=Mitsutoshi Shimabukuro|franchise=Toriko}}<br />
<br />
{{WIP}}<br />
== Gourmet Hunter ==<br />
<br />
<!--Introduction--><br />
<br />
=== The Gourmet Hunter ===<br />
<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Gourmet Hunter ===<br />
<div class="externalimage-holder" style="width:50%;float:right;"><br />
{{5e Image|float:right|https://i.imgur.com/jdR8zoc.png|The Four Heavenly Kings. Sunny, Toriko, Zebra, and Coco. (In order from left to right)}}</div><br />
<br />
<!--Questions to help a player develop a character--><br />
<br />
;Quick Build<br />
You can make a Gourmet Hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Far Traveler background. <br />
<br />
{{5e Class Features<br />
|name= Gourmet Hunter<br />
|summary=<br />
|hd= 10<br />
|spellcasting=<br />
|armor= Light Armor<br />
|weapons= Simple weapons and knocking guns.<br />
|tools= Brewer's supplies<br />
|saves= Strength and Constitution<br />
|skills= Survival and choose 2 from Athletics, Acrobatics, Animal Handling, Insight, Medicine, Perception, Sleight of Hand, Stealth, Intimidation, and Investigation.<br />
|item1a=Any two simple weapons<br />
|item1b=Measuring Tongs<br />
|item1c=[https://www.dandwiki.com/wiki/Knocking_Gun_(5e_Equipment) Knocking Gun] and 10 sets of ammunition.<br />
|item2a={{5e|Leather Armor}}<br />
|item2b=Training Gi<br />
|item2c=Common Cloths<br />
|item3a=A dungeoneer's pack<br />
|item3b=An explorer's pack<br />
|item3c=<br />
|item4a=Cook's Utensils<br />
|item4b=<br />
|item4c=<br />
|wealth=5d4<br />
|classfeatures1={{inpage|Martial Arts}}, {{inpage|Unarmored Defense}}, {{inpage|All Terrain Hunter}}<br />
|classfeatures2={{inpage|Gourmet Cells}}, {{inpage|Stock Up}}, {{inpage|Itadakimasu}}, {{inpage|Refined Palate (Optional)}}<br />
|classfeatures3={{inpage|Superhuman Strength}}, {{inpage|Superhuman Senses}}, {{inpage|Superhuman Dexterity (Optional)}}<br />
|classfeatures4= <br />
|classfeatures5={{inpage|Extra Attack}}, {{inpage|Superhuman Physique}}<br />
|classfeatures6={{inpage|Apex Predater}} {{inpage|Stock Up improvement}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Gusto}}<br />
|classfeatures10={{inpage|Autophagy}}, {{inpage|Cellular Evolution (Optional)}}<br />
|classfeatures11={{inpage|Superhuman Sense Improvement}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Food Appreciation}}, {{inpage|Stock Up improvement}}<br />
|classfeatures14={{inpage|Food Meditation}}<br />
|classfeatures15={{inpage|Food Honor}}<br />
|classfeatures16=<br />
|classfeatures17= {{inpage|Superhuman Sense Improvement}}, {{inpage|Stock Up improvement}}<br />
|classfeatures18={{inpage|Food Immersion}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Heavenly Monarch}}<br />
<br />
|extrasonright= 3<br />
|extra1_name= Martial Arts<br />
|extra1_1=1d6<br />
|extra1_2=1d6<br />
|extra1_3=1d6<br />
|extra1_4=1d6<br />
|extra1_5=1d8<br />
|extra1_6=1d8<br />
|extra1_7=1d8<br />
|extra1_8=1d8<br />
|extra1_9=1d8<br />
|extra1_10=1d8<br />
|extra1_11=1d10<br />
|extra1_12=1d10<br />
|extra1_13=1d10<br />
|extra1_14=1d10<br />
|extra1_15=1d10<br />
|extra1_16=1d10<br />
|extra1_17=1d12<br />
|extra1_18=1d12<br />
|extra1_19=1d12<br />
|extra1_20=1d12<br />
|extra2_name=Appetite Energy<br />
|extra2_1=-<br />
|extra2_2=20<br />
|extra2_3=30<br />
|extra2_4=40<br />
|extra2_5=50<br />
|extra2_6=60<br />
|extra2_7=70<br />
|extra2_8=80<br />
|extra2_9=90<br />
|extra2_10=100<br />
|extra2_11=110<br />
|extra2_12=120<br />
|extra2_13=130<br />
|extra2_14=140<br />
|extra2_15=150<br />
|extra2_16=160<br />
|extra2_17=170<br />
|extra2_18=180<br />
|extra2_19=190<br />
|extra2_20=200<br />
|extra3_name=Techniques<br />
|extra3_1=-<br />
|extra3_2=2+Wisdom Modifier<br />
|extra3_3=2+Wisdom Modifier<br />
|extra3_4=3+Wisdom Modifier<br />
|extra3_5=3+Wisdom Modifier<br />
|extra3_6=4+Wisdom Modifier<br />
|extra3_7=4+Wisdom Modifier<br />
|extra3_8=5+Wisdom Modifier<br />
|extra3_9=5+Wisdom Modifier<br />
|extra3_10=6+Wisdom Modifier<br />
|extra3_11=6+Wisdom Modifier<br />
|extra3_12=7+Wisdom Modifier<br />
|extra3_13=7+Wisdom Modifier<br />
|extra3_14=8+Wisdom Modifier<br />
|extra3_15=8+Wisdom Modifier<br />
|extra3_16=9+Wisdom Modifier<br />
|extra3_17=9+Wisdom Modifier<br />
|extra3_18=10+Wisdom Modifier<br />
|extra3_19=11+Wisdom Modifier<br />
|extra3_20=12+Wisdom Modifier}}<br />
<br />
==== Martial Arts ====<br />
<br />
Martial Arts<br />
At 1st level, you are trained in hand-to-hand combat either through being self-taught, mimicking the creatures you lived around, or being mentored. You gain the following benefits while you are unarmed or wielding only simple Weapons:<br />
<br />
• You can use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and simple weapons.<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike or simple weapon. This die improves as you gain Gourmet Hunter levels, as shown in the Martial Arts column of the Gourmet Hunter table.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a simple weapon on your turn, you can make an additional attack action as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action or take an additional attack with the quarterstaff, assuming you haven't already taken a bonus action this turn.<br />
<br />
==== Unarmored Defense ====<br />
<br />
At 1st level, While not wearing armor or wielding a shield, your AC equals 10 + your Constitution modifier + your Proficiency bonus.<br />
<br />
==== All Terrain Hunter ====<br />
<br />
At 1st level, you have slowly become acclimated to being able to thrive and navigate in any environment nature may throw at you. Gain a climbing speed and a swimming speed equal to your movement speed. Additionally, when navigating the wilderness, gain the following benefits:<br />
<br />
*Difficult terrain doesn’t slow your party's travel. <br />
*Your party can’t become lost except by magical means. <br />
*Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. <br />
*If you are traveling alone, you can move stealthily at a normal pace. <br />
*When you forage, you find twice as much food as you normally would. <br />
*While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br />
<br />
==== Gourmet Cells ====<br />
<br />
Beginning at 2nd level, You have been injected with gourmet cells, which granted you extreme regenerative and strength-enhancing capabilities alongside rapid evolutionary growth. Your Gourmet cells require consuming copious amounts of calories to continue your gradual evolution. They will grant you a resource called Appetite Energy which your other class features and techniques will use. <br />
<br />
Appetite Energy is pure cellular energy emitted from Gourmet Cells to the outside of the body, you initially have a cap of 20 Appetite Energy, and your maximum amount will crease as you progress in levels as a Gourmet Hunter. To replenish your Appetite Energy, you can eat food (Detailed in later class features) or take a long rest. After a long rest, you will recover half of your maximum Appetite Energy provided you have eaten that day. You also gain access to the Gourmet Technique List. <br />
<br />
You gain a number of techniques as displayed on the Gourmet Hunter Table, which will be detailed at the end of the class. All techniques in Gourmet Hunter that use Appetite Energy will share the same Save DC. You may replace your techniques every time you gain a level or during a long rest.<br />
<br />
<code><tt>Save DC = 8 + your proficiency bonus + your {{5a|Dex}} modifier</tt></code><br />
<br />
<code><tt>Attack modifier = your proficiency bonus + your {{5a|Dex}} modifier</tt></code><br />
<br />
==== Stock Up ====<br />
<br />
A good cook wastes not and wants not. Your ingredients come not only from the pantry but also from the creatures you encounter on your adventures. Starting at 2nd level, as a Gourmet Hunter, you gain proficiency in Cook's Utensils, and you now build up a stock of special dice called Ingredient Dice by harvesting slain creatures. These dice can be expended during short, long rests and downtime to benefit your party. <br />
<br />
By default, you can hold a number of ingredients die equal to double your proficiency bonus. Ingredient die can be obtained during long rests, purchasing food, or harvesting from creatures you've slain. During long rests, so long as the area you are resting in is sufficient for hunting or gathering, the Gourmet Hunter can refill half of their stock. The ingredient die obtained in this manner will start as d4s and improve as you gain levels in this class. At 6th level, these ingredient dice turn into d6s. At 13th level, they turn into d8s; at 17th level, they turn into d10s. Depending on the size of the ingredient die, it may also function as a day's worth of ration or more. This is further detailed in the ration table below this feature.<br />
<br />
So long as you have your cook’s utensils, a weapon that deals slashing damage, or any other makeshift tools, you can begin the process of harvesting additional ingredient dice from the remains of creatures so long as they died within the last 24 hours and are not a construct or undead. Harvesting will take a certain amount of time depending on the size of the creature and with larger creatures taking longer yet yielding more stock as a result. The harvest table at the end of this feature will explain this in further detail.<br />
<br />
For instances in which the party or the Gourmet Hunter may not have enough time to fully harvest from a kill, they may hastily attempt to harvest what they can from the kill in a shorter amount of time, requiring a survival check with a DC dependant on the size of the creature to receive a maximum of half of the total yield from the kill (Rounded down).<br />
