Chung (5e Class)
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Chung[edit]
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Creating a Chung[edit]
Chung's most notable feature is his Ammo. With the Cannonball System, Chung can reload and stock his Ammo in order to access strong Combos and also strengthen some Ammo-reliant Skills to devastating proportions, requiring him to keep a steady supply of Cannonballs at all times for optimal play. He also has the ability to Awaken into his Berserk Mode, which will grant him an unlimited supply of Ammo for its duration. Furthermore, he can access a Guarding and Counterattacking system to allow him to charge int4o the battlefield offensively and defensively.
- Quick Build
You can make a Chung by following these suggestions. First, make Strength should be your highest ability score, depending on what type of weapon you wield. Your next-highest score should be Constitution. Second, choose the arena Gladiator background.. Third, choose your equipment.
LuCiel |
Class Features
As a Chung you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Chung level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Chung level after 1st
- Proficiencies
Armor: Light armor
Weapons:
Tools: Disguise kit
Saving Throws: Charisma, Dexterity
Skills: Choose three from Acrobatics, Athletics, Deception, Persuasion, Performance, Insight, Arcana, Nature
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dagger or (b) Hand crossbow
- (a) Disguise kit or (b) Entertainers pack
- If you are using starting wealth, you have 3d4*10 in funds.
Level | Proficiency Bonus |
Cannonballs | Skill Points | Destroyer Melee/Range Damage | Features |
---|---|---|---|---|---|
1st | +2 | - | - | 1d8 / 0 | Destroyer |
2nd | +2 | - | 5+Strength | 1d8 / 0 | Skill Points |
3rd | +2 | 6 | 7+Strength | 1d8 / 1d10 | Cannonball System, Reload, Guardian Path |
4th | +2 | 6 | 9+Strength | 1d8 / 1d10 | Ability Score Improvement |
5th | +3 | 6 | 11+Strength | 1d8 / 1d10 | Extra Attack |
6th | +3 | 6 | 14+Strength | 1d8 / 1d10 | — |
7th | +3 | 6 | 16+Strength | 1d8 / 1d10 | — |
8th | +3 | 6 | 17+Strength | 1d10 / 1d12 | Ability Score Improvement |
9th | +4 | 6 | 18+Strength | 1d10 / 1d12 | Path Upgrade |
10th | +4 | 6 | 20+Strength | 1d10 / 1d12 | — |
11th | +4 | 6 | 22+Strength | 1d10 / 1d12 | — |
12th | +4 | 6 | 23+Strength | 1d12 / 2d8 | Ability Score Improvement |
13th | +5 | 6 | 25+Strength | 1d12 / 2d8 | — |
14th | +5 | 6 | 28+Strength | 1d12 / 2d8 | — |
15th | +5 | 8 | 30+Strength | 1d12 / 2d8 | Path Upgrade |
16th | +5 | 8 | 34+Strength | 1d12 / 2d8 | Ability Score Improvement |
17th | +6 | 8 | 36+Strength | 2d8 / 2d10 | — |
18th | +6 | 8 | 38+Strength | 2d8 / 2d10 | — |
19th | +6 | 8 | 40+Strength | 2d8 / 2d10 | Ability Score Improvement |
20th | +6 | 8 | 42+Strength | 2d8 / 2d10 | — |
Your saving throw DC for any necessary saves you impose is (DC= 8 + your Strength modifier + your proficiency bonus)
Skill Points[edit]
Starting at 2nd level, you gain access to Skill points. Skill points are necessary to perform certain Skills or use certain features. You have a number of Skill points equal to the number demonstrated in the skill points column of the Chung table. You regain all Skill Points after a long rest. All abilities that use Skill Points share the same Save DC.
Destroyer[edit]
At 1st level, Chung gains their unique weapon, The Destroyer cannon. You may make melee attacks with this weapon, the damage is shown in the Destroyer column in the Chung table bludgeoning. The properties of this weapon is Heavy, and Two-handed. Once the cannonball system is unlocked, you may use this as a ranged weapon of Range (60/120). You must have at least 15 Strength to use this weapon or have disadvantage and drop it every time it is fired.
