Determined, Variant (5e Class)

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Creating a Determined, Variant[edit]

A warrior who just wont die

After getting smashed into a wall by an Ancient Red Dragon, a lone human stands up and screams “I WONT DIE!!!!”,then looks up defiantly at the dragon with glowing multicolor eyes, pulls out a glowing greatsword that appeared out of thin air, and chops the dragon in two with a single slash

Quick Build

You can make a Determined quickly by following these suggestions. First, Constitution should be your highest ability score followed by Strength. Second, choose the Folk Hero background.

Class Features

As a Determined you gain the following class features.

Hit Points

Hit Dice: 1d10 per Determined level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Determined level after 1st

Proficiencies

Armor: Light armor, medium armor, heavy armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose three from Acrobatics, athletics, Insight, Medicine, Nature, Perception, Stealth, and Survival

Equipment

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

  • Leather armor
  • (a) Longsword or (b) Warhammer or (c) Spear
  • (a) Explorer’s pack or (b) Dungeoneer’s pack
  • A determined soul
  • If you are using starting wealth, you have If you are using starting wealth you have 1d10x10 in funds in funds.

Table: The Determined

Level Proficiency
Bonus
Techniques Determination Points Features
1st +2 n/a n/a Energy Weapons, Energy armor
2nd +2 2 3 Techniques, Determination Points, Fighting Style
3rd +2 2 4 Determination
4th +2 3 5 Ability Score Improvement, Ability Score Improvement
5th +3 3 6 Extra Attack
6th +3 3 7 Ability Score Improvement
7th +3 4 8 Additional Fighting Style, Superior Energy Armor, Superior Energy Weapons
8th +3 4 9 Ability Score Improvement, Ability Score Improvement
9th +4 4 10 Determined Revenge, Extra Attack
10th +4 5 12 Ability Score Improvement
11th +4 5 13 Determination Empowerment
12th +4 5 14 Ability Score Improvement, Ability Score Improvement
13th +5 6 15 Indomitable Determination, Additional Fighting Style, Extra Attack
14th +5 6 16 Ability Score Improvement
15th +5 6 17 Determined Soul
16th +5 7 18 Ability Score Improvement
17th +6 7 19 Determination Overload, Extra Attack
18th +6 7 19 Determination Above Mortality
19th +6 8 19 Ability Score Improvement
20th +6 8 21 True Determination

Energy Weapons[edit]

Starting at 1st level summon a weapon made of pure energy that you are already proficient with. Also, You can perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. Your weapons count as magical for purposes of resistance and immunities and you can choose to have them deal force damage instead of other damage types If you attempt to bond with a third weapon, you must break the bond with one of the other two. They also can shine a multi colored light in a 5 feet radius. This light is not Sunlight.

Energy armor[edit]

Starting at 1st level you have learned to imbue your armor with part of your souls energy. You learn a ritual that allows you to forge a mystical connection with your armor. Choose a suit of armor you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. During that time, you must be wearing a suit of armor you are proficient with throughout the ritual. At the conclusion, you touch your equipment and forge the bond. Once you have bonded a set of armor to you, you gain several benefits. When a combat starts or at the beginning of your turn, you can cast your armor as a free action. You can make the armor look, feel, and smell like any type of clothing that you decide.

Techniques[edit]

Starting at 2nd level, you have gained various and surprisingly effective ways of attacking. You can pick 2 techniques from the list of techniques, provided you have reached the requirements for the technique. Each time you level up, can trade out already learned techniques for different ones. You gain more techniques as you level up, as described in the Determined table.

Technique effect save DC = 8 + your proficiency bonus + your Strength modifier.
Technique Attack Roll = your Strength modifier + your proficency bonus.

Determination Points[edit]

Starting at 2nd level, you feel an energy of your determination inside yourself that you can use to augment your abilities. At level 2, you gain 3 determination points that regen on a short rest, you gain more points at higher levels.

You can use 2 determination point to make 2 attacks on your bonus action instead of 1. The amount of points you need to make these 2 attacks changes to 1 when you reach 11 level.

Fighting Style[edit]

You adopt a style of fighting as your specialty. Choose one of the following options.

  • Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting: You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • Defense: While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Superior Technique: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
  • Thrown Weapon Fighting: You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting: Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
  • Mariner: As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
  • Tunnel Fighter: As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.
  • Interception: When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

At level 7 and 13 you gain the ability to use one more fighting style, without penalty.

