Gutsy Individual (5e Class)
Gutsy Individual[edit]
The One Who Defies Logic![edit]
A homeless human is walking down the street minding his own business, when a group of five wizards decide to rob him by putting him to sleep. When that doesn't work, one of them tries to hit him with a fireball. He swats it away with minimal effort and blows the wizards away with nothing but a shout.
A Gutsy Individual is a creature who doesn't rely on weapons or magic to dish out some damage. Although they may pick up a chair or two along the way if they feel they want to send a message. They are people with supernatural strength, speed, and stamina. They overcome the worst situations with sheer willpower.
Creating a Gutsy individual[edit]
- Quick Build
You can make a Gutsy Individual quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom, then Strength or Dexterity. Second, choose the Vagabond background.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Con, Wis
Skills: Choose three from the list: Athletics, Acrobatics, Sleight of Hand, Survival, Intimidation, Persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Explorer's pack
- If you are using starting wealth, you have 0gp in funds.
Level | Proficiency Bonus |
Features | Unarmed Damage Die |
---|---|---|---|
1st | +2 | Guts of Steel, Bravest Fighter | 1d6 |
2nd | +2 | Really Brave or Really Stupid | 1d6 |
3rd | +2 | Guts Path feature | 1d6 |
4th | +2 | Ability Score Improvement | 1d6 |
5th | +3 | Enhanced Willpower, Extra attack | 1d8 |
6th | +3 | Ability Score Improvement | 1d8 |
7th | +3 | Super Armor | 1d8 |
8th | +3 | Ability Score Improvement, Packa' Punch | 1d8 |
9th | +4 | Enhanced Guts | 1d10 |
10th | +4 | Screaming Power, Guts Path feature | 1d10 |
11th | +4 | Going Further Beyond | 1d10 |
12th | +4 | Ability Score Improvement, I Can Do That Too! | 1d10 |
13th | +5 | Extra Attack (2) | 1d12 |
14th | +5 | Enhanced Guts (2), Ability Score Improvement | 1d12 |
15th | +5 | — | 1d12 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Transcendent Physiology | 2d10 |
18th | +6 | Guts Path Feature | 2d10 |
19th | +6 | Ability Score Improvement, Limitless Will | 2d10 |
20th | +6 | Apex of Individuality | 2d10 |
Guts of Steel[edit]
At 1st level, armor is considered weak in your mind and you praise your guts as a warrior over wimpy armor. Your AC is 10 + Con + Wis.
Bravest Fighter[edit]
At 1st level, you're proficient at unarmed strikes and improvised weapons. You may use your Constitution modifier instead of your Strength for attack and damage rolls involving your unarmed strikes and improvised weapons. Additionally, you can use your unarmed strike as a bonus action. Also, each time you hit someone with an attack, you gain one stack of Guts. Your maximum is equal to your Wis mod + proficiency bonus. You start combat with 0 stacks of Guts. The Guts stack fuel features later on.
Guts Save DC: 8 + Wis + Proficiency Bonus "Spell" Attack Modifier: Proficiency Bonus + Wisdom modifier
Really Brave or Really Stupid[edit]
At 2nd level, you can unleash your fighting spirit to turn the tides of battle. As a bonus action and spending 1 stack of Guts, you gain the following benefits for 1 minute:
- You cannot be restrained and can move unhindered even when grappled or in difficult terrain.
- You gain resistance to one damage type and immunity to another.
- You have advantage on Constitution and Wisdom saving throws.
- You deal 1 more die of damage for your unarmed strikes.
- You have disadvantage on Stealth checks.
You can use this a number of times equal to your proficiency bonus.
Guts Path Feature[edit]
At 3rd level, you can choose your path to being extraordinary. You can choose either Maximum Effort or Maximum Will. You gain additional features at 10th, and 18th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 6th, 8th, 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.
