Hissatsu Soccer Player (5e Class)

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Hissatsu Soccer Player[edit]

Creating a Hissatsu Soccer Player[edit]

Raimon_eleven_GO_1_HQ.PNG
A team of Hissatsu Soccer Players with their captain, Level-5.


Quick Build

You can make a Hissatsu Soccer Player quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma then Strength. And then, choose the Athlete background.

Class Features

As a Hissatsu Soccer Player you gain the following class features.

Hit Points

Hit Dice: 1d8 per Hissatsu Soccer Player level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Hissatsu Soccer Player level after 1st

Proficiencies

Armor: None
Weapons: None
Tools: Soccer Ball (5e Equipment)
Saving Throws: Dexterity and Strength or Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Sleight of Hand and Perception

Equipment

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

Table: The Hissatsu Soccer Player

Level Proficiency
Bonus
Features Hissatsu Points Powerful Shots Unarmored Movement
1st +2 Powerful Shots, Unarmored Defense - 1d2 -
2nd +2 Unarmored Movement 2 1d2 +5 Feet
3rd +2 Specializations 3 1d2 +5 Feet
4th +2 Ability Score Improvement 4 1d4 +5 Feet
5th +3 Elements, Basic Hissatsu Techniques 5 1d4 +5 Feet
6th +3 Unarmored Movement Improvement 6 1d4 +10 Feet
7th +3 Extra Attack 7 1d6 +10 Feet
8th +3 Ability Score Improvement 8 1d6 +10 Feet
9th +4 I Wont Let Soccer Die! 9 1d6 +10 Feet
10th +4 Hissatsu Tatics, Unarmored Movement Improvement 10 1d8 +15 Feet
11th +4 11 1d8 +15 Feet
12th +4 Ability Score Improvement 13 1d8 +15 Feet
13th +5 13 1d10 +15 Feet
14th +5 Unarmored Movement Improvement 14 1d10 +20 Feet
15th +5 15 1d10 +20 Feet
16th +5 Ability Score Improvement 16 1d10 +20 Feet
17th +6 17 1d12 +20 Feet
18th +6 Unarmored Movement Improvement 18 1d12 +25 Feet
19th +6 Ability Score Improvement 19 1d12 +25 Feet
20th +6 20 1d12 +25 Feet

Powerful Shots[edit]

Beginning at 1st level, you can kick with more force and efficiency than someone untrained in soccer. Your unarmed attacks now deal 1d2 bludgeoning damage, and you may choose to use Dexterity for the attack rolls, but not the damage of your unarmed strikes, though you may only do so with your legs. This damage increases when you reach 5th level (1d4), 10th level (1d6), and 15th level (1d8), and 19th level (1d10).

Unarmored Defense[edit]

At 1st level, your experience or skill with soccer allows you to be able to dodge and dribble out of the way of interceptions and possibly attacks. While not wearing armor or wielding a shield, your AC equals 10 + your Dexterity modifier + your Proficiency bonus.

Unarmored Movement[edit]

At 2nd level, while not wearing armor or using a shield, your movement is increased by 5 feet. This bonus increases to 10 at 6th, 15 at 10th, 20 at 14th, and 25 at 18th levels.

Hissatsu[edit]

At 2nd level, your will to win is so strong and honed with training it manifests in a form of energy called Hissatsu, the stronger your willpower and confidence in winning the more powerful your Hissatsu is, you can use this innate energy to use many techniques called Hissatsu Techniques. The maximum amount of Hissatsu you have is dictated by your Hissatsu Soccer Player level, as shown in the Hissatsu column of the Hissatsu Soccer Player class table.

The following rules apply to all Hissatsu Techniques unless otherwise stated:

  • All Hissatsu Techniques require Hissatsu Points.
  • Any damage a Hissatsu deals is counted as bludgeoning damage for the sake of moving a Soccer Ball.
  • You add your charisma modifier to the damage of any Hissatsu Technique that only lists dice for damage.
  • You have as much Hissatsu Points as listed under the Hissatsu column, which is equal to your level plus your Charisma modifier.
  • You regain all your Hissatsu points after you finish a long rest.

