Bastion (Chainsaw Man Supplement)

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Devil Hunter[edit]

Executioners Of Demons[edit]

In the world of Chainsaw Man there are those who take on the job of executing devils, these people are dubbed 'Devil Hunters'. A majority of Devil Hunters are self employed and tend to sell off their kills on the market, while some are enlisted into government programs and agencies. Some Devil Hunters may use Contracts in order to give themselves an upper hand against the Devils who roam the world, Devil Hunting is a high risk profession as many Devil Hunters, even those with high skill, are prone to die young. People who aren't Devil Hunters try to avoid these individuals due to the fact they will be reminded of Devils.

Creating a Devil Hunter[edit]

A group of Public Safety’s Devil Hunters, source [1]
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Quick Build

You can make a Devil Hunter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.

Class Features

As a Devil Hunter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Devil Hunter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Devil Hunter level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution or Charisma
Skills: Choose two from the following: Acrobatics, Athletics, Intimidation, Investigation, Perception, Survival

Equipment

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

  • (a) 2 Simple Weapons or (b) 1 Melee Heavy Weapon
  • (a) 2 Daggers or (b) 1 Katana
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Devil Hunter

Level Proficiency
Bonus
Features Martial Arts Uarmored Movement
1st +2 Devil Contract, Hunting Style - 10ft.
2nd +2 Unarmored Defense, Fighting Styles, Martial Arts 1d4 10ft.
3rd +2 Body Training, Hunting Style 1d4 10ft.
4th +2 Ability Score Improvement, Ability Score Improvement 1d6 15ft.
5th +3 Extra Attack 1d6 15ft.
6th +3 Ability Score Improvement, Hunting Style 1d6 15ft.
7th +3 Resistant 1d6 15ft.
8th +3 Ability Score Improvement, Ability Score Improvement 1d8 20ft.
9th +4 Perfected Fighting Styles 1d8 20ft.
10th +4 1d8 20ft.
11th +4 1d8 25ft.
12th +4 Ability Score Improvement, Ability Score Improvement 1d10 25ft.
13th +5 1d10 30ft.
14th +5 Hunting Style 1d10 30ft.
15th +5 Extra Attack (2) 1d10 30ft.
16th +5 Ability Score Improvement, Ability Score Improvement 1d12 35ft.
17th +6 1d12 35ft.
18th +6 Ability Score Improvement 1d12 35ft.
19th +6 Ability Score Improvement 1d12 35ft.
20th +6 Hunting Style, Human Peak 1d12 35ft.


Devil Contract[edit]

Starting at 1st level, like many others, you can make contracts with devils. However, you know how to make them beneficial on an equal level. You can start out with one devil contract of your choice if you so choose, which you must discuss with your gm to organize its benefits and payments.

You can have a number of devil contracts up to half your Charisma modifier (minimum of 1).

Hunting Style[edit]

Also at 1st level, your Devil hunting has grown into its own unique style. You must choose one of the styles located at the end of the page. Your choice grants you features at 3rd level, 6th, 14th and 20th level.

Unarmored Defense[edit]

At 2nd level, you have trained to become harder to hit while unarmored. While not wearing armor or wielding a shield, your AC is 10 + your Constitution modifier + your Dexterity modifier.

Fighting Styles[edit]

Also at 2nd level, you have learned your own fighting style. You gain one of the following styles of your choice:

Swordsmanship. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.

Firearm Training. You gain a +2 bonus to attack rolls you make with ranged weapons.

Duelist. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.

Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons.

Dual Wielding. You can add your ability modifier to your off hand weapon damage.

Bastion. You gain a +1 bonus to your AC while not wearing any kind of armor or shield.

Improvised Fighting. You gain proficiency with improvised weapons.

Blind Hunter. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Every time you gain an ability score improvement you may swap one of your fighting styles. Finally at 9th level, you have perfected your fighting style. You gain one of the following benefits depending on the previous fighting style you chose:

Perfected Swordsmanship. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.

Perfected Firearm Training. You gain a +4 bonus to attack rolls you make with ranged weapons.

Duelist. While wielding a light melee weapon, you gain a +20 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.

Perfected Great Weapon Fighting. You add double your proficiency bonus to damage rolls with Heavy Weapons.

Perfected Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack. This attack is made with advantage.