<br />
Ingredient dice serve as the key components of your dishes. It is assumed that you combine them with other sundries that you gather on your journey. If you ever exceed your Stock maximum when you gain a new ingredient die, you must choose to discard ingredient die until you no longer exceed it.<br />
<br />
<code><tt>Alternatively, if a campaign lacks ease of access to resources to harvest, consider allowing alternative methods to gather ingredients. Fresh stock being purchasable in a town, for example.<br />
</tt></code><br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Ration table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Ration Amount<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| 1/4 of a ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| 1/2 of a ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || 1 day's ration<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || 3 days of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 1 week of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || 1 month of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || 3 months of rations<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Harvest table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Ingredient Die Size<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| d4<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| d6<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || d8<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 3d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || 10d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || 30d10<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Hasty Harvest table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Survival DC<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| N/A<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| DC 12<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || DC 15<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || DC 17<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || DC 20<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gargantiuan || DC 25<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Colossal || DC 30<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Itadakimasu ====<br />
<br />
Your culinary skills are crucial to extending the stamina of your companions and sating your own hunger. Luckily, you have learned to cook almost anywhere. Beginning at 2nd level, As long as you have access to your cook's utensils at the end of a short rest, long rest, or during downtime, you can expend a number of ingredient dice in your Stock to create snacks for your allies or cook a meal for them. Performing this action during downtime or a long rest will make you unable to replenish your ingredient die using your {{inpage|Stock Up}} feature.<br />
<br />
When you expend your ingredient die to make a meal, you may expend up to your maximum stock to allow all allies (including yourself) to gain temporary hit points from a pool of temporary HP equal to the total of all expended Ingredient die plus your Wisdom modifier. You distribute the Temporary Hit points evenly or in any amount that you wish. Alternatively, the Gourmet hunter may use any Temporary HP gained in this manner to be converted to Appetite Energy for you at a rate of 1 Temporary HP for 5 Appetite Energy. You cannot exceed your maximum amount of Appetite Energy, and you cannot gain more than half of your maximum amount of appetite energy from this feature.<br />
<br />
Alternatively, you can create snacks for yourself or distribute them among your allies using your Cook's Utensils. However, this can only be done during a long rest or downtime due to the time sink of creating these special snacks. You can expend up to a number of ingredient dice equal to your proficiency bonus to create an equal number of snacks that can be consumed. These last for 1 week before they are no longer edible, and you can only have a maximum amount at any given time equal to your proficiency bonus. As an item interaction or a bonus action in combat, any allies with a snack can consume one of them to recover hit points depending on the size of the ingredient die used for the snack. Beginning at 5th level, the Gourmet Hunter adds half of their proficiency bonus (rounded up) in additional d10s to the healing of snacks. <br />
<br />
Alternatively, your ally can choose to instead gain an inspiration die equal to the size of the ingredient die instead when consumed. The inspiration die will last for 1 minute after consumption of the snack. When a Gourmet Hunter consumes a snack, they can also choose to regain Appetite Energy instead and gains the full benefit of consuming the amount of rations the ingredient die would represent.<br />
<br />
Finally, whenever you use your Cook's Utensils, you may expend up to half of your proficiency bonus (round down) of your ingredient die to add half the result of the dice to your roll, sacrificing food to perfect your craft.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Snack table<br />
! style="text-align: left;" | Ingredient Die Size<br />
! style="text-align: left;" | Consumption Benefits<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D4|| d10+2 Hit Points or 10 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|d6|| d10+4 Hit Points or 15 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D8|| d10+6 Hit Points or 25 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|D10|| d10+8 Hit Points or 30 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Refined Palate (Optional) ====<br />
<br />
As a result of obtaining Gourmet Cells, your appetite has exponentially increased and, as such, requires more quantities of food and a strong demand for higher quality food as well. Beginning at 2nd level, you require double your race's normal amount of rations to be sustained for 1 day. Your Food requirements increase to quadruple at 5th level, 8x as much at 10th level, 16x at 15th level, and 32x as much at 20th level. The amount of water or other liquids needed to sustain your race remains unchanged. Additionally, your ability to stave off hunger has dramatically increased due to your growing demand for food, allowing you to stave off hunger for an additional number of days equal to your Gourmet Hunder level before you will feel the effects of starvation.<br />
<br />
To combat your ever-growing appetite, you will require higher-quality food to satisfy your gourmet cell's hunger. This can be addressed by having meals cooked and prepared for the Gourmet Hunter, which reaches a certain level of quality to sate this hunger. This can be measured in the quality of meals received as detailed in the Player's Handbook or using the meal quality chart below this feature. This can also be combated through using Cook's Utensils for the Gourmet Hunter or an equal or more skilled chef to satiate their hunger by meeting certain DCs from using these tools.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Refined Palate table<br />
! style="text-align: left;" | Food Quality<br />
! style="text-align: left;" | Cook's Usentil DC<br />
! style="text-align: left;" | Consumption Effects<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Squalid|| DC 5 or below|| Gourmet Hunter requires double their normal required food amount to cleanse themselves of whatever they just ate and suffers the poisoned condition for 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Poor|| DC 9 or Below|| The consumption of this meal seems to have caused a bit more harm than good to the Gourmet Hunter. Reduce their maximum Appetite Energy by half for the next 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Modest || DC 13 or below|| An acceptable meal. No penalties or benefits.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Comfortable || DC 17 or higher|| The reduce the amount of food required daily by the Gourmet Hunter by 1 stage. Ex 8x becomes only quadruple the amount of food, and 16 becomes 8x.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Wealthy || DC 20 or higher|| Taste buds alight, the Gourmet Hunter can already feel themselves growing stronger. Reduce their required daily food amount by two stages and increase their martial arts die by 1 step for the next 24 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Aristocratic || DC 25 or higher|| Truly a feast fit for a king! The Gourmet Hunter only requires double their race's normal daily rations, and their Appetite Energy cost for all techniques is reduced by 5 and further increase their martial arts die by 1 stage for the next 48 hours.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Divine || DC 30|| This meal prepared should not exist within the mortal realm and can only be described as something otherworldly. The Gourmet Hunter treats this meal as their full race's normal daily rations, and their entire body becomes radiant after having their gourmet cells stimulated in this manner. They gain additional 15 temporary appetite energy that persists until they expend it or finish a long rest and add an additional d4 to all Strength, Dexterity, and Constitution Ability checks for the next 2d8 Hours. <br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Gourmet God Worthy || DC 35|| Godly does not describe this taste, this sensation, this is the apex of all dishes, something to make even gods envy. The Gourmet Hunter treats this meal as satisfying their normal daily ration need for the next week. Additionally, They gain an additional +2 to all of their ability scores for the next 2d8 hours after consumption and further increase their martial arts die by 1 additional stage in addition to the previous benefits.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
