Football Player (5e Class)

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Football Player[edit]

Introduction[edit]

So you wanna be a Football Player huh? Well, it's gonna take time, dedication, and determination. Football Players are energetic and aggressive sportsmen, with rolls for people of all sizes and mental prowess. Whether you are short and skinny, squat and fat, or big and strong, there is a roll for everyone, and a perfect position for you. Football Players need to prioritize a combination or strategy, speed, and power to stay on top. Although there is no real use of magic, Football Players can still benefit greatly from using wit and knowledge.

Creating a Football Player[edit]

American-football-player-closeup.jpg
A skilled on the offense preparing to make a pass.

When creating a Football Player it is important to keep in mind that the class doesn’t need to be "Badass Supreme.” Although it could be. Most of the time these are just mere sportsmen, and they tend towards a consistent routine. However, one that decides to become and adventurer is in for a good time.

For example: Why did your character decide to become a Football Player? Are they an overweight person looking to do something about those excess pounds? Is your character an adrenaline junkie looking for a thrill? Someone looking to put on some new skills to defend themselves or seek employment with? Or is this someone going out through the wringer after a long hiatus, one last time, to finally settle in a climatic and satisfying manner? Maybe even a delinquent wanting something to do with their free time and/or to change their ways for the better.

You might then wonder: is the Player a hermit? Does the Player spend countless hours immersing themselves in Football; consuming Football material and training? Does your character dedicate themselves to the sport, determined to push forwards? If so, would they go into town and try to turn people into basic Football Players or teach them about the sport? Or do they relax in the town with their bros and only go out to the field to at the bare minimum?

With all these answered, you can determine: why did your character start adventuring? Were they unwittingly tagging along and now find themselves too caught up to call it quits now? Or did they want something more than just the same, dull routine?

Quick Build

You can make a Football Player quickly by following these suggestions. First, constitution should be your highest ability score, followed by strength, then dexterity. Second, choose the Survivor background. Third, choose your gear.

Class Features

As a Football Player you gain the following class features.

Hit Points

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

Proficiencies

Armor: Heavy Armor
Weapons: Simple and Martial Weapons.
Tools: Sportsman's Gear, a gaming set, and shoulder pads.
Saving Throws: Constitution, Strength.
Skills: Choose 3: Acrobatics, Athletics, Intimidation, Survival, Performance, Perception, or Persuasion.

Equipment

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

  • (a) One martial weapon of choice. or (b) One simple ranged weapon of choice.
  • (a) A gaming set and sportsman gear. or (b) An entertainer's pack and sportsman gear.
  • A set of shoulder pads.
  • (a) A costume. or (b) Traveler's clothes
  • If you are using starting wealth, you have 3d6 x 10gp in funds.

Table: The Football Player

Level Proficiency
Bonus
Combat Training Features
1st +2 1d4 Forceful Strike, Earned Notoriety
2nd +2 1d4 Dedicated Coaching
3rd +2 1d4 Roll for Everyone
4th +2 1d4 Ability Score Improvement, A Well Rested Athlete
5th +3 1d4 Extra Attack
6th +3 1d4 Roaring Rush
7th +3 1d4 Limit Breaker
8th +3 1d6 Ability Score Improvement, Exhaustion to Completion
9th +4 1d6 Overpowering Pride
10th +4 1d6 Free Pain Train Ticket
11th +4 1d6 Restless Athlete
12th +4 1d6 Ability Score Improvement, Knowledgeable Athlete
13th +5 1d6 Rugged Charm
14th +5 1d8 Rising Rage
15th +5 1d8 Equal Hatred
16th +5 1d8 Ability Score Improvement, Undying Fury
17th +6 1d8 Total Determination
18th +6 1d8 Hardened Warrior
19th +6 1d10 Ability Score Improvement, This... Is... Football...
20th +6 1d10 Second Wind

Forceful Strike[edit]

At 1st level, you treat unarmed strikes as finesse weapons and they deal damage that scales with the “Combat Training” column of the class features table.

Earned Notoriety[edit]

At 1st level, your reputation precedes you. Whether you've just started the sport, or completely mastered it, people of all types of backgrounds have hear of you. If you are relatively low level and/or have not done anything impressive yet, your name is relatively unknown except within sports circles. If you are relatively high level and/or have committed impressive actions, your name become proportionally better known. How well known you are is determined by your actions and levels and is up to the DM's discretion. This can be used to get jobs, be let into establishments, intimidate people into doing your bidding, impressive potential partners, etc.

Dedicated Coaching[edit]

At 2nd level, you gain a figure who has been in the sport for years to guide and teach you. You have their contact information and they are always willing to talk to you and answer anything questions you have about Football, if not in general. Their goal is to see you succeed in life, not just Football. They are not just a coach, but a mentor. They could even not be coaching your team, or in it at all!

Roll for Everyone[edit]

Starting at 3rd level, you finish your introduction and unspecialized training. The realm of football has many rolls to fill, which shall you fall into?

The following rolls are: General O-Line Player, O-Lineman, General D-Line Player, D-Lineman.

