Heavyweight Fiend (Chainsaw Man Supplement)
Heavyweight Fiend[edit]
<!-Introduction Leader->[edit]
Creating a Heavyweight[edit]
A group of "heavywights" and a human marching into combat [1] |
- Quick Build
You can make a Heavyweight quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.
Class Features
As a Heavyweight you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Heavyweight level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Heavyweight level after 1st
- Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from the following: Acrobatics, Athletics, Intimidation, Investigation, Perception, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Dungeoneer's pack or (b) Explorer's pack
Level | Proficiency Bonus |
Features | Inhuman Strikes |
---|---|---|---|
1st | +2 | Inhuman Strikes, Unarmored Defense | 1d6 |
2nd | +2 | Fiendish Regeneration, Lesser Power | 1d6 |
3rd | +2 | Heavyweight Style, Heavy Manoeuvres | 1d8 |
4th | +2 | Ability Score Improvement | 1d8 |
5th | +3 | Extra Attack, Bastion Style (2) | 1d8 |
6th | +3 | Ability Score Improvement | 1d10 |
7th | +3 | Resistant | 1d10 |
8th | +3 | Ability Score Improvement | 1d10 |
9th | +4 | Breathe Recovery, Advanced Fiendish Regeneration | 1d10 |
10th | +4 | Giant | 1d10 |
11th | +4 | Bastion Style (3) | 1d10 |
12th | +4 | Ability Score Improvement | 1d12 |
13th | +5 | Relentless | 1d12 |
14th | +5 | Ability Score Improvement | 1d12 |
15th | +5 | Body of Steel | 1d12 |
16th | +5 | Ability Score Improvement | 1d12 |
17th | +6 | Bastion Style (4) | 1d12 |
18th | +6 | Perfect Vigor | 2d6 |
19th | +6 | Ability Score Improvement | 2d6 |
20th | +6 | True Colossus | 2d6 |
Inhuman Strikes[edit]
Also at 1st level, you always naturally packed a punch due to your fiendish strength. You gain the following benefits while you are unarmed and you aren't wearing armour or wielding a shield:
- You can roll a d6 in place of the normal damage of your unarmed strike and natural weapons. This die changes as you gain Heavyweight Fiend levels, as shown in the Inhuman Strikes column of the Heavyweight Fiend table.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Unarmored Defense[edit]
Also at 1st level, you have learned how to naturally endure hits. While not wearing armour or wielding a shield, your AC is 11 + your Strength modifier + your Charisma modifier.
Fiendish Regeneration[edit]
By rapidly regrowing the cells in your body, you can heal yourself at an accelerated rate compared to humans.
At 2nd level, as a bonus action, you may spend a number of usages of you devil power up to your Constitution modifier. Per Fear point spent you will regain a d10’s worth of hit points.
Lesser Power[edit]
As a fiend, your power has been extremely dampened, but you are still able to muster enough demonic energy to use it in combat.
You have a number of usages of your devil power equal to your level + your Charisma (Minimum of 2). When you spend a usage of your devil power, it becomes unavailable until you finish a short or long rest, at the end of which you regain all usages.
If a devil power calls for a saving throw or attack roll, it is calculated as the following:
Power save DC = 8 + your proficiency bonus + your Charisma
Power Attack Modifier = 8 + your proficiency bonus + Charisma
Heavyweight Style[edit]
At 3rd level, you have trained hard with your body, acquiring your own path of destruction. You must choose one of the paths located at the end of the page. Your choice grants you features at 3rd level, 5th, 11th and 17th level.
Heavy Manoeuvres[edit]
At 3rd level, you’ve begun to use your fiendish strength and endurance in formidable ways. You gain two Heavy Manoeuvres you meet the prerequisites of from the Heavy Manoeuvres list.
To use Heavy Manoeuvres you must spend usages of your Devil Power.
Whenever you gain a level in the Heavyweight class, you can change one of your Heavy Manoeuvres for another one you meet the prerequisites of.
