All for One (5e Class)
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All for One
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
|An All for One User powering up his excavator fist ability.|
- Quick Build
As a All for One you gain the following class features.
- Hit Points
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.
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.
|Features||Mighty Strikes||—Spell Slots per Spell Level—|
|1st||+2||All for One, Mighty Strikes, Unarmored Defense||1d4||2||—||—||—||—||—||—||—||—|
|2nd||+2||Ability Theft, Favorite Target||1d4||3||—||—||—||—||—||—||—||—|
|3rd||+2||All for One Specialty||1d4||4||2||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||1d4||4||3||—||—||—||—||—||—||—|
|5th||+3||Quirk Emergence, Extra Attack||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, Favorite Target(2)||1d8||4||3||3||3||2||—||—||—||—|
|11th||+4||Quirk Sense, Extra Attack(2)||1d8||4||3||3||3||2||1||—||—||—|
|12th||+4||Ability Score Improvement||1d8||4||3||3||3||2||1||—||—||—|
|13th||+5||Quirk Emergence improvement||1d10||4||3||3||3||2||1||1||—||—|
|14th||+5||Quirk Assimilation, 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, Extra Attack(3)||1d12||4||3||3||3||3||2||2||1||1|
All for One
At 1st level, You have awakened the rare power of the All for One. Choose 3 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.
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.
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.
At the 2nd level, you gain your main ability, the power to steal abilities from others. When in touch range of a grappled, prone, restrained, incapacitated, or willing Creature, you may choose to use an action to take an ability from them. You may not use this feature 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 choose to take one feature from the creature mentioned earlier. You must be able to physically perform the ability specified in the feature (for example, you may not gain features that grant or rely on natural weapons without having said natural weapon) and features that requires a class level uses this class.
- Spell Theft
You may choose to take a single spell from the creature's spell list that you meet the level requirement to cast. You do not need any material components to cast these spells.
You may have a number of each of these effects at the same time to a maximum equal to your proficiency bonus + your Charisma modifier. You may lose any number of stolen features or spells of your choice at will.
At 2nd level, you gain a favorite type of creature to hunt abilities for. You may choose 1 type of creature to become your "favorite", these creatures will have disadvantage on their wisdom saving throw against you. You can change your chosen type after a long rest.
At 10th level, you can choose one more type of creature.
All for One Specialty
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
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.
Beginning at 5th level, whenever you take The Attack action on your turn you can attack twice instead of once. At 10th level you gain another extra attack, and at 20th level you will gain another extra attack.
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 quirk at 9th level (4), 13th level (6), and 17th level (8), and 20th level (10)
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.
You may regain the given feature or quirk given as in the same way, ending all of this feature's effects on the target's failure. This can be done even if they end this feature's effects by succeeding the Intelligence saving throw.
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.)
At 14th level, you can now steal the entire bonus of their skill.
Object Ability Theft
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.)
When you reach 11th level, as an action, you may sense if someone has a quirk or spellcasting ability within 1 mile of you. You learn the direction of one randomly chosen creature, if any, and must make a Wisdom (Arcana) check to learn more about the quirk and user with a DC equal to their CR + 10. You may use this feature a number of times equal to your Intelligence modifier, regaining all uses at the end of a short rest.
When you reach 14th level, your body autonomously duplicates quirks for its own use. When you grant a creature a feature or quirk, you do not lose the quirk or feature. You may not grant another creature the same quirk or feature until the initial creature loses it.
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 by 5 x Your Constitution modifier.
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
When you reach 20th level, you can now at your DM's Discretion Steal Very Rare and Legendary Magical Properties from Magic Items. You also no longer have a limited amount of AFO slots.
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
The Quirk Master focuses more on the practical and intuitive use of their quirk arsenal, rather than make use of pawns.
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 two quirks that can be used in the same way. You may use this feature a number of times equal to your Intelligence modifier, regaining all uses at the end of a long rest.
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, prone, restrained, incapacitated, or willing, but doing so grants them advantage on their Wisdom saving throw to avoid its effects.
