Nomu (5e Class)
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- 1 Nomu
- 1.1 Unnatural Monstrosities
- 1.2 Creating a Nomu
- 1.3 Class Features
- 2 Quirks
Creating a Nomu
|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.
As a Nomu you gain the following class features.
- Hit Points
Armor: Heavy Armor
Weapons: Simple weapons
Saving Throws: Constitution, Strength
Skills: Choose 4 from the following: Athletics, Acrobatics, Perception, Survival, Intimidation.
You start with the following equipment, in addition to the equipment granted by your background:
- Common Clothes
- One simple weapon
|4th||+2||2||Ability Score Improvement||1d4|
|8th||+3||3||Ability Score Improvement||1d6|
|12th||+4||4||Ability Score Improvement||1d8|
|16th||+5||4||Ability Score Improvement||1d10|
|19th||+6||6||Ability Score Improvement||1d10|
At 1st level, you gain the quintessential nomu quirk. Your unarmed strikes use the die listed in the Enhanced Musculature table.
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
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.
At 6th level, you become resistant to falling damage.
At 7th level, you may make a single attack as a bonus action.
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.
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.
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).
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.
- 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.
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
Your unarmed strikes deal acid damage.
You can generate wood from your body, allowing you to cast Entangle nonmagically a number of times equal to your Strength modifier.
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.
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.
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
Your flying speed increases by 30 feet.
- Improved Regeneration
You may use regenerate an amount of times equal to your Constitution modifier, and its die becomes 1d8.
Proficiencies. When you multiclass into the nomu class, you gain the following proficiencies: Intimidation, Athletics