25th Baam Wave Controller (5e Class)

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25th Baam Wave Controller

Wave Controller is a Position where one helps their allies in battles by attacking the enemy or by aiding the team using Shinsu. Out of all the five ordinary Positions, Wave Controller is the rarest to be chosen for.

Creating a Wave Controller

25th Baam a Wave Controller, is a master of shinsu as well as using his/her own body as a weapon. They are masters of unarmed combat, amplifying their own natural body with shinsu. They can also release this power with devastating ranged attacks.

To quickly build a wave controller, make Charisma your highest. Followed by Dexterity, then Constitution. Take the Outlander or Hermit background.

Class Features

As a 25th Bam (Wave Controller) you gain the following class features.

Hit Points

Hit Dice: 1d8 per 25th Bam (Wave Controller) level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per 25th Bam (Wave Controller) level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: One artisan's tool or musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Simple Melee Weapons, Short and Long Swords
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • (a) component pouch or (b) arcane focus
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The 25th Bam (Wave Controller)

Level Proficiency
Bonus
Martial Arts Features Baangs Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 - Shinsu Control, Baangs 1d4 4 2 2
2nd +2 1d4 Martial Arts, Shinsu Reinforcement 1d4 4 3 3
3rd +2 1d4 Shinsu Quality, Baangs 1d4 4 4 4 2
4th +2 1d6 Ability Score Improvement, Deflect Missiles 1d6 5 5 4 3
5th +3 1d6 Quick Learning, Baangs 1d6 5 6 4 3 2
6th +3 1d6 Shinsu Quality 1d6 5 7 4 3 3
7th +3 1d6 Evasion, Baangs 1d6 5 8 4 3 3 1
8th +3 1d6 Ability Score Improvement 1d6 5 9 4 3 3 2
9th +4 1d8 Shinsu Resistance, Baangs 1d8 5 10 4 3 3 3 1
10th +4 1d8 Fast Skip 1d8 6 11 4 3 3 3 2
11th +4 1d8 Shinsu Quality, Baangs 1d8 6 12 4 3 3 3 2 1
12th +4 1d8 Ability Score Improvement, Thorn 1d8 6 12 4 3 3 3 2 1
13th +5 1d8 Baangs 1d8 6 13 4 3 3 3 2 1 1
14th +5 1d10 Fast Skip 1d8 6 13 4 3 3 3 2 1 1
15th +5 1d10 Baangs, Thorn 1d10 6 14 4 3 3 3 2 1 1 1
16th +5 1d10 Ability Score Improvement, Shinsu Quality 1d10 6 14 4 3 3 3 2 1 1 1
17th +6 1d10 Fast Skip 1d10 6 14 4 3 3 3 2 1 1 1 1
18th +6 1d12 Thorn 1d10 6 14 4 3 3 3 3 1 1 1 1
19th +6 1d12 Ability Score Improvement 1d10 6 15 4 3 3 3 3 2 1 1 1
20th +6 1d12 FUG Slayer 1d10 6 15 4 3 3 3 3 2 2 1 1

Shinsu Control

Spellcasting Ability

Charisma is your spellcasting ability for your spells, as the raw power of shinsu can only be instilled with proper training. In addition, you use your Charisma modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one. Wave Controller Spell List:

Cantrips: Chill Touch, Control Flames, Fire Bolt, Guidance, Gust, Light, Mage Hand, Minor Illusion, Ray of Frost, Shape Water, Shocking Grasp

Level 1: Absorb Elements, Armor of Agathys, Catapult, Charm Person, Chaos Bolt, Chromatic Orb, Detect Magic, False Life, Feather Fall, Jump, Mage Armor, Shield, Witch Bolt

Level 2: Blindness/Deafness, Darkness, Earthbind, Enhance ability, Gust of Wind, Hold Person, Invisibility, Levitate, Mirror Image, Moonbeam, Scorching ray, Zone of Truth