==== Superhuman Strength ====<br />
<br />
Your strength grows ceaselessly due to constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your strength score no longer has a maximum, and you increase your strength score by 2. You will now count as a large size when determining your carrying capacity and the weight you can push, drag, or lift. Starting at 10th level, you instead count as a huge creature to determine your carry capacity and the weight you can push, drag, or lift.<br />
<br />
==== Superhuman Dexterity (Optional) ====<br />
<br />
Your body seemingly grows more dexterous by constantly eating delicious foods to fuel your gourmet Cells, enabling the exertion of force once believed to be impossible. Starting at 3rd Level, your dexterity score no longer has a maximum, and you increase your dexterit score by 2. You also gain additional movement speed equal to 5 times your proficiency bonus and 1 additional reaction. Starting at 10th level, you instead gain additional movement speed equal to 10 times your proficiency bonus and two additional reactions instead of 1.<br />
<br />
==== Superhuman Senses ====<br />
<br />
At 3rd level, your gourmet cells have caused your sense of taste to evolve to extreme levels granting you proficiency in perception if you did not already have it. Whenever you taste or ingest food, you will gain advantage on Perception and Investigation checks to discern even the most minute details about its ingredients and contents. Additionally, you may choose another sense from Sight, Smell, Touch, or Hearing, which will grant additional techniques bonuses depending on your choice. <br />
<br />
====== Sight ====== <br />
<br />
Your eyesight has honed to put even eagles to shame. You gain a +5 to your passive perception and passive investigation scores and gain 30ft of darkvision. If you already have darkvision, gain an additional 30ft of darkvision instead. Finally, you learn the Sharpen Eyesight technique, which will not count against your known techniques. <br />
<br />
At 11th, level, the gourmet cells within you have further improved your eyes, allowing you to see even the nonvisible spectrum of light and quickening your response times. You are able to see invisible creatures as if you were constantly under the effects of the ''See Invisibility'' spell, your darkvision then improves to allow you to see even in total darkness as if it were dim light, you gain one additional reaction every round and a +5 to your initiative rolls.<br />
<br />
At 17th level, your eyesight has evolved to be now able to perceive the electromagnetic spectrum. You gain 30ft of EM spectrum vision, which allows you to see in any sight within the spectrum, including the ability to see through walls, magical darkness, magical shapechanging, and advantage on detecting natural shapechanging within range. You gain another additional reaction per round and thrice per long rest; as a reaction, you may observe the movement of a creature to predict its next movement with flawless accuracy. When this feature is used, you may choose from one of the following effects:<br />
<br />
*Impose Disadvantage on an attack targeting you.<br />
*Gain advantage on any contested or opposed checks involving you and another creature.<br />
*Impose disadvantage on any saving throw you cause that creature to make.<br />
*Impose a -5 penalty to a creature's initiative check.<br />
*Gain advantage on any singular attack roll you make against a creature.<br />
*Gain a +5 to any Insight check against the creature.<br />
<br />
====== Smell ====== <br />
Your sense of smell has evolved to allow you to track and hunt like a true predator. You gain 10ft of blindsight, but your attacks will still be at disadvantage if you cannot see the target, gain advantage on perception checks involving scent, and expertise in the survival skill. You can choose to learn either the Scent Recall or Blood Hound technique which will not count against your known techniques. <br />
<br />
At 11th level, your sense of smell has further evolved to be able to detect unique fluids inside of creatures, allowing even the detection of pheromones released by creatures. Your blindsight improves to 30ft, and you no longer attack at disadvantage even if you cannot see a creature. Additionally, you may now use your sense of smell to gain a bonus to Medicine, Insight, and Animal Handling skill checks equal to half of your Gourmet Hunter level (rounded down) using your nose to grant better insight catching details others could easily miss.<br />
<br />
At 17th level, your sense of smell has reached its apex, allowing you to track multiple creatures that have passed through a location regardless of how faint the smell is or how much time has passed. As a bonus action, you may make a smell-biased perception check on a creature to learn any three of its characteristics, including Total class levels, Height, Weight, Challenge Rating, Ability Scores, Resistances, Immunities, Vulnerabilities, AC, or any features they may possess (Each feature detected will count toward a single characteristic), etc. This feature can also detect more obscure details about a creature, including its diet, info about its general habitat, blood type, areas they've traveled (including how long ago or recent), and anything else within reason that your GM will allow this feature to detect.<br />
<br />
====== Touch ====== <br />
<br />
Your body has grown in sensitivity, allowing you to detect even the most subtle bodily stimuli. You gain advantage on perception checks involving touch, allowing you to discern subtle increases and decreases in temperatures, pressure, painful stimuli, and all other forms of touch data so long as you have contact. Additionally, your hair evolves to become almost lifelike with a vibrant sheen. It gains the ability to grow, shrink, retract, and move as even the smallest follicle can now animate itself. The follicles or feelers can extend up to 100ft from you unless otherwise stated and act as an extension of your sense of touch, allowing you to get constant feedback on everything around you. These feelers grant also grants you Tremorsense within the range of your feelers. When extended, a single hair follicle is so small it requires a DC 15 perception or passive perception to notice by a creature. These passive long-range feelers will have 1 Hit Point and allow you to be conscious of the stimuli of your surroundings within their range even while asleep. These passive feelers will also have a vulnerability to slashing, fire, acid, or necrotic damage and, when reduced to 0 Hit Points, will cause the Gourmet Hunter to make a Constitution saving throw against the damage dealt. This constitution saving throw will act as if the Gourmet Hunter was concentrating on a spell for the purposes of DC calculation. On a failure, the Gourmet Hunter is stunned for 2 rounds or 12 seconds due to the overwhelming pain stimuli. Finally, you gain access to the Hair Feeler Technique, which will not count against your known techniques. Finally, whenever your passive feelers take damage, you automatically retract them to half of their original reach, but you may instead choose to retract them fully or to any amount of feet beyond their halfway point.<br />
<br />
At 11th level, Your hair feelers evolve to increase their combat potency further, allowing you even to hunt creatures at long distances. You are now always considered under the effects of the passive technique Hair Manipulators, your Hair Feeler technique will no longer have an Appetite Energy cost and can be deployed at will as a free action. Your passive feeler range increases from 100ft to 500ft alongside your tremor sense. Your passive feelers now have hit points equal to your Gourmet Hunter level in addition to their detection DC being increased to a DC 20. You also learn the Dining Room technique and one other superhuman touch technique which will not count against your known techniques. If you already had the Dinning Room technique, you may pick another technique involving superhuman touch. Finally, the number of rounds you are stunned if you fail your constitution saving throw when the passive feelers are affected by its vulnerabilities is reduced to 1 round or 6 seconds.<br />
<br />
At 17th level, your gold hair follicles have strengthened themselves to now allow you to consume other creatures that have been reduced to 0 Hit Points depending on their size and the type of feelers deployed. Firstly, your passive feeler range further extends to 1000ft, and they no longer have a vulnerability to slashing, fire, acid, or necrotic damage. However, they still incur the same constitution saving throw. Your passive feelers can consume or capture Tiny or smaller creatures automatically. Small size creatures with 15 or less hit points will also be automatically consumed or captured by your passive feelers. For small creatures with more than 15 Hit Points and medium creatures, so long as they have 25 or more hit points they may make a Dexterity saving throw against your Gourmet Hunter DC to determine if they are captured or consumed. Small and medium creatures with at least 40 hit points are cannot be captured nor consumed by your active feelers. Your active feelers can consume any creature up to huge size so long as that creature is reduced to 0 hit points within the range of the active feelers. You may do this as either an action, bonus action, or as a reaction. Medium and smaller creatures will automatically be consumed upon usage by your active feelers and award Appetite Energy in return based on the consumption table below (GMs can award more than what is listed depending on the creature consumed). Creatures that are large size will require 1 round to consume and are fully digested at the end of the following round this feature is used. Creatures of huge size will require two rounds instead of one and follow the same rules as stated previously. During digestion, if your active feelers are reduced to 0 Hit Points, they will stop consumption and drop the creature adjacent to the Gourmet Hunter.<br />
