Hanma Descendant (5e Class)

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Hanma Descendant[edit]

Hanmas are the pinnacle of martial arts, crafted for combat, they are incredibly resilient and strong beings. Mastery in techniques and their blessed genetics make them The Strongest Living Creatures.

Creating a Hanma Descendant[edit]

Quick Build

You can make a Hanma Descendant quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity Second, choose the Gladiator background.

Class Features

As a Hanma Descendant you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple Weapon and Unarmed Attack
Tools: one of your choice
Saving Throws: Dexterity/Strength and Constitution
Skills: Choose three from Acrobatics, Athletics, Stealth, Insight, Nature, Perception, and Survival.

Equipment

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

  • (a) explorer pack or (b) dungeon pack
  • If you are using starting wealth, you have 3d4 x10gp in funds.

Table: The Hanma Descendant

Level Proficiency
Bonus
Features Martial Arts Hanma Points Techniques
1st +2 Martial Arts, Unarmored Defense d4 1+Con -
2nd +2 Hanma Points, Fighter Sense d4 2+Con 3
3rd +2 Deflect Projectile, Hanma Style d4 3+Con 3
4th +2 Ability Score Improvement, Demon Back d4 4+Con 4
5th +3 Extra Attack, Concussion d6 5+Con 4
6th +3 Supernatural Blows, Superhuman Strength d6 6+Con 4
7th +3 Evasion, Indestructible Cells d6 7+Con 5
8th +3 Ability Score Improvement d6 8+Con 5
9th +4 d8 9+Con 5
10th +4 d8 10+Con 6
11th +4 d8 11+Con 6
12th +4 Ability Score Improvement d8 12+Con 6
13th +5 d10 13+Con 7
14th +5 d10 14+Con 7
15th +5 d10 15+Con 7
16th +5 Ability Score Improvement d10 16+Con 8
17th +6 d12 17+Con 8
18th +6 d12 18+Con 8
19th +6 Ability Score Improvement d12 19+Con 9
20th +6 d12 20+Con all

Unarmored Defense[edit]

At level 1, Your Hanma genetics have perfected your body and your senses. When not wearing armor or shields, your AC becomes 10 + your Constitution modifier + your Strength or Dexterity modifier

Martial Arts[edit]

At 1st level, your practice in martial arts grants you the ability to be swift and precise in your battles. You gain the following benefits while unarmed and not wearing any armor or wielding a shield:

• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.

• You can roll a d4 instead of the normal damage of your unarmed strikes. This die changes as you gain levels, as shown in the Martial Arts column on the Descendant Hanma table.

• When you take the Attack action with an unarmed strike, you can make an unarmed strike as a bonus action. For example, if you take the Attack action, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Hanma Points[edit]

Starting at 2nd level, your martial arts training combined with your genetics makes your techniques deadly. Your Descendant Hanma level determines the number of points you have. You can spend these points to fuel various techniques. You start knowing three techniques, and you learn more as you gain levels in this class.

When you spend a Hanma point, it becomes unavailable until you finish a short or long rest, at the end of which, all spent points are replenished. You must spend at least 30 minutes of the rest meditating to recover your Hanma points.

Some techniques require your target to make a saving throw to resist the effect of the feature. The saving throw DC is calculated as follows:

Saving throw DC for your techniques = 8 + proficiency bonus + your Constitution modifier.

Fighter Sense[edit]

At 2nd level, you gain a supernatural sense of when things nearby are not as they should be, giving you an increased chance to avoid dangers. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To receive this benefit, you cannot be blinded, deafened, or incapacitated.

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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.

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Multiclassing[edit]

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