Cannonball System[edit]
At 3rd level, Chung unlocks the Cannonball system.
With the Cannonball System, Chung can reload and stock his Ammo in order to access strong Combos and also strengthen some Ammo-reliant Skills to devastating proportions, requiring him to keep a steady supply of Cannonballs at all times for optimal play. Certain skills require cannonballs, and firing the Destroyer at range takes 1 cannon ball.
You start with 6 cannonballs until level 15, which you gain 2 more.
Reload and Fire[edit]
At 3rd level, as a bonus action, you swing the Destroyer upwards to reload a cannonball.
- Reloads 3 Cannonballs.
Depending on which path you chose, you may use a bonus action to do one of these commands.
- Fury Guardian
- Make a melee strike against a creature within range.
- Shooting Guardian
- Make a Silver shooter ranged attack against a creature within range.
- Shelling Guardian
- Detonate a cannon shell after launched, any creature within 5 feet of the target must make a Dexterity save or take half of the damage.
Guardian Path[edit]
At 3rd level, Chung can decide between advancing as a Fury Guardian, Shooting Guardian or Shelling Guardian. Each path grants different skills and abilities based on which one you choose. Each path upgrades twice, once at level 9 and again at level 15.
Fury Guardian[edit]
The guardian stone responded to his strong will and transformed itself into a more powerful form. The Guardian Stone reacts to Chung's firm resolution, enhancing his Freitunier and Destroyer. With the impenetrable armor Freitunier and the powerful Destroyer, all enemies will tremble in front of the true Guardian of Hamel.
- Iron Paladin
A guardian who protects his allies but destroys his enemies. Chung's witch to protect everyone causes the Guardian Stone to reach, granting him new powers. Stronger in both mind and body from his journey, Chung becomes a protector of iron will. With his new Freitunier, Chung can easily retaliate with his Destroyer without feeling the impact of his enemies' attack.
- Comet Crusader
With iron will, Chung protects his allies and dominates the battlefield by charging into his enemies like a comet. Reacting to the experiences Chung gained by overcoming difficult battles, and his endless effort to protect his friends, the Guardian Stone grants him new power. With indomitable will and strength, Chung charges straight into battle without hesitation to protect his friends.
Shooting Guardian[edit]
The Guardian who uses his gun, Silver Shooter, along with his Destroyer. Chung worries that Destroyer by itself may have weak points, so he develops a new weapon, the Silver Shooter, through endless research using the Guardian Stone. A job class that destroys his enemies by effectively utilizing his Silver shooters along with his Destroyer.
- Deadly Chaser
A guardian using magic bullets from his two Silver Shooters. To better utilize the speed and precision from the Silver Shooter, Chung adjusts the power of Destroyer, successfully developing two Silver Shooters. The sound of bullets from Chung's Silver Shooters bring fear to his enemies. With relentless bullet attacks, the Deadly Chaser never misses his target.
- Fatal Phantom
A marksman whose barrage of magic bullets takes down enemies in a swift but efficient manner. Chung's experiences made him even more skilled in using his silver shooters consistently and effectively. Upgrading his Silver Shooters to accommodate his needs allowed him to be able to shoot more bullets faster.
Shelling Guardian[edit]
One who specializes in heavy weapons and artillery shelling attacks. Based on his father's incomplete research to enhance the Guardian Stone and his new found knowledge of alchemy and explosion theory, Chung creates a new Destroyer. He becomes the Shelling Guardian, utilizing long-range artillery by developing new cannon balls specifically for that purpose.
- Tactical Trooper
An artillery unit using enhanced cannonballs and bombardment. When Chung encounters ancient Nasod technology in Altera, he combines the Nasod technology with alchemy to develop a new engine called the Disfrozen Portal. With more energy output from the Disforzen Portal, Chung is able to try out various tactical maneuvers developing weaponry that fits the situation along the way.
