Bastion (Chainsaw Man Supplement)
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Bastion[edit]
Indestructible Superhumans[edit]
Bastions were naturally born with the gift of endurance, being able to handle even the toughest beatings. They will keep fighting until everything they have is shattered.
Creating a Bastion[edit]
A Bastion ready to fight a horsemen, source [1] |
When creating a Bastion, ask yourself the following questions; Why did you became a Bastion? Did you do it to fullfill an ambition? Was it because of needing a job? Were you trained for it?
- Quick Build
You can make a Bastion quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.
Class Features
As a Bastion you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Bastion level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bastion level after 1st
- Proficiencies
Armor: None
Weapons: Simple Weapons, Heavy Weapons, Katana
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
Level | Proficiency Bonus |
Features | Superhuman Strikes |
---|---|---|---|
1st | +2 | Devil's Contract, Superhuman Strikes, Unarmored Defense | 1d6 |
2nd | +2 | Superhuman Boon | 1d6 |
3rd | +2 | Bastion Style | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Extra Attack, Bastion Style (2) | 1d8 |
6th | +3 | Ability Score Improvement | 1d8 |
7th | +3 | Resistant | 1d8 |
8th | +3 | Ability Score Improvement | 1d8 |
9th | +4 | Breathe Recovery | 1d8 |
10th | +4 | Giant | 1d8 |
11th | +4 | Bastion Style (3) | 1d10 |
12th | +4 | Ability Score Improvement | 1d10 |
13th | +5 | Relentless | 1d10 |
14th | +5 | Ability Score Improvement | 1d10 |
15th | +5 | Body of Steel | 1d10 |
16th | +5 | Ability Score Improvement | 1d10 |
17th | +6 | Bastion Style (4) | 1d12 |
18th | +6 | Perfect Vigor | 1d12 |
19th | +6 | Ability Score Improvement | 1d12 |
20th | +6 | True Colossus | 1d12 |
Devil’s 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 start out with one devil contract of your choice, which you must discuss with your gm to organize its benefits and payments.
You can have a number of devil contracts up to your Bastion level + your Charisma modifier (minimum of 1).
Superhuman Strikes[edit]
Also at 1st level, you always naturally packed a punch due to your superhuman strength. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain Bastion levels, as shown in the Superhuman Strikes column of the Bastion table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Unarmored Defense[edit]
Also at 1st level, you have learned how to naturally endure hits. While not wearing armor or wielding a shield, your AC is 10 + your Strength modifier + your Constitution modifier.
Superhuman Boon[edit]
At 2nd level, your endurance is out of this world, sometimes being more formidable than devils. With this knowledge in mind, you have learned how to utilize your unnatural endurance in formidable ways. You gain two endurance boons you meet the prerequisites of from the Superhuman Boons list.
To use Superhuman Boons you must spend endurance points. You have an amount of endurance points equal to your Bastion level + your constitution modifier. Whenever you use an endurance point, it is spent. You regain all endurance points at the end of a long rest.
Whenever you gain a level in the Bastion class, you can change one of your Superhuman Boons for another one you meet the prerequisites of.
At 5th level, you gain one additional Superhuman Boon, and another one at 9th, 13th and 17th levels.
Bastion Style[edit]
At 3rd level, you have trained hard with your body, acquiring your own bastion style. You must choose one of the styles located at the end of the page. Your choice grants you features at 3rd level, 5th, 11th and 17th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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]
At 5th level, you can now attack twice instead of once when you take the attack action.
Resistant[edit]
At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. 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. You can choose another saving throw at 20th level.
Breathe Recovery[edit]
At 9th level, you have learned how to catch your breath mid battle. As a bonus action, you regain a number of Endurance points equal to your Constitution modifier (minimum of 1).
You can do this a number of times equal to your Constitution modifier (minimum of once). You regain all uses of this feature at the end of a long rest.
Giant[edit]
At 10th level, your might and endurance in battle has been compared to those of a giant. You count as one size larger for every purpose. Also, you can now add your proficiency bonus to constitution checks.
Additionally, whenever you make a Strength check you add half your Constitution modifier (rounded down) to the result.
At 17th level, you now add your full Constitution modifier.
Relentless[edit]
At 13th level, your body simply won’t let you go down. Whenever you are reduced to 0 hit points but not killed outright, you can roll one hit die. You regain hit points equal to the amount rolled.
You can do this a number of times equal to your Constitution modifier (minimum of once). You regain all uses of this feature at the end of a long rest.
Body of Steel[edit]
At 15th level, your muscles have hardened themselves naturally, making you passively more resistant. You reduce all damage but psychic by half your Constitution score (rounded down).
Perfect Vigor[edit]
At 18th level, you have obtained perfect vigor, becoming beyond just healthy, but also almost indestructible. Whenever your total for a constitution check is below your constitution score, you may use your constitution score instead of that total.
Additionally, you have advantage on constitution saving throws against being poisoned and gain resistance to poison damage.
True Colossus[edit]
Finally at 20th level, you have reached the pinnacle of the human body, with some saying you’re the strongest human alive. Your Constitution score increases by 4, and your maximum for this score increases to 24.
Additionally, you now count as two sizes larger for all purposes instead of one.
Superhuman Boons[edit]
- 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, you can spend 1 endurance point to grant yourself damage reduction equal to your Bastion level to bludgeoning, slashing and piercing damage until the beginning of your next turn.
- Human Wall
Whenever you are forced to make a Strength saving throw against being pushed or moved, you can spend 1 endurance point as a reaction to make yourself not be pushed or moved. This also works against saving throws that would knock you Prone.
- Kick Back
Prerequisites: Hunter style
Whenever you are targeted with a melee attack, you can spend 1 endurance point as a reaction to make one unarmed strike against the attacker. If you were hit, you instead make two unarmed strikes.
- Instigator
Prerequisites: Maniac style
Whenever you hit a creature with a melee weapon attack, you can spend 1 endurance point to instigate them. The creature has disadvantage on attack rolls against all creatures but you until the beginning of your next turn. If it was a critical hit, this lasts until 1 minute has passed.
- Protector
Prerequisites: Terrorizer style
Whenever a creature allied to you is targeted by a melee attack while within your reach, you can spend 1 endurance point to grant them a bonus to their AC equal to your Constitution modifier.
- 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 bastion level times 5.
- 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.
- Endure it
Prerequisites: 5th level, Maniac Style
Whenever you are forced to make a Strength, Dexterity or Constitution saving throw, you can spend 2 endurance points to automatically fail it. However, you halve all damage taken (rounded down). The effects of Resistant don't apply to this feature.
- Deflect Projectiles
Prerequisites: 5th level, Hunter Style
Whenever you are hit by a ranged attack, you can spend 2 endurance points to reduce it by 1d12 + your Bastion level.
- Tactical Attack
Prerequisite: 5th level, Terrorizer Style
Whenever you hit a melee weapon attack against a creature while an willing ally is within 5 feet of you, you may spend 2 endurance points as a reaction to make that ally make a melee weapon attack roll against the creature.
- Protect Limb
Prerequisites: 11th level
Whenever a creature hits one of your limbs, you can spend 4 endurance points as a reaction to quickly protect it. You reduce the damage dealt to said limb by half.
- Efficient Escape
Prerequisites: 11th level
Whenever you are restrained, you can spend 4 endurance points as a bonus action to remake the saving throw with advantage.
- Mind Blanking
Prerequisites: 11th level, Maniac Style
Whenever you fail a saving throw against becoming Berserk, Bloodlusted, charmed or frightened, you can spend 4 endurance points to roll an unarmed strike against your skull (no action required). On a hit, you take damage towards your skull hit points but end the condition instantly.
- Powerful Grapple
Prerequisites: 11th level, Hunter Style
You can spend 4 endurance points as an action to grapple up to two creatures of your choice within your reach. You make your Athletics check with advantage for the purpose of this grapple, and creatures make their checks to escape your grapple with disadvantage for 1 minute.
- Barrier
Prerequisites: 11th level, Terrorizer Style
Whenever an ally is forced to make a Dexterity saving throw, you may spend 4 endurance points as a reaction to move up to half your movement speed. If you end up within at least 5 feet of said ally, you may choose to automatically fail the saving throw, however the ally takes 0 damage and doesn’t suffer the effects of the saving throw.
- Sacred Body
Prerequisites: 17th level
Whenever you are forced to make a saving throw against an effect that would affect your body, you can spend 5 endurance points to add a +10 to the roll as a reaction.
- Ultimate Protection
Prerequisites: 17th level
Whenever you take damage, you can spend 5 endurance points to completely protect yourself until the beginning of your next turn. For the duration, all damage you take but psychic is halved (rounded down) and then reduced by your Constitution score. You must wait 1 minute before using this Superhuman Boon again.
- Psycho Mode
Prerequisites: 17th level, Maniac Style
You can spend 5 endurance points as a bonus action to enter psycho mode for 1 minute. For the duration, every melee weapon attack roll you make is considered a critical on a hit, and every melee weapon attack roll that hits you is considered a critical on a hit.
- Martial Focus
Prerequisites: 17th level, Hunter Style
You can spend 5 endurance points as a bonus action to enter into your martial focus for 1 minute. For the duration, your unarmed strikes deal additional damage equal to your proficiency bonus and you gain one additional reaction (which may only be used for Superhuman Boons).
- General’s Leadership
Prerequisites: 17th level, Terrorizer Style
You can spend 5 endurance points as a bonus action to activate your general’s leadership for 1 minute. For the duration, all of the allied creatures within 30 feet of you make attack rolls with advantage.
Bastion Styles[edit]
Maniac[edit]
A Maniac is a type of Bastion who is completely obsessed with something or someone. They won’t stop until they reach their goal, no matter how many times you put them down or what type of degrading things they have to do.
A maniac holding a chainsaw while in the chase of his dream, source [2] |
- Reckless Attack
At 3rd level, you can throw safety through the window to attack like your life depends on it! When you make the first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
- Brutal Critical
At 5th level, your attacks are much deadlier than those from an ordinary person since you don’t care about what happens with those you fight. You can roll one additional damage die when determining the extra damage for a critical hit with a melee weapon attack. If you are under the Berserk or Bloodlusted conditions, you roll one additional damage die on top of your normal additional damage die.
This increases to two additional damage dice at 11th level, and to three additional damage die at 17th level.
- Crazy for a Taste
At 11th level, you are so desperate for even a bit of what you truly desire that no matter what type of shenanigans you face you’ll be fine! If your current hit points are below half your maximum, you gain a bonus to all rolls except Intelligence, Wisdom and Charisma related rolls equal to half your proficiency bonus (rounded up).
If you are under ¼ of your hit point maximum, this bonus increases to your proficiency bonus instead.
- Madness Incarnate
At 17th level, the definition of insanity can be summarized in one word: you. You have become so infatuated with your own goals and objectives that you actually went crazy! You become immune to the charmed and frightened conditions, and become immune against receiving madness.
Additionally, you gain immunity to psychic damage.
Hunter[edit]
A Hunter is a type of Bastion that focuses on hunting down its prey with any methods they have at their disposal. Unlike most Bastions that only utilize brute force, a hunter is much more refined in its combat, truly being worthy of their title.
A hunter ready to finish his prey off, source [3] |
- Martial Arts
At 3rd level, you are naturally adept in the martial arts. You can perform the following martial arts:
Flurry of Blows
After taking the attack action, you can spend 1 endurance point to make two unarmed strikes.
Step of the Wind
As a bonus action for 1 endurance point, you can take the dash or disengage action.
Patient Defence
As a bonus action for 1 endurance point, you can take the dodge action.
Additionally, when attacking with a melee weapon which you are proficient in, you may use your superhuman strikes die instead of the weapon’s damage die.
- The Prey
At 5th level, those who become your targets also become your prey, and as the hunter, it is your duty to chase them down. As a bonus action, you can choose one creature you can see within 30 feet of you. That creature is now your prey for 1 hour. You deal 1d8 additional damage when attacking said creature with melee attacks. Also, you have advantage on Wisdom (Survival) checks to track your prey, as well as on Intelligence checks to recall information about them. Additionally, if the creature is below half their maximum hit points, you have advantage on Charisma (Intimidation) checks against them.
You can only have one prey at a time, so if you choose another prey you lose the benefits against the oldest one.
At 11th level, you deal 1d10 additional damage. At 17th level, you deal 1d12 additional damage.
- Never Turn Your Back to the Hunter
At 11th level, you teach your prey that you should never turn your back to the hunter on a hunt. Whenever you hit a prey with a melee weapon attack in an opportunity attack, the attack is considered a critical.
Additionally, you have advantage on melee weapon attack rolls against prey with less than half their maximum hit points.
- Hunting Grounds
At 17th level, a true hunter is never satisfied with just one prey, they are always hungry for more. You can now choose and have a number of prey up to your proficiency bonus, exceeding this limit causes you to lose the benefits against the oldest prey.
Additionally, you deal additional damage equal to your proficiency bonus against prey. If they are below half their maximum hit points, it is your proficiency bonus added twice instead.
Terrorizer[edit]
A Terrorizer is a type of Bastion that uses brute force to achieve any objective they may desire. They are feared all around the world, sometimes being able to make even devils tremble with fear from their presence alone.
A terrorizer about to kill those inferior to her, source [4] |
- Terrifying Presence
At 3rd level, your presence alone pours fear in the hearts of many. When initiative is rolled, you may make a Charisma (Intimidation) check against all creatures that you can see of your choice. If you succeed against a creature, they are frightened of you for 1 minute. If you succeed by 5 or more, they are frightened for 1 hour instead. A creature becomes immune to this feature for 24 hours if you fail this check against them.
They can make a Wisdom saving throw against the amount rolled at the beginning of their turns, ending the condition on a success.
You gain a +1 bonus to the total rolled by your intimidation check for every 2 levels you are above a creature’s CR or level.
Additionally, you have advantage on melee attacks against creatures who are frightened of you.
- Subjugation
At 5th level, you have learned that those afraid of you may try to please you for their survival, and that can be to your advantage. Whenever a creature is frightened by you and their CR or level is lower than yours, you can try to make a Charisma (Persuasion) check against them. If you succeed, the creature is now allied to you. If you fail, you cannot try again until 24 hours have passed. You have advantage on the check if the creature is below half their maximum hit points.
- Might Over Will
At 11th level, sometimes, strength speaks more than a thousand words ever could. You can use your Strength modifier instead of charisma whenever you’re making an Intimidation check.
Additionally, you may also use your Strength modifier when making a Persuasion check against creatures frightened by you.
- Army Tactics
At 17th level, by building a group of followers, you have found out that you can actually lead very well. All allied creatures within 30 feet of you have advantage on initiative rolls. Also, allied creatures within 5 feet of you have advantage on attack rolls.
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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