<br />
{|<br />
|<br />
{| class="5e" style="text-align: left;" {{#vardefine:odd|0}}<br />
|+Devour table<br />
! style="text-align: left;" | Creature Size<br />
! style="text-align: left;" | Appetite Energy gained<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Tiny|| 5 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Small|| 10 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Medium || 25 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Large || 50 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|Huge || 100 Appetite Energy<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
|}<br />
<br />
====== Hearing ====== <br />
Your hearing has evolved, allowing you to discern even the sound of a pin dropping in a busy street. You gain 30ft of blindsight and can no longer be surprised at the start of combat. Additionally, you gain advantage on hearing perception checks, advantage against effects that would cause deafness, and advantage on insight checks whenever you are trying to discern if a creature is lying to you. Finally, you learn one technique of your choice between Voice Press, Sound Bullet, or Machine Gun Voice, which will not count against your known techniques. <br />
<br />
At 11th level, your evolved hearing has further evolved, granting you Hell Ears, allowing your Gourmet Cells to affect vibrations around you and even perfectly imitate the sound of death. Your blindsight increases to 60ft, and you now gain resistance to Thunder damage. Additionally, you are now immune to the deafened condition, and attacks against you now cannot gain advantage. Finally, you learn the Death Sound Technique and one other technique from the superhuman hearing technique list which will no longer count against your known techniques. If you already have the Death Sound technique, you may choose another technique from the superhuman hearing technique list.<br />
<br />
At 17th level, your hearing has now reached its apex, allowing you to hear accurately hear even when a creature is about to die. You are now immune to Thunder damage, and so long as a creature is within range of your blindsight, you can now accurately tell their current and maximum hit points, and they cannot benefit from being hidden from you by any means. Finally, your Deth Sound Technique now has its execution threshold increased by 20 Hit Points, and you may learn two other superhuman hearing techniques of your choice.<br />
<br />
==== Ability Score Improvement ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.<br />
<br />
==== Superhuman Physique ====<br />
<br />
Due to your adventurous diet, your gourmet cells have made you remarkably robust. Starting at 5th level, You become immune to poison and disease from ingested sources and double your jump distances and height. Additionally, all damage you take is reduced by 1; this damage reduction is increased by 1 at 7th, 11, 15th, and 19th levels, respectively. At 11th level, your immunity to disease from ingested sources will become immunity from all sources, and you gain advantage against the poisoned condition.<br />
<br />
==== Apex Predator ====<br />
<br />
Starting at 6th level, your unarmed strikes and simple weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.<br />
<br />
==== Evasion ====<br />
<br />
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball 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.<br />
<br />
==== Gusto ====<br />
<br />
Beginning at 9th level, Snacks created by your {{inpage|Itadakimasu}} feature can be consumed as a bonus action instead of an action. You now add your Gourmet Hunter level to the temporary HP given to allies. When consuming a snack using your {{inpage|Itadakimasu}} feature, you may now consume an additional number of snacks at once up to your Wisdom Modifier (Minimum of 1). However, if more than three snacks are consumed at once, it will count as an action rather than a bonus action. Additionally, you may now use your {{inpage|Itadakimasu}} feature to create snacks during a short rest.<br />
<br />
==== Autophagy ====<br />
<br />
Beginning at 10th level, at the start of your turn, if a gourmet hunter has no Appetite Energy, has 10 or less Appetite Energy, or is reduced to 1/4 or lower of their maximum hitpoints, you may undergo Autophagy. During Autophagy, your Appetite Demon begins to cannibalize your own body in exchange for power, beckoning you to force an evolution of your Gourmet Cells or die trying. Once Autophagy is activated, for the next minute, you will gain a special resource called stamina which will be equal to your maximum hitpoints, and you will ignore the effects of exhaustion. Every time you use a technique that costs appetite energy, it will cost half (rounded down to the nearest multiple of 5, and it cannot be lower than 5) its usual appetite energy, you will subtract the cost from your stamina resource. Whenever you take damage, you also subtract it from your stamina resource. At the start of each of your turns, you will lose 10 stamina as your body slowly loses its own vitality from self-cannibalization. If by the end of this minute, when Autophagy ceases or when you run out of stamina, if the Gourmet Hunter has consumed enough food to grant them enough Appetite Energy to equal half of their maximum Appetite Energy, they will survive the ordeal and gain three levels of exhaustion, if not, they will immediately die, ignoring any effects which would prevent death. If the Gourmet Hunter dies in this manner and is revived, they will lose all levels in this class, as their Gourmet Cells have fully cannibalized themselves and their host. Autophagy can only be used once per long rest; however, a singular stack of exhaustion gained from this feature can only be removed by taking a long rest to reflect the body recovering from the state.<br />
<br />
<code><tt>At the GM's discretion, Autophagy can be used at any point before the Gourmet Hunter reaches 10th level as a last resort, however in doing so the Gourmet Hunter will incur additional penalties for using this feature at the GM's own discretion.</tt></code><br />
<br />
==== Cellular Evolution (Optional) ====<br />
<br />
Beginning at 10th level, after being pushed to the brink several times, rather than your body undergoing Autophagy, allowing your Appetite Demon to consume you in exchange for power, you instead undergo a drastic evolutionary period, completely altering you as a Gourmet Hunter to become more like your inner demon. Your cellular evolution will allow you to access one of the Cellular Evolution Passive techniques permanently. This choice cannot be changed later.<br />
<br />
==== Food Appreciation ====<br />
<br />
Beginning at 13th level, your gratitude and careful etiquette for food and ingredients have allowed you to gain more from their consumption than ever before. You choose two of the following benefits; however, you cannot gain the same benefit twice unless otherwise specified.<br />
<br />
*Learn two secret techniques; these techniques will not count against your number of techniques known. You may choose this twice<br />
*Choose a technique, reduce its Appetite Energy cost by 20 (cannot be lowered below 5), and add two additional die of damage or healing to it. Alternatively, you may also choose to extend the duration of the technique by one stage if it does not deal damage or provide healing. Ex. 1-minute duration->1 Hour duration-> 24-hour duration, etc.<br />
*Increase your maximum Appetite Energy by 25. You may choose this twice.<br />
*Gain the benefits of a single Gourmet Feat of your choice that you meet the requirements for.<br />
*Learn five techniques of your choice that you meet the requirements for.<br />
*Increase your Dexterity, Strength, or Constitution scores by 2. You may instead choose to allocate the 6 total ability score increase to any of the three ability scores stated prior, including wisdom in any fashion of your choosing. However, they still cannot exceed the normal ability score maximum unless otherwise specified.<br />
<br />
==== Food Meditation ====<br />
<br />
Whenever you are making an attack roll, ability check, or saving throw with {{5e|disadvantage}}, you may instead roll normally, you may only use this feature once per {{5e|short rest|short rest}} or {{5e|long rest}}.<br />
<br />
==== Food Honor ====<br />
<br />
Beginning at 15th level, you have undergone specific training in order to master the art of Food Honor, you have learned Food Meditation and the proper posture (bowing) to do so. You gain the following benefits and access to food Meditation.<br />
<br />
*Autophage now gives you one exhaustion every round active instead of two.<br />
*You have advantage on checks to maintain concentration on your techniques and may now concentrate on two at once.<br />