You can spend these points to fuel various features, hereon referred to as Hissatsu Techniques. At 1st level, you may only know Fundamental Hissatsu Techniques And you may only know a number of Hissatsu Techniques equal to your proficiency bonus, with Fundamental Techniques counting as half as many toward this limit. At the end of a long rest, you may unlearn 1 technique (or 2 if they are both Fundamental) to learn 1 other technique (or 2 if they are both Fundamental).

You may gain Basic Hissatsu Techniques starting at 5th level.

Some of your Hissatsu features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Hissatsu effect save DC = 8 + your proficiency bonus + your Charisma modifier
Hissatsu attack modifier = your proficiency bonus + Charisma modifier

Specialization[edit]

At 3rd level in this class, your talent or training in Soccer manifests in one aspect of it, making you extremely efficient in that area. You choose which aspect of soccer you prevail in under Specializations. You gain features for your subclass at 3rd, 7th, 10th, and 15th level.

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.

Element[edit]

At 5th level in this class, you finally get a hold of the bread and butter of Hissatsu Soccer, Elemental Hissatsu Techniques, Everyone has an innate affinity with a certain element though. When you get to this level roll a d6 to determine your element, using the table below for the result, on a 6, you reroll and then roll again, gaining affinity in two different elements.

1 2 3 4 5 6
Wind Earth Fire Wood Void Two elements

Techniques with certain elements are stronger than techniques with another certain element.

Wind beats Earth.

Earth beats Fire.

Fire beats Wood.

Wood beats Wind.

Void has no advantage or disadvantage over the other elements.

Having an affinity with an element allows you to add your Powerful Shots damage to any technique that contains your element.

And when a Technique with an element makes any contest with a Technique containing an element it beats, then the Technique with the weaker element must reroll its damage rolls, taking the lower results, and if there are no damage rolls, have disadvantage on the roll in question.

Moreso, users with affinity in a certain element count techniques which use their element as half a technique for their technique limit, however techniques which beat their own element count as twice the technique for their technique limit.

The damage types below are meant as a reference when dealing with non Hissatsu damage.

Wind: Cold, Thunder, Lightning, Bludgeoning.

Wood: Force, Acid, Slashing, Necrotic.

Fire: Fire.

Earth: Poison, Piercing, Radiant.

Void: Psychic.

Extra Attack[edit]

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

I Wont Let Soccer Die![edit]

At 9th level, when your hp is reduced to 0, you may force yourself to fall to 1 hit point instead. This can be used once per long rest.

Hissatsu Tatics[edit]

At 10th level you learned how to use your hissatsu Tatics. You must be with a number of friendly creatures to correctly execute them, and they have greater power than your techniques. But they cost more than normal Techniques, so they must be used with caution.

Specializations[edit]

Any techniques obtained by your Specializations does not count against your technique limit unless stated otherwise.

Dribbler[edit]

You focus on perfecting the art of possessing the ball, moving fluidly and feinting with it as if it was an extension of yourself.

Honed Reflexes[edit]

At 3rd level, you gain expertise with acrobatics.

Harmony with the Ball[edit]

At 7th level you've developed a harmony in movement with the ball, causing you to instinctively know how and where to move your feet. When you have at least 1 Hissatsu Point you gain a +2 bonus to AC until the beginning of your next turn if you've moved using your movement speed.

Dribble Through Them All![edit]

At 10th level your movements are so unpredictable and deceptive it tricks anyone who tries to touch the ball. When you're in possession of the ball you may halve your movement speed as a free action and spend 2 Hissatsu points to take the dodge action.

