B-Baller (5e Class)
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B-Baller
A young Wood Elf walks onto the sacred grounds with his teammates, across from them the opposing team of Half-Orcs gaze upon their peculiar aura...
A wandering Human walks into an alley. They are approached by a common thief, and then, in a flash of light, the thief is on the floor, with only a single ball next to him...
The Tiefling chuckled as they were approached by the swarm of imps, as energy courses around them. This is it, the ultimate technique: the Chaos Dunk...
Introduction to the B-Baller
A B-Baller is, above all things, a sportsman. B-Ball is a sacred, mythical sport, and only few have managed to harness the true power that lays untapped in the B-Ball community. Those who harness the power of B-Ball, whether it be to further their own goals, to play as part of a team, or to learn the ancient secrets of the Dunk. No matter who or what you are, everyone has the hidden potential to become a B-Ball star.
Creating a B-Baller
When creating a B-Baller, think about how they came into their B-Ball technique: Were they a humble peasant, until trained by a B-Ball superstar? Were you born with your B-Ball ability, or did you come into it by divine intervention? What kinds of B-Ball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?
- Quick Build
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.
Class Features
As a B-Baller you gain the following class features.
- Hit Points
Hit Dice: 1d8 per B-Baller level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per B-Baller level after 1st
- Proficiencies
Armor: Light
Weapons: B-Ball
Tools:
Saving Throws: Dexterity, Constitution
Skills: Athletics, Acrobatics, Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- B-Ball
- (a) Leather Armour or (b) A Tool of your choice
- (a) Dungeoneer's Pack or (b) Explorer's Pack
Level | Proficiency Bonus |
Features | Dunk Points |
---|---|---|---|
1st | +2 | Basic Dunk, B-Ball Technique | - |
2nd | +2 | Hang Time | - |
3rd | +2 | Slamming Path, Dunk Points | 3 |
4th | +2 | Ability Score Improvement, Rebound | 3 |
5th | +3 | Buzzer Beater | 3 |
6th | +3 | Advanced Dunk, Slamming Path Feature | 4 |
7th | +3 | Boomshakalaka! | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Double Dribble | 5 |
10th | +4 | Nothing but Net | 5 |
11th | +4 | From Downtown, Slamming Path Feature | 5 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Dunk Mastery | 6 |
14th | +5 | He's On Fire! | 6 |
15th | +5 | Bench Warming | 7 |
16th | +5 | Ability Score Improvement | 7 |
17th | +6 | B-Ball Aura, Slamming Path Feature | 7 |
18th | +6 | Dunk Rejuvination | 8 |
19th | +6 | Ability Score Improvement | 8 |
20th | +6 | Chaos Dunk | 9 |
Basic Dunk
The art of the Dunk is every B-Baller's most prized power, where all their energy comes from. You can choose to use an action to perform a Dunk with your B-Ball. In order to successfully perform a Dunk, make an Acrobatics check to jump in the air. If you fail, you cannot perform a Dunk. If you succeed, the enemy must take a Constitution saving throw, the DC of which is 10 + your Dexterity modifier. If they fail, deal 1d10 bludgeoning damage. If they succeed, they take damage equal to half your Dexterity modifier in addition to the dice of a normal ranged attack with a B-Ball.
B-Ball Technique
The power of the B-Baller comes from their technique on the court. When making a normal attack with a B-Ball, you can choose to add your Dexterity modifier to your attack roll, and choose to add your Constitution modifier to your damage roll. When you throw a b-ball, add you Dexterity modifier + your Proficiency bonus to the attack roll. On hit, the damage of the b-ball is 1d8 + your Dexterity modifier + your Proficiency bonus. Additionally, if you successfully hit a creature within your movement speed with a ranged attack using your B-Ball, the B-Ball will rebound and return to you.
Hang Time
At 2nd level, when performing a Dunk, you can use a bonus action to increase the height of your jump by 10ft, adding your Dexterity modifier to the damage if the target fails the saving throw. If the attack is successful, the creature takes an extra 1d4 damage.
Slamming Path
At 3rd level, you are slowly learning to harness your B-Ball powers into a set path of your own B-Ball Style. Your Slamming Path grants you features at 3rd level and again at 6th, 11th, and 17th level.
