All for One (5e Class)

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All for One[edit]

A group of sorcerers attacks a faceless human who is seemingly talentless. The few surviving sorcerers leave with not a single trace of their magic left in their bodies.

A party enters a laboratory and is faced with monsters with the powers of their deceased friends.

An adventurer finds himself taking on a villain alone and is knocked unconscious. He wakes up with a new ability he has never had before.

Creating an All for One User[edit]

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An All for One User powering up his excavator fist ability.
Quick Build

You can make an All for One User quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the Criminal background.

Class Features

As a All for One you gain the following class features.

Hit Points

Hit Dice: 1d10 per All for One level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per All for One level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one set of tools or a gaming set
Saving Throws: charisma, constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) shortsword or (b) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • Extravagant clothing
  • Villain Mask
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The All for One

Level Proficiency
Bonus
Features Mighty Strikes —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 All for One, Mighty Strikes, Unarmored Defense 1d4 2
2nd +2 Ability Theft 1d4 3
3rd +2 All for One Specialty 1d4 4 2
4th +2 Ability Score Improvement 1d4 4 3
5th +3 Extra Attack, Quirk Emergence 1d6 4 3 2
6th +3 Transference, Unarmored Defense Improvement 1d6 4 3 3
7th +3 All for One Specialty feature 1d6 4 3 3 1
8th +3 Ability Score Improvement 1d6 4 3 3 2
9th +4 Quirk Emergence improvement, Hidden Power 1d8 4 3 3 3 1
10th +4 Object Ability Theft 1d8 4 3 3 3 2
11th +4 Quirk Sense 1d8 4 3 3 3 2 1
12th +4 Ability Score Improvement 1d8 4 3 3 3 2 1
13th +5 Quirk Emergence improvement, Spell Transference 1d10 4 3 3 3 2 1 1
14th +5 Hidden Power Improvement 1d10 4 3 3 3 2 1 1
15th +5 Black Strings, All for One Specialty feature 1d10 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 1d10 4 3 3 3 2 1 1 1
17th +6 Greater Power, Quirk Emergence improvement 1d12 4 3 3 3 2 1 1 1 1
18th +6 All for One Specialty feature 1d12 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 1d12 4 3 3 3 3 2 1 1 1
20th +6 The All For One 1d12 4 3 3 3 3 2 2 1 1

All for One[edit]

At 1st level, You have awakened the rare power of the All for One. Choose 2 starting quirks shown at the bottom of the class explanation.

Your All for One save DC is 8 + your Charisma modifier + your proficiency bonus.
You start knowing no spells, and you may not learn any through natural means. You may only gain spells through stealing them (explained below) and use charisma as your spellcasting modifier.

Mighty Strikes[edit]

Begging at 1st level, due to your unatural abilities to steal quirks affecting your body your power has increased. Your unarmed strikes will now deal 1d4 + Strength or Dexterity Bludgeoning damage, and may increase as you level up in this class.

At 6th level your unarmed strikes count as magical for the sake of overcoming resistances.

Unarmored Defense[edit]

At 1st level, while not wearing any kind of armor your AC is 10 + your Charisma modifier + your Constitution modifier. At 6th level your AC increases by 1, and you gain +10 movement speed while unarmored.

Ability Theft[edit]

At the 2nd level, you gain your main ability, the power to steal abilities from others. When in touch range of a grappled, restrained, incapacitated, or willing Creature, you can use an attack to take a Feature or Spell from them. You may not use this Ability on dead creatures (excluding undead). The creature must make a Wisdom saving throw against your All for One save DC, on a fail, choose one of the following effects:

Feature Theft

You take one feature from the creature mentioned earlier. You must be able to physically perform the ability specified in the feature (for example, you cannot gain features that rely on natural weapons without having said natural weapon) and features that require a class level use this class.

You can have a number of Features equal to your level + Charisma Modiifer. You may lose any stolen features or spells of your choice at will.

Spell Theft

You take a single spell from the creature's list of prepared spells that you meet the level requirement to cast. You do not need any material components to cast these spells.

You can have a maximum number of spells known equal to your class level + your Charisma modifier.

Once you have stolen a Feature, the creature can no longer use it, even if they are physically able to, and once you have stolen a spell, it is removed from that creatures known spells and it cannot be learned or prepared again. If you or a creature die with a stolen ability it is returned to the owner.