At 5th level, you gain one additional Heavy Manoeuvre, and another one at 9th, 13th and 17th levels.
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.
Extra Attack[edit]
At 5th level, you can now attack twice instead of once when you take the attack action.
Resistant[edit]
At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Repulsion - Charisma
You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. 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. You can choose another saving throw at 20th level.
Unmoveable[edit]
At 9th level, your strength has made you nearly impossible to move.
Whenever a creature attempts to move you by force, you will count as a size larger. Additionally, when attempting to resist an effect that would force you to move you may add your strength modifier to the roll (even if it was already added).
Advanced Fiendish Regeneration[edit]
At 9th level, your fiendish regeneration has further improved! You can now heal broken limbs and regenerate missing limbs, Additionally you can spend your charisma modifier in fear points as a bonus action or reaction to instead gain d8’s in health points
Titanic Presence[edit]
At 10th level, your connection to hell has granted you unparalleled strength, and your presence on the battlefield is enough to shake the very earth beneath you.
You count as one size larger for all purposes, including determining your reach and carrying capacity.
Hellbound Resilience[edit]
At 13th level, Your fiendish vitality makes you incredibly hard to bring down. When you drop to 0 hit points but aren't killed outright, your hellish strength refuses to allow you to fall easily. You can roll a hit die and regain hit points equal to the roll plus your Constitution modifier.
Unyielding Spirit[edit]
At 15th level, your fiendish nature has made you difficult to waver in the face of fear. You may add your Constitution modifier to saving throws against the frightened condition.
Fiendish Fortitude[edit]
At 18th level, when calculating your health, you may add your constitution modifier an additional time.
Near Demonic Power[edit]
Finally at 20th level, you’ve reached a level where you may overshadow some of the strongest devils.
Your Strength, Constitution, and Charisma scores increase by 4, and your maximum for these scores increases to 24.
Heavy Manoeuvres[edit]
- Adaptive Reflexes
You possess a heightened ability to react to your enemies' movements. As a reaction when an enemy moves within 10 feet of you, you can spend 1 devil power usage to immediately move up to half your movement speed without provoking opportunity attacks. This movement can occur before or after the enemy’s attack, allowing you to better position yourself for counter attacks or avoid danger.
- Relentless Spirit
Your resolve allows you to fight beyond ordinary limits. When you drop to 0 hit points but aren’t outright killed, you can spend 1 devil power usage to gain advantage on death saves. Once you use this ability, you cannot use it again until you finish a long rest.
- Blended Assault
Prerequisite: Blended Style With a mastery over both devil powers and martial arts, you exploit every advantage in battle. When you use an ability that requires a devil power usage, you can spend an additional devil power usage to gain advantage on your next attack roll against the same target. Additionally, if this attack hits, you deal extra damage equal to half your level (rounded down).
- Redirected Power
Prerequisite: Brawler Style With a reactive burst of energy, you strike back when attacked. When an opponent hits you with a melee attack, you can spend 1 devil power usage to immediately make a melee weapon attack against them as a reaction. If the attack hits, the enemy must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked back 10 feet.
- Fortress Resilience
Prerequisite: Tank Style Your body becomes an unbreakable bulwark in the face of force. When you are hit by an attack, you can spend 1 devil power usage to grant yourself temporary hit points equal to your level plus your Constitution modifier. This effect stacks until the beginning of your next turn.
- Iron Fortitude
Prerequisite: 5th level You can endure even the harshest assaults. When you fail a Constitution saving throw, you can spend 2 devil power usage to reroll the save and take the higher result.
- Relentless Assault
Prerequisite: 5th level When you reduce an enemy to 0 hit points with a melee weapon or unarmed strike, you can spend 2 devil power usage to immediately make one additional melee attack against another creature within reach as part of the same action.
- Synergy Strike
Prerequisite: 5th level, Blended Style When you hit an enemy with a devil power, you can spend 2 devil power usage to make an unarmed strike against them as a bonus action. If this attack hits, the target has disadvantage on its next saving throw against any effect that requires a devil power until the end of your next turn.