Level 3: Blink, Counter Spell, Daylight, Dispel magic, Enemies Abound, Erupting Earth, Fear, Fireball, Fly, Lightning bolt, Protection from Energy, Remove Curse, Thunder Step, Wall of Water, Water Breathing, Water Walk

Level 4: Banishment, Blight, Charm Monster, Confusion, Control Water, Death Ward, Dominate Beast, Elemental Bane, Freedom Of Movement, Greater Invisibility, Ice Storm, Otiluke's Resilient Sphere, Stone Shape, Storm Sphere, Vitriolic Sphere, Wall of Fire, Watery Sphere

Level 5: Cone Of Cold, Cloudkill, Destructive Wave, Flame Strike, Geas, Hold Monster, Immolation, Maelstrom, Telekinesis, Teleportation Circle, Wall Of Force, Wall Of Stone

Level 6: Blade Barrier, Chain Lightning, Circle Of Death, Disintegrate, Globe Of Invulnerability, Harm, Investiture Of Flame, Investiture Of Ice, Investiture Of Stone, Investiture Of Wind, Otiluke's Freezing Sphere, Primordial Ward, Sunbeam, True Seeing, Wall Of Ice, Wind Walk, Word Of Recall

Level 7: Finger Of Death, Fire Storm, Prismatic Spray, Regenerate, Reverse Gravity, Simulacrum, Teleport, Whirlwind

Level 8: Abi Dalzim's Horrid Wilting, Antimagic Field, Earthquake, Incendiary Cloud, Power Word Stun, Sunburst, Tsunami

Level 9: Gate, Meteor Swarm, Power Word Kill, Time Stop, Storm Of Vengeance

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use your gift of shinsu from the administrators in your plane of existence as a spellcasting focus. If you enter another plane of existence, you must make a deal with that plane’s administrator, or you will need to use a spellcasting focus.

Baangs

Baangs are the unit of controlled Shinsu. You can use your action to release this beam of crackling shinsu which streaks toward a creature within 120 feet range. On a hit, the target takes 1d4 force damage. The amount of the damage increases as you gain levels in this class, as shown in the Baang column of the Wave Controller table.


At Higher Levels. The skill creates more than one beam when you reach higher levels: The number of beams increases by one at 3rd level (2), 5th level (3), 7th level (4), 9th level (5), 11th level (6), 13th level (7), 15th level (8). You can direct the beams at the same target or different ones. Make a separate attack roll for each target.

Martial Arts

Starting at the 2nd level, you've learned to handle yourself in a close-quarters fight. Your control over shinsu has enabled you to strengthen your body, making your unarmed strikes more powerful.

You gain the following benefits when unarmed and not wearing armour or wielding a shield:

- Unarmed strikes count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.

- You can use a d4 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain wave controller levels, as shown on the table above.

- When you use the Attack action with an unarmed strike on your turn, you may make one unarmed strike or a baang as a bonus action.

Shinsu Reinforcement

Enhancing your body with shinsu has granted you a kind of natural armour.

Starting at the 2nd level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Shinsu Quality

Choose one element: Acid, Fire, Cold, Lightning, necrotic, Poison, Rock (Bludgeoning, Piercing, Slashing.) or Radiant.

Starting at the 3rd level, when you make an unarmed strike or cast a Shinsu Baang, you may change the damage to the chosen type. This counts as magical damage in order to overcome resistance and immunity.

At 6th and 11th levels you choose an additional element, and 16th levels you can use all. If you choose the same element twice, you deal additional damage equal to your Charisma modifier of the chosen type on a hit.

At 11th level, this feature extends to all spells that you cast.

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.

Deflect Missiles

Starting at the 4th level, you may use your reaction when you are hit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your wave controller level.

If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free.

Quick Learning

Starting at 5th level you learn other people's techniques by being hit by them.

You can copy an enemies ability if you are hit by it and you have the physicality or mental capacity to copy it For example, if you are attacked by a tail and you don't have a tail you cannot copy the attack. If you are hit by a spell you can only copy one tier above your spell level, if you are hit by a spell higher than one above you cannot copy it.

