Mario Bros (Monk Variant) (5e Class)

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Mario Bros[edit]

Creating a Mario Bro.[edit]

Quick Build

You can make a Mario Bro. quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.

Class Features

As a Mario Bros. you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mario Bros. level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mario Bros. level after 1st

Proficiencies

Armor: None
Weapons: Simple Weapons, Warhammer, Great Hammer
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Nature, Persuasion, Stealth, Survival

Equipment

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

  • (a) Light Hammer or (b) Any Simple Weapon
  • (a) Warhammer or (b) Great Hammer
  • If you are using starting wealth, you have 50 g in funds.

Table: The Mario Bros.

Level Proficiency
Bonus
Features Ki Points Martial Arts Die
1st +2 Martial Arts, Unarmored Defense - 1d4
2nd +2 Ki 2 1d4
3rd +2 Class Item Feature 3 1d4
4th +2 Ability Score Improvement, Ability Score Improvement 4 1d4
5th +3 Extra Attack 5 1d6
6th +3 Ki-Fueled Blows, Item Feature 6 1d6
7th +3 Divine Gift 7 1d6
8th +3 Ability Score Improvement, Ability Score Improvement 8 1d6
9th +4 Evasion, Ki-Empowered Strike 9 1d6
10th +4 Counterattack 10 1d6
11th +4 Item Feature 11 1d8
12th +4 Ability Score Improvement, Ability Score Improvement 12 1d8
13th +5 Golden Tongued, Tongue of Life 13 1d8
14th +5 Divine Gift Improvement 14 1d8
15th +5 Diamond Soul 15 1d8
16th +5 Ability Score Improvement, Ability Score Improvement 16 1d8
17th +6 Item Feature 17 1d10
18th +6 Steel Spirit 18 1d10
19th +6 Ability Score Improvement, Ability Score Improvement 19 1d10
20th +6 Perfect Self 20 1d10

Martial Arts[edit]

When you make an attack roll with a simple weapon, a Warhammer, a Great-Hammer, or an Unarmed Strike, you can use dexterity to attack instead of strength. Your unarmed strikes deal 1d4 damage. When you make an attack with one of these weapons, you can make an unarmed strike as a bonus action, if you have a free hand.

Unarmored Defense[edit]

If you aren't wearing armor your AC equals 10 + Your Constitution Modifier + Your Dexterity Modifier.

Ki[edit]

Starting at 2nd level, you gain access to Ki points equal to your level. You have various uses for these Ki points, some of which may require a saving throw. Your DC for this is 8 + Your Proficiency Bonus + Your Constitution Modifier. You start with three Ki uses:

Flurry of Blows

When you make a melee attack with one of your weapons or an unarmed strike, you can expend 1 Ki point to make two unarmed strikes as a bonus action.

Patient Defense

You can expend one Ki point to take the dodge action as a bonus action.

Step of the Wind

You can take the dash or disengage action as a bonus action, if you do this your jump speed is doubled.

Item Feature[edit]

At 3rd level, you chose an item to master in. Choose between Fungal Warrior, Flame Imbued, Star Strengthened, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 11th, and 17th.

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.

Extra Attack[edit]

Starting at 5th level, you can attack twice when taking the attack action, instead of once.

Ki-Fueled Blows[edit]

Starting at 6th level, your monk weapons and unarmed strikes are magical for the purposes of overcoming resistances and immunities.

Divine Gift[edit]

Starting at 7th level, you can choose one of two powers gifted by the gods of the sun and the moon:

Sun God's Gift
You gain a ranged attack that deals one martial arts die worth of fire damage. This attack has a 30 ft range, and can be used instead of an unarmed strike during your attack action, or as one of your bonus attacks with martial arts or flurry of blows.
Moon God's Gift
When you deal damage with a monk weapon, you deal an additional monk damage die in lightning damage.

Starting at 14th level, you can expend 1 Ki point to do double the damage done from your Divine Gift on one attack.

Evasion[edit]

Starting at 9th level, when you are forced to make a Dexterity saving throw to only take half damage from an effect, you take no damage on a successful save, or only half damage on a failed save.

Ki-Empowered Strikes[edit]

Starting at 9th level, when you miss an attack roll with a monk weapon or unarmed strike, you can expend 1-3 Ki points and add a +2 for each Ki point expended, potentially hitting the opponent.

Counterattack[edit]

Starting at 10th level, when you're hit by an attack roll by a creature within your range, you can expend 1 Ki point to make a single unarmed strike against the creature that hit you as your reaction. If you have the Sun God's Gift Feature, you can use this counterattack against a creature that is up to 30 ft away.

Tongue of Life[edit]

Starting at 13th level, you can understand every language you hear, and any creature that understands a language can understand you.

Golden Tongued[edit]

Starting at 13th level, you gain proficiency in persuasion checks, and you double your proficiency bonus for any persuasion check you make.

Diamond Soul[edit]

Starting at 15th level, you gain proficiency in all saving throws you aren't already proficient in.

Steel Spirit[edit]

Starting at 18th level, you are immune to being charmed or frightened. Any saving throw to make to avoid being stunned, you have advantage on.

Perfect Self[edit]

Starting at 20th level, if you roll initiative and have no Ki points, you regain 5 Ki points.


Fungal Warrior[edit]

The Fungal Warrior masters in mushrooms and their healing properties.

Summoning Mushrooms

Starting at 3rd level, you can summon and use a healing mushroom. You have the following mushroom options: -Mushroom: Cost: 1 Ki point, Heals 2d4 +2 Hit Points -Super Mushroom: Cost: 2 Ki points, Heals 4d4 +4 Hit Points -Ultra Mushroom: Cost: 4 Ki points, Heals 8d4 +8 Hit Points

You can summon and use these mushrooms as part of the same bonus action. Alternatively, you can throw the mushroom to a creature within 30 ft of you, and heal them.