- Counterblow
Prerequisite: 5th level, Brawler Style When an enemy misses you with a melee attack, you can spend 2 devil power usage to unleash an unarmed strike as a reaction. This strike deals 1d6 extra damage, and the target must succeed on a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the beginning of its next turn.
- Iron Sentinel
Prerequisite: 5th level, Tank Style When you make a Constitution or Strength saving throw, you can spend 2 devil power usage to add your proficiency bonus an additional time to the result. If it’s against being moved or knocked prone, you remain in place as an unmovable wall.
- Unbreakable Will
Prerequisite: 11th level When you would be affected by a charm, fear, or other mind-altering effect, you can spend 4 devil power usage to ignore it for the next minute.
- Forceful Riposte
Prerequisite: 11th level When an opponent within reach misses you with a melee attack, you can spend 4 devil power usage to grab or push them 10 feet in a direction of your choice. If they are pushed into a solid object, they take damage equal to half your level.
- Steadfast Wall
Prerequisite: 11th level, Tank Style When an attack would push you or knock you prone, you can spend 4 devil power usage to nullify the effect and reduce any damage taken by an amount equal to your Constitution score.
- Fearsome Grapple
Prerequisite: 11th level, Brawler Style As an action, you can spend 4 devil power usage to attempt to grapple two creatures within reach. You make this grapple check with advantage, and any grappled creature has disadvantage on checks to escape. While maintaining this grapple, you can choose to deal bludgeoning damage equal to your Strength modifier at the start of each of your turns.
- Empowered Strike
Prerequisite: 11th level, Blended Style As a bonus action, you can spend 4 devil power usage to empower your attacks for 1 minute. For the duration, each unarmed strike you make deals an extra 1d6 force damage, and creatures struck must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier) or have disadvantage on their next attack roll.
- Indestructible Vigor
Prerequisite: 17th level When you’re hit by an attack, you can spend 5 devil power usage as a reaction to gain immunity to all damage types until the end of your next turn. Additionally, if you take damage that would reduce you to 0 hit points during this time, you instead drop to 1 hit point.
- Relentless Focus
Prerequisite: 17th level Upon entering combat, you can spend 5 devil power usage to gain an unwavering focus that lasts for 1 minute. While active, you are immune to being charmed or frightened, gain advantage on all Strength and Constitution checks and saving throws, and cannot be forced to move against your will.
- Titan’s Resolve
Prerequisite: 17th level, Tank Style When reduced to 0 hit points, you can spend 5 devil power usage to stay standing with 1 hit point. For the next minute, you gain resistance to all damage types, and at the start of each of your turns, you recover temporary hit points equal to twice your Constitution modifier. While this effect is active, creatures that attack you must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or be frightened until the end of their next turn.
- Vicious Resurgence
Prerequisite: 17th level, Brawler Style If you drop to half your maximum hit points or below, you can spend 5 devil power usage as a reaction to enter a brutal state of retaliation. For the next minute, you score a critical hit on an unarmed strike on a roll of 18, 19, or 20. Additionally, you gain an extra unarmed strike when you take the Attack action, and each hit restores hit points equal to your Strength modifier.
- Dreaded Overdrive
Prerequisite: 17th level, Blended Style By spending 5 devil power usage, you activate a heightened state of power for 1 minute. During this time, all devil power costs are reduced by 1 (minimum of 1), and each of your attacks deals additional psychic damage equal to half your level. Additionally, you gain advantage on all attack rolls, and creatures hit by your attacks must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be stunned until the start of their next turn.
Heavyweight Styles[edit]
Blended[edit]
A master of both their devil power and martial arts, a blended fighter may compare to some devils in their power usage.
A fiend using their natural powers to their advantage, source [2] |
- Fearful Beating
As you’ve adapted your strength to this new body, you’ve simultaneously begun using your devil powers in tandem with your strikes.
