Basketball Player (5e Class)

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Basketball Player[edit]

You are my sunshine <3

Lebronsunshinecover.jpg

Introduction to the Basketball Player[edit]

Boy oh boy where do I even begin. Lebron.. honey, my pookie bear. I have loved you ever since I first laid eyes on you. The way you drive into the paint and strike fear into your enemies eyes. Your silky smooth touch around the rim, and that gorgeous jumpshot. I would do anything for you. I wish it were possible to freeze time so I would never have to watch you retire.

You had a rough childhood, but you never gave up hope. You are even amazing off the court, you're a great husband and father, sometimes I even call you dad. I forvever dread and weep, thinking of the day you will one day retire. I would sacrifice my ownlife it were the only thing that could puta smile on your beautiful face.

You have given me so much joy, and heartbreak over the years. I remember when you first left clevenland and its like my heart got broken into a million pieces. But a tear still fell frommy right eye when I watched you win yourfirst ring in miami, because deep down,my glorious king deserved it. I just wanted you to return home. Then allas, you did, my sweet baby boy came home and I rejoiced. 2015 was a hard year for us baby, but in 2016 you made history happen. You came back from 3-1 and I couldn't believe it.

I was crying, bawling even, and I heard my glorious king exclaim these words, "CLEVELAND, THIS IS FOR YOU!" Not only have you changed the game of basketball and the world forever, but you've eternally changed my world. And now you're getting older, but still the goat, my goat. I love you pookie bear, my glorious king, Lebron James.

Creating a Basketball Player[edit]

When creating a basketball player, think about what inspired them to play ball. Were they a humble watcher in the stands before getting coached by an ex-player? Were they always naturally gifted? What brand of Basketball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?

Quick Build

You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.

Class Features

As a Basketball Player you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple Weapons
Tools: One Artisan's Tool of your choice
Saving Throws: Dexterity, Constitution
Skills: Athletics, and three skills of your choice between Acrobatics, Sleight of Hand, Stealth, Insight, Medicine, Perception, Deception, Intimidation and Performance

Equipment

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

  • A Basketball
  • (a) 1 Simple Weapon of your choice or (b) Leather Armor or (c) A Basketball Jersey
  • A Tool of your choice
  • (a) Dungeoneer's Pack or (b) Explorer's Pack or (c) A Duffle Bag

Table: The Basketball Player

Level Proficiency
Bonus
Brawler Extra Movement Features
1st +2 d6 - Dunk, Basketball Technique, Baller and Brawler
2nd +2 d6 10 ft Ball Hog, Peak Athleticism, Unrestricted Movement
3rd +2 d6 15 ft Path to Greatness
4th +2 d6 20 ft Ability Score Improvement
5th +3 d8 25 ft Rebound, Free Throw
6th +3 d8 30 ft Greatness Path Feature
7th +3 d8 35 ft Evasion
8th +3 d8 40 ft Ability Score Improvement
9th +4 d10 45 ft Advanced Dunk
10th +4 d10 50 ft The Zone
11th +4 d10 55 ft Greatness Path Feature
12th +4 d10 60 ft Ability Score Improvement
13th +5 d12 65 ft Bench Warming
14th +5 d12 70 ft Heat
15th +5 d12 75 ft Placeholder
16th +5 d12 80 ft Ability Score Improvement
17th +6 2d8 85 ft Greatness Path Feature
18th +6 2d8 90 ft Dunk Rejuvination
19th +6 2d8 95 ft Ability Score Improvement
20th +6 2d8 100 ft Chaos Dunk

Dunk[edit]

The Dunk is a coveted maneuver sacred to all that play the game; you've learned how to utilize it for maximum devastation, however. As an action, you "dunk on" a creature within 10ft of you or a target that is directly below you. In order to dunk, you must have a Basketball in hand. During a dunk, you jump 5 feet vertically and move to your target without provoking attacks of opportunity, then slam dunk your Baskbetall down on top of your target. Your target and all creatures within 5ft of them must make a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your creatures take damage as if hit by an attack from your basketball, plus an additional 2d10 force damage and knock them prone or half as much on a successful save. The additional damage of your dunk increases 5th level (3d10), 11th level (4d10), and 17th level (5d10). You may only use this feature a number of times equal to your Proficiency Bonus per Long rest.

