Instinct Fighter (5e Subclass)
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Instinct Fighter[edit]
Fighter Subclass
A technique that separates the consciousness from the body, allowing it to move and fight independent of a martial artist's thoughts and emotions. It is an extraordinarily difficult fighting style to master, even for the strongest fighters. The body of any living being is accompanied by limitations. For one to fight — or to even perform basic actions — they must first process their actions and think with their brain. Doing this limits their speed and will hamper their ability to fight effectively. The ultimate goal for a fighter is the Mastery of Self-Movement, the ability for each and every part of their body to act and think on its own. This homebrew is based on "Ultra Instinct", a transformation from the popular series "Dragon Ball Super".
Instinct Technique[edit]
At 3rd level, you learn techniques that are fueled by special dice called instinct dice.
Techniques. You learn three techniques, which are listed under "Techniques" below. You can use only one technique per attack and you can't use the same technique twice in a turn. The techniques are a balance between attack and defense.
Instinct Dice. You have four instinct dice, which are d6s. An instinct die is expended when you use it. You regain all of your expended instinct dice when you finish a short or long rest. You gain another instinct die at 7th level and one more at 15th level.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Techniques[edit]
The techniques are presented in alphabetical order.
Secret Sensation. When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to focus on the defense. When you do so, expend one instinct die, roll and add the result to your AC. This bonus last until the start of your next turn. At 10th level if you roll a 1 or 2, you can reroll the dice and choose the better roll.
Soaring Fist. With great precision and strength, you deliver a powerful punch that launches a massive shockwave from the vibrations of your fist. By expending one instinct die, when you take the attack action, you can make a ranged attack using your unarmed attack parameters for the attack roll, the attack has a range of 30 feet and deals 1d10 bludgeoning damage. At 5th level you can shoot two attacks, at 11th you can shoot three attacks and at 17th level you can shoot four attacks. Also at 7th level the shockwaves now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Unrestrained Will. By minimizing the amount of unnecessary movements, your body can maximaze the speed and strength of your attacks. When you hit a creature with an unarmed strike, you can expend one instinct die to attempt to drive the target back. You add the instinct die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 20 feet away from you. At 10th level if the creature hits a object, after being pushed away, they take an extra instinct dice of bludgeoning damage, this upgrade does not expend a extra instinct die.
Instinct Fighting Style[edit]
At 3rd level you start to learn the ways of making your body move on its own. You gain the following benefits while you are unarmed and aren't wielding a shield.
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
- When a creature you can see uses its action to make an attack roll against you, you can use your reaction to gain the benefits of the Dodge action until the start of your next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a short or long rest.
- When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action.
Additional Instinct Die[edit]
You gain another instinct die at 7th level.
Godly Strikes[edit]
The fists that have been trained so far find a wall that they must overcome, by sharpening your instincts the best you can, you're able to see the lights between the wall's cracks. Starting at 7th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Improved Combat Instincts (d8)[edit]
At 10th level, your instinct dice turn into d8s.
Unencumbered Mind[edit]
At 10th level your body begins to learn how to move more freely, being able to quickly recognize the best routes to avoid attacks. Your movement speed increases by 20 feet and while you're moving attack rolls made against you have disadvantage, as long as you can see the source of the attack and it is within 30 feet of you.
Additional Instinct Die[edit]
You gain another instinct die at 15th level.
Shining Soul[edit]
Starting at 15th level, when you roll initiative and have no instinct dice remaining, you regain 1 instinct die. Additionally at the start of combat, on your first turn, you can spend your action and stay still to try to regain your strength, by doing this you recover an additional instinct dice.
Divine Techniques[edit]
At 18th level, you learn divine techniques that are fueled by the special dice called instinct dice.
Techniques. You learn two techniques, which are listed under "Techniques" below. You can use only each technique once per encounter and they all take a full turn to use. These techniques are considered the pinnacle of your strength.
Saving Throws. Some of your techniques require your target to make a saving throw to resist the technique's effects. The saving throw DC is calculated as follows: Technique save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Techniques[edit]
The techniques are presented in alphabetical order.
Godly Display. At this point your body moves on its own, even being able to take your physical capabilities to a level never seen before. By expending two instinc dies, you can choose a creature that you can see and is within a range of 60 feet of you, that creature must make a Wisdom saving throw, make an unarmed strike against the creature as you appear in a flash in front of them, on a failed save you make the attack with advantage. If you hit the creature you can then make three additional unarmed strikes against the creature, adding your expended instinct dice to all damage rolls.
Ultra Instinct. With a clean heart and a clear mind, your body reaches perfection. The wind going through your body, your heart beating, the feeling of the ground touching your feet, you understand it all, you've reached the level of the gods. By expending three instinc dice you're able to enter the "Ultra instinct" state, lasting for 1 minute or until you fall unconscious. You gain the following benefits while in ultra instinct.
- You gain +2 to AC and have advantage on saving throws against attacks that force a saving throw and deal damage. You also become imune to the "Charmed" and "Frightened" conditions, since your body moves independently of your mind.
- As a free action during your turn you can take the dodge, disengage or dash action. You can only choose one of the actions to use during that turn.
- You can, as a reaction, make a unarmed strike against a creature that made a attack roll against you. If the creature is out of your unarmed strike range, you can expend one instinct dice and use the "Soaring Fist" technique.
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