All for One Specialty[edit]

At 3rd level, you choose your methods of using the power of All For One. You must Choose between Quirk Master, Criminal Overlord, and Overhaul all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th levels.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Beginning at 5th level, whenever you take The Attack action on your turn you can attack twice instead of once.

Quirk Emergence[edit]

When you reach 5th level, two of the multiple dormant quirks you've forgotten about taking has emerged. You gain two quirks from the Quirks table. You gain two additional quirks at 9th level (4), 13th level (6), and 17th level (8), and 20th level (10)

When you reach a level when you can gain additional quirks, you can replace up to 4 existing quirks you currently have.

Transference[edit]

When you reach 6th level, the abilities and quirks you've accumulated can be passed on to a creature you can touch as an action. If the creature is unwilling, they must attempt a Strength or Dexterity saving throw, their choice. On a failure or if they are willing, they gain one feature or quirk that you have, you lose said feature or quirk, if they are unwilling their Intelligence score is reduced by 5. If their Intelligence score is 10 or less, they become confused, and if it is reduced to 5 or less, they become berserk as well. They may attempt a Intelligence saving throw as an action, ending all of this feature's effects on a success. Other creatures can only gain one stolen Feature at a time from this feature unless stated otherwise.

You may regain the given feature or quirk given this way by ending all of this feature's effects on the target at will. This can be done even if they end this feature's effects by succeeding the Intelligence saving throw.

Hidden Power[edit]

At 9th level, one of the creatures that you have stealed gave you a secret skill. When you steal any feature or spell from a creature, you will be granted half of the bonus from their highest skill check. (Ex: A creature with a +4 in Acrobatics gets a feature stolen, you will gain +2 in your Acrobatics Check.) If you take use this on another creature that has the same highest skill, choose the higher bonus and keep that.

At 14th level, you can now steal the entire bonus of their skill.

Object Ability Theft[edit]

When you reach level 10, you can now at the DM's Discretion. Steal the Magical properties of an Magic Item no higher than rare. (Ex: Absorb the periapt of health's properties and turn it into a mundane object.). Each seperate magical property counts as a seperate feature, these count against the number of Features you can have, unless you use this on a Spell Scroll, in that case it is added to your Spells Known. This is also the case with any items that allow the user to cast spells using charges or other means.

Quirk Sense[edit]

When you reach 11th level, as an action, you may sense if there are any creatures with a quirk or spellcasting ability within 1 mile of you. You learn the presence of any and all creatures with Quirks, Spellcasting class levels or Innate Casting, and must make a Intelligence (Arcana) check to learn which quirk they have and what level spellcaster they are, the DC for this check is equal to their CR + 10.

Alternatively, you can use this ability to scan for a specific Quirk or spell a creature may have prepared, in this case, you must make the same check at disadvantage, if you succeed, you learn their direction and distance from you.

You may use this feature a number of times equal to your Intelligence modifier (Minimum of 1), regaining all uses at the end of a short rest.

Spell Transference[edit]

At 13th level, you can use your Transferrence ability to give another creature the ability to cast one of the spells you have stolen. In doing so you lose the ability to cast it, and you permanently forgo a spell slot of the appropriate level. The target then gains the ability to cast the spell without expending a spell slot or providing material components once per Long Rest, it is also added to any spells they know/have prepared.

The only way for you to regain the spell slot you have lost is to use Spell Theft to take a new spell of the appropriate level, or to take back the spell given as seen in Transferrence

Black Strings[edit]

At 15th level, your mastery over your power made you learn how to increase your touch range by creating black strings from your fingers. The range of Ability Theft is increased to 30ft, as is the range of any touch spells you know.

Greater Power[edit]

At 17th level, you learned how to steal the very own phisical or mental atributes of a creature. You may now choose to steal a creature's Ability Score, removing one point from two Scores or removing two points from one score. This ability does not allow you to increase your scores beyond 20.

The All For One[edit]

When you reach 20th level, you can now at your DM's Discretion Steal Very Rare and Legendary Magical Properties from Magic Items.

You may also at the cost of half your maximum hit points, duplicate your All For One class. You may grant it to a new creature, in which they would gain the All For One class at level 1.

All For One Specialities[edit]

Quirk Master[edit]

The Quirk Master focuses more on the practical and intuitive use of their quirk arsenal, rather than make use of pawns.

Dual Activation[edit]

When you reach 3rd level, your practical experience and training has allowed the use of multiple quirks at the same time. You gain 1 quirk from the Quirks table. When you use a quirk as an action, bonus action, or reaction, you may instead use X quirks that can be used in the same way (With x being your proficiency bonus). You may use this feature a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.

