Mobian (5e Subclass)
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Mobian
The Inhabitants of planet Mobius turned mutant, and incredibly intelligent. The Mobian class is specially designed to be highly customizable because after all, no Mobian is the same. While they may have the same abilities, all of them fight differently.
The Mutants of Mobius
A common misconception about mobians is they have to be anthropomorphic. This is not true, in fact, any race can be a mobian, so long as they or one of their ancestors was around for The Great War that had mutated the inhabitants of planet Mobius.
Creating a Mobian
Why is your Mobian even here? Is there some evil scientist that destroyed your family that you must gain power to avenge? Are you an evil scientist trying to gain power to destroy someone's family? Were they a survivor of The Great War?
- Quick Build
You can make a Mobian quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose any background. Third, choose any weapon that you want.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d10 per level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light, Medium
Weapons: Simple Weapons, Martial Ranged Weapons (Firearms if allowed by the DM)
Tools: 2 of your choice
Saving Throws: Dexterity and Constitution
Skills: 3 of your choice from any skills
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Speed Shoes or (b) Rocket Boots
- (a) Any Simple Melee Weapon or (b) Any Simple Ranged Weapon
- (a) Any 2 Simple or Martial Melee Weapons or (b) Any 2 Martial ranged Weapons or Small Firearms
- (a) Explorer's Pack or (b) Dungeoneer's Pack
Additionally, you start with 100 Golden Rings.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | <!-Class Feature1-> |
2nd | +2 | <!-Class Feature2-> |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
11th | +4 | — |
12th | +4 | Ability Score Improvement |
13th | +5 | — |
14th | +5 | — |
15th | +5 | — |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | — |
19th | +6 | Ability Score Improvement |
20th | +6 | — |
The Secret of The Rings
You have some sort of special connection to golden rings and have unlocked their hidden powers. Golden rings are the resource that drives this class, so make sure to spend them wisely, as it may save your life. Golden rings are absorbed by you upon contact, and because of this, they cannot be sold by you. But you can buy golden rings almost anywhere for 1 GP each.
- Speed Boost
You may spend 1 golden ring to move an extra 5 feet, caps at 50 feet per turn.
- Extra Life
When reduced to zero health, on your turn, you may spend 100 golden rings to instantly succeed 3 death saves.
- Ring Weakness
When hit by a critical attack, you lose 25 rings (unless you have less than 25, which then you would lose only what you have) but can get them back by spending one action. They expire after 3 rounds, and if any creature wants to stop you from recollecting your rings, you must roll contesting dexterity checks. If you win, you collect your rings. If the creature trying to stop you wins, you do not collect your rings.
- Mobian Save DC
8 + your dexterity score + your proficiency bonus.
What I'm Made Of
At the 2nd level, your unarmored AC is equal to 12 plus your Dexterity mod + Constitution mod.
Mobian Fighting Style
At the third level, you chose a style. Choose between the styles listed below, all detailed at the end of the class description. Your choice grants you features at the level 3 and again at 6, 10, 14, 17 and 20.
What Goes Up
At the third level, you become immune to all fall damage, and can jump a distance equal to an Acrobatics roll, multiplied by 5.
Ability Score Improvement
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. You may only increase Dexterity and Constitution past 20, to a maximum of 24.
Homing Attack
At 5th level, you gain the ability to jump into the air, curling into a ball, and launching yourself into enemies as a weapon. This takes an action and does 1d12 slashing damage(3d12 at level 12, 6d12 at 15, and 9d12 at 19.) You can spend 10 rings to force the target creature to make a dexterity saving throw vs your Mobian Save DC. If they fail, you knock them 5 feet into the air, allowing you to use this attack 3 more times in the same action. On success, no rings are used, and you cannot use the homing attack again in this action.
Spin Dash
At 7th level, you may charge up a spin dash by curling and spinning on the ground and spending 20 rings. After charging up speed, you launch yourself at creatures of your choice within a line of 30 feet from each other. All creatures that are specified and not in cover must make a dexterity saving throw against your Mobian Save DC, or take 3d12 slashing damage, and be knocked prone. On success, take half as much damage, and they are not prone.
Wall Run
Beginning at level 9, you have figured out that you can mobilize yourself along walls, allowing you to run up, down, across, and even jump off of and run along other walls. You must use the same movement used on the ground to traverse the wall. Meaning if you only have 30 feet of movement, you may use 15 feet of movement on the ground, but still be able to use 15 feet of movement on the wall. However, if you do not move on your next turn, you will fall off of the wall.
Rush
Starting at 11th level, you may enter a state of quickness known as a "Rush". Using this feature allows the user to become far quicker, the Rush triggers for 3 rounds, and can be extended after the 3rd round by using it again at the cost of one use. The amount of times you may use the Rush is equal your Dexterity modifier. It grants the user advantage at any saves and checks involving the Dexterity stat during the 3 rounds. It also allows you to multiple your movement speed two fold. You regain all uses of this after a long rest.
Chaos Controller
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The Knight
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Djinn
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Roboticist/Metallic Doppelgänger
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Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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