When you reach 15th level, you may grant multiple creatures the same feature or quirk using Transference.
Quirk Sense Improvement
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, 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.
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.
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 6th (2d4), 12th (3d4), and 18th (4d4) level.
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 3d10 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.
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
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
When you reach 3rd level, you may gain the transference feature early. Also, you may choose to make the creature you have given a feature make a Wisdom saving throw, on a sucess nothing happens, on a faikure the creature will be charmed for you. They can repeat this saving throw once per day, and will become immune to being charmed by you on a sucess.
At 6th level, you have improved your transference skill. When you give an ability to a creature, they may also increase one of their ability scores by 2. This only works once per creature.
Build a successor
When you reach 7th level,you can transfer some of your own ability points to a new creature of your choice.
When you reach 15th level,As a bonus Action, Force a creature you've empowered of your choice to take an action of your choice.Once used on a foe or allie the Creature as advantage wisdom save against all future attempts until a long rest is taken.
I Am here
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.
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 30 feet of you. Each creature must make a Dexterity saving throw, taking 1d6 + your Charisma modifier piercing damage on a failure.
- Minor Regeneration
- Resistant Body
As a reaction, you may reduce any bludgeoning, piercing, or slashing damage you take by Your class level + your Constitution modifier.
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.
- 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, with each additional tier increasing its range by 5 feet.
- Air Shock
As an action you may raise your hand an launch a wave of air in a 30ft cone, making every creature in that area make a Strength saving throw. On a sucess they take half damage and are not knocked prone, on a failure they take xd4 force damage and are knocked prone. (With x being your proficiency bonus.
You can generate wood from your body, allowing you to cast Entangle as a bonus action nonmagically a number of times equal to your Charisma modifier.
The following quirks can only be taken if you are at least 11th level in this class.
As an action you can create additional arms from your body, each arm giving you an extra attack that must be made with a Unarmed Strike. You can create as much arms as your Constitution modifier(minimum of 1). You may retract your arms at will, and recreate them again as a bonus action.
As a bonus action when you hit an unarmed strike you may explode the target dealing additional xd6 Force Damage. (With x being your proficiency bonus)
After you hit an unarmed strike or an ranged attack, you can make the target make a Constitution saving throw. On a sucess, they take half damage from the Acid and do not receive damage for more turns. On a failure they take xd6 Acid Damage for 1d4 turns(With x being your proficiency bonus).
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.
You can increase one of your arms size greatly, making it's range increase by 5ft and your unarmed strike increase by 2 dices of damage, but you may only attack with your enlarged arm once per turn. You can increase as much arms as your Constitution Modifier.
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. You may take half damage from all sources when you have less than half your hit points.
As an action, you gain a flying speed equal to your movement speed for 1 minute. You may use this feature a number of times equal to your Strength modifier, regaining use at the end of a long rest.
- Spearlike Bones
Your arms will be covered in spears made of bones, making your unarmed strikes deal extra 1d6 Piercing damage that counts as magical for the sake of overcoming resistances and deal twice as much damage to objects. You may roll a 1d4 to see how much Spear Bones you create, for each Spear Bone you create it will add 1d6 to the extra piercing damage.
- Springlike Limbs
You can coil your muscles to release them in an unarmed strike as a bonus action, dealing extra 1d6 Bludgeoning Damage for each 5ft it have travelled. Your unarmed strikes gain a +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 x Your Charisma modifier Hit Points and lacking the ability to attack more than once per turn. You may create a number of clones equal to your Strength modifier, regaining all uses at the end of a short rest.
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).
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, and now you will aways take half damage *from all sources. Your unarmed strikes will also gain 1 extra dice of damage
- If you have a damage threshold, it is doubled.
- Shoulder-Mounted Jets
- 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 Constitution modifier, and its die becomes 1d12.
- All Seeing Eyes
- You will now give yourself 120ft of truesight, and will also roll Perception checks with advantage.
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.