Life-fiber Hybrid (5e Class)

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Life-fiber Hybrid[edit]

hybrids that wear alien clothing that give them great physical abilities, from the anime kill la kill.

The life-fiber hybrids are humans made with life-fiber, an alien and parasitic fabric that seeks to dominate all possible worlds by disguising themselves as clothing of enormous power. The life-fiber hybrids are not usually in favor of the life-fiber plans. They are neither human nor suits, they are a hybrid between the two.


Creating a Life-fiber Hybrid[edit]

When you want to create a life-fiber hybrid, the first thing you should ask yourself is how were you created? either directly by the life-fiber, an experiment using this element or an attempt to resist the invasion.

Quick Build

You can make a Life-fiber Hybrid quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.

Class Features

As a Life-fiber Hybrid you gain the following class features.

Hit Points

Hit Dice: 1d10 per Life-fiber Hybrid level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Life-fiber Hybrid level after 1st

Proficiencies

Armor: simple
Weapons: Simple Melee Weapons and Martial Melee Weapons
Tools: Cobbler's tools, Weaver's tools.
Saving Throws: constitution, strength
Skills: Choose two from Athletics, Perception, Survival, Intimidation Acrobatics, and Nature.

Equipment

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

  • Leather armor
  • (a) Commoner clothes or or (b) Ragged Clothes

Table: The Life-fiber Hybrid

Level Proficiency
Bonus
Features
1st +2 scissor blade
2nd +2 kamui suit
3rd +2 aesthetic
4th +2 Ability Score Improvement
5th +3 suit/human synchronization
6th +3 scissor blade malleability
7th +3 extra attack
8th +3 Ability Score Improvement, kamui suit kamui bandages
9th +4 senjin transformation
10th +4 aesthetic
11th +4 blood improvement
12th +4 Ability Score Improvement, transformación Shippū
13th +5 kamui suit
14th +5 connection with the suit
15th +5 aesthetic true suit/human synchronization
16th +5 Ability Score Improvement, life-fiber regeneration
17th +6 Senjin Shippū
18th +6 scissors blades
19th +6 Ability Score Improvement, Kisaragi transformation life-fiber absorption
20th +6 “The closer I am to death, the stronger I become.”

scissor blade[edit]

At 1st level you gain your scissor blade, a martial melee weapon that weighs 3 ib. account as silver, it is versatile (1d12) and does 1d10 cutting damage, in addition this sword has the same property as adamantite by which it cannot be destroyed or deformed by mundane means, if you lose your scissor blade or it is damaged in any way. You can summon her again with a ritual on any short or long rest.

With your bonus action, you can alter the size and weight of your scissor blade to give it any of the following shapes.

  • a dagger that weighs 1 ib, deals 1d6 slashing damage, and has the of Finesse, light and thrown (20/60) properties
  • a Rapier that weighs 2 lbs., deals 1d10 slashing damage, and has the Finesse property
  • a Greatsword that weighs 6 ib, deals 2d8 slashing damage, and has the Heavy and two-handed properties

kamui suit[edit]

At level 2 you get a kamui suit, a suit made with 100% life fiber, this suit is alive and can speak and even move, having a speed of 20 feet, although only you are able to hear it, as long as you have the suit equipped you get the following benefits.

  • The suit counts as light armor and offers an AC of 10 + your constitution bonus + your dexterity bonus although the AC of this armor cannot exceed 22.}
  • When making intelligence or wisdom checks, the suit can also roll with a +2 bonus to see if it passes the roll. This bonus becomes +3 at level 10. As long as you have this suit on, it has advantage on medicine rolls that target you.


You can also spend a free action to give him a part of your blood (this action does not consume blood points) and have him transform into an extremely suggestive suit giving you the following benefits.

  • While you have the suit on you get +2 (becomes +4 at level 8 and +6 at level 13) in strength, constitution and dexterity, this number cannot exceed your maximum in these abilities.
  • The increase in constitution also increases your maximum health.
  • your movement speed increases by 10 feet and your jump distance by 5 feet.
  • With an additional action you can draw a 20-foot thread. This rope has the same property as adamantite whereby it cannot be destroyed or deformed by mundane means. This thread can be tied to your scissors blade to attack from a range of up to 20 feet, although this requires using the weapon one-handed and will not receive a strength bonus to its damage.


this transformation lasts until you untransform it with a free action or until you fall unconscious. However, this transformation has a strong weakness, and that is that the blood consumed by the suit is enormous, so much so that it is very easy to lose consciousness due to blood loss after spending certain minutes using the suit, you have 20 blood points, at the end of each turn in which you have your kamui suit transformed you lose 2 blood points, when your blood points reach 0 you will obtain the unconscious condition. Your blood stat resets every time you take a short or long rest.

