Quirk User (5e Class)
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Quirk User
A quirk is a power that manifests in a person usually at a young age, 14 at the latest. They are often viewed as the next step in humanity’s evolution. They are quite unique and often hereditary, each of them allowing various new ways to adventure. It is currently unknown what the source of quirks was, though it is theorized that it originated as a disease carried by mice. The initial outbreak of quirks caused a breakdown in society as such a force was unheard of before hand. After the chaos was quelled by a group of virtuous individuals who would later be referred to as Pro Heroes, though only after they were officially inducted into a newly founded system similar to a police force.
Creating a Quirk User
When creating a quirk user, think about how getting a power affects them. Do they think that because they have power they are entitled to a life of happiness? Do they think that, because their power is less flashy, they won't stand out as a hero? Are they a little cinnamon roll underdog that must be protected at all costs? What is their goal in life? Do they want to use their quirks to live a life of crime? Do they want to become a pillar of justice? If the previous is true, is it for the benefit of the people or their own wallet?
Quick Build
Each quirk unique in playstyle, role and ability. A build should be prioritised on a quirk by quirk basis.
Generally, make your quirk abilty your highest ability, followed by constitution. Secondly take the folk hero background.
Class Features
As a Quirk User you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Quirk User level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Quirk User level after 1st
- Proficiencies
Armor: Light armor, medium, and heavy armor
Weapons: Simple, and martial weapons
Tools: One artisian's tool
Saving Throws: Strength, and Dexterity
Skills: Pick three from Athletics, Persuasion, Investigation, Survival,
Performance,
Acrobatics,and
Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) Chain shirt
- A tool set you’re proficient in
- (a) A hero costume or (b) A villain costume
- (a) Two simple weapons or (b) One Martial weapon
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Quirk Manefestation,Second Wind |
2nd | +2 | Plus Ultra! |
3rd | +2 | Quirk Feature |
4th | +2 | Ability Score Improvement, Ability Score improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Quirk Feature |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | I'm going to be at the top! |
10th | +4 | Quirk Feature |
11th | +4 | Extra Attack(x2) |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | I'm going to be at the top!(x2) |
14th | +5 | Ability Score Improvement |
15th | +5 | Quirk Feature |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | Plus Ultra(x2),I'm going to be the top(x3) |
18th | +6 | Quirk Feature |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | GO BEYOND! Extra Attack(x3) |
Quirk Manifestation
Choose the quirk that will be the basis for your character and role, this is the basis for becoming a true hero!
If your quirk may require a an attack roll or saving throw.
- Quirk DC= 8+Your proficiency bonus modifier+ you quirk abilty modifier(this is later specfifed in your quirk)
- Quirk attack= Your proficiency bonus modifier + you quirk abilty modifier
Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your quirk user level. Once you use this feature, you must finish a short or long rest before you can use it again.
Plus Ultra!
Starting at 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Ability Score Increase
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of you 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.
Extra Attack
At 5th, 11th, and 20th level, whenever you take the attack action you can make an additional attack.
I'm going to be the top!
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
GO BEYOND!
At 20th level you can choose one ability score to increase by two. The maximum for this attribute becomes 22
Quirk
Your Quirk will be the basis of your entire fighting style and party role, choose wisely! Gods Eyes- your quirk ability modifier is intelligence
Gods Eyes- 1st level you can predict and calculate peoples movements to a certain extent having advantage on all saving throws and everyone has disadvantage on attack against you but your ac is only 8 and damaging your eyesight in anyway will stop the quirk from working in your next round.
Gods eyes variant(Hawkeye)- at third level you can use your gods eye to see anyone in and 60 feet radius this gives you advantage on range attacks to use different variants you have to switch eyes with and action or bonus action.
Gods eye variant (appraisal)- at 5th level you can look at the enemies stats and allies stats only one stat can be looked at first then 2 at level 10 and 3 at level 15 while also being able to appraise and copy weapons an make them yourself.
Nightmare at 7th level you have to be able to see the person to make a person relive there worst nightmare or make a nightmare there most afraid of the person must succeed a wisdom save or take 3d8 psychic damage,4d8 10th,5d8 15th,6d8 18th.
Share Sense - at level 10 you can share your eye sight with 1 other person giving them what you see for 5 rounds and at level 18 one more person can see what you see as well.
Enlightenment- at level 15 you can use this with or without share sense which will give enlightenment to the holder and the people he is sharing his senses with giving them 2d10 radiant damage.