Whenever you use a devil power, you may make an unarmed strike as a bonus action. If the devil power was an attack roll that missed or involved a saving throw that the target succeeded, you may make an unarmed strike at advantage against the same target.
Additionally, you gain an additional number of Fear Levels equal to twice your level everytime you level up.
- Fear of Strikes
In every strike, you instil more fear into your opponents
Once you’ve reached 5th level, you regain 1 devil power usage when you land a critical hit on a creature with an unarmed strike. If the creature is under the effects of one of your devil powers you will regain 2 devil power usages on hit or if you land a critical on the creature with one of your devil powers.
- Close Range Expert
With your style of fighting heavily using your unarmed strikes in close range, you’ve gotten better at using your fiendish abilities in close range.
At 11th level, creatures within 5 feet of you have disadvantage on saving throws and you have advantage on devil power attack rolls against a target within 5 feet of you.
- Efficient Fear
Strike after strike, you’ve mastered the art of your devil power in tandem with your strikes.
At 17th level, whenever you hit a creature with an unarmed strike, if you use a devil power before the end of your turn you may reduce its cost to 1 (or to 0 if it already has a cost of 1).
Brawler[edit]
Using tactics to follow the harmony of combat, brawlers focus on raw combat in the heat of battle.
A Brawler following the rhythem of battle, source [3] |
- Brawler Sense
At 3rd level, you’ve to see rhythm in combat, allowing you to view openings in your opponent’s defences. When you roll initiative, you gain a number of rhythm points equal to your proficiency bonus + your wisdom modifier. You can spend your rhythm points to fuel Rhythm abilities or Heavy Manoeuvers.
Once you spend a rhythm point, you can only regain 1 point when you hit a creature with an unarmed strike. You recover 2 points if your attack scores a critical.
When you hit a creature with an unarmed strike, you can spend any amount of rhythm points. If you do you deal additional damage equal to 1d6 times the amount of points spent.
- Rhythmic Flow
As you’ve continued to utilise the rhythm of combat, you begin to move in unison with this beat.
At 5th level, if you have your maximum amount of rhythm points, you will gain the following benefits:
- Rhythmic Movement. Opportunity attacks have disadvantage against you.
- Flow of Battle. You may perform an additional attack on your turn.
If you ever use a point, you’ll lose the benefits until you reach your maximum again as you begin to fall out of rhythm.
- Rhythmatic Puncture
After following the rhythm for a measurable time, you’ve learnt how to hit your opponent in the perfect spot to disrupt their flow.
At level 11, if you hit a creature with a critical hit you may expend 3 rhythm points to force the target to make a constitution saving throw. On failure, they will have disadvantage on attack rolls, dexterity saving throws, and have their Armour Class reduced by dexterity modifier until the end of their next turn.
- Perfected Harmony
You’ve mastered the path of rhythm, seeing the perfection in every one of your movements.
At 17th level, while you have your maximum number of rhythm points, your critical hit threshold will be reduced by the amount of rhythm points you have. Additionally, you will regain 1 rhythm point at the beginning of your turn.
Tank[edit]
A Heavyweight that focuses on durability, an impenetrable wall of fiendish flesh. A Tank prides themselves on their fortitude and protection.
A Tanky fiend attempting to block an attack, source, [4] |
- Tough Flesh
At 3rd level, your demonic durability has begun to return to this new form. When calculating your hit points, you may add your level to the total.
This increases to twice your level at level 11, and three times your level at level 19.
- Tough Skin
At 5th level, your demonic durability has affected your surface durability.
You gain a damage reduction equal to your Constitution times half your proficiency bonus.
- Fiendish Shell
At 10th level, your durability has reached a new height, allowing you to brush off potent attacks.
You gain resistance to Bludgeoning, Slashing, and Piercing damage.
- Fiendish Wall
At 17th level, You’ve become a wall for those who cannot stand for themselves in the face of an explosion.
If a creature stands behind you, they count as having full cover.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Heavyweight class, you must meet these prerequisites: 15 or higher Strength score
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