*Gain an additional 20 movement speed and gain an additional reaction.<br />
*When you are using a technique, you may reduce its Appetite Energy cost by 20 but it cannot be reduced lower than 5. You may only use this once per {{5e|long rest}}.<br />
*Gain expertise in perception. If you already had expertise, you instead add an additional d4 to all checks involving the skill.<br />
<br />
==== Food Immersion ====<br />
<br />
Beginning at 18th level, you have learned the secret technique of Food Honor achieved only when a Gourmet Hunter respects and appreciates the food they have eaten even after it enters their body and becomes part of their flesh and blood. Your body now performs at peak performance and at the cost of 10 Appetite Energy per day, you may stave off the effects of hunger or thrust for the whole day. At the cost of 100 Appetite Energy, you may utilize the Food Immersion technique, growing your hair exponentially outward, almost reaching the ground, and allowing it to glow with exuberance as it irradiates an aura. While transformed you gain the following effects:<br />
*Your body weight is multiplied by 7.<br />
*Your movement speed doubles.<br />
*You may move across any surface as if {{5e|Water Walk}} had been cast on you.<br />
*Your Strength, Dexterity, and Constitution increase by +4.<br />
*All techniques that deal damage have two additional die of damage.<br />
*All techniques that heal now have two additional die of healing.<br />
*The cost of all techniques is halved but cannot be lower than 5 Appetite Energy.<br />
*At the beginning of your turn, regain 5 Appetite Energy and 5HP.<br />
*You do not feel the effects of exhaustion.<br />
<br />
You may only use this transformation once per seven days. This transformation lasts for 5 minutes, or until you dismiss it as a bonus action. The transformation ends automatically if you are knocked unconscious.<br />
<br />
==== Heavenly Monarch ====<br />
<br />
Beginning at 20th level, Choose two ability scores between Strength, Dexterity, Constitution, or Wisdom and increase them by +2. If the chosen score(s) was not Strength, also increase the ability score maximum to 22.<br />
<br />
=== Gourmet Techniques ===<br />
<br />
[[Gourmet Hunter Basic Techniques (5e Other)|Basic Techniques]]<br />
<br />
[[Gourmet Hunter Knocking Techniques (5e Other)|Knocking Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Sight Techniques (5e Other)|Sight Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Smell Techniques (5e Other)|Smell Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Touch Techniques (5e Other)|Touch Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Hearing Techniques (5e Other)|Hearing Techniques]]<br />
<br />
[[Gourmet Hunter Passive Techniques (5e Other)|Passive Techniques]]<br />
<br />
[[Gourmet Hunter Special Techniques (5e Other)|Special Techniques]]<br />
<br />
==Class Supplements==<br />
<br />
[[Gourmet Hunter Feats (5e Other)|Gourmet Feats]]<br />
<br />
===Beyond Level 20===<br />
If you wish to further increase your power as a Gourmet Hunter to experience the most the world has to offer, consider the Gourmet God class(placeholder).<br />
<br />
=== Multiclassing ===<br />
<br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--><br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Gourmet Hunter class, you must meet these prerequisites: {{5a|str}} of 13 and {{5a|con}} of 13.<br />
<br />
'''Proficiencies.''' When you multiclass into the Gourmet Hunter class, you gain the following proficiencies: Survival.<br />
<br />
<vote type=1/><br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821868Basketball Player (5e Class)2024-03-16T11:57:12Z<p>ThighRash: /* Heat */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Bench Warming}}<br />
|classfeatures14={{inpage|Heat}}<br />
|classfeatures15={{inpage|Placeholder}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== Heat ====<br />
<br />
At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points (The creature takedowns do not have to happen all within a single round), your body heats up as you begin to emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this mode, you are considered "On Fire," all of your attacks add an additional d8 fire damage, you gain resistance to all damage, and are under the effects of the ''[[Freedom of Movement (5e Spell)|Freedom of Movement]]'' spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while "On Fire". "On Fire" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.<br />
<br />
==== MVP ====<br />
<br />
At 15th level, you've collected trophies, medals, and accolades after accolades, making you one step closer to proving that you are the undisputed best to play the game. You gain the following benefits:<br />
<br />
• Your jump distances triple instead of double.<br />
<br />
• So long as you are moving, you can now move along vertical and horizontal surfaces without falling.<br />
<br />
• While you are dashing, when you are in "The Zone", or "On Fire" you are considered under the effects of the ''[[Water Walk (5e Spell)|Water Walk]]'' spell.<br />
<br />
• You gain expertise in athletics if you do not already have it, and if you do, then you add an additional d4 to your athletics checks.<br />
<br />
• Whenever you take the Disengage or Dash actions, you gain the benefits of the other.<br />
<br />
• Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.<br />
<br />
==== Dunk Rejuvenation ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821867Basketball Player (5e Class)2024-03-16T11:50:17Z<p>ThighRash: /* MVP */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Bench Warming}}<br />
|classfeatures14={{inpage|Heat}}<br />
|classfeatures15={{inpage|Placeholder}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== Heat ====<br />
<br />
At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points, your body heats up as you begin to emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this mode, you are considered "On Fire," all of your attacks add an additional d8 fire damage, you gain resistance to all damage, and are under the effects of the ''[[Freedom of Movement (5e Spell)|Freedom of Movement]]'' spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while "On Fire". "On Fire" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.<br />
<br />
==== MVP ====<br />
<br />
At 15th level, you've collected trophies, medals, and accolades after accolades, making you one step closer to proving that you are the undisputed best to play the game. You gain the following benefits:<br />
<br />
• Your jump distances triple instead of double.<br />
<br />
• So long as you are moving, you can now move along vertical and horizontal surfaces without falling.<br />
<br />
• While you are dashing, when you are in "The Zone", or "On Fire" you are considered under the effects of the ''[[Water Walk (5e Spell)|Water Walk]]'' spell.<br />
<br />
• You gain expertise in athletics if you do not already have it, and if you do, then you add an additional d4 to your athletics checks.<br />
<br />
• Whenever you take the Disengage or Dash actions, you gain the benefits of the other.<br />
<br />
• Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.<br />
<br />
==== Dunk Rejuvenation ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821866Basketball Player (5e Class)2024-03-16T11:43:32Z<p>ThighRash: /* Heat */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Bench Warming}}<br />
|classfeatures14={{inpage|Heat}}<br />
|classfeatures15={{inpage|Placeholder}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== Heat ====<br />
<br />
At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points, your body heats up as you begin to emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this mode, you are considered "On Fire," all of your attacks add an additional d8 fire damage, you gain resistance to all damage, and are under the effects of the ''[[Freedom of Movement (5e Spell)|Freedom of Movement]]'' spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while "On Fire". "On Fire" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.<br />
<br />
==== MVP ====<br />
<br />
At 15th level, you've collected trophies, medals, and accolades after accolades, making you one step closer to proving that you are the undisputed best to play the game. You gain the following benefits:<br />
<br />
• Your jump distances triple instead of double.<br />
<br />
• So long as you are moving, you can now move along vertical and horizontal surfaces without falling.<br />
<br />
• While you are dashing, when you are in "The Zone", or "On Fire" you are considered under the effects of the ''[[Water Walk (5e Spell)|Water Walk]]'' spell.<br />
<br />
•<br />
<br />
==== Dunk Rejuvenation ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821865Basketball Player (5e Class)2024-03-16T11:41:50Z<p>ThighRash: /* placeholder */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Bench Warming}}<br />
|classfeatures14={{inpage|Heat}}<br />
|classfeatures15={{inpage|Placeholder}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== Heat ====<br />
<br />
At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points, your body heats up as you begin to emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this "heat" mode, all of your attacks add an additional d8 fire damage, you gain resistance to all damage, and are under the effects of the ''[[Freedom of Movement (5e Spell)|Freedom of Movement]]'' spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while in "heat". "Heat" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.<br />
<br />
==== MVP ====<br />