At 10th level you are able to fill in the roll of the opposite line. I.E. General O-Line Player can swap to General D-Line Player. O-Lineman can switch to D-Lineman. Vice versa. You can only fill in one roll at a time, and can only switch each time you complete a short rest.

A Well Rested Athlete[edit]

At 4th level, as your body begins to adjust to the strenuous lifestyle of football, you remove two levels of exhaustion at the completion of each long rest. However, you need to eat the equivalent of two meals per meal. And you need to consume the equivalent of two cups of water per cup of water. If you consume half of said amount of food and liquids (aka, a normal amount), you only remove one exhaustion level at the completion of a long rest.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can attack three times at 11th level.

Roaring Rush[edit]

At 6th level, you can charge towards to one of your enemies, add 20ft to your walking speed and deal 2d4 + Strength before you make an attack. This can only be done if you have 6ft between you and your opponent.

Limit Breaker[edit]

At 7th level, you can train for the extent of one short rest. At the end of the short rest gain 1 level of exhaustion. You gain the ability to add both your Dexterity and Strength modifiers for all unarmed attacks for the rest of the day.

At 13th level, your training ethic and methods have vastly improved, allowing you to additionally gain the ability to add both your Dexterity and Strength modifiers to all melee attacks for the rest of the day. You still gain a level of exhaustion however.

Exhaustion to Completion[edit]

At 8th level, you can gain 1 exhaustion level to get advantage on your next 1d2 amount of rolls. This can be done at any times.

Overpowering Pride[edit]

At 9th level, your confidence knows no bounds. Your innate self-respect and pride reassures you, giving advantage on saving throws made against being charmed or frightened. This presence sometimes follows you, giving you proficiency in one of the following: Intimidation, Persuasion, Athletics. This grandiose perception of yourself and the world is quite powerful indeed, but it takes little to lose it all. If you lose a fight you get into, lose all effects of this feature and gain disadvantage on saving throws made against being charmed or frightened. This state of shame and humility lasts until the end of a long rest, or until you win another. If you lose several times, you must long rest and/or win an equal amount of times to said losses.

Free Pain Train Ticket[edit]

At 10th level, your unarmed attacks score a critical hit on a roll of 19-20.

At 15th level, your unarmed attacks score a critical hit on a roll of 18-20.

At 18th level, all your attacks score a critical hit on a roll of 18-20.

Restless Athlete[edit]

At 11th level, once per day you can remove an exhaustion level at the end of a short rest.

Knowledgeable Athlete[edit]

At 12th level, due to being well versed in the arts of sports, gain advantage on all wisdom and intelligence checks relating to sports knowledge.

At 16th level, due to being both well experienced and well versed in athletic activity in general, gain advantage on rolls requiring athletics.

Rugged Charm[edit]

At 13th level, your athletic appeal starts to make itself clear. Gain + 2 to your Charisma ability score.

Rising Rage[edit]

At 14th level, if you are below half health and you make a successful unarmed attack, you can roll a DC 8 + your Constitution and Strength modifiers constitution saving throw to knock your opponent prone.

Equal Hatred[edit]

At 15th level, your unarmed attacks count as magical for anti-resistance purposes.

Undying Fury[edit]

At 16th level, you gain 1d12 hit points upon successfully landing a crit.

At 18th level, your potent rage spreads amongst your allies infectiously. All allies within 30ft also gain 1d12 hit points upon their successful crit landings.

Total Determination[edit]

At 17th level, your sheer dedication and determination to push through and win brings your abilities to a whole new level. Thus you add half your proficiency to all checks that don't already include it.

Hardened Warrior[edit]

At 18th level, your prolonged immersion in Football and experience in the sport makes you hardened and ready to take a hit. As a reaction, you can heal 1d4 every time a creature attempts to make an attack on you. This lasts only 2 minutes, and can only be done once per day.

This... Is... Football...[edit]

At 19th level, you can instead use your turn to make a brutal and devastating tackle against one opponent. You make a charge as seen at 5th level. If it succeeds, the target must make a DC 11 + your Strength and Constitution modifiers dexterity saving throw. If they fail, they are grappled and take 2d8 + str and dex bludgeoning damage, and are knocked prone once they break free. If they succeed, you instead take 1d4 bludgeoning damage.

Second Wind[edit]

At 20th level, if you get down to 0 HP or below you get knocked down, regain half your health, and stand back up. You gain two exhaustion levels whenever this occurs. You need to wait a minute between each use.

General O-Line Player[edit]

General O-Line Players are the drivers of the team. They push forwards, pass the ball, and make clever plays.

3rd-Level. Masters of Passers

Although you are used to passing and catching balls, you can repurpose your skills into a dangerous form of combat. Gain proficiency in the Football weapon. For all intents and purposes, your attacks with footballs are considered unarmed attacks.

At 6th level, your sheer willpower makes the ball return to you after each attack. But only after an attack.

7th-level. Prepared Strategist

Your previous planning and preparing has got you and potentially your teammates covered for anything thrown at you. You can spend one long rest training and planning to gain one of the following benefits.

  • +1 AC to the next two attacks directed at you.
  • +1 AC negation for your next two attacks.
  • Temporary proficiency in a skill that lasts 4 hr.