Feint and Shoot[edit]

At 15th level, after using Dribble through them all and making an unarmed strike or using a shot Hissatsu technique/attempting to shoot at the goal, for 1 Hissatsu point, you may contest a deception check with the Target/Goalkeeper's insight check as a bonus action, granting the target disadvantage on the roll or save, or granting yourself advantage on the roll in question, if you succeed.

Speedster[edit]

Perhaps by sheer talent, or by hard work and training, you can bolt across the field faster than others in your team and get the ball far in mere seconds without a single kick.

Shocking Speed[edit]

At 3rd level, for a Hissatsu point you gain a +5 to your movement speed in addition to the benefits of unarmed movement for one minute, this bonus becomes a +10 at 10th level.

The Ball Is Mine[edit]

At 7th level, due to your speed always getting the ball further from you than desired, you've honed your Hissatsu to flow out of you and act as an extension of you. Your reach is increased by 5 feet when you have at least 1 Hissatsu point this increase affects the number of feet from which you can be the Soccer ball's Possessor.

This Is My True Speed![edit]

At 10th level, for 2 Hissatsu points when Shocking Speed is active, you may take the dash action as a bonus action but you may only move in a straight line, at any point that you don't move in a straight line you must reduce your remaining movement speed by 1/4.

Can't Catch Me[edit]

At 15th level, as a reaction for 4 Hissatsu points, you may move 10 feet without provoking an opportunity attack when you or the Soccer Ball (5e Equipment) when it's in your possession are targeted by an attack roll or saving throw.

Hissatsu Techniques[edit]

Design Note: If any technique mentions a 'Target' the target may either be a creature or an object (ie. Soccer ball) in the case that it's an object it is generally assumed that the object would automatically fail the save, and any creature in line of the object takes the remaining damage if any, that it has.

Fundamental Hissatsu Techniques[edit]

Powerful Shot

Cost: 1+ Hissatsu points

As a Lengthy Action, you gather your strength and will to shoot the ball further than you normally can, make an unarmed strike, on a failed Strength save the target gets sent 10 feet further for every hissatsu point spent, up to your Strength modifier (minimum of 1).

Long Shot

Cost: 1+ Hissatsu points

As a bonus action right before making an unarmed strike, you pass or shoot the ball high up to avoid interceptions, for every Hissatsu point spent up to your Strength modifier (minimum of 1), the target is sent 15 feet higher on a failed Strength save, but its horizontal movement is halved, on a success its moved half as much.

Tackle

Cost: 1 Hissatsu point

As a bonus action you can take the shove action.

Basic Hissatsu Techniques[edit]

Design Note: Hissatsu not sourced from the original series or its related official works (i.e. light novels, games, etc.) have an asterisk (*) before and after its name.

Keeper[edit]

God Hand

Cost: 3 Hissatsu points

Element: Earth or Wood.

As an action or as a reaction when targeted with an attack/creature or object comes within your reach or attempting to catch a Soccer Ball (5e Equipment) you conjure a transparent hand even larger than the goal and thrust it forwards to hold the ball for you. You gain half cover and the hand deals 2d6 force damage.

Swan Dive

Cost: 2 Hissatsu points

Element: Wind.

As an action or as a reaction when targeted with an attack/creature or object comes within your reach or attempting to catch a Soccer Ball (5e Equipment) You make a high jump with tripled movement (without being Halved) and drop on the target, on a failed Dexterity save from the target, adding your falling damage to the damage to hold the Soccer Ball (5e Equipment) and taking half as much yourself ending prone.

Nekketsu Punch

Cost: 1 Hissatsu point

Element: Fire.

As an action or as a reaction when targeted with an attack/creature or object comes within your reach or attempting to Block a Soccer Ball (5e Equipment) make a melee spell attack if done as an action, the fist deals 1d8 fire damage.

Shot[edit]

Spiral Shot

Cost: 1 Hissatsu point

Element: Wind.