Determination[edit]

Starting at 3rd level your soul has become extremely determined, so much so that you can survive at 0 hit points for a little. Once per long rest if reduced to 0 hit points, you gain half of your maximum hit points, and become determined. While determined, at the start of each of your turns you regain a number of hit points equal to your determined level + your constitution bonus. You make twice as many attacks as you already did. All of your techniques can be used as a bonus action. You are no longer determined if you receive healing from other source that isn't your regeneration. This state lasts until the combat ends, you die, or you decide to discard it as an additional action, but when the determined state ends, you remain stunned for 1 minute and gain 1 exhaust point. At level 10 you can take an extra bonus action as well, that can only be used for one technique. While determined your eyes will glow blue, orange, green, and purple. in addition, Detect Magic will detect you, and Detect Good and Evil will sense you but not be able to tell whether you are good or evil. you can use this feature once per long rest.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 9th level in this class, to four when you reach 13th level in this class, and to five when you reach 17th level in this class.

Superior Energy Armor[edit]

Starting at 7th level, your mastery with your soul and determination made you more resistant: While wearing your energy armor, you gain a +1 bonus to AC and gain resistance to fire damage. Also, you gain resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. When you reach 15th level, you gain immunity to force, bludgeoning, slashing, and piercing damage from non-magical attacks.

Superior Energy Weapons[edit]

At 7th level, your determination makes your attacks more ferocious and damaging. Your energy weapons gain a +1 to attack and damage and also deal an extra 1d8 force damage to the target. When you reach 15th level, the bonus of your energy weapons increase to a +2 and the extra damage increases to 2d8.

Determined Revenge[edit]

At 9th level, when you or a creature within 5 feet of you is attacked, you can use your reaction to make an attack against that creature and your attack goes before the attacker's. On a hit, you push this creature back 10 feet, causing the creature's attack to automatically miss.

Determination Empowerment[edit]

At 11th level, you become immune to the frightened or charmed conditions and your movement speed increase by 20 feet. Furthermore, you have learned to see the souls of other creatures and can tell how pure or vile they are. You have blindsight within 60 feet. In addition, you have Soul Sight, which allows you to see the souls of all creatures within 60 feet of you. This allows you to see invisible creatures and discern the creature type of any living creature within range. You also know the alignment of creatures you see with Soul Sight. This sight penetrates walls and objects and those without souls such as undead and constructs can't be detected using Soul Sight.

Indomitable Determination[edit]

At 13th level when you are in determination state, you can use one determination point to reroll a saving throw, ability check, attack, or when you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead.

Determined Soul[edit]

At 15th level, your soul becomes so determined, it becomes almost unbreakable. Instant-death effects cause you to enter Determination, and while in Determination you become immune to instant-death effects. your soul cannot be manipulated, locked up or destroyed by any means against your will.

Determination Overload[edit]

At 17th level, your determination exceeds even the limits that you have. You can use Resolve twice per long rest, instead of once, and when you enter Resolve, you gain a number of Resolve points equal to half your level + your Constitution bonus. In addition, the leftover hit points from the Resolve Mode's passive regeneration accumulate as temporary hit points. The negative effects of determination will only be seen when you use both uses.

Determination Above Mortality[edit]

Starting at 18th level, your determination can delay the grasp of death. If you take damage that reduces you to 0 hit points, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. You can use this ability a number of times equal to half your constitution bonus (rounded down), and you regain all expended uses on a long rest.

True Determination[edit]

At 20th level, your soul has grown so determined that it has simply refused to die. Once per long rest if an attack or spell would kill you and still has at least 10 damage left over, than instead of becoming determined, you regain all of your health points, gain 1/2 of your maximum hit points in temporary hit points, and become truly determined. While truly determined you can take 2 actions each round, 2 bonus actions each round, and techniques only a bonus action. You make triple as many attacks as you already did. Hit points recovered are doubled. All of your techniques can be used as a bonus action. You are no longer determined if you receive healing from other source that isn't your regeneration. This state lasts until the combat ends, you die, or you decide to discard it as an additional action, but when the determined state ends, you remain stunned for 1 minute and gain 3 exhaust point. You can take an extra bonus action as well, that can only be used for one technique. While truly determined your eyes will shine blue, orange, green, and purple. also, a line of white light may suddenly erupt from your left eye and move up and down a little before disappearing. Also, any other Determined within 100 ft of you and of your good-evil alignment will sense you and will feel compelled to come to your aid.

Techniques[edit]

Techniques are special abilities that consume determination points in order to be used. When you use a technique, you can't use it again until your next turn, or until its effect wears off. You have a limited number of techniques; the number of techniques is shown on the class table. also, certain techniques have improved versions depending on whether you are in your base state, you are determined or you are in True determination, the abilities detail what special effects they have depending on your state.