Fungal Fury

Starting at 6th level, when a you or creature benefits from the effects of your summoned mushrooms, they deal an extra 1d6 necrotic damage on every attack they make until the start of your next turn. Once you reach 17th level, this damage increases to 2d6 necrotic.

Life Shroom Summon

Starting at 11th level, when you or a creature within 30 ft of you is knocked to 0 Hit Points but not killed outright, you can use your reaction and expend 4 Ki points to restore that creatures hit points by 4d4 +4.

Shroom Improvement

Starting at 17th level, your mushroom capabilities have improved. Your fungal fury now has its damage increased to 2d6. Your mushrooms also have their healing increased, but remain the same Ki cost. -Mushroom: Heals 4d4 +4 Hit Points -Super Mushroom: Heals 8d4 +8 Hit Points -Ultra Mushroom: Heals 16d4 +16 Hit Points -Life Shroom Ability: Heals 8d4 +8 Hit Points

Flame Imbued[edit]

Strengthened by the ferocious fire flower, you are boosted by flames

Flaming Mitts

Starting at 3rd level, your unarmed strikes and monk weapons deal 1d8 extra fire damage. This increases to 2d8 at 11th level.

Flame Burst

Starting at 6th level you can expend 2 Ki points to release a flaming burst. When using this feature any creature in a 15 ft cone in your choice of direction must succeed on a dexterity saving throw or take 5d6 fire damage, or half as much on a failed save. You also gain resistance to fire damage

Blazing Fireball

Starting at 11th level, you can throw a small fireball at your enemies. When you make an attack roll with an unarmed attack, you can choose to throw a fireball instead. This fireball deals fire damage equal to your martial arts die + the damage from your flaming mitts feature. This has a 30 ft range. If you have the Sun God's Blessing feature, you deal two martial arts dice with your fireball, and the range is increased to 60 ft.

Burning Soul

Starting at 17th level, you can spend 5 Ki points as a bonus action to enter a pure fiery form. For 1 minute you release bright light in a 20 ft radius, and dim light an additional 20 ft. You are immune to fire damage while in this form, and deal an extra 1d8 fire damage with every attack you make. When a creature within 10 ft of you hits you with an attack, you automatically deal 2d8 fire damage. Finally you can move through creatures as long as you don't finish your movement in the same space as another creature. A creature you move through must make a constitution save or take 2d8 Fire damage.

Star Strengthened[edit]

With the strength of power stars on your side, you can push yourself beyond your normal limits

Star Fist

Starting at 3rd level, you deal 1d6 radiant damage with any attacks you make with a monk weapon, unarmed strike, or fireball if you chose the Sun God's Blessing. This increases to 2d6 at 11th level, and 3d6 at 17th level. Your movement speed is also increased by 10 ft.

Star Infused Skills

Starting at 6th level, you gain proficiency in acrobatics and athletics, and can double your proficiency bonus in both of them. You can also add your proficiency bonus to your initiative.

Shining Constitution

Starting at 11th level, you can use 2 Ki points to restore 4d6 +your constitution modifier in Hit Points. You gain resistance to Necrotic and Radiant Damage, as well as bludgeoning, piercing, and slashing damage from non-magical attacks.

Super Star Invincibility

Starting at 17th level, you can expend 7 Ki points. If you do so you act as though the invulnerability spell is cast on you. While you're under this effect, you can use your reaction to impose disadvantage on any attack rolls a creature within 5 ft of you makes.

Tanooki Touched[edit]

Granted the mystical tanooki's form and power of flight

Temporary flight

Starting at level 3, you gain access to a temporary flight. If you run up to 20 ft in a straight line, you can start flying. Your flying speed is equal to your walking speed, but you can only fly for 2 turns. If you touch the ground before the end of your 2nd turn after starting to fly, you can start flying again. If you fall while airborne, you can use your reaction on each turn to slow your fall. If you hit the ground while using this you take no fall damage. You cannot gain any of these benefits if you are wearing medium or heavy armor.

Tail Strike

Also at 3rd level, you gain access to a tail you can make melee attacks with. This tail deals 1d6 bludgeoning damage, which upgrades with your martial arts die, and can be used instead of an unarmed strike. If you are hit by an attack you can use your reaction and roll a d6, this is added to your AC for that attack.

Quick Movement

At 6th level, you gain the speed and reflexes of a tanooki. You have advantage on any acrobatics checks you make. You also have your movement speed increased by 10 ft. This also applies to your tanooki flight.

Jizo Statue

Starting at 11th level, you can enter a statue form. As an action you turn into a statue made to mimic other materials in your area. While in this form you have immunity to all damage, except thunder damage. You automatically fail any dexterity saving throws you have to make, and your movement speed is 0. This form lasts for 30 seconds, or until you use a bonus action to revert to your regular form. You have advantage on stealth checks, and creatures hve disadvantage on perception or investigation checks to attempt to find you, or discern if you don't belong.

P-wing Power

Starting at 17th level your tanooki powers have reached their fullest. You can now fly as long as you have no medium or heavy armor on. Your flying speed is now equal to twice your walking speed. Your tail strike reaction now allows you to roll a d8 to add to your AC against an attack.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Mario Bros class, you must meet these prerequisites: Dexterity or 13 or more

Proficiencies. When you multiclass into the Mario Bros class, you gain the following proficiencies: Simple Weapons, Warhammer

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