Perfect Bastion. You gain a +2 bonus to your AC while not wearing any kind of armor or shield.

Perfected Improvised Fighting. When wielding an improvised weapon, you increase its damage die tier by 2.

Perfected Blind Hunter. You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Even if you change or gain a new fighting style, you can only have a single perfect fighting style. In the case you change, the improved fighting style will become the new one.

Martial Arts[edit]

Finally at 2nd level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Body Training[edit]

At 3rd level, you have gone through rigorous body training to improve your physical capabilities. You can select one body feat that you meet the requirements of.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 18th 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]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. At 15th level, you can attack thrice instead of twice.

Resistant[edit]

At 7th level, your strength as a devil allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Intuition - Wisdom
  • Discernment - Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Human Peak[edit]

At 20th level, you’ve become the one of the small percentage of people who are humanity’s peak specimens, many of these individuals have peaked in a specific attribute. You may pick one ability score to gain a +2 to its score and maximum.

Hunting Styles[edit]

Assassin[edit]

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An assassin ready to attack at any moment, source [2]
Silent Reaper

Starting at 1st level, you know how to study a foe in order to exploit a weakness or distraction. Once per turn, you can deal an extra d6 of slashing damage to one creature you hit with an attack if you have advantage on the attack roll, this attack must use a finesse weapon or a ranged weapon. Additionally you have the ability to move and act quickly, you can take the bonus action to dash, disengage or hide.

Veiled Fang

At 3rd level, your allies can provide a great distraction for you to use to your advantage, you may use Silent Reaper while an ally is within 5ft of you and does not have disadvantage on their attack rolls.

Untold Speed

At 6th level, your speed allows you to avoid the full damage of an attack, when an attacker that sees you lands an attack. You may spend a reaction to halve the damage you take, additionally you gain proficiency in stealth if you already have proficiency you gain expertise instead.

Lying In Wait

At 10th level, you can extend your time to hide, lying in wait for the opportunity to grant a swift but efficient amount of damage. You may spend a full turn action while hiding to increase your Silent Reapers die tier by 1 for the first attack on your next turn, you can keep spending full turn actions with this feature until the die becomes a d12.

Undetectable

Starting at 14th level, you have advantage on a Sleight of Hand if you move no more than half your movement speed on the same turn.

Lurking Shadow

Finally at 20th level you are considered invisible to any ordinary creature, attackers can barely gain the upper hand against you in combat due to how evasive you are. No attack rolls have advantage against you unless you are incapacitated, stunned, restrained or grappled.


Tank[edit]

16a46e3b50485a859804b533c6a49b5e.jpg
A tank approaching their prey without a hint of terror, knowing they’ve already won., source [3]
Endurance Points

Starting at 1st level you gain an ability titled ‘Endurance Points’, These endurance points can be used to perform maneuvers for 1 endurance point. You gain 4 endurance at your current level. At level 5 you get 2 more, At level 10 you obtain another 2 endurance points, Two more at 15th and lastly at 20th level you gain another 2 endurance points. You can only use one maneuver per attack.

Maneuver save DC = 8 + your proficiency bonus + your Constitution modifier.

The following maneuvers are:

Barrage As a bonus action for 1 Endurance Point you may make two unarmed strikes against a target within your melee weapon attack range.

Never Let Go When initiating a grapple check, you may expend 1 endurance point to add your Strength mod to your grapple check

Disarming Attack When you hit a creature with a weapon attack, you can expend one Endurance Point to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You constitution modifier to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. On a success they take half the damage and do not lose the object.

Face Tank When another creature damages you with an attack or Dexterity, Constitution, Strength saving throw, you can use your reaction and expend one Endurance Point to reduce the damage your Constitution modifier added twice.

Trip Attack When you hit a creature with a weapon attack, you can expend one Endurance Point to attempt to knock the target down. You add half of your Constitution to the attack roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one Endurance Point and then try to grapple the target as a bonus action.

Perfect Counter When a creature you can see misses a melee weapon attack against you, you can spend 1 Endurance Point as a reaction to make a melee weapon attack against them.

Absolute Defense As a reaction to an ally being hit successfully with an attack roll or damaged by a failed saving throw, for 1 Endurance Point you may move in front of the attack and take the damage as long as you have the movement speed to do so. Taking the damage instead of your ally and reducing the damage equal to your Constitution modifier.

