0 Liner, Variant (Mashle Magic and Muscles Supplement)
0 Liner (Mashle Magic and Muscles Supplement)[edit]
0 Liner[edit]
Born into a world of magic without magic? Just pump some iron
- (Design Note This is intentionally OP so ask your DM if you can play this)
Creating a 0 Liner[edit]
- Quick Build
You can make a 0 Liner quickly by following these suggestions. Strength should be your highest ability score, followed by either Dexterity or Constitution.
Class Features
As a 0 Liner you gain the following class features.
- Hit Points
Hit Dice: 1d12 per 0 Liner level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per 0 Liner level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two between Athletics, Acrobatics, Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- 10 Cream Puffs
- (a) Dungeoneer's Pack or (b) Explorer's pack
- Iron wand
Pastry Chef (Optional feature)[edit]
Starting at 1st level no matter the ingredients you're given it can be vegetables or meat or anything you have but whenever you cook with them it'll come out as a Cream puff, and when you eat Cream puff you can recover life points equivalent to as if you had completed a short rest.
Physique of a God but mind of a rock[edit]
Starting at 1st level you have the Physic of a God now as you gain a + 2 to your Strength, Dexterity, and Constitution gaining an additional + 1 at level 4, 7, 10, 13, 16, 19, and 20 as your Strength, Dexterity, and Constitution stat limit increase to 50 and your carrying capacity by two more sizes and push capacity is counter as two sizes larger and you may even grapple a creature two sizes larger and you always must have extremely heavy weights on your wrists and ankles to keep your muscles in check and you can jump as high as 10ft × your Strength modifier but your mind is that of a rock as your Intelligence limit is a 5 and because of that you become Immune to charmed and frightened only becoming frightened if one of your cream puffs will hit the floor and if one of your cream puff is falling you must drop anything to attempt to catch it
Unarmored Defense[edit]
Also at 1st level When not wearing armor or a shield your AC is 10 + Your Strength Modifier + your Constitution modifier to a limit of 24 but at level 12 that limit is removed. And you also receive unarmored movement which when you're not wearing armor your movement speed increases by 30ft this bonus Increases at level 5 by 60ft and again at level 10 by 90ft and again at level 15 by 120ft and again at level 20 by 150ft and at level 9 you can run across water and vertical surfaces without falling and you may hover in air by violently and quickly kicking your legs
Unarmed fighting[edit]
Also at 1st level, You now gain Proficiency in your unarmed strikes and the damage dice changes to 1d10 + your Strength or Dexterity in place of the normal damage if you used the Attack action and did an Unarmed strike you may do another as a bonus action and the damage Dice changes at level 3 to 1d12 and again at level 6 to 2d8 and Again at level 8 to 2d10 and again at level 13 to 4d10 and Again at level 16 to 4d12 and again at level 19 to 8d8
Wrestling[edit]
At 2nd level, you may grapple as a bonus action now and when you have a creature grappled you may do a move called Hell Fall where you roll to attack at Advantage and pile drive them into the ground causing them to be prone And on a natural 20 you knock them unconscious or you can suplex them causing Them to be prone as well
Guillotine Kick[edit]
Also at 2nd level you may dig into the ground and grab your enemy by the ankles rolling a grapple check against them on a success they notice your hands and back away avoiding your grasp failure you drag them underground up to their neck and you quickly dig out back to where you were at before and you go to kick them in the head at Advantage and on a hit it counts as a critical and you may do this equal to your half(round down) Strength modify , you recover all uses a long rest.
Endurance[edit]
Also at level 2, you're Endurance has grown after all your intense training now able to endure more hits. when you get hit by an attack and it knocks you down to 0 hit points you may instead drop to 1 and You can use this function a number of times equal to your Constitution modify and you now add a + 5 to your hit points after every level, you recover all uses a long rest.
Hamstring Magic[edit]
At 3rd level, you may not have Magic but you have the Magic of your muscles as now you can dash as a bonus action and your movement speed gets doubled now
Slowed fall[edit]
At 3rd level, you may decrease an amount of fall damage equal to your Strength Modifier × 5
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 10th, 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.
Big Bang Dash[edit]
At 5th level, you may add 100ft to your movement speed and your movement speed doubles but you can only move in a straight line doing so you may do this a amount of times up to your Strength Modifier and at 13th level you may do this an amount of equal to twice your Strength Modifier, you recover all uses after a long rest.
Hurricane Rush[edit]
Also at 5th level, you may do a total of four attacks all in the same action and You can use this function a number of times equal to your Strength modify, you recover all uses after a long rest.
Extra attack[edit]
Also at 5th level, you can attack twice now when you take the attack action and this increases to three times at level 8 and again at level 12 to four times and again at level 17 to five, and again to six at level 19
Never Lose[edit]
At 6th level, Thanks to your experience in battles, you managed to make your body resistant. The number of times you can activate it is a number of times equal to your proficiency bonus + Constitution modifier. You regain all expended uses after taking a long rest. As a bonus action, when activating this ability for 2 minute, you get the following benefits:
- You gain additional temporary increase to your AC by 0 Liner level + half(Swipe up) your Constitution modifier + proficiency modifier.
- You gain twice your proficiency with Constitution checks and saves.
- You become resistant to all damage except psychic damage.
- Once you expend all of your uses per consequence you gain 1 point of exhaustion.
- Your speed decreases 10 feet.