- Centurion
After constant research, Chung overcomes the physical limitations that existed previously. He can form many portals effortlessly, enabling him to bombard his enemies relentlessly.
Path Upgrade[edit]
At 9th and 15th level, your path upgrades depending on what you originally chose.
- 9th Level Upgrade
- Iron Paladin
Prerequisite: Fury Guardian
A guardian who protects his allies but destroys his enemies.
- Iron Paladin skills
- Deadly Chaser
Prerequisite: Shooting Guardian
A guardian using magic bullets from his two Silver Shooters.
- Deadly Chaser skills
- Tactical Trooper
Prerequisite: Shelling Guardian
An artillery unit using enhanced cannonballs and bombardment.
- Tactical Trooper skills
- 15th Level Upgrade
- Comet Crusader
Prerequisite: Iron Paladin
With iron will, Chung protects his allies and dominates the battlefield by charging into his enemies like a comet.
- Comet Crusader skills
- Fatal Phantom
Prerequisite: Deadly Chaser
A marksman whose barrage of magic bullets takes down enemies in a swift but efficient manner.
- Fatal Phantom skills
- Centurion
Prerequisite: Tactical Trooper
After constant research, Chung overcomes the physical limitations that existed previously.
Chung Base Skills[edit]
- Back Blast
Create an explosion to escape the current position. With this skill, you propel yourself backwards 15 feet, avoiding attacks of opportunity. The area between your previous position and where you are now is considered rough terrain.
- Scare Chase
Launch a homing missile after reloading the cannon. After reloading, you may use this skill to fire one cannonball against a creature within range.
Cannonball Consumption Uses 1 cannonball
- Siege Shelling
Siege Mode Stance You enter a Siege stance, reducing your movement speed to 0, and any melee attacks against you have advantage. As a bonus action while in this stance you may make two extra ranged cannonball attacks. This lasts until you exit the stance or until you exhaust your shell supply.
- Aceldama
Fire multiple missiles into the air that rain down ahead. Shoot 8 missiles into the air, you may hit one creature of multiple. Make a ranged attack for each. The damage is equal to Destroyer Ranged damage - 2.
Cannonball Consumption Uses 4 cannonballs
Fury Guardian Skills[edit]
- Leap Attack
Air leap towards the enemy with destructive force. Choose a creature within 25 feet, You may leap to them and make a melee attack against them dealing Strike + 1d6 damage.
- Burst Wolf
Focus energy on the Destroyer and smash it to the enemy. Make a melee attack against a creature within range, dealing strike + Xd6 damage, where X is your proficiency bonus. The creature must make a Strength save or be launched in a direction you choose 15 + 5 * Strength Modifier feet.
- Pandemonium
Put the enemies in fear with a loud shout. Each creature in a 10 ft radius must succeed on a Wisdom saving throw or become frightened for 5 turns.
- Lunatic Fury
Charge towards the enemy and blast the ground with massive attacks. Slam the Destroyer 3 to 6 times into the ground, depending on how many cannonballs you choose to consume. After each slam you may use 5 feet of movement to move forward 5 feet before slamming again. Each slam is a 5 foot radius around you and any creature must make a dex saving throw or take Destroyer Melee damage.
Cannonball Consumption Uses 3 to 6 cannonballs
- Brutal Swing
Charge ahead while brutally swinging the cannon. Move in a 15 ft line, swinging the Destroyer in a tornado like motion. Any creature in the line must make a Dexterity save or take Strike damage.
Iron Paladin[edit]
- Artillery Nova
A skill that attacks by focusing mana inside the Destroyer. The condensed magical cannonball will create a great explosion. Make a ranged attack against a creature within 40 feet, They take 4d6 + Destroyer Ranged damage if hit and any creature within 20 feet radius must make a dex saving throw or take half, none on a successful save.
Cannonball Consumption Uses 6 cannonballs
- Iron Howling
You let out a loud howl that decreases the Physical Defense of nearby enemies. Use this skill to quickly neutralize nearby enemies. Any creature within 10 feet radius must make a Constitution saving throw or be stunned for 2 turns. A stunned creature may make another Con save to get out of the stun.