Harden Skin You can harden your own skin when being targeted by your opponents’ attacks. As a reaction to a melee attack roll hitting you, for 1 endurance point you gain a damage reduction equal to your Tank level to the attack made against you

Reinforce Immune System

Prerequisites: 5th level

As a reaction to being forced to make a Constitution saving throw, you can spend 2 endurance points to grant a bonus to the roll equal to your proficiency bonus.

Trained Fall

Prerequisites: 5th level

As a reaction to taking fall or knockback damage, you can spend 2 endurance points to adjust your position, minimizing your damage. You reduce the damage by your Tank level times 2.

Instigate

Prerequisites: 5th level

When you hit a creature with an unarmed strike, you may expend 2 endurance points in order to coerce your enemy into attacking you so that your allies can avoid getting hit. The target must make a Wisdom saving throw, on a failure the creature has disadvantage on attacking creatures that aren’t you.

Concussive Blow

Prerequisites: 5th level

As an action for 2 endurance points you may make a melee weapon attack roll against a creature, if the attack hits the creature takes an amount of damage equal to your martial arts die+your Constitution modifier added twice and must make a Strength saving throw, on a failure the creature falls prone. On a success they take half the damage and are not prone

Close Combat

Prerequisites: 5th level

When initiating a grapple against a creature you may spend 2 endurance points to make your grapple check with advantage.

Limb Guard

Prerequisites: 11th level

As a reaction to an attack targeted your limb you may expend 3 Endurance Points in order to halve the damage towards your limb

Pushing Hit

Prerequisites: 11th level

Once per turn as apart of landing an attack action you may spend 3 Endurance Points to force the creature hit with your damage roll to make a strength saving throw, on a failure the creature is knocked back a number of feet equal to your Strength modifier*10, if the creature hits an unsecured object or structure, receive 1d6 bludgeoning damage for every 10 feet the creature had left to travel after colliding with the surface.

Meteor Strike

Prerequisites: 11th level

As an action for 3 Endurance Points, you may make a melee weapon attack against a creature within 5ft of you. On a hit the creature takes your martial arts die added three times+your Strength modifier.

Maximized Destruction

Prerequisites: 15th level

As an action for 4 Endurance Points, you may make a melee weapon attack against a creature within 5ft of you. On a hit the creature takes the maximized damage of your martial arts die added twice.

Guardians Wrath

Prerequisites: 15th level

As a reaction to an ally being attacked within your melee weapon attack distance you may spend 4 Endurance Points to attack the creature who attacked the ally.

Danger Sense

At level 3, you’re able to heighten your senses against oncoming danger, granting you an advantage in combat for the time being. As a bonus action for 2 Endurance Points you activate Danger Sense gaining the following benefits:

  • You have advantage on Constitution saves and Constitution checks
  • When you make a melee weapon attack you may add your proficiency bonus to the attack roll
  • You have resistance to bludgeoning, piercing and slashing damage
  • Once per round you may give your melee weapon attacks advantage, in exchange attack rolls against you are made with advantage

Danger Sense is able to last up to a minute in combat, after ending your Danger Sense you cannot use your Danger Sense feature until you gain a short rest.

Unstoppable Force

At level 6, your endurance has reached greater levels allowing you to withstand devastating attacks and continue fighting with grievous wounds. You may add your Constitution score to your maximum hp, additionally when you are in Danger Sense and are reduced to 0 hit points and don’t die outright you may make a Constitution saving throw DC 10, on a success you drop to 1 hit point instead. For every time you use this feature the DC will increase by 5, this resets on a long rest.

Resistance

At level 10, your body is now tolerant to certain types of damage over time. As a bonus action for 3 Endurance Points, you may gain resistance to a number of damage types equal to half your proficiency bonus; this feature lasts for one minute and cannot be used again until a short rest.

Sensory Overload

At 14th level, your body’s ability to sense danger has surpassed your consciousness, allowing your unconscious body to still react to oncoming danger. Your Danger Sense now only ends if you’re unconscious or if you end it early no action required

Pinnacle Of Endurance

At 20th level, you’ve finally reached the pinnacle of endurance, nothing can make you falter. Your Strength and Constitution scores and maximums increase by 4 to a maximum of 24.