<br />
At 15th level, you've collected trophies, medals, and accolades after accolades, making you one step closer to proving that you are the undisputed best to play the game. You gain the following benefits:<br />
<br />
• Your jump distances triple instead of double.<br />
<br />
• So long as you are moving, you can now move along vertical and horizontal surfaces without falling.<br />
<br />
• While you are dashing, when you are in "The Zone", or "On Fire" you are considered under the effects of the ''[[Water Walk (5e Spell)|Water Walk]]'' spell.<br />
<br />
•<br />
<br />
==== Dunk Rejuvenation ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821862Basketball Player (5e Class)2024-03-16T11:33:54Z<p>ThighRash: /* Creating a Basketball Player */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Bench Warming}}<br />
|classfeatures14={{inpage|Heat}}<br />
|classfeatures15={{inpage|Placeholder}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== Heat ====<br />
<br />
At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points, your body heats up as you begin to emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this "heat" mode, all of your attacks add an additional d8 fire damage, you gain resistance to all damage, and are under the effects of the ''[[Freedom of Movement (5e Spell)|Freedom of Movement]]'' spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while in "heat". "Heat" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.<br />
<br />
==== placeholder ====<br />
<br />
At 15th level, hrrhr<br />
<br />
==== Dunk Rejuvenation ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821860Basketball Player (5e Class)2024-03-16T11:17:39Z<p>ThighRash: /* The Zone */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Speed_of_Light_(5e_Spell)&diff=1821858Speed of Light (5e Spell)2024-03-16T11:08:25Z<p>ThighRash: </p>
<hr />
<div>{{Copyright Disclaimer|franchise=Warcraft|owner=Blizzard}}<br />
{{5e Spell<br />
|name=Speed of Light<br />
|school=Transmutation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=30ft<br />
|comp=V, S<br />
|dur= Concentration, up to 1 minute<br />
|summary=Channel the powers of the Light to make a creature move at near-blinding speeds<br />
}}<br />
You channel power from your holy symbol, then imbue a creature of your choice with the light. For the duration, the creature targeted will leave behind golden streaks of light in whatever direction they travel in that will briefly fade after a seconds. They will also gain an additional 30 movement speed, and add a d4 to any dexterity ability checks and saving throws.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, you add an additional 10 movement speed. If this Spell is cast at 3rd level, you may extend the duration of this spell to 1 hour and increase the d4 to a 2d4 instead. Finally, when cast at 5th level, This spell no longer requires concentration and will also grant a bonus 30 movement speed.<br />
<vote type=1/><br />
----<br />
{{5e Paladin Spells Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Transmutation School]]<br />
[[Category:Paladin 1]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=User:ThighRash&diff=1821857User:ThighRash2024-03-16T11:06:05Z<p>ThighRash: /* Spells */</p>
<hr />
<div>Hello. I'm just another nub.<br />
<br />
===Things I’ve Made===<br />
<br />
====Equipment====<br />
<br />
[[Aestus Estus: The Original Flame (5e Equipment)]]<br />
<br />
[[Kenmyouren (5e Equipment)]]<br />
<br />
[[Shoutouren (5e Equipment)]]<br />
<br />
[[Schicksal Cruciform Auto-gun (5e Equipment)]]<br />
<br />
[[Senketsu, 2nd Variant (5e Equipment)]]<br />
<br />
[[Junketsu (5e Equipment)]]<br />
<br />
[[Fragrance Gauntlets (5e Equipment)]]<br />
<br />
[[Fragrance Bazooka (5e Equipment)]]<br />
<br />
[[Fragrance Containers (5e Equipment)]]<br />
<br />
[[Knocking Gun (5e Equipment)]]<br />
<br />
[[Knocking Gun, Delicate Type (5e Equipment)]]<br />
<br />
[[Knocking Rifle (5e Equipment)]]<br />
<br />
[[Revitalizing Kitchen Knife (5e Equipment)]]<br />
<br />
[[Lost Prayer to the Sacred Winds (5e Equipment)]]<br />
<br />
[[Mistsplitter Reforged (5e Equipment)]]<br />
<br />
[[Caliburn, The Sword of Selection (5e Equipment)]]<br />
<br />
[[Pixel Buster (5e Equipment)]]<br />
<br />
[[The Unforged (5e Equipment)]] (My first COMPLETED page on the wiki)<br />
<br />
====Creatures====<br />
[[Project Series:19C (5e Creature)]] <br />
<br />
[[Project Series: Drone (5e Creature)]]<br />
<br />
[[Earthen Servant (5e Creature)]]<br />
<br />
====Classes====<br />
<br />
[[Honkai Valkyrie (5e Class)]]<br />
<br />
[[Dark Knight, 2nd Variant (5e Class)]]<br />
<br />
====Subclasses====<br />
<br />
[[Aspect of Twilight (5e Subclass)]]<br />
<br />
[[Oath of the Silver Hand, Variant (5e Subclass)]]<br />
<br />
====Feats====<br />
<br />
[[Chuunibyo (5e Feat)]]<br />
<br />
[[Uncanny Finesse (5e Feat)]]<br />
<br />
[[Street Fighter (5e Feat)]]<br />
<br />
[[Anticipation (5e Feat)]]<br />
<br />
[[Improved Deflect Missiles (5e Feat)]]<br />
<br />
[[Ultimate Opportunist (5e Feat)]]<br />
<br />
[[Mana Burst (5e Feat)]]<br />
<br />
[[Cantrip Prodigy (5e Feat)]]<br />
<br />
[[Lead from the Front (5e Feat)]]<br />
<br />
[[Extension of Oneself (5e Feat)]]<br />
<br />
[[Superior Reflexes (5e Feat)]]<br />
<br />
[[Quick Learner (5e Feat)]]<br />
<br />
[[Prodigal Spellcaster (5e Feat)]]<br />
<br />
[[Robust Ki (5e Feat)]]<br />
<br />
[[Close Quarters Combatant (5e Feat)]]<br />
<br />
====Races====<br />
[[Life-fiber Hybrid (5e Race)]]<br />
<br />
====Spells====<br />
<br />
[[Illusory Torrent (5e Spell)]]<br />
<br />
[[Illusory Phantom (5e Spell)]]<br />
<br />
[[Stellaris Phantasm (5e Spell)]]<br />
<br />
[[Fox Fire (5e Spell)]]<br />
<br />
[[Orb of Charm (5e Spell)]]<br />
<br />
[[Spirit Rush (5e Spell)]]<br />
<br />
[[Orb of Deception (5e Spell)]]<br />
<br />
[[Essence Theft (5e Spell)]]<br />
<br />
[[Crystalline Jades (5e Spell)]]<br />
<br />
[[Cradle of Jade (5e Spell)]]<br />
<br />
[[Paddle Star (5e Spell)]]<br />
<br />
[[Sleepy Trouble Bubble (5e Spell)]]<br />
<br />
[[Bound Weapon, Variant (5e Spell)]]<br />
<br />
[[Hyper Voice (5e Spell)]]<br />
<br />
[[Lesser Wish (5e Spell)]]<br />
<br />
[[Six Paths, Five Rings: Kurikara Divine Blade (5e Spell)]]<br />
<br />
[[Eye of the Euryale (5e Spell)]]<br />
<br />
[[Smile of the Stheno (5e Spell)]]<br />
<br />
[[Spirit Shotgun (5e Spell)]]<br />
<br />
[[Flurry of Missiles (5e Spell)]]<br />
<br />
[[Glyph of Tracking (5e Spell)]]<br />
<br />
[[Lesser Control Weather (5e Spell)]]<br />
<br />
[[Crown of Stars, Variant (5e Spell)]]<br />
<br />
[[Speed of Light (5e Spell)]]<br />
<br />
==== Variant Rules====<br />
<br />
[[Chilled and Shocked Conditions (5e Variant Rule)]]<br />
<br />
[[Elemental Reactions (5e Variant Rule)]]<br />
<br />
====Works in Progress====<br />
<br />
[[Gourmet Hunter (5e Class)]]<br />
<br />
[[Yuheng (5e Class)]]<br />
<br />
[[Intellectual, Variant (5e Class)]]<br />
<br />
[[The Defiant (5e Class)]]<br />
<br />
====Supplements for other stuff I made====<br />
[[Gourmet Hunter Basic Techniques (5e Other)|Basic Techniques]]<br />
<br />
[[Gourmet Hunter Knocking Techniques (5e Other)|Knocking Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Sight Techniques (5e Other)|Sight Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Smell Techniques (5e Other)|Smell Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Touch Techniques (5e Other)|Touch Techniques]]<br />
<br />
[[Gourmet Hunter Superhuman Hearing Techniques (5e Other)|Hearing Techniques]]<br />
<br />
[[Gourmet Hunter Special Techniques (5e Other)|Special Techniques]]<br />
<br />
[[Gourmet Hunter Feats (5e Other)]]<br />
<br />
[[Fragrance Containers (5e Equipment)]]<br />
<br />
[[Valkyrie Battlesuit Mods (5e Other)]]<br />
<br />
<br />
===Not originally mine, but I've decided to work on===<br />
<br />
[[Winds of Life (5e Class)]] (Will get to this soon, hopefully)<br />
<br />
===Things I've contributed to===<br />
<br />
[[Astartes (5e Class)]]<br />
<br />
[[Dancer (5e Class)]]<br />
<br />
[[Light Dancer (5e Class)]]<br />
<br />
[[Persona User (5e Class)]]<br />
<br />
[[Master Thief (5e Class)]]<br />
<br />
[[Earthen Servant (5e Spell)]]<br />
<br />
[[Matrix Motions (5e Feat)]]<br />
<br />
[[Legendary Swordsman (5e Class)]]<br />
<br />
I'm always open to criticism so long as it's constructive.</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Speed_of_Light_(5e_Spell)&diff=1821856Speed of Light (5e Spell)2024-03-16T11:05:40Z<p>ThighRash: Created page with "{{Copyright Disclaimer|franchise=Warcraft|owner=Blizzard}} {{5e Spell |name=Speed of Light |school=Transmutation |ritual= |lvl=1st |casttime=1 action |range=30ft |comp=V, S |d..."</p>
<hr />
<div>{{Copyright Disclaimer|franchise=Warcraft|owner=Blizzard}}<br />
{{5e Spell<br />
|name=Speed of Light<br />
|school=Transmutation<br />
|ritual=<br />
|lvl=1st<br />
|casttime=1 action<br />
|range=30ft<br />
|comp=V, S<br />
|dur= Concentration, up to 1 minute<br />
|summary=Channel the powers of the Light to make a creature move at near-blinding speeds<br />
}}<br />
You channel power from your holy symbol, then imbue a creature of your choice with the light. For the duration, the creature targeted will leave behind golden streaks of light in whatever direction they travel in that will briefly fade past a few seconds. They will also gain an additional 30 movement speed, and add a d4 to any dexterity ability checks and saving throws.<br />
<br />
