Barebones (5e Class)

From D&D Wiki

Jump to: navigation, search


Barebone Prodigy[edit]

All I have in this world is my balls and my word, and I break 'em for no one!
—Tony Montana, Scarface


Simply, Him.[edit]

A God Amongst Men who simply challenges the world with only their fists and wits about them. As you watch this practitioner grow, you will see a mere human transcend laws of nature to attend with any challenge he may face! He is a unique individual in a world dominated by magic and mythical beasts. He relies solely on his physique and cunning mind to survive and overcome any obstacles thrown his way. However, his ultimate goal is to prove his worth and defeat those who challenge his individuality and non-reliance on magic. With his unwavering determination and impressive physical abilities, he sets out on a journey to show that he is more than just a magicless man, but a true force to be reckoned with.


A Barebones Prodigy is one who doesn't rely on weapons or magic to deal damage. They are people with supernatural physical capabilities. They overcome the worst situations with sheer willpower and godly courage. Inspired by the Gutsy Individual Class and several mangaka!

Quick Build

You can make a Barebones Prodigy quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom. Second, choose the Vagabond background.

Class Features

As a Barebones Prodigy you gain the following class features.

Hit Points

Hit Dice: 1d12 per Barebones Prodigy level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Barebones Prodigy level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: None
Saving Throws: Choose From Any 1 save. con save
Skills: Choose From Any 2 Skills Out Of Athletics, Acrobatics, Insight, Perception, Sleight of Hand, Stealth, or Intimidation

Equipment

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

  • (a) Explorer’s Pack or (b) Dungeoneer Pack
  • (a) 1 Set of Artisan’s Tools or (b) 1 Gaming Set
  • Staring wealth is equal to 0gp

Table: The Barebones Prodigy

Level Proficiency
Bonus
Features Unarmed Damage Die
1st +2 Nothin’ but the Clothes on my Back!, Collateral Damage 1d6
2nd +2 Tactical Combatant, Showtime, Precision Striker 1d6
3rd +2 Comfort Zone 1d6
4th +2 Ability Score Improvement 1d8
5th +3 Extra Attack 1d8
6th +3 Hands of God, Comfort Zone Feature 1d8
7th +3 Flow of Battle 1d10
8th +3 Ability Score Improvement 1d10
9th +4 Stay Down, Final Warning 1d10
10th +4 Comfort Zone Feature 1d12
11th +4 Defiant, Extra Attack 1d12
12th +4 Ability Score Improvement, Awakening 1d12
13th +5 Momma Said Knock You Out! 2d8
14th +5 Comfort Zone Feature 2d8
15th +5 Supernatural Conditioning 2d8
16th +5 Ability Score Improvement, Comfort Zone Feature 2d12
17th +6 Lingering Will, Extra Attack 2d12
18th +6 Master of Movement 2d12
19th +6 Ability Score Improvement, Temporal Shock 3d10
20th +6 Meta Combatant 4d10

Nothin’ but the Clothes on my Back![edit]

At 1st level, armor is to be considered an unnecessary hindrance for a witty challenger such as yourself. Your AC is 10 + Wisdom Mod + Dexterity Mod. Your HP formula also includes your wisdomMod in addition to constitutionMod, as a sign of your mental durability.


You lose access to all features of the class when using armor, weapons, magic, or magical abilities outside of what’s bestowed by your unique physique and improvised weapons.

Collateral Damage[edit]

At 1st level, you're proficient at unarmed strikes and improvised weapons, counting them as versatile and finesse. You may use your Dexterity instead of your Strength for attack and damage rolls involving your unarmed strikes and improvised weapons. Additionally, you can use your unarmed strike as a bonus action.

Also, each time you hit someone with an attack or are hit by one, you gain a stack of Collateral, and 2 on criticals. The maximum for these is nonexistent, and it will remain with you for up to 1 minute (until the end of the fight). The Collateral you gain serves as a way to feel certain features later on. You may consider 1 stack of Collateral to add +1 onto any roll you make to no limit, as well as being able to subtract a -1 to any roll against you with this formula although when you subtract, you lose a stack. Only you can benefit from this feature, unless there’s another friendly creature engages in unarmed combat alongside you. You always start the first round of initiative (beginning of fights) with 0 stacks of collateral, resetting whenever you enter a new fight, but staying with until that happens.