Weapon Wielder[edit]

c3cc64b369e7d4d03f511fc2268fa94a.jpg
A skilled Weapon Wielder effortlessly dispatching a hybrid with the slash of her blade., source [4]

Maneuver save DC = 8 + your proficiency bonus +your strength or dexterity modifier.

Hunters Resolve Starting at 1st level, instead of focusing on your speed or durability you’ve focused on honing your skills with all weapons, ensuring that you don’t miss any attacks. Once per long rest you may add your proficiency bonus again to an attack roll. At 10th level you can do this twice per long rest.

Flurry Of Attacks At level 3, you’ve become more proficient in your weapon skills allowing you to attack at a rapid rate, wounding your opponents with the efficient and precise attacks you land. As a bonus action you may make 2 ranged or melee attack rolls.

Secret Arts At level 6, you’ve created a large amount of techniques to use against devil hunters and devils alike. You have an amount of Secret Arts equal to your proficiency bonus+Strength or Dexterity modifier. How you use these Secrets Arts is via your ‘Usages’ in which you have a number of usages equal to your level+Strength or Dexterity, you may pick the following:


Analyze

At 10th level, you’ve gained the ability to analyze your enemies and find out their strengths and weaknesses outside and inside combat. If you’re outside combat your DM may let you use this ability, within combat you can only use this ability after one minute, afterwards you cannot use it again until another minute has passed. The DM tells you if the creature is your equal, superior or inferior in regard to two of the following characteristics of your choice:

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current hit points
  • Total class levels
  • Devil Hunter Subclass(if they have one)
Opportunist

At 14th level, you are able to use your skills in weaponry in order to deal large amounts of damage to an opponent, granting you the upper hand in combat. For an amount of times up to your proficiency bonus you may have the damage die tier of your weapon increase. This cannot be applied twice to the same attack and uses of this feature are gained back on a short rest.

True Weapon Wielder

Finally at 20th level, you’ve become a true weapon master, being able to use any weapon with expertise. Your critical hit range lowers to a 19 if you’re using a melee or ranged weapon, additionally you gain another fighting style and perfected fighting style depending on the additional fighting style you picked.

Contractor[edit]

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A contractor with dolls created by her contract behind her, source [5]
Master Contractor

Starting at 1st level, you’ve specialized in making contracts in devils to replace the weakness of your lack in strength, speed or durability. You can make an amount of additional contracts with devils equal to your Wisdom or Charisma modifier. At level 5 this changes to half your Wisdom or Charisma+ your Wisdom or Charisma, at level 10 it becomes your Wisdom or Charisma added twice, at level 15 it becomes half of your Wisdom or Charisma+ your Wisdom or Charisma added twice and finally at 20th level becomes your Wisdom or Charisma added thrice.

Sweet Talker

At 3rd level, due to specializing in devil contracts and speaking with devils, you’ve learned what makes a devil tick and how to easily persuade them into making certain contracts with a decreased amount of penalty on you. You gain proficiency in Persuasion. If you already have proficiency then you gain expertise.

Master Hunter

At level 6, you’ve begun to study devils instead of training your own body, via studying devils you’ve learned how to track them down with efficiency and determine what kind of devil could’ve left these tracks. You gain advantage in Survival checks to track down devils, additionally devils have disadvantage at making Insight checks against you.

Devil Fighter

At level 10, you’ve not only gained the ability to convince devils with ease to make contracts with you but you’ve also gained proficiency in contract related weapons. Weapons that are imbued with contracts or are made via contracts now add half of your Wisdom or Charisma modifier to the weapons to hit.

Subtle Addendum

Over your time and exposure with devils, learning almost all there is to know, you’ve learned their habits, and ways to persuade even the most deceptive, able to slip your influence into a contract without the knowledge of anyone but yourself. At 14th level you can attempt to subtly alter a contract with a contested Persuasion in order for the contract to be more beneficial to you than the devil.

Devils Dealer

Finally at 20th level, your influence has become even greater with the contracts you make, convincing devils to make contracts with you that benefit you more than the devil itself is incredibly easy. For every contract you make you gain a +1 in Deception and Persuasion and the amount of contracts you can make increases by your level.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bastion class, you must meet these prerequisites: 14 or higher Constitution score

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