aesthetic[edit]

At 3 level, you chose a aesthetic. Choose between subclasses listed below, detailed at the end of the class description. Your choice grants you features at 3 and again at 10 and 15


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 between: intelligence, wisdom and charisma AND ONLY IN THOSE ABILITIES. by 2, or you can increase two ability score of your choice between: intelligence, wisdom and charisma. by 1. As normal, you can't increase an ability score above 20 using this feature,


suit/human synchronization[edit]

At the beginning of level 5 you learn how to bring out the full potential of your kamui suit and that is, even if it kills you with embarrassment, UNDERWEARING, as long as you have your kamui suit on, you can spend a bonus action to undress and transform your suit into its true form, putting it on. again but transformed and synchronized, this transformation lasts until you detransform it with a free action or until you fall unconscious. While you have your kamui suit synchronized you obtain the following benefits in addition to those already granted by the transformed kamui suit.

  • You gain an extra +2 to your Strength, Dexterity, and Constitution skills.
  • The maximum value of Strength, Dexterity, and Constitution abilities increases by 2.
  • your movement speed increases by another 10 feet and your jump distance by another 5 feet.
  • You can run on vertical walls, although not on ceilings.
  • you gain proficiency on dexterity saves.
  • This transformation only consumes 1 blood point each turn instead of 2

Once this transformation ends, you will not be able to do it again until you take a short or long rest.


scissor blade malleability[edit]

At the beginning of level 6 you gain control of the size of your scissor blade, being able to alter it at will, thanks to this you obtain the following benefits

  • you can transform your scissor blade into a tiny object that weighs 0 ib
  • While you have your scissor blade in your hands, you gain an attack called “scissor blade, decapitation” in which you spend your standard action and bonus to make a melee attack with a +2 attack, 10 feet range and that deals equal damage to 8d4 + your strength bonus x 2


extra attack[edit]

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


kamui bandages[edit]

you gain a technique that can be useful, on your turn you can spend a standard action to cut a part of your suit (losing 2 blood points) and control the loose pieces to block an enemy's vision, an enemy within 10 feet of you must Make a dexterity save with a DC of 10 + your dexterity bonus or you will gain the blinded status until the end of your next turn.


senjin transformation[edit]

Starting at level 10 you get a new transformation of your suit, while you are in suit/human synchronization you can spend your bonus action to transform your suit into one full of spikes all over, obtaining the following benefits.

  • All your attacks get 1d6 extra piercing damage, including your unarmed attack, except “scissor blade, decapitation” which gets 4d4 extra piercing damage.
  • Since your suit is full of spikes, any creature that tries to grapple you will receive an attack with advantage at the start of each turn that deals 1d12 piercing damage and receives your strength bonus on attack and damage, and will continue to receive this attack until he stops grappling you. The same effect occurs if you are the one who grapples an enemy.
  • As a disadvantage of this transformation, while you have it on you will lose 2 blood points per turn (this does not accumulate with the loss of blood points from other transformations)

This transformation lasts until you untransform it with a free action or until you fall unconscious, you can untransform with a free action, which will return you to your first suit transformation and therefore you will not be able to do the suit/human synchronization again until you take a short or long rest.


blood improvement[edit]

At level 10 your amount of blood increases enormously, from now on your blood counter becomes 40 points.


Shippū transformation[edit]

At 12th level you gain a new transformation of your suit, while in suit/human synchronization you can spend your bonus action to transform your suit into one with a huge booster at your feet, allowing you to fly at twice your movement speed, in exchange for spending 2 blood points each turn. This transformation lasts until you untransform it with a free action or until you fall unconscious, you can untransform with a free action, which will return you to your first suit transformation and therefore you will not be able to do the suit/human synchronization again until you take a short or long rest.


connection with the suit[edit]

At level 14, your connection with your kamui suit is so high that you don't even need to spend blood to access its power, you can access all the benefits of the first transformation without need to spend blood points or even transform, in addition to that while you have the suit on you gain proficiency in dexterity saves.


true suit/human synchronization[edit]

At the beginning of level 15 you and your suit are practically one. When you activate your suit/human synchronization you gain the following new benefits.

  • you get a +2 to strength, dexterity, and constitution.
  • The maximum value that Strength, Dexterity, and Constitution can take increases by +2.
  • As long as you have the suit/human synchronization and no other transformation you no longer lose blood points per turn.
  • you gain another 10 additional feet of movement and 5 feet of jumping.