Godly embodiment- at 18th level once after every rest you can let god take over your body for one turn and do 6d10 psychic damage to one creature after this you are unconscious after the power that a god have you but not dead.(your god depends on your alignment and what you look like when transformed for one action)
Explosion
Explosion: Your sweat is composed of nitroglycerin which you can ignite in order to create explosions which you fire from your hands. You can use an action you fire off an explosion which covers a 10 foot cone in front of you, against your quirk DC(you use dexterity). It deals 1d8 force damage on a failed save and half that on a successful one. This increases to 2d8 and the range is 20 feet at 5th level, 4d8 and 40 feet at 11th level, 8d8 and 80 feet at 18th level.You can use when you make an attack of opportunity. After 4 turns in combat or if you are in high temperatures your damage is increased by 1d8. If not wielding anything in your offhand, you can use your bonus action to make a secondary attack, but if the creature saves, they take no damage. All explosion attacks have the siege property. Like any quirk, explosion has its limits. Dealing damage past your pain threshold will result in you receiving damage. Your characters pain threshold is equal to constitution score + quirk user level + proficiency bonus. After exceeding your pain threshold within a single turn of combat with your quirk before a short or long rest you will begin to take kickback damage. Until after not using your quirk for a turn, you have to make a constitution saving throw against your own intelligence DC. On a failed save you take damage equal to damage dice you rolled for your last explosion, and your arms will begin to take strain and damage. This can lead to permanent damage to your arms.
Propulsion: At 3rd level You can use your quirk to make small explosions in your palms to propel yourself through the air, you can use your bonus action to fly 30 feet, if you do not have ground under yourself at the end of your turn you will begin to fall. This increases by ten feet at 5th, 11th and 18th level.
Smoke cloud: At 5th level You can use your quirk to make small swirling clouds of smoke. Do you gain the ability to cast the Cloud spells, the target being around yourself, you can’t see through the clouds, and you gain advantage on any saving throws against any of their secondary effects. you can use your action to cast the spell Fog cloud. At 9th level you gain Stinking Cloud, at 11th level you gain Cloudkill, and at 18th level you the spell incendiary cloud. You can use this feature equal times to your intelligence modifier. * The spell incendiary cloud cost two uses.
Stun Grenade: At 7th level you can now use your action to fire a bright centralised blast. All creatures that are looking at you within 30 feet of you must make constitution saving throw or be blinded for one turn. This deals your explosion damage as well and gets the same range increases. Using this feature twice in 3 turns automatically induces The stunned condition upon you.
Howitzer Blast At 10th level you can propel yourself in a massive spinning blast. You are propelled 60 feet in a single direction . All creatures in a 20 feet wide, 60 feet long line must make a dexterity saving throw or take 10d10 force damage and be knocked prone, if you collide with a creature make a melee quirk attack as you slam into them. On a hit the target take 10d8 force damage and is pushed back 20 feet. You use this feature an amount of times equal to you intelligence modifier(minimum of 1) Using this feature twice in 5 turns automatically induces a point of exhaustion.
AP shot At 15th level you cup one of your hands around you palm to create concentrated blast. Aim the shot at any creature within 120 feet, all creatures in a 10 feet wide line towards the target must make a dexterity saving throw or take force and piercing damage equal to you explosion die. Make a quirk attack against your target, they take force and piercing damage equal to you explosion damage die plus two die. You use this feature an amount of times equal to you intelligence modifier(minimum of 1) Using this feature twice in 3 turns automatically induces A point of exhaustion.
Auto Cannon AP shot At 18th level you Can use an action to fire 5 Ap shots at in quick succession. If you have no way of keeping yourself stable on the ground you are sent flying 40 feet backwards. You can use this feature two times per long rest.
Hardening
Hardening You gain the ability to harden your body for short periods of time, significantly increasing your durability and damage output.
Each level increase your maximum hit points by 2
Your quirk ability is constitution. You can now use your bonus action to harden your skin into an almost stone like substance.
While in your hardened state, you gain the following benefits:
If you are not wearing armour your AC becomes 10+ Your dexterity modifier +You constitution Modifier
Your fists become a natural weapon which you are proficient in.They are a light melee weapon. They deal 1d6 bludgeoning damage. You can use your quirk ability modifier for attack and damage rolls using your fists. After attacking with your fist, you can make an additional fist attack as a bonus action. This damage increases to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level
You gain resistance to bludgeoning, piercing and slashing damage from non magical sources
Like any quirk, hardening has its limits. After being used for a total of 30 minutes, you can no longer use hardening until you complete a short or long rest. In addition you have disadvantage against saves to resist being paralyzed or stunned.
Unflinching At 3rd level while hardened you can no longer be knocked prone or pushed back against your will. You also have advantage on saves against being frightened or charmed.
