Bone Breaker (5e Class)
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- 1 Bone Breaker
- 2 Punchers And Faces
- 3 Creating a Bone Breaker
- 4 Class Features
- 5 Unarmored Defense
- 6 Martial Arts
- 7 Skilled Strikes
- 8 Unarmored Movement
- 9 Battle Stance
- 10 Archetype
- 11 Stance Of Deflection
- 12 Extra Attack
- 13 Stunning Stance
- 14 Strength of Will
- 15 Stillness of mind
- 16 Quicken Stances
- 17 Stance Of Redirection
- 18 Master Brawler
- 19 Bone Breaker Archetypes
- 20 Fist Fanatic
- 21 Kick Constable
A tall Human with strong arms and legs grips an oncoming Orc and drives his left fist into the Orc's face, rendering him unconscious. As he spins around, he catches another charging Orc with a powerful elbow strike. He smiles wildly, for he knows that such untrained, wild combatants cannot hope to compare to his strength.
A Dwarven male in leather armor groans in annoyance as yet another untested youth comes to try to take his title as the tavern's best brawler. Standing quickly, he places his hands in front of his chest, anticipating each and every strike this new opponent may make. As his opponent rushes forward, the Dwarf ducks and drives both his fists upwards into his attacker's jaw, dropping him with almost no effort.
A rugged Half-Elf, her hair tied in a tight and effective bun dodges an oncoming Vampire as he tries to sink his fangs into her neck. With a grunt and a small shove, she forces the Vampire off of her and brings both of her fists into the Vampire's chest, smashing his chest. With a sickening smile, the Half-Elf brings her arms up and grabs the Vampire's neck, breaking it with a terrifying ease.
All these warriors are Bone Breakers. These men and women are not members of a monastic order, but are instead a rough and tumble, hardy bunch of fighters, trained and well versed in the art of turning their own bodies into the most lethal of weapons. To engage a Bone Breaker in hand-to-hand combat is to truly court death itself.
Punchers And Faces
A Bone Breaker is a master in close combat. Focusing on using their fists and legs as instruments of destruction, they turn their enemies into bloody messes.
Creating a Bone Breaker
As you create your Bone Breaker, you should consider why they developed their melee skills with fists and feet. Were they an orphaned child who was adopted by a leader of a fighting tournament? Did you learn this skills for your own entertainment or to combat boredom?
- Quick Build
You can make a Bone Breaker quickly by following these suggestions. First, make Strength your highest ability score if you want to focus on using fists. Make Dexterity your highest ability score if you want to focus on Kicks. Followed by Constitution. Second, choose the soldier or hermit background.
As a Bone Breaker you gain the following class features.
- Hit Points
Weapons: Simple weapons
Tools: Choose one gaming set
Saving Throws: Strength or Dexterity, and Constitution
Skills: choose two from Acrobatics, Athletics, Medicine, Investigation, Sleight of Hand or Intimidation
You start with the following equipment, in addition to the equipment granted by your background:
- Any simple weapon
- (a) Dungeoneers pack or (b) Explorers pack
- common clothes
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
|Features||Unarmed strike||Unarmored movement|
|1st||+2||Unarmored defense, Martial arts, Skilled Strikes||1d4||-|
|2nd||+2||Unarmored movement, Battle stance||1d4||5ft|
|3rd||+2||Bone Breaker Archetype, Stance of Deflection||1d4||5ft|
|4th||+2||Ability Score Improvement||1d4||5ft|
|5th||+3||Extra attack, Stunning stance||1d6||5ft|
|6th||+3||Archetype Feature, Strength of Will||1d6||5ft|
|7th||+3||Stillness of Mind, Skilled Strikes Improvement||1d6||5ft|
|8th||+3||Ability Score Improvement||1d6||5ft|
|9th||+4||Unarmored Movement Improvement||1d6||10ft|
|12th||+4||Ability Score Improvement||1d8||10ft|
|13th||+5||Stance of Redirection||1d8||10ft|
|14th||+5||Skilled strikes Improvement||1d8||10ft|
|16th||+5||Ability Score Improvement||1d8||15ft|
|17th||+6||Archetype Feature Improvement||1d10||15ft|
|18th||+6||Skilled Strikes Improvement||1d10||15ft|
|19th||+6||Ability Score Improvement||1d10||15ft|
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
At 1st level, your practice of martial arts 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:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- You can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain bone breaker levels, as shown in the Martial Arts column of the Bone Breaker table.
- When you use a Stance or the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and use Fist Attack, you can also make another unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.
- If one of your features requires a saving throw, your DC is equal to 8 + your proficiency bonus + your dexterity or strength.
At first level, you have spent years training and have developed specialized fighting moves. When making an attack with an unarmed attack you can choose to make a leg or fist attack before you make the attack roll.
- Kick Attack: You make a powerful kick attack, granting a +1 to damage. At 7th level, this bonus increases to +2. At 14th level, this bonus increases to +3. At 18th level, this bonus increases to +4,
- Fist Attack: You make an accurate punch attack, granting a +1 to attack. At 7th level, this bonus increases to +2. At 14th level, this bonus increases to +3. At 18th level, this bonus increases to + 4.
Starting at 2nd level, your speed increases by 5 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Bone Breaker levels. At 9th level, you gain the ability to move along vertical surfaces.
Starting at 2nd level, you gain access to three ancient stances that alter the tide of the battle: the Stance Of Wind, Stance Of The Bear and Stance Of The Cobra. You learn more stances as you gain levels in this class. Taking a stance requires an action, and can only be used without a weapon in hand. While using a stance, you cannot move, and if you do move, the stance ends.
- Stance Of The Bear: You focus on channeling a Bear's strength for your next attack. As a bonus action, you channel the fury of a bear into your next melee attack, dealing extra damage equal to double your proficiency bonus.
- Stance Of The Wind: You focus on channeling the Wind's swiftness, when you make a melee attack roll against a creature, the next melee attack it rolls against you has disadvantage.
- Stance Of The Cobra: You focus on channeling a Cobra's agility, your unarmed melee attacks have advantage.
When you reach 3rd level, you commit yourself to a bone breaker archetype: the Kick Constable, or the Fist Fanatic, both detailed at the end of the class description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.
Stance Of Deflection
Starting at 3rd level, you have developed a technique to counter ranged attacks. You have learned the Stance Of Deflection.
- Stance Of Deflection: When you take the Stance action on your turn, you focus on catching a possible ranged attack for your next turn. During this turn, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bone Breaker level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and while using your Unarmed Strike damage die.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you have learned to channel the power and skill pulsing through your body into one decisive strike, giving you access to the Stunning Stance.
- Stunning Stance: While in this stance, you use an action to focus on channeling all the power and skill pulsing through your body for your next attack. On a successful melee attack, the target must make a Constitution saving throw against your Martial Arts save DC. If the target fails the save, it is stunned until the end of its next turn.
Strength of Will
Starting at 6th level, your will alone can break magical defenses. Your unarmed attacks count as magical for the purpose of overcoming resistances and immunity to non-magical attacks and damage
Stillness of mind
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
At 10th level your stance's have increased in power and speed. You now need to only take a bonus action to activate a stance.
Stance Of Redirection
At 13th level you have trained to gain the ability to redirect attacks. You have gained access to the Stance Of Redirection.
- Stance Of Redirection: While in this stance, you focus on countering a possible attack against you for your next turn. As a reaction, when a melee attack hits, you can use the momentum of this attack and reduce the damage you take by 1d12 + your Dexterity modifier (if you picked the Kick Constable Archetype) or Strength modifier (if you picked the Fist Fanatic Archetype). If you reduce the damage below 0, you can decide to deal the damage from your roll to the target. You can only use this on a creature that is your size or smaller.
Beginning at 20th level, you have mastered the art of undisciplined hand to hand combat. You know every trick in the book, dirty and conventional. Whenever you hit an enemy with an unarmed strike, you can choose to target a soft spot on their body or a chink in their armor. They must make a Constitution saving throw with a DC of 8 + your Strength or Dexterity modifier + your proficiency bonus. If they fail this check they recoil and lower their defences. You and allies have advantage on attack rolls against the target until the start of the creatures next turn. In addition, you may double your unarmed damage die for this attack. Creatures may only be put under this effect once every 24 hours. You may use this feature a number of times equal to your Wisdom modifier + 1. You regain all uses after a long rest.
Bone Breaker Archetypes
The Fist Fanatic is a fighter that focuses on strength and pure defense.
At 3rd level, you have been training to become stronger and be able to last longer. You gain proficiency in Athletics.
Battle Blocking Stance
At 6th level you become harder to hit. While in this stance, you focus on blocking your enemy's attacks gaining a +4 AC bonus. Movement will not cause the effect of the stance to end but the bonus is reduced to +2. You can only use this stance while wearing no armor.
Battle Blocking Stance Improvement
At 11th level, your Battle Blocking Stance is improved. Your AC bonus is +6, but +3 if moving.
Stance Of The Dragon
At 17th level, you learn to channel the rage and fury befitting of a dragon. You gain access to the Stance Of The Dragon.
- Stance Of The Dragon: While in this stance, your Fist Attack deals an additional 5d6 fire damage.
The Kick Constable is dexterous warrior that focuses on kicks and deals high damage.
At 3rd level, your speed and acrobatics have made you become faster and more agile. You gain proficiency in acrobatics.
At 6th level you have learned how to use momentum to hit enemies harder. You gain access to the Drop Kick Attack.
- Drop Kick: As an action, you jump into the air and kick your legs out, dealing your Unarmed Strike damage and your target must make a Dexterity saving throw. On a failed save, you can decide to either knock the target prone, or push them back 10ft. On a successful save, the target is not pushed or knocked prone. After using this feature, you must pass Dexterity saving throw (DC 15) or fall prone.
At 11th level you have the ability to unleash a flurry of kicks. You gain access to the Bicycle Kick Attack.
Bicycle Kick: As an action, you jump into the air and use your legs for a flurry of kicks. You make 3 Unarmed Strike Attacks with this feature. After using this attack, you must also make a Dexterity saving throw (DC 15) or fall prone.
Stance Of The Hydra
At 17th level your power and speed have increased to that of which is not of this world. You gain access to the Stance Of The Hydra.
- Stance Of The Hydra: For 1 minute, you are able to move twice your movement speed. In addition, your Drop Kick and Bicycle Kick deal maximum damage and have advantage. Moving does not end this stance. You must finish a long rest before using this feature again.
Prerequisites. To qualify for multiclassing into the Bone Breaker class, you must meet these prerequisites: Strength 13 or Dexterity 13
Proficiencies. When you multiclass into the Bone Breaker class, you gain the following proficiencies: Athletics or Acrobatics