These improvements also carry over to the other transformations that require suit/human synchronization.

life-fiber regeneration[edit]

Starting at level 16, you awaken to the vital fibers that live within you, at the beginning of each turn you heal 2d4 + your constitution bonus. Additionally, if your health reaches 0, at the beginning of your turn you lose 10 blood points and recover with an amount of health equal to one regeneration


Senjin Shippū[edit]

At level 17 you obtain a transformation that fuses your senjin and shinppū transformations, giving you their two benefits in exchange for spending 2 blood points per turn. In addition, now the aforementioned transformations spend only 1 blood point per turn.


scissors blades[edit]

At level 18 you get your second scissor blade, obtaining the following benefits

  • They can be used as dual weapons or you can fuse them into a Heavy, two-handed weapon that deals 2d10 damage.
  • The damage of “scissor blade, decapitation” becomes 8d8 and has 10 more feet of range.
  • The damage becomes magical slashing and ignores damage reduction (although not resistances or immunities).
  • If a creature is damaged by these weapons, it loses the ability to regenerate health, heal, or receive heals until a long rest is completed.


Kisaragi transformation[edit]

At level 19 you get your last evolution, when you are in your synchronized suit you can spend a free action to transform it into a kisaragi suit and obtain the following benefits.

  • you have the benefits of senjin Shippū.
  • doubles your flight speed and allows you to fly and breathe underwater and in space.

The suit consumes 4 blood points per turn but when your blood reaches 0 with this suit you will not fall unconscious, you will only lose the transformation and will be unable to use any suit until you regain blood. This transformation lasts until you untransform it with a free action or until you fall unconscious, you can untransform with a free action, which will return you to your first suit transformation and therefore you will not be able to do the suit/human synchronization again until you take a short or long rest. and this transformation can only be done once every 24 hours.


life-fiber absorption[edit]

At level 19 you become the ultimate life-fiber life form, and therefore become capable of stealing the life-fiber of others. While you have the Kisaragi transformation activated, you gain temporary hit points equal to one-quarter of the damage (rounded down) you deal to a non-construct or undead enemy. These temporary hit points disappear once the Kisaragi transformation ends. Additionally, each time you obtain 3 temporary hit points through this ability you recover 1 blood point and 1 more for every 3 temporary hit points that you obtain in the same turn (for example, if in a turn you obtain 9 temporary hit points, you gain 3 blood points) this only works if you heal 3 in the same turn and this blood bonus can exceed your maximum, although it will disappear once your kisaragi transformation ends.


“The closer I am to death, the stronger I become.”[edit]

Starting at level 20, every time your health drops below half of your maximum health (rounded down) you can choose one of 3 bonuses during your next turn.

  • gain advantage on absolutely all rolls, whether attacks, actions, saves, damage or regeneration for an entire turn
  • Your attacks ignore any resistances, immunity, damage reduction, or any way to ignore or reduce your damage no matter what it is.
  • You can use a standard action and 5 blood points to cancel any spell, enchantment or ritual that is being done, ignoring the level of the spell or the size it occupies and without needing to roll any dice with the only requirement that you be within 5 feet or less from the origin of the spell, enchanted object, or center of the ritual.

aesthetics[edit]

At 3rd level, you choose an aesthetic. Choose between the subclasses listed below, detailed at the end of the class description. Your choice grants you features at level 3 and again at level 10 and 15.

acubi aesthetic[edit]

“don't lose your way”[edit]

At 3rd level you are too determined to let yourself fall, once per turn, as a bonus action you can regain 1d10 + your constitution bonus, in hit points, you can do this action a number of times equal to your constitution bonus, after taking a short or long rest the number of uses will reset.


“make a crazy attack even crazier and it will work”[edit]

At 10th level you can make a new special attack, spending your standard action, your bonus action and 5 blood points you can make an area attack, in a 30 X 30 foot square directly in front of you, all creatures must make a dexterity salvation with a DC equal to 12 + your strength bonus or they will receive damage equal to your “scissor sword, decapitation” attack, if they pass it they will only receive half the damage. After making this attack you will not be able to do it again until you take a short or long rest.


“stop treating us as unimportant”[edit]

Starting at level 15, your mind is incorruptible as long as you have your goal in mind. you become immune to any type of intimidation, frightening effect, or charm.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Life-fiber Hybrid class, you must meet these prerequisites: 15 constitution

Proficiencies. When you multiclass into the Life-fiber Hybrid class, you gain the following proficiencies: Simple Melee Weapons and Martial Melee Weapons, Cobbler's tools, Weaver's tools.

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