Reckless Relentlessness At 5th level, you can throw aside all concern for defense to attack with fierce desperation. Whenever you make attack an on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Quirk during this turn, but attack rolls against you have advantage until your next turn. In addition if you were to be reduced to 0 hitpoints while hardened and not killed outright. You can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
A Necessity At 7th level, your fists are considered magical for the purpose of overcoming resistances and immunities. At 7th level, your speed increases by 10 feet while you aren’t wearing heavy armor.
Not too flashy, but effective At 10th level, while hardened you have resistance to all damage except psychic damage. you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 15th level and three additional dice at 18th level.
Unstoppable! At 15th level you are now immune to being frightened, charmed or grappled. Beginning at 15th level, your iron will is so sturdy that your hardening ends early only if you fall unconscious or if you choose to end it.
Unbreakable At 18th level,your maximum constitution is increased to 24, in addition you can now assume you Unbreakable form for 60 seconds.
While in this form you gain the following benefits:
You are immune to bludgeoning, piercing and slashing damage
Your fists now deal 2d12 slashing damage
You gain temporary hit points equal to 4 times your constitution modifier.
If you are not wearing armour your AC is now 10 + your dexterity modifier + two times your constitution modifier.
After using this form twice you must complete a long rest before being able to do so again
Phoenix
“I'm a simple girl who wants a simple life, if simple girl means I have a quirk and simple life means I want to be a hero.”
- Flying Fury, the morning before getting one of the highest entrance exam scores in UA history
Phoenix You have the ability to manifest a pair of wings and burning flames.
You quirk ability modifier is charisma
As a bonus action you can manifest metal feathery wings with a fly speed of 60 feet. You are unable to wear armour as it would be torn apart or weigh you down too much. While they are out you can add 2 to your ac. This increases to 3 at 5th level, 4 at 11th and 5 at 18th You can also fire razor like feathers from your wings. You can use an action to make a ranged quirk attack roll fire out a feather. The feather has a range of(80/320), it deals 1d8 slashing damage. The number of feathers you can fire increase by one at 5th,11th and 18th level. New feathers slowly regrow to replace spent ones. You can fire a Nother feather off as a bonus action.
You can also fire blasts of flames by transferring heat from certain parts of your body. You fire off a blast of flames from your hands in 20 foot cone, all creatures in range must make a dexterity saving throw or take 1d6 fire damage and set on fire on a failed save, or only half damage on a successful save. This increases to 3d6 and the range is 40 feet at 5th level, 5d6 and 60 feet at 11th level, 8d6 and 80 feet at 18th level.
Like any quirk, Phoenix has its limits. If you make more than 10 attacks with your feathers in 1 minute you must make a DC 15 constitution saving throw to use your wings every time you use them. (This includes flying). This limit increases by 5 at 5th, 11th, and 18th level. You recover from the fatigue after letting them rest for 2 rounds. You also have disadvantage against saves to avoid or resist lightning damage while your wings are out.
If you deal damage equal to or exceeding your limit in a single attack, using your fire you will begin to feel the effects of hypothermia in the places you are not using your fire.Dealing damage past your limit threshold in a single round of combat will result in you receiving damage. Your characters limit threshold is equal to constitution score + quirk user level + proficiency bonus. Make a constitution saving throw against your own charisma a DC each time you use your fire after passing your limit, on a failure you begin to take cold damage equal to the damage you deal with your fire as you begin to suffer hypothermia. You recover from the fatigue after not using your flames for 4 rounds.
Thermal burst At 3rd level, you can use your flames to create pockets of rising hot air. Using a bonus action you create a 80 foot tall, 10 foot radius cylinder of got air. If your wings are out while inside you are launched to the top of the cylinder. The height of this cylinder increases by ten feet at 5th, 11th and 17th level. You can use this feature an amount of times equal to your charisma modifier(minimum of 1). You regain all uses after completing a short or long rest.
Fancy wingwork At 5th level you have gained greater control of your wings allowing you to use them for defensive close combat maneuvers. While your wings are out and not fatigued you gain the following benefits
When targeted by an attack you can use your reaction to increase your ac by your charisma modifier till the beginning of your next turn.
You can flap your wings in an attempt to get some breathing room. You can use your action to cause every creature within ten feet of you to make strength saving throw or be pushed 10 feet backwards and take 2d8 bludgeoning damage. You can use this feature 3 times. You regain these uses after a short or long rest.
Razor wings At 7th level, your wings are considered magical for the purposes of overcoming resistances and immunities.
