Fully Trained Body (Fire Force Supplement)

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Fully Trained Body[edit]

These are soldiers that to find a way to make up for their inability to use flames they have strengthened their body to fight as equals. All Fire soldiers are trained at the Fire Force Academy. There they are taught about how to fight fire and a variety of fire tools.

Note:

 Damage Dice Progression: When a feature says you increase the damage dice of an attack by 1 step or tier, it means it follows some variation of the following progression. 1>1d4>1d6>1d8>1d10>1d12>2d6>2d8>2d10>2d12>4d6>4d8>4d10>4d12>8d6>8d8>8d10>8d12… and so on, whereupon reaching d6s again the dice count doubles.

Creating a Fully Trained Body[edit]

Quick Build

You can make a Fully Trained Body quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength or Dexterity. Second, choose from the backgrounds.

Class Features

As a Fully Trained Body you gain the following class features.

Hit Points

Hit Dice: 1d12 per Fully Trained Body level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Fully Trained Body level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Choose one type of artisan’s tools or one musical Instrument
Saving Throws: Strength and Constitution
Skills: Choose two from Acrobatics, Athletics, Insight, Perception, Stealth, Survival

Equipment

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

Table: The Fully Trained Body

Level Proficiency
Bonus
Features Martial Arts
1st +2 Unarmoured Defence, Martial Arts 1d6
2nd +2 1d6
3rd +2 Hand to Hand Training 1d6
4th +2 Ability Score Improvement, Training Style 1d6
5th +3 Extra Attack 1d8
6th +3 Increased Utility 1d8
7th +3 Resistant 1d8
8th +3 Ability Score Improvement 1d10
9th +4 1d10
10th +4 1d10
11th +4 1d10
12th +4 Ability Score Improvement 1d12
13th +5 1d12
14th +5 1d12
15th +5 Ability Score Improvement 2d8
16th +5 Ability Score Improvement 2d8
17th +6 Extra Attack(2) 2d8
18th +6 Ability Score Improvement 2d8
19th +6 Ability Score Improvement 2d10
20th +6 2d10


Unarmoured Defence[edit]

Beginning at 1st level, while you are wearing no armour and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Martial Arts[edit]

Beginning at 1st level you obtain the ability to deal more damage with unarmed attacks as shown in the Fully Trained Body table.

Hand to Hand Training[edit]

When you reach 3rd level you have trained with your hands enough to better your skills. You gain proficiency in unarmed attacks and an advantage in grapple attempts.

Training Style[edit]

When you reach 4th level you choose the style of training you use allowing you to gain different skills as time goes on.

Unstoppable Hammer: you train your body to allow you to charge in as much as possible to overwhelm your enemy with physical strength. Your Skills may require a saving throw which has a DC of 8 + dex + str. You become able to dash as a bonus action. You also gain the following ability:

Constitution Counterattack: Usable up to half your str modifier rounded up per short rest as a reaction to a fire based attack where the person who targeted you must be within 10ft and make a charisma check against your DC. If they fail then you can close the gap between and make a melee attack against your enemy after you are hit with the attack.

Skilled Weapon Usage: You train your skills with weapons to overwhelm your enemies with firefighting skill. Your Skills may require a saving throw which has a DC of 8 + dex + str. You gain a flameproof cable and learn how to use this allowing you to use:

Coiled Bind: Usable up to your dex modifier per long rest as an action allowing you to bind someone causing them to make a save against your DC, upon a success they are not bound however upon a failure they are bound for two rounds and you can choose to move them up to 15ft horizontal distance.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 15th, 16th, 18th 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.

You may also ignore this increase to instead gain a Feats.

Extra Attack[edit]

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 17th level.

Increased Utility[edit]

At 6th level, you've become practiced in the items that the fire force uses allowing you to deploy 3 fire force items within one action.

Resistant[edit]

At 7th level, your strength as a soldier allows you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:

Brawn - Strength

Evasion - Dexterity

Endurance - Constitution

Discernment - Intelligence

Intuition - Wisdom

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 20th level, you can choose one additional saving throw.

Fire Force Variant Rules[edit]

Momentum Feats[edit]

When a soldier approaches death, they may strengthen their bodies or awaken to new abilities. This rule serves as an alternative ways to get feats, meaning you just need to do certain acts on the campaign to unlock them.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into other unpowered classes by moving levels into other unpowered classes, you must meet these prerequisites: 14 Intelligence.


Back to Main Page5e HomebrewCampaign SettingsFire Force (5e Campaign Setting)Character Creation (Fire Force Supplement)Fully Trained Body (Fire Force Supplement)

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