- Land Demolisher - Earthquake
Strike the ground to damage the enemies in front of you. Land Demolisher imbues a buff on the player where it adds a quake effect whenever a command skill hits the enemy. Choose a 30ft cone. Any creature inside must make a Dex save or take 5d8 damage. Half on a successful save. If a creature is hit, You gain the Quake Buff.
Quake Buff - Any skill attack against a creature forces them to make a Strength save or be knocked prone.
Cannonball Consumption Uses 3 cannonballs
- Guard
Use this skill to block the enemy's powerful attack. As a reaction, you may use this skill to deflect some of the damage from an attack. This reduces the damage by Xd8, where X is your proficiency bonus.
- Land Smash
Create a crack on the ground with a smash. Smash the Destroyer into the ground, creating a 30ft radius circle of rough terrain, any creature inside this circle must make a Dexterity saving throw or be knocked prone.
- Crack Crusher
Push enemies with the cannon to knock them back and fire a cannonball. Make a melee attack against a creature within range, on hit pushing them 15 feet in any direction you want. Then make a ranged cannon shot against them.
Cannonball Consumption Uses 1 cannonball
- Guardian's Rage
Leap upward and slam the cannon to the ground to deal a large amount of damage. Make a melee attack against a creature within 10 ft. Slamming them into the ground. This deals Strike + 4d6 damage. Dealing double damage if the target is prone.
Comet Crusader[edit]
- Tiamat
Beautiful like a falling star, but destructive like a meteor. Befitting of a comet, delivers massive damage. Designate a creature within 120 feet. You must keep concentration to complete this skill. After 2 turns a comet-like cannonball strikes them. This attack deals 10d10 Bludgeoning + Xd12 Force damage, where X is your proficiency bonus.
- Crusader's Armor
Newly enforced full body armor Freitunier! Experience the new Freitunier that is stronger and faster. You gain +2 to your AC, and 10 feet of movement.
Shooting Guardian Skills[edit]
- Dual Blaster
Leap forward and fire 2 shots backwards. Reload 1 cannonball while leaping. You may leap 15 feet in any direction and then shoot two shots from your silver shooter at any creature in the opposite direction of the leap.
- Head Shot
Fire a precise shot. 16% chance to cause double damage. Choose 1 target within range and make a ranged attack, on hit, roll a 1d8 and on an 8, you double your damage
- Sharpshooter Syndrome
Emit a Sharpshooter Aura that damages nearby enemies and grants allies the 'Sharpshooter Syndrome' buff. Every creature within 5 ft takes 1d6 damage. You may designate up to 4 allies, including yourself, within 20 ft to gain Sharpshooter Syndrome. Sharpshooter Syndrome increases crit on 19 and 20.
- Deadly Shot
Fire a highly compressed magic bullet within a certain range ahead. The magic bullet will explode and deal damage. Choose 1 target within range to make a attack against. This does Destroyer damage + 2d6. And any creature within 10 ft of the targeted creature must make a Dexterity saving throw or take the same damage.
Cannonball Consumption Uses 3 cannonballs
- Artillery Strike - Quantum Ballista
Set your target, then release to bomb the area with one massive bomb. Choose a 30ft radius sphere area anywhere within 120 ft. Each creature inside the area centered on that point must make a Dexterity saving throw. A target takes 4d6 + Xd6, where X is your proficiency bonus, force damage on a failed save, or half as much damage on a successful one. On a failed save, the creature in knocked airborne.
Cannonball Consumption Uses 6 cannonballs
Deadly Chaser[edit]
- Shooting Star
Use this skill to attack all of the enemies in a large area. This skill can also be used to attack a single target. Launch 12 missiles, making a ranged spell attack for each missile. On a hit, a missile deals 1d4 + 1 force damage to its target. If the attack roll scores a critical hit, the target of that missile takes 5d4 force damage instead
Cannonball Consumption Uses 3 cannonballs
- Heavy Railgun
A powerful attack that can take out enemies in a straight line. Be wary of your surroundings, as it will be less effective on landscape with hills or elevation. Shoot a high powered cannonball in a straight line for 40 ft and 5 ft wide, or until striking a wall or other terrain. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 force damage on a failed save, or half as much damage on a successful one. The shot ignites flammable objects in the area that aren’t being worn or carried.