'''''At Higher Levels.''''' When you cast this spell using a spell slot of 2nd level or higher, you add an additional 10 movement speed. If this Spell is cast at 3rd level, you may extend the duration of this spell to 1 hour and increase the d4 to a 2d4 instead. Finally, when cast at 5th level, This spell no longer requires concentration and will also grant a bonus 30 movement speed.<br />
<vote type=1/><br />
----<br />
{{5e Paladin Spells Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Transmutation School]]<br />
[[Category:Paladin 1]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821384Basketball Player (5e Class)2024-03-15T09:55:25Z<p>ThighRash: /* Bench Warming */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821383Basketball Player (5e Class)2024-03-15T09:49:46Z<p>ThighRash: /* The Zone */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821382Basketball Player (5e Class)2024-03-15T09:35:06Z<p>ThighRash: /* The Spacejammer */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:At the Space Jam!}}<br />
At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821381Basketball Player (5e Class)2024-03-15T09:22:48Z<p>ThighRash: /* Creating a Basketball Player */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821380Basketball Player (5e Class)2024-03-15T09:22:27Z<p>ThighRash: /* Creating a Basketball Player */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Brawler<br />
|extra1_1=d6<br />
|extra1_2=d6<br />
|extra1_3=d6<br />
|extra1_4=d6<br />
|extra1_5=d8<br />
|extra1_6=d8<br />
|extra1_7=d8<br />
|extra1_8=d8<br />
|extra1_9=d10<br />
|extra1_10=d10<br />
|extra1_11=d10<br />
|extra1_12=d10<br />
|extra1_13=d12<br />
|extra1_14=d12<br />
|extra1_15=d12<br />
|extra1_16=d12<br />
|extra1_17=d2d8<br />
|extra1_18=2d8<br />
|extra1_19=2d8<br />
|extra1_20=2d8<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=10 ft<br />
|extra2_3=15 ft<br />
|extra2_4=20 ft<br />
|extra2_5=25 ft<br />
|extra2_6=30 ft<br />
|extra2_7=35 ft<br />
|extra2_8=40 ft<br />
|extra2_9=45 ft<br />
|extra2_10=50 ft<br />
|extra2_11=55 ft<br />
|extra2_12=60 ft<br />
|extra2_13=65 ft<br />
|extra2_14=70 ft<br />
|extra2_15=75 ft<br />
|extra2_16=80 ft<br />
|extra2_17=85 ft<br />
|extra2_18=90 ft<br />
|extra2_19=95 ft <br />
|extra2_20=100 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821377Basketball Player (5e Class)2024-03-15T08:32:45Z<p>ThighRash: /* Dunk */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821376Basketball Player (5e Class)2024-03-15T08:31:12Z<p>ThighRash: /* Unrestricted Movement */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to your full movement in a direction of your choice to an unoccupied space.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
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[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821375Basketball Player (5e Class)2024-03-15T08:23:49Z<p>ThighRash: /* Basketball Technique */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821374Basketball Player (5e Class)2024-03-15T08:20:31Z<p>ThighRash: /* Creating a Basketball Player */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=A Basketball Jersey<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=[[Sportsman's Gear (5e Equipment)|A Duffle Bag]]<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821372Basketball Player (5e Class)2024-03-15T08:13:42Z<p>ThighRash: /* The Spacejammer */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821359Basketball Player (5e Class)2024-03-15T07:53:29Z<p>ThighRash: /* The Spacejammer */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:It's Your chance!}}<br />
At 3rd level, whenever you have advantage on an attack, critically hit, or reduce a creature's hit points to 0, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.<br />
<br />
;{{#anc:Do your Dance}}<br />
At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.<br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821282Basketball Player (5e Class)2024-03-15T05:57:12Z<p>ThighRash: /* Slamma Jamma */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821281Basketball Player (5e Class)2024-03-15T05:56:57Z<p>ThighRash: /* Path of the Inner B-Ball */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== The Traditionalist ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821280Basketball Player (5e Class)2024-03-15T05:56:39Z<p>ThighRash: /* The Spacejammer */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Foul Player ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821279Basketball Player (5e Class)2024-03-15T05:56:26Z<p>ThighRash: /* Path to Greatness */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Foul Player, The Traditionalist, or The Spacejammer.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821278Basketball Player (5e Class)2024-03-15T05:55:43Z<p>ThighRash: /* Path of the Foul */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== The Spacejammer ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821277Basketball Player (5e Class)2024-03-15T05:55:04Z<p>ThighRash: /* Ball Control */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821265Basketball Player (5e Class)2024-03-15T05:30:19Z<p>ThighRash: /* Basketball Player */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}, {{inpage|Ball Control}}<br />
|classfeatures6={{inpage|Greatness Path Feature}}<br />
|classfeatures7={{inpage|Evasion}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Advanced Dunk}}<br />
|classfeatures10={{inpage|The Zone}}<br />
|classfeatures11= {{inpage|Greatness Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Greatness Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 5th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest. This bounded ball becomes a +2 weapon at 11th level and a +3 weapon at 17th level.<br />
<br />
==== Evasion ====<br />
<br />
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.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== The Zone ====<br />
<br />
Starting at 10th level, <br />
<br />
<br />
==== Bench Warming ====<br />
<br />
At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.<br />
<br />
==== On Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821250Basketball Player (5e Class)2024-03-15T05:00:18Z<p>ThighRash: /* Advanced Dunk */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 6th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest. This bounded ball becomes a +2 weapon at 11th level and a +3 weapon at 17th level.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 7th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821249Basketball Player (5e Class)2024-03-15T04:58:12Z<p>ThighRash: /* Advanced Dunk */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 6th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest. This bounded ball becomes a +2 weapon at 11th level and a +3 weapon at 17th level.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk, that falling damage is dealt to your dunk targets instead as bonus force damage.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821246Basketball Player (5e Class)2024-03-15T04:54:47Z<p>ThighRash: /* Ball Control */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
Starting at 6th level, Your deep connection back to your first (or lucky) basketball is so potent that you could almost say its like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence and it now counts as a +1 magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest. This bounded ball becomes a +2 weapon at 11th level and a +3 weapon at 17th level.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821060Basketball Player (5e Class)2024-03-14T18:27:16Z<p>ThighRash: /* Unrestricted Movement */</p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump to your full movement in a direction of your choice.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821055Basketball Player (5e Class)2024-03-14T18:24:38Z<p>ThighRash: </p>
<hr />
<div>{{WIP}}<br />
<br />
== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821054Basketball Player (5e Class)2024-03-14T18:24:27Z<p>ThighRash: /* Basketball Player */</p>
<hr />
<div>== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Rebound}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821053Basketball Player (5e Class)2024-03-14T18:23:30Z<p>ThighRash: </p>
<hr />
<div>== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4={{inpage|Rebound}} {{inpage|Basic shoot}}<br />
|classfeatures5={{inpage|Buzzer Beater}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
<br />
• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
<br />
• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
<br />
• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
<br />
• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.<br />
<br />
==== Ball Control ====<br />
<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRashhttps://www.dandwiki.com/w/index.php?title=Basketball_Player_(5e_Class)&diff=1821048Basketball Player (5e Class)2024-03-14T18:17:05Z<p>ThighRash: /* Peak Athleticism */</p>
<hr />
<div>== Basketball Player ==<br />
<br />
Placeholder Text<br />
<br />
=== Introduction to the Basketball Player ===<br />
<br />
Intro Placeholder<br />
<br />
=== Creating a Basketball Player ===<br />
<br />
When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?<br />
<br />
;Quick Build<br />
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.<br />
<br />
{{5e Class Features<br />
|name=Basketball Player<br />
|summary=A breed of competitive sportsmen known for their absurd physical feats.<br />
|hd=10<br />
|spellcasting=<br />
|armor=Light<br />
|weapons=Simple Weapons<br />
|tools=One Artisan's Tool of your choice<br />
|saves=Dexterity, Constitution<br />