Enhanced Willpower[edit]
Starting at 5th level, you can shrug off most effects that people would fall for. If you fail a saving throw, you can spend 3 stack of Guts to reroll the saving throw and add your Wisdom modifier to the roll.
Extra Attack[edit]
At 5th level you can make an additional attack whenever you take the Attack action. You can make another attack at 13th level.
Super Armor[edit]
At 7th level you start shrugging off blows like they're nothing. You reduce the amount of damage you receive by an amount equal to your stack of Guts. This works for all damage.
Packa' Punch[edit]
At 8th level, you can put your back into one strike. You can use a bonus action to spend a number of stacks of Guts equal to your proficiency bonus in order to add 1d10 to your strikes for every stack you spend. You cannot use your extra attack feature if you use this feature. You can also use this feature to instead give you a +1 to attack and damage rolls equal to the stacks of Guts you spend up to a maximum equal to your proficiency bonus. Your attacks overcome resistance and immunity to damage.
Enhanced Guts[edit]
At 9th level you can treat magic like it's nothing more than cheap parlor tricks. Whenever you are hit with a status condition, or an effect from a spell or magical effect, you can completely ignore the effect. You can use this feature once per short or long rest. Additionally, your Guts stack maximum increases by an amount equal to your Constitution modifier. At 14th level, you can use this feature twice and the stack maximum increases by twice your Constitution modifier.
Screaming Power[edit]
At 10th level, you can release to powerful shout to blow away your enemies. As an action, you can force creatures within a 5(X)ft. cone to make a saving throw equal to you Guts Save DC. On a failure they take Xd8 thunder damage, where X is equal to the amount you spend form you Guts stack are pushed back to the outside of the screams range and are deafened for 1 minute. They can try saving throw again to overcome this effect at the start of their turns. On a success, they take half damage and aren't pushed back or deafened.
Going Further Beyond[edit]
You've been pushed back into a corner and you're gonna give it everything you've got! At 11th level, when you reach half your maximum hit points, you gain the following benefits:
- You gain the benefits of the Heroism spell for the duration. The temporary hit points are equal to your Wisdom modifier.
- You gain 1 stack of Guts at the start of each of your turns
- Your movement speed is doubled.
- You can add your Constitution modifier to other physical saving throws and checks (Str,Dex) and add your Wisdom modifier to other mental saving throws and checks(Int, Cha).
- You gain a bright aura that reaches out to 10ft. You can make it whatever color you like as it is your fighting spirit.
These benefits last until you are healed above half your hitpoint maximum and can only use it once per long rest. If you choose to use this ability again when you return to half your hit point maximum, you must take a level of exhaustion.
I Can Do That Too![edit]
Why go to a magic school to do things that are easy to do? At 12th level, whenever you see a spell or a spell effect, can memorize that spell for later use. You effectively know this spell now. To cast it, you must spend a stack of Guts equal to the spell's level. You don't need material components for the spell. These "spells" aren't treated as magical by nature. You're simply producing effects using your superior body and technique. For example, you can cast firebolt by igniting your fist from friction and then punching the fire using compressed air, haste is you using acupuncture to temporarily give your body extra speed, suggestion is a strong hypnotic technique used to convince people to take certain action. As such, these "spells" aren't affected by Counterspell or Antimagic Field. You cannot use the Wish spell in this way. You can copy a number of spells equal to your Wisdom modifier per long rest.
Transcendent Physiology[edit]
At 17th level, you've trained hard, gaining a mind and body that goes beyond the mortal realm. You gain a +4 to your Constitution and Wisdom as do their maximums. You are permanently under the effects of the following spells:
- Water Walk
- Freedom of Movement
- Spider Climb
- Jump
- Feather Fall
- Longstrider
Additionally, you treat yourself as 3 sizes larger for carrying capacity, the amount of weight you can push, lift, and drag, and can grapple creatures of any size.