Energy Spear

As an action, you spend 1 Determination point and create a spear of pure energy in your hand and hurl it at an enemy within 60 feet. On a hit, the enemy takes 4d6 force damage + your techniques bonus and is knocked back 10 feet.

Determination: The spear begins to twitch and bounce in all directions, making it unpredictable. The spear hits automatically and the enemy must succeed on a strength saving throw or be pushed 15 feet in a direction of your choosing and fall prone.

True Determination: Before throwing the spear, you can move up to 15 feet and make a melee attack. On a hit, you deal 4d6 force damage + your techniques bonus and the enemy is knocked back 10 feet. After this attack, the spear hits automatically and the enemy has disadvantage on the Strength saving throw.

determined punishment

As an action, you spend 1 determination point and create multiple spears that shoot out of the ground to impale your enemies. in a 10-foot circular area within a 60-foot range, each creature you choose must succeed on a dexterity saving throw or take 2d10 + your techniques bonus force damage on a failed saving throw. they take half damage on a successful saving throw.

Determination: The area of effect is increased to 20 feet, and creatures that fail the dexterity saving throw must make a constitution saving throw or be restrained until the start of their next turn. on a successful roll the enemies are not restrained.

True Determination: The area of effect is increased to 30 feet and enemies have disadvantage on all saving throws made by this technique. deals 2d10 extra force damage.

Relentless Fall (prerequisite:level 4)

As an action, you rise up to 15 feet to fall violently, emitting a large shockwave wherever you land. Choose an area within 30 feet and fall rapidly into that area (taking no falling damage) and all creatures within 10 feet. Feet from the area where you landed must succeed on a Dexterity saving throw or take 5d8+ twice your bonus damage with your force-damaging weapon and be pushed back 10 feet.

Determination: Creatures that fail the first Dexterity saving throw must pass a constitution saving throw or fall prone. Additionally, it takes an extra 2d8 damage.

True Determination: You can make a single attack against a creature. On a hit, the enemy automatically fails Dexterity and Constitution saving throws, plus they take triple damage from this ability.

Justice Barrage (Prerequisite: Level 7)

As an action, you spend 2 determination points and create 4 floating spears of energy toward an enemy. make a single attack roll for each spear. on a hit, the enemy takes 1d10+ your technique bonus damage per force

Determination: Create two spears that you throw at high speed. The enemy must succeed on a Dexterity saving throw or be stunned for your current turn and take 2d8 + your technique bonus force damage. In addition, all spears hit automatically. on a successful saving throw, the spears don't hit and you make attack rolls for the other 4 spears as normal.

True Determination: Create 4 more Spectral Spears.

Relentless Charge (Prerequisite: Level 10, only on Determination or True Determination)

As a bonus action, you spend 2 determination points and choose a creature within 120 feet of it and approach that creature so fast it appears as though you are teleporting. you make an attack roll, on a hit, the enemy takes 5d10+ three times your bonus tech damage per force, is also pushed 15 feet and falls prone.

True Determination: The first attack launches the target 15 feet into the air and after a jump you appear behind it finishing it off with another attack that hits automatically, dealing 5d10+ three times your technique bonus.

Determined Refusal (Prerequisite: Level 13, only on Determination or True Determination)

As a reaction, you spend 1 determination point and prepare to return a strike that targets you. If the attack is melee, it must succeed on a strength saving throw or take damage from its own attack plus 3d8+ your technique bonus extra force damage.

True Determination: In case the enemy wants to attack you with a spell or magical effect, you can move up to 60 feet and make an attack against this creature. On a hit, the creature takes 4d12+ twice your technique bonus damage per force and this creature must succeed on a concentration saving throw or its spell or magical effect is cancelled.


Unstoppable Determination (Prerequisite: Level 16, only on Determination or True Determination)

As a reaction, you spend 2 determination points and can remove a condition you have.

True Determination: You remove all conditions that afflict you.

Spear of Justice (Prerequisite: Level 19, only on Determination or True Determination)

As an action, you spend 5 determination points and rise into the air 20 feet and create a large fiery red energy spear and choose an area within 120 feet of you. all creatures within 60 feet of the zone you chose must succeed on a constitution saving throw or take 10d12+ ten times your technique bonus force damage. on a successful saving throw, the enemy takes half damage.

True Determination: You create an additional Spear of Justice and creatures have disadvantage on their saving throw.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Determined class, you must meet these prerequisites: Constitution 15 and strength 13.

Proficiencies. When you multiclass into the Determined class, you gain the following proficiencies: Martial weapons.

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