You can also train with one teammate/party member allowing them to receive the benefit, but you will gain a level of exhaustion per teammate over one.

18th-level. Rallying Cry

You have practiced the right cadences and slogans to get the team pepped and ready for a game. You can use a bonus action on your turn to choose up to three creatures within 30 feet. Whenever a target makes an attack roll or a saving throw once within the next 10 minutes, the target can roll a d4 and add the number rolled to the attack roll or saving throw. You may perform this action a number of times equal to your Intelligence modifier before having to complete a short or long rest.

20th-level. Natural Leadership

Your experience and knowledge from performing countless activities in your duty as an O-Line Player has lead you to essentially a position leadership. You can add your intelligence modifier to your charisma checks.

General D-Line Player[edit]

To be a General D-Line Player you need be attentive, aware, and aggressive. You are in charge of stopping plays dead in their tracks while the D-Lineman raise havoc.

3rd-Level. Interception

Although your job may not be to run the ball nor catch it all the time, you'll be damned if you say it isn't satisfying to catch your opponent's ball and run it to their end zone. As a reaction, if a projectile that is evadable is heading towards you within 10ft, you can roll 1d20 + your Strength modifier. If it rolls above what your opponent rolled to hit, you catch the projectile. You can make an additional attack using the projectile when your turn arrives, assuming it lasts that long. If you try and fail to catch the projectile, it hits you. This can only be done once per long rest.

7th-level. Quick Thinking

Your awareness always keeps you at your feet in case you need to make a quick tackle or a clever move. If someone comes within 5ft of you and they are moving, you can attempt to grapple them. The roll you make to grapple is 1d20 + your Strength and Wisdom modifiers.

18th-level. Altered Ego

You gain satisfaction in slamming people into the ground or ruining a good pass. As such, if you successfully intercept or make a tackle (grapple), your opponent must make a DC + your Wisdom and Constitution modifiers wisdom saving throw. On a success, nothing occurs. On a failure, they take an amount of 1d4 psychic damage equal to your Wisdom modifier.

20th-level. Speed Training

Your experience and practice from performing countless activities in your duty as a D-Line Player has lead you to better your running. You can add your Wisdom modifier to your Dexterity checks and saves.

O-Lineman[edit]

Sturdy, brawny, and modest. You are a guardian of the team. Although you may be underappreciated, your role is critical to the success of a team. You make sure no one get past you and hurts your teammates.

3rd-Level. Stout Defender

Your practiced posture and defending duties brace you against attacks and prepares your for the next. Gain 6 HP to your total, and gain + 2 HP each time you level up.

7th-level. Mano A Mano

You are here for one purpose and one alone, to defend your team. As such, your intimidating and overwhelming presence (alongside with clever positioning) makes it difficult for your opponents to hit others. As a bonus , you can designate a creature of your choosing to experience this. Any attacks the creature makes that are directed against anyone except you have disadvantage. This can be done an amount of times equal to your Constitution modifier per long rest.

18th-level. Impenetrable Fortress

Your preparedness for combat and battle readiness keeps you on your toes and in anticipation of any and all strikes and blows against you. You gain +2 AC.

20th-level. Strong-armed Savior

You've been bruised, rebuffed, and abused. As such, you've grown wise to the tactics of the people around you and have learned to efficiently strike back. As a reaction, you can reflect half of any damage you take onto an attacker. This can only be done once per long rest.

D-Lineman[edit]

Feared, revered, and despised. As a D-Lineman, you are a dog of the team. Your goal is to get behind the O-Linemen, and raise to havoc from inside.

3rd-Level. Anger Bender

As a D-Lineman, you have pent up frustrations from getting stopped in your track and missing tackles, alongside other things life throws at you. As such, by utilizing your anger you can attempt to overpower the person in front of you. You can use up your turn to make a Roaring Rush, and have the opponent a DC 10 + your Dexterity and Strength modifiers Constitution saving throw. On a success, you only deal the Roaring Rush damage. On a failure, your opponent is knocked prone.

7th-level. Takedown

Your sole purpose as a D-Lineman is to get behind the line and raise hell. So why not go all in and score a sack (when the ball carrier is hit behind the line) while you are at it? When someone is within 6ft of you, you can attempt to grapple them. They must make a DC 10 + your Dexterity and Strength modifiers Constitution saving throw. On a success, they have to take 1d4 + your Strength modifier worth of damage. On a failure, they are grappled.

18th-level. Master of Faster

Your willpower and resolve to get past the person in front of you keeps you going at 110%. For every attack you make, you can try to punch the person in front of you. Each punch does 1d2 bludgeoning + your Dexterity modifier if they hit. You cannot punch directly after a punch, but if another attack is made in the same turn you can punch again.

20th-level. Belligerent Brawler

You have been battle hardened from all the beatings you've taken and dealt out. As such, your attacks now hit up to three people of your choosing within a 6ft radius. This excludes Takedown.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Football Player class, you must meet these prerequisites: A Strength score of 14 and a Constitution score of 14.

Proficiencies. When you multiclass into the Football Player class, you gain the following proficiencies: Athletics, Acrobatics.

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