Flaming Feathers At 10th level, your wing flap and feathers now deal an additional 2d6 fire damage. You also gain resistance to fire damage
Feather StormAt 15th level you now can use your action to fire a deluge of razor sharp feathers. All creatures in a 80 foot radius around you must make a dexterity saving throw, on a failed save they take 10d8 slashing damage and 2d8 fire damage. On a successful save they take half damage. This feature can be used 3 times. You regain all uses after a short or long rest.
Supernova! At 18th level you let a massive blast of pure heat and flame. As an action all creatures in a 80 foot radius must make a dexterity or take 15d12 fire damage and sent flying back 30 feet. On a successful save they only take half damage. You can use this feature once. You regain all uses after a long rest. In addition, you are immune to fire damage.
Black Thunder
Black Thunder- your quirk ability modifier is dexterity. At Level 1 your body is full of black lightning fueling your body with adrenaline and keeping it awake at all times making it harder for you to be downed in battle if knocked down to 0 hp roll a 1d4,1d6 3rd,1d8 7th,1d10 10th,1d12 15th,1d20 18th.
Electrical discharge- when you either use zeus’s rage or lightning base attacks 20 times when this happens your body has to wait until end of battle or unless refuled by and outside source of electricity
Martial defense- sense you had do much free time you learned martial arts when you can’t use lightning mode this is your second form of defense learning to predict movement and counter but never attack used as bonus action when attack they have disadvantage if they fail to hit you hit back doing 2d6 plus dexterity modifier and if they succeed
Quick kick- you swing your leg in a fast motion with your kicking them fast and hard taking 1d4 1st level, 2d4 3rd,3d4 7th,4d4 10th.
Zeus’s rage- you hurl a black lightning bolt that goes 60 feet while hit on impact does damage in the range of 30 feet electrocuting the enemy everyone must make a dexterity saving throw or take 4d8 with partial cloak and 5d10 with full cloak after use cloak deactivates and can’t use lightning base attacks until combat session is over.
Lightning Palm- 3rd level you concentrate your black lightning to your palm and hitting a target for 1d6 and must make constitution saving throw on a fail it paralyzes them for 1 turn and take half damage level,2d6 7th,3d6 10th,4d6 15th,5d6 18th.
Partial Black Cloak- 7th level you cloak your body in your lightning and let it surge out of your body giving you ac 13 + dexterity modifier and wisdom, advantage on dexterity saving throws and adds 1d6 to your damage lasting for 5 of your turns.
Cell Acceleration- 10th level as a bonus action you can activate your lightning to help accelerate your cells to repair your body healing you for 2d8,3d8 15th,4d8 18th.
Full Body Black Cloak- 15th level you mastered fully body cloak giving you an extra 3d6 damage, ac 15 +dexterity and wisdom, advantage on dexterity and wisdom saving throws and stays on for 15 rounds.
Lightning double- you double your self making a being of just pure lightning which has no fixed health does the same damage as you and also uses my moves goes right after your turn only stays for 2 of my turns and disappears you can do this once every long rest
Bloodcurdle
Bloodcurdle: Your quirk ability modifier is Wisdom. Your quirk allows you to manipulate people by coming in contact with their blood. In order to make the most out of your quirk, you have trained relentlessly. When you are reduced to 0 hit points, you may instead drop to 1. You regain use of this feature at the end of a long rest. When you are not wearing armor, your movement speeds increase by 5 feet.
Paralysis: At 3rd level, on the turn after you have successfully attacked a creature, you may ingest its blood as an action. Upon ingestion, the creature the blood came from is paralyzed for 1d4 turns. The creature may make a Constitution saving throw. Of a success, they may reduce the time they are paralyzed by 1d4 turns. After a creature is paralyzed, you must wait a number of turns equal to how long they were paralyzed before paralyzing them again.
Weapon Mastery: At 5th level, you know what makes people hurt. When wielding a martial melee weapon, you deal an additional 1d6 psychic damage.
Urban Combatant: At 7th level, you have spent enough time in cities to know how to get around. You gain a climbing speed of 20 feet. If you already have a climbing speed, it is increased by 20 feet.
Enhanced Paralysis At 10th level, your Paralysis die increases to 2d4.
Force of Justice At 15th level, you simply refuse to die. When you are reduced to 0 hit points, you may instead drop to 1 an additional time.
Indomitable Will At 18th level, your raw drive surpasses any quirk. When you are reduced to 0 hit points, you may paralyze any number of creatures of your choosing who can see or hear you for 1d4 rounds. You regain use of this feature at the end of a long rest.
Multiclassing
All you need is to manifest a quirk, have at least a 13 in whatever relevant quirk stat, and you're good to go!
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