Basketball Technique[edit]

The power of the Basketball Players comes from their technique on the court and their grit. You gain proficiency with a special weapon called a Basketball. Your basketball will deal a d8 bludgeoning damage and has the finesse and thrown (30/90) properties. Additionally, when using your basketball as a thrown weapon, you may also add double your proficiency bonus to its damage roll. However, if used this way, you may not add your proficiency bonus to the attack roll. Additionally, if you successfully hit a creature using your basketball as a thrown weapon, the Basketball will rebound and return to you. The damage to your basketball will increase to a d10 at the 5th level, d12 at the 11th level, and 2d8 at the 17th level.

Baller and Brawler[edit]

Starting at 1st level, you've learned that both on and off-field conflicts are a part of this life, and sometimes, you gotta let your fists do the talking. You gain the following benefits:

• You are considered proficient in unarmed strikes, and you can roll a d6 in place of the normal damage when you make this type of attack. This die improves as you gain Basketball Player levels, as shown in the Brawler column of the Basketball Player table.

• While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution Modifier.

• Whenever you use the attack action with an unarmed strike or a basketball on your turn, you can make an additional attack action as a bonus action. This additional attack must be either an unarmed strike or a basketball attack.

Ball Hog[edit]

At 2nd level, you've honed your skills with a ball to juke or sidestep any who would try to take it from you. While wielding a basketball, you have an advantage on any checks when a creature tries to disarm you and against any spells or effects that try to move or displace you. Additionally, whenever you do successfully pass a check against a creature or effect trying to disarm you of your basketball, knock you prone, or grapple you, you may move up to 10ft in any direction of your choosing ignoring attacks of opportunity.

Peak Athleticism[edit]

Beginning at 2nd level, you've trained your body to compete with some of the best of the best, allowing you to always be on your A-game. You gain the following benefits:

• You may use your Dexterity instead of Strength for any Strength-based ability check or saving throw.

• Your jump distance and height are doubled, and you can use your Dexterity score and modifier instead of Strength for calculating jump distances.

• Whenever you take fall damage, take half damage, and you don't fall prone.

• You gain one additional reaction.

Unrestricted Movement[edit]

At 2nd level, Your pursuit of physical improvement has allowed you to run at greater speeds unbounded by any blockers. Increase your movement speed by 10ft and further increase it by an additional 5ft for every additional level you have in Basketball Player. Additionally, creatures have a disadvantage on any attacks of opportunity against you. Finally, as a bonus action, you may jump up to half of your full movement in a direction of your choice to an unoccupied space.

Path to Greatness[edit]

At 3rd level, you are slowly coming into your own as one of the greats, but you need to select a path to walk to achieve that greatness. Choose between the following: The Unsportmanlike Player, The Fundementalist, or The Spacejammer.

Ability Score Increase[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.

Rebound[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level. Additionally, whenever you hit a creature with your Basketball while using it as a thrown weapon, you may instead choose to have your ball bounce between another hostile creature within 15 feet of them, allowing you to make an attack roll as if attacking twice or more normally.

Free Throw[edit]

Starting at 5th level, Whenever a creature wound lands a critical strike against you, as a reaction, you may instead cause the critical strike to be treated as a normal attack and then immediately perform a "Free Throw" against that creature. When performing this "Free Throw," you may use a feature that requires an action, cast a spell, or take the attack action against them. You may only use this feature once per short rest.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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 only half damage if you fail.

Advanced Dunk[edit]

At 9th level, your Dunking ability is stronger and more devastating. When calculating your DC for your Dunk feature, you may now calculate it using 10 + your Proficiency bonus + your Dexterity modifier. In addition, if you would have taken any falling damage during your dunk (before it is halved by your Peak Athleticism feature), that falling damage is dealt to your dunk targets instead as bonus force damage.

The Zone[edit]

Starting at 10th level, at the start of your turn, you may declare that you are entering "The Zone". When you do so, you gain the benefits of A Fighter's Action Surge, allowing you to take one additional action and bonus action on your turns and A Rogue's Uncanny Dodge features. In addition to this, you also gain advantage on all saving throws, ignore any levels of exhaustion you may have, and additional reactions equal to half of your proficiency bonus (rounded down). The pupils within your eyes will also glow a low color of your choosing for the duration. However, due to the strain of pushing your body to its physical limits like this, at the start of every turn following the first, you must make a Constitution Saving throw against your Dunk DC (you do not gain the advantage granted from this feature while doing so). With each consecutive success increasing the DC by an additional +1 to maintain being in "The Zone". Once you exit "The Zone" you gain three levels of exhaustion. You may only use this feature once per short rest.

