Hardening (5e Class)

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Hardening[edit]

Some individuals are born with quirk, extraordinary abilities that give to their users unique powers. One such quirk is Hardening that gives to those born with it the ability to enhance the durability and endurance of their bodies, protecting them from physical attacks. Hardening users can survive situations that would kill most creatures, without a single wound, causing swords strikes to be deflected and arrows to break on the impact with their skin.

Hardened Strength[edit]

Although it may appear that Hardening is a solely defensive power, this couldn't be further from the truth. By hardening their body, users are able to sustain heavy weights, which greatly increase their physical strength. They also can use their hardened limbs into lethal weapons, cutting with hardened knife hand strikes, or breaking bones, rock and steel with hardened fists.

Before you go Plus Ultra...[edit]

There are a few requirements before you can get your Hardening Quirk. You must meet the following requirements:

-Have a minimum Constitution and Strength of 14

-Can not be a Construct, Undead, or Elemental.

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The Manliest User of the Hardening Quirk: Eijiro Kirishima

Creating a Hardening Quirk User[edit]

Hardening User[edit]

Think about how you got your Hardening Quirk, were you born with it? Did someone transfer into you? Did you discover recently that it was an sleeping Quirk inside your owm body?

Quick Build

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

Class Features

As a Hardening you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Insight, Intimidation, Perception, Survival

Equipment

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

  • (a) Leather armor and a shield or (b) Chain shirt
  • (a) a greataxe or (b) two shortswords
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Hardening

Level Proficiency
Bonus
Features Hardening uses
1st +2 Unarmored Defense, Hardening 2
2nd +2 Stone Arm Weapons 2
3rd +2 Cut 2
4th +2 Ability Score Improvement 2
5th +3 Red Riot Barrage, I Am Manly! 4
6th +3 Stone-Like Resistance, Cut Feature 4
7th +3 Stone Arm Improvement 4
8th +3 Ability Score Improvement 4
9th +4 Cut Feature 6
10th +4 Indomitable 6
11th +4 Cut Feature 6
12th +4 Ability Score Improvement 6
13th +5 Red Riot Counter 8
14th +5 Cut Feature 8
15th +5 Red Riot Unbreakable 8
16th +5 Ability Score Improvement 8
17th +6 Just Standing Up is Enough 10
18th +6 Red Riot Unstoppable 10
19th +6 Ability Score Improvement 10
20th +6 Sturdy Hero: Red Riot 10

Unarmored Defense[edit]

Starting at 1st level, while you are not wearing any armor, your Armor Class equals 10 + your Strength Modifier + your Constitution Modifier. You can use a shield and still gain this benefit.

Hardening[edit]

At 1st level, you can completely harden your body to reduce the damage of incoming attacks. Twice per day as a reaction, you may harden your skin to be like stone, reducing the damage of any non-magical attack to half damage for the round. You recover your uses of this feature after a long rest. The uses of this feature increase at 5th, 11th, 15th, and at 17th.

Stone Arm Weapons[edit]

At 2nd level, you learn how to harden your arms and turn them into weapons. As a bonus action, you may turn your arms into either blades to deal slashing damage or solid stone fists to deal bludgeoning damage. These attacks each deal 1d8 + your Strength modifier of their respective damage types.

Once per turn, when the Arm Blades hit's a creature the creature must make a Constitution saving throw, on a sucess they take no extra damage, on a failure they take extra xd4 Slashing damage.(With x being your Proficiency Bonus).

When your Stone Fists are active, you gain a +2 to your AC.

Stone Weapons DC= 8 + Your Proficiency Bonus + Your Strength modifier.

Cut[edit]

At 3rd level, you chose a Cut. Choose between Defender or Excavator, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 9th, 11th, and 14th level.

Ability Score Increase[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.

Red Riot Barrage[edit]

At 5th level, when you take the Attack action and make an attack with a stone weapon, you can make another attack as part of the same action.

I Am Manly![edit]

At 5th level, when you gain any levels of exhaustion, you may choose to ignore the effects for 1 + your Constitution modifier hours. After the time has ended, you will suffer the consequences of the exhaustion levels as normal. Once you use this feature, you can't do it again until you finish a long rest.

Stone-Like Resistance[edit]

At 6th level due to your skin getting even harder, you gain resistance to fire, force and bludgeoning damage. Your Hardening feature does not stack with this ability. In addition, your stone arm attacks now are considered magical for the purpose of overcoming nonmagic resistance or immunity.