Collateral Save DC: 8 + Wisdom Mod + Proficiency Bonus

Attack Modifier: Proficiency Bonus + Wisdom Modifier or Dexterity Modifier

Tactical Combatant[edit]

At the 2nd Level, your adept martial arts allows you to enter certain stances or styles at the cost of a stack of Collateral. You have access to the first 3 Styles for now, but unlock the potential for more every 3 levels following this level (5, 8, 11). At the 14th Level, you gain access to any style you wish to enter; while at the 10th Level, you gain the capacity to use two styles in one. Finally, at level 16, you also gain the capacity to utilize 2 Styles alongside one of the base 3. You also have the free will to make techniques or attacks for your character’s versatility to your own imagination, so long as the DM approves, such as a chokehold that knocks a creature unconscious after continuous escape failures; a stunning blow, etc.

Styles
  • High: High Style is your maximum damage state, allowing you to perform heavy attacks with your unarmed strikes. By expanding a point of Collateral, your attacks can knock opponents 5 feet away and prone if they fail a strength save against your DC. Your unarmed strikes passively deal a double increased die of damage (1d8 -> 1d12). Your AC is reduced by half of your proficiency bonus in this state and you are disadvantageous on Dexterity Saves.
  • Medium: Your average stance that keeps your defense stable and attacks efficient. By spending a point of Collateral, you become able to parry an opponent’s attack, no matter the attack, and follow up with your own strike, dealing max damage on hit. Parrying an attack requires that they fail a Wisdom Save against your DC, alternatively you roll acrobatics/insight against their attack roll.
  • Low: A quick striking stance that seeks to deal high dps at smaller ticks. Your strikes deal a double decreased die of damage (1d8 -> 1d4). You are advantageous on Dexterity Saves, and passing one will cause no damage while failing only leaves you with half damage taken. By spending 1 stack of Collateral, you may attack with a barrage of strikes equal to your speed/10, costing you a reaction, bonus action, or attack action.
  • Pinpoint: A stance that aims to deal lasting effects on the opponent. Your strikes deal a decreased die of damage (1d8 -> 1d6). When striking an opponent, you may add your wisdom mod to damage, and you may spend 1 stack of collateral to force your opponent into a Con Save, disabling a limb OR causing a tier of exhaustion each time they fail, you can choose.
  • Technical: A stance that uses sophisticated form and grace. While in this stance, your AC increases by half your proficiency bonus (1 minimum), and any time your opponent misses an attack for the first time, you may roll to hit with advantage for free. You may expend a Stack of Collateral to provoke your opponent into a wisdom, intelligence, or charisma save, depending upon what's available, causing them to have a wilder style of fighting which lowers their AC by your proficiency bonus. In addition to this, you have advantage against them for a minute.
  • Adaptive: A stance that revolves around learning from your mistakes and the opponent's own techniques. While in this stance, any attack you can sense, miss or not, will give a stack of Collateral. You may spend 1 Stack of Collateral to Reroll a missed attack, save, or check. If you spend 2 Stacks, then you can roll with advantage.
  • Patience: A stance that endures the pain and destroys the opponent with parried damage. While in this stance, you may expend a Stack of Collateral to return the favor on opponents who try and attack you. You are granted extra reactions to use so long as you have a Stack to Spend. On a hit against you, take half damage (rounded up) away from the attack and add it onto your reflection. On a miss, you may instead add a die of damage to your unarmed attack damage. You roll this parry with advantage and deal full reflection of damage on critical successes.
  • Assault: A stance bent on ending a fight as quickly as possible. While in this stance, you may make 2 unarmed attacks each time you perform a melee attack with your hands. By Expending 1 Stack of Collateral, you may attack any person who dares to remains in your range on your turn, so long as you have movement to spend.

Showtime[edit]

At 2nd level, you awaken your genius skills and become a force to be reckoned with. As a bonus action and spending 1 stack of Collateral, you gain one of the following benefits for 1 minute upon activation:

  • Your movement speed is doubled, ignoring any movement debuffs such as difficult terrain as well.
  • You gain resistance to one damage type and immunity to another, including that of magical damage.
  • You have advantage on all rolls.
  • You deal 1 more die of damage and an extra roll for your unarmed strikes (1d8 -> 2d10).
  • You gain an amount of health equal to your Total Remaining Collateral each time you are attacked successfully. This bonus damage will not recover you from 0 HP, and additionally you deal bonus damage equal to your stacks of Collateral Damage.
  • Your AC increases by your proficiency bonus.

You can use this a number of times equal to your Level, refreshing your uses after a long rest.

Precision Striker[edit]

At 2nd level, you score critical hits with unarmed strikes when you roll a 19 or 20 on the d20, increasing again at level 19. If you gain any other critical increases then the range just increases by 1 with this feat (19-20 -> 18-20). You always deal max damage on objects and unconscious foes.

