Nomu (5e Class)
From D&D Wiki
Nomu
Unnatural Monstrosities
Unlike other superpowers, a nomu’s quirks are forced onto them. These destructively obtained quirks often destroy their mind. To be a nomu at 1st level, you must have the following:
- Strength and Constitution 12 or more.
- No more than 10 Intelligence.
Creating a Nomu
![]() |
---|
3 nomus, My Hero Academia. |
- Quick Build
You can make a nomu quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.
Class Features
As a Nomu you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Nomu level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nomu level after 1st
- Proficiencies
Armor: Heavy Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 4 from the following: Athletics, Acrobatics, Perception, Survival, Intimidation.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Common Clothes
- One simple weapon
Level | Proficiency Bonus |
Quirks | Features | Enhanced Musculature |
---|---|---|---|---|
1st | +2 | - | Enhanced Musculature | 1d4 |
2nd | +2 | 1 | Quirk | 1d4 |
3rd | +2 | 2 | — | 1d4 |
4th | +2 | 2 | Ability Score Improvement | 1d4 |
5th | +3 | 3 | — | 1d6 |
6th | +3 | 3 | Powerful Knees | 1d6 |
7th | +3 | 3 | Quickened Strike | 1d6 |
8th | +3 | 3 | Ability Score Improvement | 1d6 |
9th | +4 | 3 | Durability | 1d6 |
10th | +4 | 3 | Long-Term Nomu | 1d8 |
11th | +4 | 4 | — | 1d8 |
12th | +4 | 4 | Ability Score Improvement | 1d8 |
13th | +5 | 4 | Extra Attack | 1d8 |
14th | +5 | 4 | Mindless Power | 1d8 |
15th | +5 | 4 | Extra Attack | 1d10 |
16th | +5 | 4 | Ability Score Improvement | 1d10 |
17th | +6 | 5 | — | 1d10 |
18th | +6 | 5 | Horrifying Screech | 1d10 |
19th | +6 | 6 | Ability Score Improvement | 1d10 |
20th | +6 | 7 | — | 2d6 |
Enhanced Musculature
At 1st level, you gain the quintessential nomu quirk. Your unarmed strikes use the die listed in the Enhanced Musculature table.
Quirk
At 2nd level, you can choose one quirk, all of which are listed at the end of this class. You gain additional quirks as shown on the Quirks table. During a long rest, you may exchange one quirk for another. Certain quirks can only be taken at certain levels. Any quirks with limited uses regain all uses at the end of a long rest.
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.
Powerful Knees
At 6th level, you become resistant to falling damage.
Quickened Strike
At 7th level, you may make a single attack as a bonus action.
Durability
At 9th level, your flesh becomes unnaturally strong. When you make a Constitution saving throw to take half damage, you instead take no damage in a success, and half damage on a failure.
Long-Term Nomu
At 10th level, you prove yourself to be greater than the other, disposable nomu. You become immune to disease and poison and you require half as much food as usual.
Extra Attack
At 13th level, when you take the attack action, you may attack an additional time. You may do this an additional time at 15th level (3).
Mindless Power
At 14th level, as an action, you can end one effect that is causing you to be charmed or frightened.
Horrifying Screech
At 18th level, as an action, you may cast Fear nonmagically. You may do this once, regaining use at the end of a long rest.
Quirks
- Hardened Skin
Your AC is equal to 10 + your Constitution modifier + your Strength modifier.
- Tool Arms
Your unarmed strikes can deal bludgeoning, piercing, or slashing damage, and you gain proficiency in one set of artisan’s tools. You may choose to transform your hands into a set of artisan’s tools you are proficient in as a bonus action, during which your unarmed strikes deal 1 damage.
- Regeneration
At the start of your turn, you regain 1d4+your Constitution modifier hit points. You may do this a number of times equal to half your Constitution modifier rounded up.
- Tongue Web
When you make an unarmed strike, you may decrease its damage die by one tier to make it attack in a 10 foot cone. You may do this multiple times on a single attack, each additional tier increasing its range by 5 feet.
- 11th Level Quirks
- Acid
Your unarmed strikes deal acid damage.
- Anivoice
You can speak with animals, and have advantage on Charisma (Persuasion) checks against them.
- Arbor
You can generate wood from your body, allowing you to cast Entangle nonmagically a number of times equal to your Strength modifier.
- Engine
Your movement speed increases by 5 feet. As a bonus action when you take the Dash action, you may double your speed an additional time. When you do so, your movement speed becomes 0 at the beginning of your next turn until the end of your next turn.
- 17th Level Quirks
- Shock Absorbtion
You gain a a damage threshold of 5.
- Pterodactyl
As an action, you gain a flying speed equal to your movement speed for 20 minutes.
- Unbreakable Claws
Your unarmed strikes deal slashing damage that counts as magical for the sake of overcoming resistances and deal twice as much damage to objects.
- Transforming Arms
Your unarmed strikes gain +5 feet of reach. This quirk can be taken multiple times.
- Gaseous Clones
As an action, you can create a clone. These clones act on your turn and are identical to you, save for having 5 hit points. You may create a number of clones equal to your Strength modifier.
- Resistance
You gain resistance to one damage type of your choice. This can be taken a number of times equal to half your Constitution modifier rounded up (minimum 1).
- 20th Level Quirks
You may only have 2 20th level Quirks at a time
- Unnatural Might
Requires Shock Absorbtion
Your size increases by one category to a minimum of Large.
- Shoulder-Mounted Jets
Requires Pterodactyl
Your flying speed increases by 30 feet.
- Improved Regeneration
Requires Regeneration
You may use regenerate an amount of times equal to your Constitution modifier, and its die becomes 1d8.
Multiclassing
Prerequisites. To qualify for multiclassing into the nomu class, you must meet these prerequisites: Strength and Constitution 14, no more than 10 Intelligence.
Proficiencies. When you multiclass into the nomu class, you gain the following proficiencies: Intimidation, Athletics
Back to Main Page → 5e Homebrew → Classes