Nomu (5e Class)

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Nomu[edit]

Unnatural Monstrosities[edit]

Unlike other superpowers, a nomu’s quirks are forced onto them. These destructively obtained quirks often destroy their mind. To be a nomu at 1st level, you must have the following:

Creating a Nomu[edit]

Hosu_Nomu.png
3 nomus, My Hero Academia.


Quick Build

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

Class Features

As a Nomu you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nomu level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nomu level after 1st

Proficiencies

Armor: Heavy Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 4 from the following: Athletics, Acrobatics, Perception, Survival, Intimidation.

Equipment

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

  • Common Clothes
  • One simple weapon

Table: The Nomu

Level Proficiency
Bonus
Quirks Features Enhanced Musculature
1st +2 - Enhanced Musculature 1d4
2nd +2 1 Quirk 1d4
3rd +2 2 1d4
4th +2 2 Ability Score Improvement 1d4
5th +3 3 1d6
6th +3 3 Powerful Knees 1d6
7th +3 3 Quickened Strike 1d6
8th +3 3 Ability Score Improvement 1d6
9th +4 3 Durability 1d6
10th +4 3 Long-Term Nomu 1d8
11th +4 4 1d8
12th +4 4 Ability Score Improvement 1d8
13th +5 4 Extra Attack 1d8
14th +5 4 Mindless Power 1d8
15th +5 4 Extra Attack 1d10
16th +5 4 Ability Score Improvement 1d10
17th +6 5 1d10
18th +6 5 Horrifying Screech 1d10
19th +6 6 Ability Score Improvement 1d10
20th +6 7 2d6

Enhanced Musculature[edit]

At 1st level, you gain the quintessential nomu quirk. Your unarmed strikes use the die listed in the Enhanced Musculature table.

Quirk[edit]

At 2nd level, you can choose one quirk, all of which are listed at the end of this class. You gain additional quirks as shown on the Quirks table. During a long rest, you may exchange one quirk for another. Certain quirks can only be taken at certain levels. Any quirks with limited uses regain all uses at the end of a long rest.

Ability Score Increase[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.

Powerful Knees[edit]

At 6th level, you become resistant to falling damage.

Quickened Strike[edit]

At 7th level, you may make a single attack as a bonus action.

Durability[edit]

At 9th level, your flesh becomes unnaturally strong. When you make a Constitution saving throw to take half damage, you instead take no damage in a success, and half damage on a failure.

Long-Term Nomu[edit]

At 10th level, you prove yourself to be greater than the other, disposable nomu. You become immune to disease and poison and you require half as much food as usual.

Extra Attack[edit]

At 13th level, when you take the attack action, you may attack an additional time. You may do this an additional time at 15th level (3).

Mindless Power[edit]

At 14th level, as an action, you can end one effect that is causing you to be charmed or frightened.

Horrifying Screech[edit]

At 18th level, as an action, you may cast Fear nonmagically. You may do this once, regaining use at the end of a long rest.

Quirks[edit]

Hardened Skin

Your AC is equal to 10 + your Constitution modifier + your Strength modifier.

Tool Arms

Your unarmed strikes can deal bludgeoning, piercing, or slashing damage, and you gain proficiency in one set of artisan’s tools. You may choose to transform your hands into a set of artisan’s tools you are proficient in as a bonus action, during which your unarmed strikes deal 1 damage.

Regeneration

At the start of your turn, you regain 1d4+your Constitution modifier hit points. You may do this a number of times equal to half your Constitution modifier rounded up.

Tongue Web

When you make an unarmed strike, you may decrease its damage die by one tier to make it attack in a 10 foot cone. You may do this multiple times on a single attack, each additional tier increasing its range by 5 feet.

11th Level Quirks
Acid

Your unarmed strikes deal acid damage.

Anivoice

You can speak with animals, and have advantage on Charisma (Persuasion) checks against them.

Arbor

You can generate wood from your body, allowing you to cast Entangle nonmagically a number of times equal to your Strength modifier.

Engine

Your movement speed increases by 5 feet. As a bonus action when you take the Dash action, you may double your speed an additional time. When you do so, your movement speed becomes 0 at the beginning of your next turn until the end of your next turn.

17th Level Quirks
Shock Absorbtion

You gain a a damage threshold of 5.

Pterodactyl

As an action, you gain a flying speed equal to your movement speed for 20 minutes.

Unbreakable Claws

Your unarmed strikes deal slashing damage that counts as magical for the sake of overcoming resistances and deal twice as much damage to objects.

Transforming Arms

Your unarmed strikes gain +5 feet of reach. This quirk can be taken multiple times.

Gaseous Clones

As an action, you can create a clone. These clones act on your turn and are identical to you, save for having 5 hit points. You may create a number of clones equal to your Strength modifier.

Resistance

You gain resistance to one damage type of your choice. This can be taken a number of times equal to half your Constitution modifier rounded up (minimum 1).

20th Level Quirks

You may only have 2 20th level Quirks at a time

Unnatural Might

Requires Shock Absorbtion

Your size increases by one category to a minimum of Large.

Shoulder-Mounted Jets

Requires Pterodactyl

Your flying speed increases by 30 feet.

Improved Regeneration

Requires Regeneration

You may use regenerate an amount of times equal to your Constitution modifier, and its die becomes 1d8.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the nomu class, you must meet these prerequisites: Strength and Constitution 14, no more than 10 Intelligence.

Proficiencies. When you multiclass into the nomu class, you gain the following proficiencies: Intimidation, Athletics

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