Comfort Zone[edit]

At the 3rd Level, you unlock your Comfort Zone when it comes to how you fight.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 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 the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. This increases to attacking thrice on level 11, and quadruple attacks on level 17.

Hands of God[edit]

At the 6th level, your body becomes a vessel to smite those who wield stronger defenses than you may have imagined. Your unarmed strikes now can ignore any resistances or immunities, while also being able to choose from Bludgeoning, Slashing, Piercing, or Force damage when dealing damage. Additionally, you are resistant to Bludgeoning, Slashing, Piercing, and Force damage.

Flow of Battle[edit]

At the 7th level, Whenever you critically hit, or reduce an opponent's HP to 0, you enter a brief state in which you have a flow of battle. You can choose to ignore any single save or check on you for a round each crit. In addition to this, you may perform an attack action once more for free after rolling a critical or reducing an opponent to 0.

Stay Down, Final Warning[edit]

Beginning at the 9th level, creatures who return to 1 HP after being knocked unconscious or are asleep can be attacked by expending 1 stack of collateral. Whenever you do knock a creature down to 0 HP, you may choose to expend 2 Stacks of Collateral to render them effectively killed, or unable to recover for a long rest. This expends a use of the feature being triggered against them and is effectively wasted. Creatures who witness this will roll a wisdom save, being frightened upon failure.

Defiant[edit]

At the 11th Level, when you are subjected to an effect that allows you to make any saving throw to take only half damage, you instead take no damage or conditions if you succeed on the saving throw, and only half damage if you fail. Additionally, your body becomes a walking null zone as you can expend 3 Stacks of Collateral to ignore any condition or feature that would be set in play a number of times equal to your proficiency bonus; alternatively, you may spend 2 to pass any save or check until you run out of Collateral. You reduce the amount of damage you receive by an amount equal to your stack of collateral x your wisdom mod. This works for all damage.

Awakening[edit]

At 12th level, when you reach half your maximum hit points, you gain the following benefits:

  • Your movement speed is increased by x1.5.
  • You gain temporary hit points are equal to your Wisdom Modifier*Dexterity Modifier.
  • You gain 1 stack of Collateral at the start of each of your turns.
  • You add 1 die of damage to your attacks (1d8 -> 2d8).
  • Your damage cannot be reduced in any way and your resistances & immunities become magical.
  • You may add your proficiency bonus again on top of all rolls. Dexterity Mod is also added to your Collateral DC.
  • You gain a bright aura that reaches out to half your speed in ft. You can make it whatever color you like as it is your fighting spirit. All opponents within this aura's range at the start of your turn will grant you an advantage against them.
  • You may choose one opponent to have a disadvantage against you while awakened.

These benefits last unless you are healed above half your Hit Point Maximum and can only use it once per long rest if you are reduced to 0; if healed to be above 50% then you must wait 1 Minute before you can use it again. If you choose to use this ability again when you return to half your hit point maximum, you must take a level of exhaustion.

  • if you witness an ally reach 0 HP, then you may enter Awakening on will as a reaction, losing half of your collateral to give to them as HP. You may make an attack on the creature that knocked them to 0 for free and with advantage.

Momma Said Knock You Out![edit]

At 13th level, you can put your back into one strike. You can spend a number of stacks of Collateral up to your Wisdom Mod in order to add 1d10 to your strikes for every stack you spend. The damage cannot be reduced in any way. Due to the power of this blow, the creature hit by this will be subjected to a con save that, on failure, knocks the creature prone and unconscious for a round until hit again or woken up. On a critical, this lasts for 1 round and doesn't require a save.

  • At the 15th level, you can spend as many stacks of collateral for your Momma Said Knock You Out! feature as you please and it sends the creature flying 10ft. in the air for every stack spent. This deals 1d10 fall damage every 10 feet.

Supernatural Conditioning[edit]

At 15th level, whenever you see a spell or a magical effect, can memorize that spell for later use. To cast it, you must spend a Stack of Collateral equal to the spell's level, or 1 if Unknown. You don't need material components for the spell. These "spells" aren't treated as magical by nature. You're simply producing effects using your superior body and technique. For example, you can cast firebolt by igniting your fist from friction and then punching the fire using compressed air, haste is you using acupuncture to temporarily give your body extra speed, suggestion is a strong hypnotic technique used to convince people to take certain action. As such, these "spells" aren't affected by Counterspell or Antimagic Fields. You can copy a number of techniques/spells equal to your Wisdom Modifier + Dexterity Modifier, per long rest. These remain with you till you die.