Dunk Points
When performing a Dunk, you can now use Dunk points to add 1d6 to your Dunk attack per Dunk Point. This damage is added whether the target fails or succeeds the saving throw. You must use these points before making a dunk, and the DC of the Acrobatics check made to dunk increases by 1 for each Dunk point used. When you spend a Dunk Point, it is unavailable until you finish a short or long rest, at the end of which you gain all of your Dunk Points back. You must spend at least 30 minutes of the rest focusing your energy into your B-Ball to regain your Dunk Points.
Ability Score Increase
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.
Rebound
At 4th level, when you are hit by a creature, you can choose to make a melee attack with your B-Ball as a reaction, which deals 1d6 bludgeoning damage. You can use this feature once per short or long rest.
Buzzer Beater
At level 5, after you have attacked, you can choose to use a bonus action to activate this feature. On activation, take a ranged attack with your B-Ball against a creature different to the last one you attacked. You cannot use this feature if you already used a bonus action on your turn.
Advanced Dunk
At 6th level, your Dunking ability is becoming stronger. When performing a dunk, you now deal twice the amount of damage dice than before (now 2d10), and additionally the DC for a creature when being attacked by a dunk is now 10 + your Dexterity modifier + your Constitution modifier.
Boomshakalaka!
At 7th level, your Dunk has reached further potential. When you make a dunk action, you can expend an extra dunk point to cause a Boomshakalaka! effect. With this effect, if the armour class of a creature is below 5 + your Dexterity modifier + your Constitution modifier, your dunk action automatically succeeds. This effect can only be used once per encounter.
Spirit Ball
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.
Nothing but Net
At 10th level, your skills as a B-Baller have increased exponentially. When rolling for your Acrobatics with a dunk, if you were to fail, you can reroll your check. You must take the second result, and this feature can only be used once per long or short rest.
From Downtown
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 the duration of the encounter.
Dunk Mastery
At 13th level, you have now dunked so much, it's like second nature to you. When performing a dunk action, gain another 1d10, making your damage 3d10 when performing a successful dunk. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to either:
- Add an extra 1d10 to the damage roll.
- Knock that creature prone.
- Use another dunk action with the damage dealt being halved (only usable when using two B-Balls)
He's on Fire!
At 14th level, when performing a dunk action, you can choose to expend 2 dunk points to shroud yourself in flames. When doing so, your target has disadvantage on the Constitution save. As well as this, you can choose to convert one of your damage dice to deal fire damage instead of bludgeoning damage.
Bench Warming
Sometimes, all your dunking tires you out. Once per encounter after you reach 15th level, you can use your action, bonus action, and all of your movement for that round to regain 2d10 hit points and 3 dunk points. When you use this ability, enemies can take attacks of opportunity against you, but have disadvantage on the attack. If any opportunity attack hits, you must choose between the hit points or Dunk points granted by Bench Warming.
B-Ball Aura
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.
Dunk Rejuvination
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, once per long rest, you may use the Bench Warming feature as only a bonus action instead of normal, but roll a d6 to receive the following:
1-2: Gain 1 level of exhaustion. 3-5: Take 1d10 damage. 6: No effect.
Chaos Dunk
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 attack always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 13 + your Dexterity modifier + you Constitution modifier. This throw must also be taken by any friendly creatures nearby, 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 to your roll by expending dunk points. 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, roll a dexterity saving throw with a DC of 17 - your Constitution modifier OR Dexterity modifier 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. You can additionally 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, but must take two days to recover, and cannot be stabilized by magical or non-magical means.
Path of the Foul
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.
- Foul
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d4 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.
- Dirty Play
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.
- Bump the Cutter
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.
- Penalty
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.
Path of the Inner B-Ball
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.
- Ball Hog
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.
- Ballcraft
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. 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.
- Ballomancy
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 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.
- Afterimage Dribble
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 3 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom. When you attack, your enemy cannot see you, and thus gives you advantage when attacking. If the attack succeeds, you will always knock the creature prone.
Multiclassing
Prerequisites. To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity
Proficiencies. When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance
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