Limitless Will[edit]
At the 19th level, your fighting spirit keeps on growing, as if it's power is Limitless! You no longer have a maximum for your Guts stack. You can double your Wisdom and Constitution to their respective saving throws and checks. This also works on other saving throws and checks affected by the Going Further Beyond feature.
Apex of Individuality[edit]
At 20th level, you have reached the peak of your race and it truly shows. You no longer age, can't be aged up magically, and you cannot die from aging. You can use your I Can Do That Too! feature to copy physical techniques as well(Action Surge, Flurry of Blows, etc.). You're immune to effects that would kill you instantly. If you see a member of your race using a racial trait, you can copy that trait permanently. When you use your Going Further Beyond feature, you gain these additional effects:
- You're immune to the charmed condition and are unaffected by Illusion magic.
- You gain 20 stacks of Guts.
- You can attack an additional time when you use the attack action.
- You can no longer be blinded or deafened and can see through magical darkness and normal darkness.
- You gain 2 legendary actions and resistances. They refresh the next day.
- You can use an upgraded version of Screaming Power called The Apex Roaring Shout Thundering Across The World. It works like Screaming Power, however, any creatures with 100 or lower hit points instantly die on a failure. You cannot use this feature again unless you roll a 6 on a d6.
- You can spend up to 10 stacks of Guts for your Packa' Punch feature and it sends the creature flying 10ft. in the air for every stack of Guts spent.
You can use Going Further Beyond an amount of times equal to your Constitution modifier.
Maximum Effort[edit]
With this subclass, you put all of your effort into dealing the most damage as possible. Doesn't matter how much damage you take, you'll still kick their ass!
- Don't Run!
At 3rd level, you want to make sure your opponent stays toe to toe with you. Whenever a creature tries to move away from you, you can use your reaction to grapple and restrain them with a contested strength check. You have to use an action to keep the grapple up, but may use your bonus action to use an unarmed strike. If the creature succeeds the strength contest or you don't use your action to keep up the grapple, they break free.
- I'm Gonna Hit You, Hard!
At 10th level, you don't care about reducing damage and just want to kill someone with the next hit. Your Super Armor feature doesn't decrease damage anymore. Instead it increases your damage by 1 for every 2 stacks of Guts you have.
- You Can't Escape!
At 18th level, you've chosen your path and you make sure everyone knows how strong you can really be! You are treated as 1 more size larger than before and can use up to Gargantuan sized weapons.
Maximum Will[edit]
You don't know the meaning of the word surrender. Is that a food or something? Your focus and commitment shine through when your allies need it most. Not even divine retribution will stop you from doing what you want.
- You'll Have To Drag Me Out!
At 3rd level, you become an object that impossible to move. You cannot forcibly be moved while grappled physically. In addition, you can spend 6 stacks of Guts to get out of an effect that compels you to do something. (Zone of Truth, Charm Person, Suggestion, etc.)
- I Won't Let You Hurt My Friends!
At 10th level, you let out a roar of defiance against those who would hurt your friends. When you or an ally within 20ft. are targeted for a ranged attack, ranged spell attack, or saving throw, you can use you Screaming Power feature as a reaction to blow away the attack. The attack is reduced by an amount of d8s equal to the amount of stacks of Guts you spend. The area of effect for Screaming Power is changed from a cone to a 20 ft. radius centered on yourself when used this way. Hostile creatures caught in the area must make a saving throw or suffer the effects of Screaming Power.
- Unbreakable Guts!
At 18th level, your strength of will is unbreakable and you absolutely cannot be stopped. You ignore the effects of Divine Intervention. You gain 2 more uses of the Enhanced Guts feature and damage reduced by your Super Armor feature is reduced by 2 per stack of Guts.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Gutsy Individual class, you must meet these prerequisites: Con 15, Wis 15
Proficiencies. When you multiclass into the Gutsy Individual class, you gain the following proficiencies: Unarmed Strikes, Improvised Weapons
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