In addition to your peak conditioning, you now score critical hits on a 18 or 20 with your unarmed strikes. You can never become vulnerable to damage and your resistances are now magical as well. You gain 3 additional resistances to choose from and are immune to psychic damage.

Lingering Will[edit]

Starting at 17th level, nothing can keep you out of combat. When you are reduced to 0 hit points, you are no longer unconscious or incapacitated, as you act on sheer willpower alone. You still need to make Death Saving Throws to avoid being dead, and still die after three failures.

In addition, whenever you fail a death saving throw, you can spend 1 Stack of Collateral to reroll the saving throw, 2 to reroll with advantage. Your critical chances carry over to these rolls. If you have 10 Stacks of Collateral, you may return with 1 HP. If you have 20, you may return with half HP.

Master of Movement[edit]

At 18th level, you've trained hard, gaining a mind and body that goes beyond the mortal realm. You gain a +6 to your Dexterity and Wisdom as do their maximums. You are permanently capable of unrestricted movement, meaning you can walk along any surface at your walking speed, including the air, as you also ignore difficult terrain and no longer take fall damage. Your Movement Speed is Doubled in Base with this Feature and you may teleport when you move at the cost of 1 Stack of Collateral. Your ability to touch the intangible manifests you can even direct things away like magic performing amazing feats (at DM’s Grace), gaining the Deflect Missiles Feature but with your unarmed damage as the protocol rather than 1d10.

Temporal Shock[edit]

At 19th level, whenever you score a critical hit on an attack with a unarmed strike against a target with a size larger than you or lower, the target is knocked prone and paralyzed until the end of your next turn. Additionally, any opponent you land a critical attack on, cannot roll guaranteed/critical successes against you for 1 minute.

Meta Combatant[edit]

At 20th level, you have reached the peak of your skills and conditioning as a barebones brawler. You can choose to ignore any effects, spells, or class features used against you a number of times equal to your proficiency bonus. You can use your Supernatural Conditioning feature to copy other techniques as well (Action Surge, Flurry of Blows, Class Features, Weapon Abilities, Feats, etc), increasing your maximum copied techniques by your dexterity mod. Alternatively, you may use this to learn the alternative subclass’s features instead of increasing your copy limit. Your Wisdom and Dexterity have reached the pinnacle of might, gaining a +4 to each stat respectively, making their maximums 30. You also gain resistance to all physical and magical damage.

  • You're immune to effects that would kill you instantly, as well as poison and acid damage, taking no damage against these forces. If you see a member of your race using a trait or feature, you can copy that trait permanently, the maximum being equal to your proficiency bonus. These traits cannot enhance your stats past their maximums.

When you in your Awakening, you gain these additional effects:

  • You may become absolutely immune to 1 type of damage, magically and physically. This is decided by the damage type that put you in awakening, or that was the most damage put onto you.
  • You can expend 5 stacks of collateral to return the full damage dealt to you in a round onto the next creature you hit.
  • You gain 10 Stacks of Collateral, and your collateral is doubled in rate of gain.
  • You can attack an additional time when you use the attack action.
  • You gain true sight for a range equal to your aura range.
  • You gain 2 legendary actions and resistances. They refresh after a long rest.
  • You can use Awakening an amount of times equal to your Dexterity modifier.

Comfort Zones (Subclasses)[edit]

Brawler[edit]

The brawler subclass specializes in maintaining their assaults while also dealing as much damage as possible when in range.

In-Fighting

As a brawler, you try to always be as close to your opponents as possible, being sure to get the upper hand first. As a result you gain the following at the 3rd Level:

  • Advantage as well as a bonus equal to your dexterity mod on initiative rolls.
  • Haymaker: A punch that deals max damage on hit and leaves them at disadvantage for a round if successful. On crit rolls or failure of a con save, this causes them to be stunned. You cannot add your proficiency bonus on this hit. Can only be used on the attack action.
  • Diving Attack: Everytime a creature falls prone, you may spend a Stack of Collateral to make an attack on them. Alternatively you can use a reaction.
  • Clothesline!: An attack that turns your momentum into additional damage. For every foot of movement you take before hitting an opponent (must be a linear path) you add a +1 to damage. If you move 10 Feet or more, the opponent makes a strength save, falling prone after being hurled the same number of feet into the air on failure. You may continue this attack until you run out of movement.
  • This Is Your Home Now!: For each stack of Collateral you have, you may perform an opportunity attack on any opponent that moves while in your split second reach (10 Feet). This doesn’t cost your reaction nor does it cost Collateral and reduces the opponent’s movement speed to 0, temporarily using the effects of the Sentinel Feature.
After-Shock

Starting at the 6th Level, when you attack your opponents, your unarmed strikes deal additional damage equal to half of your damage roll at the cost of 1 Collateral Damage. This damage is a different damage that can’t be resisted.