Bench Warming[edit]

At 13th level, you've finally learned that sometimes you can't hog all the spotlight to yourself. You may spend a Full Turn Action to become prone and vulnerable to all damage as you sit and recover. While prone, you may expend a number of hit dice equal to your proficiency bonus and recover hit points equal to the result; you recover all uses of your Dunk feature, remove any exhaustion that you may have, you may remove the Blinded, Charmed, Deafened, Frightened, and Poisoned Condition from yourself and you may use your Zone feature one additional time. You may only use this feature once per long rest.

Heat[edit]

At the 14th level, After dealing 50 or more damage in a round, getting a critical hit on an enemy, or reducing at least 3 hostile creatures to 0 hit points (The creature takedowns do not have to happen all within a single round), you may choose to activate your "heat" causing your body to heat up and emit a blazing fiery aura within 5ft of you until the end of your next turn. While in this mode, you are considered "On Fire," all of your attacks or damaging class features add an additional 2d8 fire damage, you gain resistance to all damage and are under the effects of the Freedom of Movement spell. You may extend this mode by 1 additional turn if you get another critical strike, deal 50 or more damage, or reduce 1 hostile creature to 0 hit points while "On Fire". "On Fire" will end if you are knocked unconscious, stunned, incapacitated, or do not meet the requirements to extend the effect. You may only enter heat 3 times per long rest.

MVP[edit]

At 15th level, you've collected trophies, medals, and accolades after accolades, making you one step closer to proving that you are the undisputed best to play the game. You gain the following benefits:

• Your jump distances triple instead of double.

• Any movement you make now ignores difficult terrain or similar effects.

• So long as you are moving, you can now move along vertical and horizontal surfaces without falling.

• While you are dashing, when you are in "The Zone", or "On Fire" you are considered under the effects of the Water Walk spell.

• You gain expertise in athletics if you do not already have it, and if you do, then you add an additional d4 to your athletics checks.

• Whenever you take the Disengage or Dash actions, you gain the benefits of the other.

• Spells and other magical effects can neither reduce your speed nor cause you to be paralyzed or restrained.

Dunk Rejuvenation[edit]

A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, after completing a long rest, you may use the Bench Warming feature as only a bonus action. Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.

Chaos Dunk[edit]

At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the wish spell or dunk rejuvenation.

The Unsportsmen Player[edit]

This Slamming Path focuses on the more negative side of B-ball and tries to get results by any means necessary.

Offensive Foul

At 3rd level, Sometimes, to get the win, you gotta do what you gotta do. As a result, you've learned some "useful" techniques to potentially sneak away a win. You gain proficiency in Slight of Hand and the Deception skills, if you already have proficiency in either, you instead gain expertise. Whenever a creature enters within 5ft of the Basketball player, as a reaction, you may make a shove action against them with an advantage on your Athletics roll. Whenever you are successful in performing any shove action, you may also immediately make one unarmed strike against the creature before the effects of the shove action take effect. This unarmed strike will add bonus damage equal to double your proficiency bonus on hit.

Innocent Devil

Also, at 3rd level, the only thing you enjoy more than getting a win is to see your opposition's faces as you practically (or literally) get away with murder. As a reaction, whenever a hostile creature makes an attack roll against you or another creature within 30 feet of you, you may shout a loud (or offensive) remark against them, causing their attack to be rolled at a disadvantage. If this attack misses, then until the end of that creature's next turn, they will have a penalty to all attack rolls, ability checks, and saving throws equal to your proficiency bonus as they seethe at your supposed innocence.

Dirty Play

At 6th level, Whenever you or an ally within 15ft of you are attacked or fail a saving throw that causes damage, you may inflict a special condition on the creature called a foul counter. If a creature uses a damaging effect or attack that targets multiple creatures within 15 feet of you, it receives a foul counter for every affected creature, to a maximum of 5. A creature may also receive a foul counter whenever they knock a friendly creature prone, perform the shove action, grapples, or restrains a friendly creature within 15 ft. Whenever a hostile creature reaches 5 foul counters, you may impose a Charisma Saving throw against them using your Dunk DC. On a failure, they receive a disqualification for their actions and are stunned for 1 round. Additionally, whenever a creature receives this Disqualification, you may also expend a reaction to allow yourself to make a "Free Throw" against them as if your Free Throw was used without expending a use of the feature. On a successful saving throw, the creature loses all of its foul counters and ignores the repercussions of its actions. A disqualified creature cannot be affected by this feature again until the end of the combat encounter.

Bump the Cutter

At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack, and may immediately change the target of their attack to another they can target.