Evasion

At 7th level, your shinsu instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or the fireball. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

Shinsu Resistance

At 9th level and again at 15th level, you gain resistance to one type of damage that you chose for the Shinsu Quality feature. If you choose the same element twice, you become immune to that non magic or magic damage type.

Fast Skip

At 10th level, you learn the fast skip technique. Fast Skip is a technique that is used to temporarily immobilize the target using Shinsu. On a bonus action, the targeted creature must succeed on a Wisdom saving throw or be stunned until the players next turn. This is a skill, not a spell so dispel magic will not work.

At 14th and 17th level, you can freeze one additional person.

You may use this feature a number of times equal to your proficiency bonus + Charisma, and you regain all uses of this feature after you finish a long rest.

Thorn

At 12th level, you unlock a fragment of power from the thorn which was sleeping deep within. The thorn is a massive red, diamond-shaped object that is said to be the power of a fallen administrator. While the thorn is released you gain the following:

  • Your unarmed strikes deal 1d6 additional Radiant damage.
  • Your spells deal an additional 1d8 radiant damage.
  • You have advantage on Charisma checks and saving throws.
  • Your AC increases by 2.
  • You gain one additional reaction per round.

This transformation lasts for ten minutes, or until you dismiss it as a bonus action. You will also gain one point of exhaustion. The transformation ends automatically if you are reduced to 0 hit points or go unconscious.

  • At 15th level, your transformation adds a second thorn, releasing another fraction of power. The thorn now lasts twice as long and your AC increases by 4 instead.
  • At 18th level, your transformation adds a third thorn which fuses with the other two releasing the full power of the thorn. This gives your unarmed strikes 2d6 and spells 2d8 additional damage. You no longer get exhaustion after using the thorn.

You may use this feature a number of times equal to your proficiency bonus + Charisma, and you regain all uses of this feature after you finish a long rest.

FUG Slayer

At 20th level, you can use three of these techniques below per long rest. You cannot use the same technique twice. If you use the Lethal Move: Floral Butterfly Piercing Technique you use up two of these uses instead of one.

Wide Range Shinsoo Control Skill - Rainfall: You gather large amounts of shinsu in abstract shapes, which spreads into a 20-foot-radius across the battlefield into a cloud and then falls like rain. The cloud spreads around corners and is heavily obscured. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 piercing damage on a failed save, or half as much damage on a successful one.

Shinsoo Control Skill - Wide-Range Skill: Streamflow: You gather large amounts of shinsu in a spiral 30ft cone. Each creature must make a Dexterity saving throw or take 8d12 bludgeoning damage on a failed save, or half as much damage on a successful one.

*insert character name* Style Wave Explosion - Zero: You gather large amounts of shinsu to set up lethal vibrations in someone's body. Make an unarmed strike attack, the hit creature must make a Constitution saving throw. A creature takes 10d12 piercing damage on a failed save, or half as much damage on a successful one.

Black-Hole Sphere: You compress shinsu around you into a single point and releases it as a huge explosion. Chose a centre point 60ft from you and spend an action to gather shinsu to compress in that location. Use another action to release that shinsu, each creature in a 15ft cube from the centre must make a Dexterity saving throw or take 8d10 * turns spent compressing shinsu necrotic damage.

*insert character name* Style - Lethal Move: Floral Butterfly Piercing Technique: Once you have made contact with the targets body you reverse the flow of shinsu in the body causing a shocking blast and leaving the user unharmed. Make an unarmed strike attack, the hit creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d12 necrotic damage. In addition, any creature behind the targets body in a 30ft cone must make a Dexterity saving throw. A creature takes 6d12 piercing damage on a failed save, or half as much damage on a successful one.

*insert character name* = Your characters name.

Multiclassing

Prerequisites. To qualify for multiclassing into the 25th Bam (Wave Controller) class, you must meet these prerequisites: Charisma of 16 and Dexterity of 13.

Proficiencies. None.


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