|skills=Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance<br />
|item1a=A Basketball<br />
|item1b=<br />
|item1c=<br />
|item2a=1 Simple Weapon of your choice<br />
|item2b=Leather Armor<br />
|item2c=<br />
|item3a=A Tool of your choice<br />
|item3b=<br />
|item3c=<br />
|item4a=Dungeoneer's Pack<br />
|item4b=Explorer's Pack<br />
|item4c=<br />
|wealth=<!--starting wealth, see PHB p. 143--><br />
|classfeatures1={{inpage|Dunk}}, {{inpage|Basketball Technique}}, {{inpage|Baller and Brawler}}<br />
|classfeatures2={{inpage|Ball Hog}}, {{inpage|Peak Athleticism}}, {{inpage|Unrestricted Movement}}<br />
|classfeatures3={{inpage|Path to Greatness}}<br />
|classfeatures4={{inpage|Rebound}} {{inpage|Basic shoot}}<br />
|classfeatures5={{inpage|Buzzer Beater}}<br />
|classfeatures6={{inpage|Advanced Dunk}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures7={{inpage|Boomshakalaka!}}<br />
|classfeatures8=<br />
|classfeatures9={{inpage|Double Dribble}}, {{inpage|Golden ball}}<br />
|classfeatures10={{inpage|Nothing but Net}}<br />
|classfeatures11={{inpage|From Downtown}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures12=<br />
|classfeatures13={{inpage|Dunk Mastery}}<br />
|classfeatures14={{inpage|He's On Fire!}}<br />
|classfeatures15={{inpage|Bench Warming}}<br />
|classfeatures16=<br />
|classfeatures17={{inpage|B-Ball Aura}}, {{inpage|Slamming Path Feature}}<br />
|classfeatures18={{inpage|Dunk Rejuvination}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Chaos Dunk}}<br />
<br />
|extrasonleft=2<br />
|extra1_name=Dunk Points<br />
|extra1_1=-<br />
|extra1_2=2<br />
|extra1_3=3<br />
|extra1_4=4<br />
|extra1_5=5<br />
|extra1_6=6<br />
|extra1_7=7<br />
|extra1_8=8<br />
|extra1_9=9<br />
|extra1_10=10<br />
|extra1_11=11<br />
|extra1_12=12<br />
|extra1_13=13<br />
|extra1_14=14<br />
|extra1_15=15<br />
|extra1_16=16<br />
|extra1_17=17<br />
|extra1_18=18<br />
|extra1_19=19 <br />
|extra1_20=20<br />
|extra2_name=Extra Movement<br />
|extra2_1=-<br />
|extra2_2=5 ft<br />
|extra2_3=10 ft<br />
|extra2_4=15 ft<br />
|extra2_5=20 ft<br />
|extra2_6=25 ft<br />
|extra2_7=30 ft<br />
|extra2_8=35 ft<br />
|extra2_9=40 ft<br />
|extra2_10=45 ft<br />
|extra2_11=50 ft<br />
|extra2_12=55 ft<br />
|extra2_13=60 ft<br />
|extra2_14=65 ft<br />
|extra2_15=70 ft<br />
|extra2_16=75 ft<br />
|extra2_17=80 ft<br />
|extra2_18=85 ft<br />
|extra2_19=90 ft <br />
|extra2_20=95 ft<br />
}}<br />
==== Dunk ====<br />
<br />
The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d8 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d8), 11th level (4d8), and 17th level (5d8). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.<br />
<br />
==== Basketball Technique ====<br />
<br />
The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/60) properties. Additionally, when using your basketball as a thrown weapon, you may also add your Strength modifier to its damage roll. However, if used in this manner, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage of your basketball will increase to a d10 at 5th level, d12 at 11th level, and 2d8 at 17th level.<br />
<br />
==== Baller and Brawler ====<br />
Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:<br />
<br />
• You can roll 1d6 in place of the normal damage of your Unarmed Strike. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.<br />
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• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.<br />
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• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.<br />
<br />
==== Ball Hog ====<br />
<br />
At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you can never be disarmed of it, and whenever a hostile creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with advantage on your Athletics roll. If you are successful in this shove action, you may move 5ft in any direction without provoking attacks of opportunity.<br />
<br />
==== Peak Athleticism ====<br />
<br />
Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:<br />
<br />
• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.<br />
<br />
• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.<br />
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• Whenever you take fall damage, take half damage, and you don't fall prone.<br />
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• You gain one additional reaction.<br />
<br />
==== Unrestricted Movement ====<br />
<br />
At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, You ignore all difficult terrain, and creatures have a disadvantage on any attacks of opportunity against you.<br />
<br />
==== Path to Greatness ====<br />
<br />
At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Spacejammer, The Foul Player, or The Traditionalist.<br />
<br />
==== Ability Score Increase ====<br />
<br />
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. As normal, you can't increase an ability score above 20 using this feature.<br />
<br />
==== Rebound ====<br />
<br />
At 4th level, if you miss with a B-Ball, you can spend a dunk point and use a bonus action to attempt the same attack again.<br />
<br />
==== Basic shoot ==== <br />
<br />
At 4th level By spending any number of dunk points you can shoot your b ball at an enemy you see shooting a b ball counts as a dunk. This also deals 5% of your hp as piercing damage per 2 dunk points spent.<br />
<br />
==== Buzzer Beater ====<br />
<br />
At level 5, after you make an attack, you can choose to use a bonus action to make a ranged attack with your B-Ball against a different creature than the last one you attacked.<br />
<br />
==== Advanced Dunk ====<br />
<br />
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.<br />
<br />
==== Boomshakalaka! ====<br />
<br />
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.<br />
<br />
==== Golden ball ====<br />
<br />
At 9th level your b ball is now golden, granting you the lucky feat and by expending 1-5 dunk points perform the following.<br />
Cast a cantrip or a level x the amount of dunk points you spent, evocation spell.<br />
<br />
==== Spirit Ball ====<br />
<br />
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic. B-Balls you wield have their damage dice increased to 1d10.<br />
<br />
==== Re-Jected ====<br />
<br />
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.<br />
<br />
==== From Downtown ====<br />
<br />
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for 1 minute.<br />
<br />
==== Dunk Mastery ====<br />
<br />
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:<br />
<br />
# Add an extra 1d10 to the damage roll.<br />
# Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.<br />
<br />
==== He's on Fire! ====<br />
<br />
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames.<br />
At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.<br />
The flames and fire damage ignore resistance and immunity.<br />
<br />
==== Bench Warming ====<br />
<br />
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest<br />
<br />
==== B-Ball Aura ====<br />
<br />
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.<br />
<br />
==== Dunk Rejuvination ====<br />
<br />
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action.<br />
Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.<br />
<br />
==== Chaos Dunk ====<br />
<br />
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the ''wish'' spell or dunk rejuvenation.<br />
<br />
=== Path of the Foul ===<br />
<br />
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.<br />
<br />
;{{#anc:Foul}}<br />
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d6 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.<br />
<br />
;{{#anc:Dirty Play}}<br />
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.<br />
<br />
;{{#anc:Bump the Cutter}}<br />
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target. <br />
<br />
;{{#anc:Penalty}}<br />
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.<br />
<br />
=== Path of the Inner B-Ball ===<br />
<br />
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.<br />
<br />
;{{#anc:Ball Hog}}<br />
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball. <br />
<br />
;{{#anc:Ballcraft}}<br />
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.<br />
<br />
;{{#anc:Ballomancy}}<br />
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.<br />
<br />
;{{#anc:Afterimage Dribble}}<br />
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.<br />
<br />
=== Slamma Jamma ===<br />
<br />
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.<br />
<br />
;{{#anc:Come On and Slam}}<br />
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength. <br />
<br />
;{{#anc:Welcome to the Jam}}<br />
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam dealing 2d6 damage to a target enemy if it is a crit you do another jam, this triggers up to 3 times per action. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.<br />
<br />
;{{#anc:Hey you what you gonna do}}<br />
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic <br />
attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.<br />
<br />
;{{#anc:Welcome to the space Jam}}<br />
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.<br />
<br />
=== Multiclassing ===<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity<br />
<br />
'''Proficiencies.''' When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance<br />
<br />
<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Monk Tag]]<br />
[[Category:5e Class Variant]]</div>ThighRash