Cannonball Consumption Uses 1 cannonball
- Comet Crasher
An area of effect aerial attack. The radius and the focus changes depending on the height this skill was executed on.
Cannonball Consumption Uses 3 to 6 cannonballs
- Shooting Bind
Shoot all over the place, making it impossible for the enemy to approach you
- Exciting Crash
Fire an exploding cannonball. Enemies hit by the cannonball will receive a [Silver Shooter's Mark] debuff. Hitting an enemy with the debuff using magic bullet attacks will increase the amount of awakening charge you gain per hit.
- Stun Shot
Imbue the Silver Shooter with magic and fire a bullet. Enemies hit by the magic bullet will be stunned.
Feral Phantom[edit]
- Azure Finale
Fire a rain of bullets with the Phantom Shooters. The magic bullets show various properties when hit.
- Phantom Shooter
[Passive] Silver Shooters used in Command attacks are switched to Phantom Shooters. Successful Pistol shots with Shooter-based Commands will inflict [Phantom's Mark]. Successful Cannon fire with Destroyer-based Commands will inflict [Hunter's Mark]. Foes with [Phantom's Mark] will receive increased damage from Shooter-based Skills. Foes with [Hunter's Mark] will grant you [Prepared Chaser] if a Destroyer-based Skill is used to attack them
Shelling Guardian Guardian Skills[edit]
- Elastic Bomb
[Active] Throw two Elastic bombs which can increase in size by chance.
- Big Bang Stream
[Special Active: Tenacity] Deploy a group of scattered bombs which also shoot out with command skills.
- Magnum Shot
Fire a spread shot from the cannon. Cannonball Consumption Uses 3 cannonballs
- Chaos Cannon
Fuse Disfrozen with the cannon and fire from both ends. Reload 1 cannonball while in Heavy Stance status. Fires cannonballs for a specific duration when stance is activated with X.png key. Duration is shortened when using X.png to fire faster.
- Impact Detonation
Shoot cannonballs in rapid succession. Cannonball Consumption Uses 3 to 6 cannonballs
Tactical Trooper[edit]
- Commander's Mark
Mark all nearby enemies and receive artillery support. Marked targets will be bombarded with missiles when attacked. The artillery strike ignores the enemy's guard status
- Carpet Bombing
Use this on a strong enemy or against a group of monsters. Hamel's artillery strike will hit a large area. Make sure to use it during a boss fight. Cannonball Consumption Additional artillery wave if used with 6 cannonballs
- Artillery Strike - Missile Shower
An aiming skill that is useful to deal with multiple enemies. An artillery strike will occur once Chung fires a signal flare. Cannonball Consumption Uses 6 cannonballs
- Mobile Shelling]
Switch to mobile shelling by pressing the down button in Siege Shelling. Deal massive damage to enemies from a distance.
- Fatal Cannon
Fire an enhanced cannonball forward. Enemies hit by the enhanced cannonball will have their magical defense reduced. Cannonball Consumption Uses 6 cannonballs
- Bombing Artillery
Receive support from Hamel's Artillery Squad and attack the enemies with a barrage of cannoballs.
- Cannon Prison
Fire a cannon prison with homing capabilities. The cannon prison will install itself once it comes in contact with an enemy and deals damage over time. Cannonball Consumption Uses 1 cannonball
Centurion[edit]
- Hailstorm
Install countless Disfrozen portals and unleash a heavy bombardment.
- Kinetic Bombardment
Press U.png Key from Siege Shelling mode to switch to Kinetic Bombardment. Kinetic Bombardment uses all remaining Enhanced Cannonballs. The duration changes depending on how many Enhanced Cannonballs are used. Form a Gravity Portal above the enemy and prevent them from moving.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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