Penalty

At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.

The Fundementalist[edit]

This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.

Ball Control

Practice makes perfect; they've beaten this into like a dead horse, but now it's all beginning to make sense. Starting at 3rd level, a basketball now counts as a light weapon in your hand, and you may now add a bonus to your attack and damage with basketballs equal to half of your proficiency bonus (rounded down). You also gain access to certain maneuvers to add to your playbook.

Learning and Replacing maneuvers You begin with three maneuvers to add to your playbook that are fueled by stamina points. You learn a new maneuver at the 5th, 8th, 11th, 14th, and finally at the 17th levels and can spend 10 minutes during a short rest per maneuver you wish to replace with another one.

Preparing a maneuver To add to your playbook, you must spend some moments each day practicing movements with a basketball and visualizing the plays. After a long rest, you choose which maneuver you want to have prepared for that day. You can have a total of maneuvers prepared equal to your proficiency bonus.

Stamina You will have a number of stamina points equal to half of your level (rounded up). You regain half of your maximum stamina points during a short rest and refill all of your stamina after a long rest. Additionally, every turn, when you do not use your action to attack, cast a spell (if applicable), or use a damaging feature, you regain one stamina point.

Using Stamina points. During your turn or as a reaction, you can expend a stamina point to perform a maneuver of your choice. Your maneuver options are detailed at the end of the subclass.

Saving throws. Some of your maneuvers require your target to make a saving throw to resist the technique’s effects. The saving throw DC will use your Dunk DC.

Favored Position

At the 3rd level, you pride yourself on playing any position effectively on the field, but even you have your favorites. Choose one of the five positions to make your favorite. You may choose another favorite position at the 7th level and again at the 11th level.

  • Center:

FLAVOR Text

  • Power Forward

Flavor text

  • Small Forward

Flavor text

  • Point Guard

Flavor text

  • Shooting Guard

Flavor text


Ballcraft

At 6th level, your deep connection back to your first (or lucky) basketball is so potent that you could almost say it's like magic in the palm of your hand. You may spend a short rest to bind yourself to a basketball of your choosing. Once bound to this basketball, you may recall it back to your hand as a bonus action regardless of distance unless it is within a different plane of existence, and it now counts as a magical weapon for the purposes of bypassing resistances and immunities. If you lose your basketball or it is destroyed, you can create a new one by transforming any round object into a B-Ball during a long rest. Finally, you may choose one maneuver of your choice, this maneuver can now be used once per short rest without spending a stamina point.

Ballomancy

At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.

Afterimage Dribble

At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.

The Spacejammer[edit]

This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.

It's Your chance!

At the third level, you learn the value of working as an effective member of a team, and that means no more ball-hogging. At the start of combat, you may choose to swap initiative orders with one allied creature of your choice. Whenever you have an advantage on an attack or critical strike, you may pass your basketball to a friendly creature within 30 feet of you. Additionally, whenever you have advantage on an attack or critically strike, you may pass your basketball to a friendly creature within 30ft of you. You will forgo your advantage or critical hit and instead make the attack as normal to allow your ally to expend a reaction to move up to half their movement speed without incurring attacks of opportunity and cast one spell, take their attack action, or use a class feature requiring an action. You may use this feature a number of times equal to your Dexterity Modifier. Once your ally has finished this action, they pass the ball back to you.

Do your Dance

At 3rd level, your jukes become so legendary that your knees cannot help but be shattered in your wake. As a bonus action, you increase your AC by an amount equal to your proficiency bonus until the end of your turn. During this time, whenever you travel within 5 feet of a hostile creature, you may immediately make a shove action against them with advantage.

At the Space Jam!

At 6th level, you've learned to be more synergistic with your allies, allowing you all add some jam to those slams! You exude an aura of leadership of 10ft around your allies, reducing their critical strike range by 1 step (This does not affect the Basketball Player). Additionally, you may assist your allies within that range by granting them the help action as a reaction within range or as a bonus action on your turns. This range increases to 20ft at 11th level, and 30ft at 15th level. Whenever your range for this feature increases, reduce the critical strike range by 1 additional step for your allies.

Hey you what you gonna do

At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.

Welcome to the Jam

At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately dealing 1d20 bludgeoning damage per time you used a jam to all enemies within 100 feet at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.

Multiclassing[edit]

  • YOU CAN NOT MULTICLASS OUT OF BASKETBALL PLAYER*

Prerequisites. To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity

Proficiencies. When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance



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