Quicker Punches[edit]
At 7th level, You now gain an additional action that you can only use for the Attack action
Magic deflection[edit]
At level 7 in reaction to any physical spell or ranged attack against you like a fireball or an arrow at you, you can reduce the damage by your unarmed strikes damage dice + your Strength Modifier + your 0 Liner level and if you decrease the damage to 0 you may throw it back at them any and exceptions to this is things that deal psychic damage
Improved Physic[edit]
Also at 7th level you realize some things cannot be affected by your muscles and some things can interfere with your training but you punch harder and train harder. Your punches bypass immunities or Resistant to your unarmed strikes and you gain a + 5 to your Strength, Dexterity, and Constitution stats now as you also receive Proficiency in Dexterity saving throws and you also gain immunity against poisons and diseases
Resistant[edit]
Due to you having no magic you learned how to avoid spells easily now some still hitting you barely.Also at 8th level you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 10th level, you can choose one additional saving throw. As well as at level 14th, and 20th
Faster than the eye perceives[edit]
At level 8 your movement again doubles now as any attack of opportunity against you is at disadvantage
Your body[edit]
At 9th level, you now cannot be controlled by anyone except yourself as spells such as polymorph don't affect you anymore and any spell to change your body even petrification won't affect you
Behemoths Muscle[edit]
At 9th level now in Bonus action when you use this funtion you gain temporary hit point equal 5 time your 0 Liner levels to your hit points you can use this funtion equal your Proficiency Bonus, you recover all uses after a long rest.
Strengthened muscle fibers[edit]
At level 11 you now have resistance to non Magical piercing, slashing, and bludgeoning damage and your carrying capacity and pushing capacity is increased again and so is the size of creatures you may grapple
Pure instinct[edit]
At level 11 when a creature within 5ft of you casts a spell even while you are unconscious you may roll to attack them now as a reaction causing them to not cast their spell on a hit and you also gain 90ft of tremorsense increasing to 150ft at level 15
Improved Lungs[edit]
also at level 11 you may hold your breath for twice as long as before now and you may bring objects to you by inhaling now such as an apple, key, or a cream puff
Lightning-fast Punches[edit]
At level 13 you now gain another action that can only be used for attacking
Big Three Dragon DeadLift[edit]
At level 13 you dig your hands into the ground and throw a large chunk of the ground. As an action, you may lift a cone of the ground up equal to 30ft × times your Strength Modifier twice
Divine Physic[edit]
Also at level 13 you now become Immune to non Magical piercing, slashing, or bludgeoning damage, and critical hits against you are now treated as a normal attack and you now gain advantage on saving throws against magic and you now roll at advantage to grapple a creature and now the creature has disadvantage
Magic reversal[edit]
At 15th level, as a reaction to something such as a fireball, you may grab it and throw it back at your opponent as if it were a baseball
Dragon Pile Driver[edit]
At 15th level, your Pile driver has now gotten better as you learn how to do a more effective pile driver. it only takes a 19 or 20 now to knock them unconscious
Vanishing speed[edit]
At level 17 you've become so fast you vanish before people even blink. Now your movement speed triples and you don't provoke any opportunity attacks against you when moving away from a creature
Weakness Mode[edit]
Also at level 17 you enter what you call Weakness Mode as your entire body becomes limp looking flimsy as paper for the perfect offense and defense. Whenever a creature makes a melee Attack at you they do so at disadvantage and on a miss you may attack them and deal the damage they would have dealt to you to them now
Devastating Pile Driver and Suplex[edit]
At level 18 your pile drive or suplex has reached its peak now as you can perform a perfect pile drive or suplex even a Tarrasque isn't safe from your monstrous strength. If you pile drive something into the ground and roll a 15 or higher you bury them waist up and it also takes a 17 or higher to knock them unconscious now
Nothing can knock you down[edit]
At level 18 now whenever you get knocked down to 0 hit points you may instead get knocked to 1 hit point as many times equal to your Proficiency bonus and your hits points increase now as your maximum hit points double
Unlimited Physical mode[edit]
At level 20 you've reached the pinnacle of pure strength but in exchange for that, your muscles get extremely sore. Your Strength, Dexterity, and Constitution stat increase by + 6 and you now to suffer from exhaustion it requires twice as many points and you may remove the weights on your wrists and ankles, and when you do you receive these bonuses, and these bonuses last for 2 minutes but at the end of it you gain 10 points of exhaustion and the only way to remove these points of exhaustion is to take long rests
- Your Strength, Dexterity, and Constitution stat increases by + 10, and any saving throw or check using those stats is done at Advantage
- And your movement speed is increased 4 times and you now have resistance to Magical damage and any saving throw requiring Intelligence or wisdom you automatically pass
- And your unarmed strikes are now 8d12
- you double any amount of damage you deal on a critical which only requires an 18 or higher and on a critical hit you quadruple the damage and double the damage dice
Gaia burst[edit]
Also at level 20, You've gone so strong even a single flick of your finger is dangerous. As an action you may cause a cone attack of 50ft times your Strength Modifier once per short rest rolling to attack on a hit it deals 40d12 + your Strength Modifier × 2 clearing out anything in the area including Magical effects
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the 0 Liner class, you must meet these prerequisites: 16 Strength, 16 Constitution, and less than 10 Intelligence.
Proficiencies. When you multiclass into the 0 Liner class, you gain the following proficiencies:Athletics, Acrobatics
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