Shattering Blows

Starting at the 10th Level, when you land an attack, you may expend a Stack of Collateral to force your opponent to lose a tier of resistance until vulnerable. If you attack an opponent who’s vulnerable to your blows, you deal irresistible damage, meaning it can’t be reduced in any way. You may also add your wisdom mod to your unarmed damage as well.

Combo Breaker

Starting at the 14th Level, when you land an attack you may make an additional attack for free, once per turn. Should you roll a critical, you may make an additional attack each time, with critical roll range increases of +1 per success. This is limited to a number of times equal to your wisdom mod.

Physically Adept

Starting at the 17th Level, you may add your dexterity modifier onto your physical checks and saves. You may spend a stack of collateral to add or subtract your dexterity mod onto a roll.

  • You can roll a 1d[Number of Collateral Stacks Expended] and multiply your damage by that amount. You may do this a number of times equal to half of your proficiency bonus per short or long rest.

Analytical Fighter[edit]

As an analytical fighter, you seize the opportunity and set countermeasures at a moment’s notice to deal more damage once your opponents fall for your traps. You gain insight on moves and can ultimately weaken foes much easier. You practically thrive on the misfortune of your enemies.

Counter Fighting
  • Advantage as well as a bonus equal to your wisdom mod on initiative rolls.
  • Liver Shot: A punch into the gut that leaves the opponent weakened and deals internal damage. Upon success, the victim rolls a con save and should they fail, the creature will receive a tier of exhaustion and an unarmed die’s worth of necrotic damage per action they perform for 1 minute. This can be stacked, increasing the damage roll by 1 and tier of exhaustion by 1 per failure against the save.
  • Feint: Whenever you may hit an opponent you may expend 2 Stacks of Collateral. This will cause your attack to not hit and instead you roll again with advantage. On hit, this deals max damage that can’t be reduced in any way. After landing the attack, the opponent rolls a constitution save and on failure, your attack damage is increased by x2.
  • Float Like a Butterfly: You may take the ready action to prepare an unarmed strike against an opponent at the cost of 1 Stack of Collateral. This does not cost a form of action and passively grants you the dodge condition. Additionally, you may make a reaction for each creature’s turn.
  • Sting Like a Bee: After enemy creatures miss at least once during your turn, you gain an increased roll of damage by 1 per miss. This stops stacking once you attack.
  • Interruption: At the expense of 2 Collateral, you may perform an insight check against the to-hit of an opponent who’s trying to make an attack. Upon success, you may instead interrupt their action with an unarmed strike, so long as you can reach them with your movement. This doesn’t cost your reaction and reduces the opponent’s movement speed to 0.
Hard Reads

Starting at the 6th Level, you may add your dexterity modifier to your insight skill and you may substitute your wisdom save for all Mental Saves; also, you can add half of your wisdom mod to all physical saves. In addition to this, any successful interruption attack you make will deal max damage. If you were to read a ranged attack, return the projectile with their damage plus your unarmed die damage.

Delayed Effect

Starting at the 10th Level, when you land a critical attack you can choose to expend a Stack of Collateral, your opponent only takes half of your damage until their turn comes up. Once their turn commences, they are forced into a con save, should they pass, the rest of the damage you dealt will impact them as normal; however, on a failure the creature suffers triple the stored damage. This causes their first action to fail and disables reactions for a round.

Pristine Opportunities

Starting at the 14th Level, a creature critically fails against you on ranges equal to your current crit range but inverted (so if you crit on 19-20, they fail on 1-2). Every time an opponent critically fails against you, you may attack, treating the creature as if it had the paralyzed condition and ending its turn preemptively. If it has any remaining attacks or bonus actions, take them for yourself to unleash hell against them.

Mentally Adept

Starting at the 17th Level, you may add your wisdom modifier onto your mental checks and saves. You may spend 2 stacks of collateral to add or subtract your wisdom mod onto a roll.

  • You become immune to all mental saves and checks that aim to manipulate or hinder you in any way.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Barebones class, you must meet these prerequisites: 14 Dexterity, 14 Wisdom

Proficiencies. When you multiclass into the Barebones class, you gain the following proficiencies: Unarmed Strikes (1d6), Improvised Weapons, Dexterity Saves


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: