Capoeirista, Prestige (5e Class)
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- 1 Capoeirista
- 1.1 Prerequisites
- 1.2 Class Features
Strong. Fast. Athletic. These are all words that fit the capoeirista, almost to a tee. They are practitioners of the art of capoeira, and learn a style of fighting that looks almost like a dance, but is far deadlier. Known for their artistic flips and tumbles even in combat, a capoeirista is a force to be reckoned with. While a monk is an earthquake of power vanquishing the enemy, the capoeirista is a tidal wave, dodging and blocking many attacks and using their own unique art to overcome any opposition. What they lack in weaponry they make up for in athletic prowess, and they aren't afraid to show it.
To qualify for multiclassing into the Capoeirista class, you must meet these prerequisites:
- Dexterity 20. You need to be able to attack and defend yourself properly.
- Proficiency in the Acrobatics skill. Mastering Capoeira requires being swift and careful.
- Character level 8th. A Capoeirista must already be familiar with martial arts, and have a body trained to use them.
- Access to Ki. A Capoeirista's main source of power is their Ki. It is recommended to take the Monk Class.
- Complete a special task. You must find a master in Capoeira who is willing to teach you. You might have to perform additional tasks before the master will accept you as their student.
As a Capoeirista you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Capoeirista level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per Capoeirista level
|Features||Ki Points||Martial Arts||Ginga||Wall Sliding|
|1st||Ki Points, Martial Arts, Ginga||1||1d4||+3||—|
|2nd||Wall Sliding, Kip Up||2||1d4||+4||20ft.|
|3rd||Evasion, Acrobatic Charge||3||1d4||+4||30ft.|
|4th||Ability Score Increase, Prone Attack||4||1d4||+5||30ft.|
|5th||Prone Attack Improvement||5||1d6||+5||40ft.|
|6th||Improved Evasion, Extra Attack||6||1d6||+6||40ft.|
|8th||Ability Score Increase, Acrobatic Attack||8||1d6||+7||50ft.|
|10th||Roda de Capoeira||10||1d8||+9||All|
A capoeirista uses Ki to fight just like a Monk or a Ninja. From the 1st level, they gain Ki Points as their level increases.
Capoeiristas are highly trained in fighting unarmed, giving them considerablt advantages when doing so. A capoeirista's attacks may be with either fist interchangeabley, but is actually mostly done with kicks. This means that a capoeirista may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a capoeirista striking unarmed. A capoeirista may thus apply his full Strength or Dexterity bonus on damage rolls for all his unarmed strikes. A capoeirista's unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons. A capoeirista also deals more damage then a normal person. At 1st level, this damage is 1d4. It increases according to the Martial Arts column on the table. This extra damage is added to any damage rolls for Martial Art attacks if there are already improvements, such as a Monk's.
The ginga (pronouned jinga, literally: to rock back and forth; to swing) is the fundamental movement in capoeira. While each style (see style, below) has its own form, all are accomplished by maintaining both feet approximately shoulder-width apart and then moving one foot backwards and then back to the base, describing a triangular 'step' on the ground. Ginga is done to prepare for other movements: hiding, dodging, feinting, and attacking. It puts the capoeirista in constant motion, making them a frustrating opponent. Entering the ginga costs 2 Ki point, and the capoeirista can stop whenever they want. It grants a bonus to AC, reflecting the frustrating movement. See the Ginga column on the table for details.
At 2nd level or higher, a capoeirista within arm's reach of a wall can use it to slow his descent. When first using this ability, they take damage as if the fall were 20 feet shorter than it actually is. The capoeirista's ability to slow his fall improves with his capoeirista level until at 10th level they can use a nearby wall to slow his descent and fall any distance without harm. See the Wall Sliding column on the table for details.
At 2nd level or higher, a capoeirista may stand up from prone as a free action that does not provoke an attack of oppurtunity. This stacks with any features gained from the Prone Attack ability.
A capoeirista of 3nd level or higher can avoid even magical and unusual attacks with great agility. If they make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, they instead take no damage. Evasion can only be used if a capoeirista is wearing light armor or no armor. A helpless capoeirista does not gain the benefit of evasion. This functions as the monk ability of the same name.
A capoeirista of 3rd level or higher, so long as he is not wearing any armor or carrying a medium or heavy load, may charge at an enemy. This charge costs Ki Points and gives the capoeirista an extra unarmed attack for each Ki Point used. In addition, they need not charge in a straight line. The capoeirista must still be able to see his opponent at the beginning of the charge, and may even initiate the charge from a ledge above the target, from a level below the target, manuever through a crowd in a busy street, or surmount any number of obstacles as part of the charge action, but they must make successful check as appropriate to complete the charge. There must be an extra check for every 2 Ki Points used (including the first).
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.
A capoeirista at 4th level or higher is able to attack in a prone state with no penalty. At 5th level or higher, they are able to make anyone in a range equal to double their height prone with this attack by using 1 Ki Point.
At 6th level, a capoeirista's evasion ability improves. They still take no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon, but henceforth they take only half damage on a failed save. A helpless capoeirista does not gain the benefit of improved evasion.
Starting at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. If you already have the Extra Attack feature from another class, you can attack three or more times, instead of twice, when you take the Attack action on your turn.
At 7th level or higher, a capoeirista can slip magically between spaces, as if using the spell "dimension door", once per day, at the cost of 3 Ki Points.
At 8th level, if the capoeirista attacks by jumping at least five feet toward his opponent, jumping down at least five feet onto his opponent or swinging on a rope or similar object into his opponent, he gains a +3 bonus on attack and damage rolls. The capoeirista must make an Acrobatics check.
At 9th level, this capoeirista is now a mestre (master). They can teach any other people who might want to learn the ways of the capoeira, and are allowed to give this class to others with the necessary skills. The people that reach this level of skill are also able to teach certain abilities early, if they believe the student is talented enough.
Roda de Capoeira
At 10th level, a capoeirista is able to make any land their home turf by making a roda. By imbuing 10 Ki Points on the ground, and having at least 3 people cheer for them (be it their students, teammates, or enemies), they are able to create a circle with a 15ft. radius where they and anyone that knows Capoeira gain a variety of benefits:
- Movement speed and jump distance are doubled.
- They gain an Extra Attack with the same rules as the one gained in the 6th level.
- They have advantage on Dexterity ability checks and saving throws.
- They have advantage on any unarmed attacks.
- They gain 1 Ki Point every 2 turns.
This Roda will stay there until its creator has a distance of 100ft or more from it, when it will be destroyed, and the ground will return to normal. Destroying the Roda gives its creator 2 effects:
- They suffer one level of exhaustion.
- They cannot use Ki until they have a long rest.