Impatience[edit]

When you reach 7th level, you grow impatient when you see something you really want to try for yourself. You may use Ability Theft on creatures that are not grappled, restrained, incapacitated, or willing, but doing so grants them advantage on their Wisdom saving throw to avoid its effects.

Quirk Duplication[edit]

When you reach 15th level, your body autonomously duplicates quirks for its own use, you do not lose the quirk or feature and you may grant a creature the same feature or quirk, and you gain 2 additional quirks from quirk emergence. Transference.

Quirk Sense Improvement[edit]

When you reach 18th level, Quirk Sense's range is increased to 10 miles, and you learn the direction of all applicable creatures. You still only make 1 saving throw, learning more about the quirks and users of all whose DC you pass.

Overhaul[edit]

Overhaul, while technically a different quirk from All for One, shares many similarities. Overhaul is able to deconstruct and reconstruct the world around them, allowing them to distil the biological matter of quirk users for their own use.

Deconstruction[edit]

Starting at the 3rd level, you gain the ability to deconstruct the world around you. You gain the following abilities. You may use this feature a number of times equal to twice your Charisma + Your proficiency bonus, regaining all uses at the end of a long rest.

Terrain Deconstruction

As an action, you deconstruct the terrain around you for up to 5 times your Charisma modifier (minimum of 1) feet. This counts as difficult terrain and all creatures excluding you that attempt to move through it take 1d6 piercing damage for every 5 feet they move. This lasts for 1 minute.

Object Deconstruction

As an action, you touch one nonmagical object, ripping apart its atomic bonds. The object automatically takes 1d8 + your Charisma modifier acid damage. This damage increases by 1d8 at 6th (2d8), 9th (3d8), 12th (4d8), 15th (5d8), and 18th (6d8) level.

Creature Deconstruction

As an action, you may attempt to deconstruct a creature. Make a melee spell attack against a single creature. On a hit, the creature takes 1d8 + your Charisma modifier acid damage. This damage increases by 1d8 at 6th (2d8), 9th (3d8), 12th (4d8), 15th (5d8), and 18th (6d8) level. If a creature is reduced to 0 hit points by this ability, it is instantly killed, exploding into bits and pieces.

Reconstruction[edit]

At the 7th level, you master the art of reconstructing things you have deconstructed with fine precision. When using the Ability Theft feature, you may now take physical attributes from creatures. This allows you to take features that give or rely on natural weapons you do not have, as well as features that rely on the anatomy of that creature. For example, you may take the legs of a centaur, and reconstruct them onto yourself, giving you the movement speed of said centaur as well as the Charge feature. Additionally, you gain the following abilities that use Deconstruction's uses:

Terrain Reconstruction

As an action, you reconstruct the terrain around you for up to 5 times your Charisma modifier (minimum of 1) feet. This converts difficult terrain to normal terrain, and can also be used to create structures such as a bridge or a room.

General Reconstruction

As an action, you touch one creature or object, returning its broken pieces to how they were. It regains 1d4 + your Charisma modifier hit points. This increases by 1d4 at 9th (2d4), 13th (3d4), and 19th (4d4) level.

Material Fusion[edit]

At 15th level, due to your experimentations with your power you have learned how to fuse two or more objects or creatures into a singular entity with the propeties of both.

Object Fusion

When you try to fuse objects, you must make a Constitution Saving Throw against a 12 + The number of objects DC to fuse them togheter. On a failure, they do not fuse and both objects are destroyed, giving you xd8 Force Damage(With X being the number of objects you tried to fuse). On a sucess, the objects will now merge as one, and will retain all of the previous objects effects and damage(Ex: If a weapon with 1d6 fire damage and another with 2d4 poison damage merge, they will now deal 3d6 damage).

Organic Fusion

When you try to fuse two creatures they must make a Constitution saving Throw against your All For One DC(unless they are willing, in which you must make a Constitution against the same DC as the Object Fusion). On a sucess, they are not fused and you are stunned for 1 turn. On a failure, they merge togheter gaining each feature, stats, spells, actions reactions etc, from the original creature. They will also lose 5 Intelligence if they were not willing to the fusion.

Perfect Fusion[edit]

At 18th level, you now have perfected fusing and you can make a fusion without making the roll yourself and putting two people and or things together

Criminal Overlord[edit]

The Criminal Overlord focuses on building an army to follow them. Either empower your allies with quirks or create an army of monsters that use multiple quirks.

Sharing is Caring[edit]

When you reach 3rd level, you gain the transference feature early as well as 2 intermediate Quirks early. Also, you can force the creature you have given a Feature or Quirk to make a Wisdom saving throw, on a success nothing happens, on a failure the creature is charmed by you for 30 days. They can repeat this saving throw once per day, and will become immune to being charmed by you on a success.

At 6th level, you have improved your transference skill. The number of feats/quirks you can give a creature is your cha+prof. When you give a Feature or Quirk to a creature, you can also increase one of their ability scores by 2. This only works once per creature.

At 10th level you gain 2 advanced quirks early.

Forcable Activation[edit]

When you reach 7th level, As a Bonus Action, you take momentary control of one creature you can see within 30ft that you have Transferred a Quirk, Feature or Spell to. You decide what action the creature will take and where it will move during its next turn. The creature you target must make a Wisdom Saving throw. An unconscious creature automatically fails its saving throw, and isn’t incapacitated while you control its actions.

Once this has been used on a creature, you cannot target the same creature again until you have taken a Long Rest.

Nomu[edit]

At 7th level You gain immunity to Charming, Frightened, and mind controlling effects. You also gain an additional way to store features, "Nomu". Once per long rest you may touch a body and use "transference" on it giving it an feature/Quirk, this makes the creature come back to life as a monstrosity with the health, AC, size, stats, features and proficiencies it had in life, and the new feature(s) you used to make this nomu. This nomu has all the memories it had in life and will tell you any bit of information you want to know. The Nomu is Immune to charming, frightened, mind control, and other effects that would make it disobey you. A nomu has resistance to piercing, bludgeoning and slashing from all sources. This Nomu is under your control unless stated otherwise by you, has its own iniative, and follows your commands (no action required). This nomu may have twice the normal amount of feats/quirks. You may have a number of nomu equal to half your proficiency bonus rounded up.

Build a successor[edit]

When you reach 15th level, you gain a fourth way to use Transference, you can subtract ability points from your own Ability Scores and increase the target's Ability Scores by that many.

I Am Here[edit]

When you reach 18th level, --> If you die from any source that does not destroy your soul. A creature of your choice you've once empowered must do a Wisdom saving throw at disadvantage. If they succeed you have 2 more attempts, but cannot target the same creature. If it fails, you take over the creature. it takes your size and shape with your attributes and you control it from now on.

Quirks[edit]

Starter Quirks[edit]

The following quirks have no level requirements:

Minor Telekinesis

As a free action, you may manipulate the position of Small or smaller objects up to 15 feet per turn.

Bullet Laser

As an action, you can shoot a number of lasers out of your fingers equal to your proficiency bonus. Each laser may be directed at different creatures or the same creature within 120 feet of you. Each creature must make a Dexterity saving throw, taking 1d10 + your Charisma modifier piercing damage on a failure.

Minor Regeneration

As a free action, you may regain 1d6 + your Constitution modifier hit points. You may do this a number of times equal to your proficiency bonus.

Resistant Body

As a reaction, you reduce any bludgeoning, piercing, or slashing damage you take by Your class level + your Constitution modifier.

Float

As a free action, you may spend half your movement speed to float in place until the end of your next turn.

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.

Split Strike

When you make an unarmed strike, you may decrease its damage die by one tier (to a minimum of 1+ your Dexterity or Strength Modifier) to make an attack in a 10-foot cone. making separate attack rolls for each target in the cone. You may do this multiple times on a single attack, with each additional tier increasing its range by 5 feet.

Air Blast

As an action you may raise your hand an launch a wave of air in a 30ft cone, each creature in that area makes a Strength saving throw. on a failure they take xd4 force damage and are knocked prone. (With x being your proficiency bonus. On a success, they take half damage and are not knocked prone.

Arbor

You can generate wood from your body, allowing you to cast Entangle as a bonus action a number of times equal to your Charisma modifier. You regain this ability when you finish a long rest.

Intermediate Quirks[edit]

The following quirks can only be taken if you are at least 11th level in this class.

Multiplier

You empower your next strike, as a Bonus Action you focus, making it so that the next time you hit a creature with a melee attack before the end of your next turn, it is a critical hit. You can use this ability a number of times equal to your Constitution Modifier (Minimum of 1) per Long Rest.

Explosion

As a bonus action when you hit an unarmed strike, you may explode the target dealing additional xd6 Fire Damage. (With x being your proficiency bonus)

Acid

You can spray a thin jet of Acid from your fingertips, one creature in 60ft makes a Dexterity saving throw. On a failure, they take xd6 Acid Damage (With x being your proficiency bonus). At the start of 1d4 of its turns it takes xd4 acid damage unless it takes an action to scrape off the acid.

Anivoice

You can speak with Beasts, and have advantage on Charisma checks against them.

Engine

Your movement speed increases by 10 feet. As a bonus action you can take the Dash action, then 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.

Hypertrophy

As a free action you increase one of your arms size greatly, Increasing it's range by 5ft and your unarmed strike damage increases by 2 dice, this lasts until the start of your next turn. Once you have used this ability you must take a Long Rest to use it again.

Infrared

You can give yourself Blindsight in 30ft, wich will also give you advantage on Perception and Investigation Checks for the next 10 minutes. Once you have used this ability you must take a Short or Long Rest to use it again.

Rivet Stab

Your reach extends to 15ft, when you make an unarmed strike you can instead use sharp black tendrils to deal piercing damage. Also as a Bonus Action you can extend Rivet Stab out of your spine, lifting you off the ground with it, keeping you suspended 5ft in the air

Radio Waves

you learn the "Message" cantrip and can cast it as a bonus action. It's range is increased to 1 Mile and can target a number of creatures up to your proficiency bonus.

Advanced Quirks[edit]

The following quirks can only be taken if you are at least 17th level in this class.

Shock Absorption

You gain a damage threshold of 5 x your Constitution modifier. (Does not work against acid, poison, psychic, necrotic, and radiant damage.)

Pterodactyl

As a Bonus Action, you gain a flying speed equal to your movement speed as large wings protrude from your back. You can recall them as a Bonus Action

Spearlike Bones

As a free action, Spearlike bones protrude from your arms, making your unarmed strikes deal extra 1d6 Piercing damage per hit, when they appear you roll 1d4 to see how many bones you create, for each bone you create it will add 1d6 to the extra piercing damage. These last for 1 minute. This can only be used a number of times equal to you Constitution Modifier per Short Rest.

Springlike Limbs

As a bonus action your next unarmed strike gains +5ft reach, you can coil your muscles and release when you next hit a creature with an unarmed strike, dealing an extra 1d6 Bludgeoning damage for each 5ft the target of the attack is away from yourself.

Resistance

You gain resistance to one damage type of your choice. This Quirk can be taken no more than 3 times.

Air Cannon

An an action, you shoot an incredible jet of air from your palm, each creature in a 60ft Cone must make a Strength saving throw or take 6d10 force damage and be pushed backwards 30ft, on a success they take half damage and are not pushed. This can only be used a number of times equal to you Constitution Modifier per Long Rest.

Air Wall

You can cast Shield an amount of times equal to your proficiency bonus per Long Rest. You learn the spells Wall of Force and Globe of Invulnerability, you can also cast Gust of Wind as a bonus action, a number of times equal to your proficiency bonus per Long Rest.

Impact Recoil

As a reaction to being hit by a Melee Attack, you force the attacker to make a Dexterity save or take all of the damage from their last attack back at them. on a success they only take half damage. This ability can only be used twice per Short or Long Rest.

Weather Manipulation

You Learn the spells Control Winds, Investiture of Wind, Whirlwind, Control Weather and Storm of Vengeance, you can also cast Call Lightning at will.

Godly Quirks[edit]

The following quirks can only be taken if you are at least 20th level in this class. You may only have 2 Godly Quirks at a time.

Unnatural Might

Requires Shock Absorbtion

  • Your size increases by one category to a minimum of Large, Your unarmed strikes will also gain 1 extra dice of damage
  • If you have a damage threshold, it is doubled.
Shoulder-Mounted Jets

Requires Pterodactyl

  • Your flying speed increases by 30 feet.
Improved Regeneration

Requires Minor Regeneration

  • You may use Minor Regeneration an amount of times equal to twice your proficiency bonus, and its die becomes 1d12.
All Seeing Eyes

Requires Infrared

  • You will now give yourself 120ft of truesight, and will also roll Perception checks with advantage.
Life Force

your natural lifespan increases by a magnitude of 5 (Ex: if you are a human, your lifespan goes from 100 years to 500 years), an amount of times equal to your proficiency bonus. This ability stacks with itself.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the All for One class, you must meet these prerequisites: Constitution 13, Charisma 13

Proficiencies. When you multiclass into the All for One class, you gain the following proficiencies: Simple weapons, one skill from the class's skill list.

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