As an action, you stomp on the side of the ball causing it to spin, and then you kick it sideways causing it spiral with a streak of energy in its wake. Make a melee spell attack against the target, on a hit it takes 2d4 force damage, and on a failed Strength save the amount of feet its moved is doubled. (minimum of 15)

Rolling Kick

Cost: 3 Hissatsu points

Element: Wood.

You kick the ball into the air with you and spin in the air before you slam it towards the goal, as an action you make an acrobatics check with a DC determined by your Save DC, on a success you make a high jump with double the distance, on a failure you make a normal high jump, before making a melee spell attack against the target as you descend, on a hit you deal 1d4 bludgeoning damage + 1d6 force damage per 5 feet you jumped and take no damage from the fall, on a miss, you fall and take half the damage you would have dealt.

Grenade Shot

Cost: 2 Hissatsu points

Element: Fire.

You infuse the ball with passive explosive energy, like a ticking time bomb as you pull your leg back to kick the ball away before it explodes. As an action make an unarmed strike, on a hit, continue the unarmed strike process as normal and at the end of any movement the target makes due to the unarmed strike (minimum of 5 feet), after which a powerful explosion immediately goes off around the target. Everyone within 15 feet of the target (including the target itself at disadvantage) must make a Dexterity save taking 3d6 fire damage and getting pushed 5 feet away on a failure, or taking half as much and not being pushed on a success.

Dragon Crash

Cost: 3 Hissatsu points

Element: Wood.

You prepare to kick the ball imbuing it with your strenght, as a blue dragon appears behind you, you kick the ball with the Dragon Spirit inside it. As an action you make an unarmed strike that deals double the damage on this move, and throw the ball 30 ft in front of you dealing 3d6 Force Damage.

Snake Shot

Cost: 1 Hissatsu point

Element: Earth.

You kick the ball from the side imbuing it with green energy an causing it to coil like a snake. As an action you make a melee spell attack, on a hit the target takes 2d4 poison damage and everyone who attempts to take an opportunity attack/shot against the target if its a Soccer Ball (5e Equipment) does so at disadvantage.

Dribble[edit]

Shippuu Dash

Cost: 2 Hissatsu points

Element: Wind.

As a bonus action you cover yourself with a cyclone and rush like the wind, zigzagging past your opponents. Your movement speed is increased by 15 feet and all hostile creatures would require to succeed a Dexterity contest to attempt an opportunity attack against you until the end of your turn.

Bewildered

Cost: 2 Hissatsu points

Element: Earth.

As an bonus action you throw up a lot of dirt in the air, making it harder to see you in a 10ft circle. When you throw this sand, the creatures nearby must make a Dexterity saving throw to not get blinded until your next turn.

Heat Tackle

Cost: 2 Hissatsu points

Element: Fire.

As a bonus action while you're moving, you can ignite your body with a spiral of flames and charge at a nearby opponent. The target must make a Strength Saving throw, on a sucess they take half damage and are not pushed back and knocked prone, on a failure they take 2d8 + Your Charisma modifier Fire Damage, they will be pushed 10ft back and will be knocked prone.

Block[edit]

Coil Turn

Cost: 1 Hissatsu point

Element: Wind

As an reaction when an enemy will make an melee attack against you, you may use this to turn around them and reduce the attack damage by 2d12.

The Wall

Cost: 2 Hissatsu Points

Element: Earth

As an reaction to an incoming attack or an enemy rushing towards something, you can summon a giant stone wall to completely negate the attack.

Hissatsu Tatics[edit]

Design Note: If any Tatic mentions a 'Target' the target may either be a creature or an object (ie. Soccer ball) in the case that it's an object it is generally assumed that the object would automatically fail the save, and any creature in line of the object takes the remaining damage if any, that it has.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Hissatsu Soccer Player class, you must meet these prerequisites: 15 Dexterity, 13 strenght

Proficiencies. When you multiclass into the Hissatsu Soccer Player class, you gain the following proficiencies:

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