Stone Arm Improvement[edit]

At 7th level, your stone arm weapons improve. Your stone arm blades now deal an extra 1d6 of damage and criticals with your stone fists also knock your target prone.

Indomitable[edit]

At 10th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

Red Riot Counter[edit]

At 13th level, due to your experience in combat you learned the right moments to attack. When you use hardening as a reaction, you may also make a counter attack against the attacker with a weapon or your stone arms.

At 16th level, you may use the Red Riot Barrage skill in this reaction.

Red Riot Unbreakable[edit]

At 15th level, you make your skin completely impenetrable. Once per day as an action, you harden your entire body for 30 seconds (5 turns), giving your body Total cover, meaning you can't be directly targeted by spells or attacks. You recover your use of this feature after a long rest.

At 20th level, while in this form you will also gain a +2 to your Strength and Constitution scores, and may use this feature two times per long rest.

Just Standing Up is Enough[edit]

At 17th level, your resilience becomes outstanding. Once per day, should you be reduced to 0 Hit Points, but not be killed in the process, you may call upon a burst of energy to recover yourself. This burst recovers 3d12 + your Hardening level and you gain 1 level of exhaustion. You recover your use of this feature after a long rest.

Red Riot Unstoppable[edit]

At 18th level, while in your Red Riot Unbreakable form, your stone arm attacks become more powerful. Your arm blades do 3d8 + your strength modifier and your stone fists knock enemies 10 feet back and prone while in Red Riot Unbreakable.

Sturdy Hero: Red Riot[edit]

At 20th level, you've mastered your quirk and have reached the peak of your abilities. Your Strength and Constitution scores are increased by 4. Your maximum for these scores is now 24.

Cuts[edit]

Defender[edit]

This Cut gives you great defensive capabilities, which you can use to protect your allies and yourself from damage!

Front Horse

At 3rd level, you are considered a size class larger for the purposes of your carrying capacity and the weight you can push, drag, or lift. In addition, you gain proficiency in the athletics skill or expertise in the skill if you had proficiency already.

Harder Than Steel

At 6th level, due to your training in skin fortification you gain resistance to Non Magical Slashing and Piercing damage. You may also have your uses of hardening doubled, and their round duration is increased to 2.

Red Riot Encouragement

At 9th level, your words inspire greatness in others. Twice per day, you may give inspiration to your allies, adding 1d6 to their next roll. You recover your uses of this feature after a long rest.

Shielding the Innocent

At 11th level, twice per day if a friendly creature is within 15 feet of you, you may use your reaction to protect them from damage, taking it in their stead. As a bonus, you have resistance against the attack. You recover your uses of this feature after a long rest.

Stone Fortification

At 14th level, you may add 2 times your Hardening level to your maximum Hit Points. For levels after this, you may simply add an additional 2 health per level.

Indestructible

At 17th level, you have become a wall to shield other's from damage. When an A.O.E attack would hit you and more creatures, you may use your reaction to make it hit just you. You may also choose 1 damage type to gain immunity from these: Bludgeoning, Piercing or Slashing.

Excavator[edit]

This Cut focus around destroying everything in your path, so you become unstoppable in battle!

Gutsy

At 3rd level, due to your more agressive training you gain proficiency in intimidation or expertise if you already had proficiency.

Extra Attack

At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.

Precise Attacker

At 9th level, due to your extreme focus in battle you learned how to hit the right spots of your opponents. You can now crit on a 19 or 20, and your criticals ignore resistances.

Like a Bulldozer

At 11th level, twice per day, you can bulldoze through A.O.E attacks, such as a red dragon's fire breath or a storm of arrows. During bulldozing, your movement speed is reduced by half during the attack, however the creature making the attack must make a check against your AC. On a failure, you take no damage, but on a success you take half the damage of the attack. Should you reach the creature before they finish their A.O.E attack, you may make an unarmed strike and stop the attack. A creature of a size class equal to or less than your own hit by this attack is stunned for 1d4 turns.

Red Gauntlet

At 14th level, you can harden your arm to break through stone. Your stone fists attacks now deal 2d8 damage + your Strength modifier and can also punch through up to 7 inches of stone.

Out Of The Way!

At 17th level, you have become unstoppable when charging at an opponent. When you have walked at least 10ft before an attack, the damage will be doubled. The creature hit must also make a Constitution Saving Throw, on a sucess they will not get pinned dowm, on a failure they get pinnd dowm and take extra damage equal to your Strength modifier times two.

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