Not Enough Stabs (5e Class)
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Not Enough Stabs[edit]
A Tabaxi looks sternly at the smiling human in heavy armor. The human knows that the Tabaxi in black hood is a rogue and a thief. Most creatures that willing follow you into the alleyway in dark cloaks are a bunch of thieves. The man in heavy armor looks around and smiles wider. Everyone knows rogues need a friend of two to pull of their dangerous sneak attack. It looks like this rogue is too brave of his own good. The human laughs at the bravery of the Tabaxi thief. Suddenly, the Tabaxi charges forward at impressive speed, taking the taunt. The cloaked figure weaved to the left of the slow moving, heavy armored foe. As he try to turn around to view his attacker, he feels 1, 2, 3, 4, 5 sharp pains pierce his back. The morally wounded human coughs up blood and falls to the ground. His last thoughts were of wondering on how did the Tabaxi managed to attack so many times.
<!-Introduction Leader->[edit]
Creating a Not Enough Stabs[edit]
- Quick Build
You can make a Not Enough Stabs quickly by following these suggestions. First, dexterity or strength should be your highest ability score, followed by Constitution. Second, choose the Urchin background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Not Enough Stabs you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Not Enough Stabs level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Not Enough Stabs level after 1st
- Proficiencies
Armor: light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Smith's Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 7 daggers or (b) 2 shortswords and 3 daggers or (c) 1 sling and 4 daggers
- (a) a burglar’s pack or (b) a dungeoneer’s pack or (c) an explorer’s pack
- Leather armor and smith's tools
Level | Proficiency Bonus |
Features | N.E.S. |
---|---|---|---|
1st | +2 | Small Weapon Master, Oversized Weapons, N.E.S. | 2 |
2nd | +2 | Dance of Light and Dark | 2 |
3rd | +2 | Stabbing and Throwing Advanced Belief Archetype (Stab Archetype), First Stab | 3 |
4th | +2 | Ability Score Improvement | 3 |
5th | +3 | No Escape from Stabbing, Needs More Stabbing | 4 |
6th | +3 | Stab Archetype Improvement | 4 |
7th | +3 | Evasion | 5 |
8th | +3 | Ability Score Improvement | 5 |
9th | +4 | Expertise | 6 |
10th | +4 | Ability Score Improvement | 6 |
11th | +4 | Reliable Stab | 7 |
12th | +4 | Ability Score Improvement | 7 |
13th | +5 | Stab Archetype Improvement | 8 |
14th | +5 | Blindsense | 8 |
15th | +5 | Slippery Mind | 9 |
16th | +5 | Ability Score Improvement | 9 |
17th | +6 | Stab Archetype Improvement | 10 |
18th | +6 | Elusive | 10 |
19th | +6 | Ability Score Improvement | 11 |
20th | +6 | Stab One More Time | 11 |
Small Weapon Master[edit]
At 1st level, you are skilled with using small weapons. You gain the following:
- Creatures have disadvantage to find your hidden weapons
- Weapons that you carry counts half to your carry weight
- You can draw, put away, and pick up weapons count as a free action, not an item interaction
- As a bonus action, you can make one light and single handed weapon attack with your off hand.
Oversized Weapons[edit]
At 1st level, to you, everything is a dagger. A shortsword is a big dagger. A staff is a just a big and long dagger handle. A bow is a weapon that shoots dagger on a stick. A crossbow is a weapon that shoots bigger dagger on a stick. Every weapon that does not deal d4 damage is considered as oversized weapon. Oversized weapons have the following features:
- The damage is d4 (not damage dice)
- It keeps all other features
- It has Oversized property
- Oversized Weapon Property
Oversized weapons are made of creatures one size bigger than the current wielder (usually small or medium sized creature trying to wield a weapon made for large creature). The Oversized Weapon Property has the following features:
- It has doubled amount of damage die
- Disadvantage on any attacks made with this weapon.
- Creature wielding must have a strength score 15 or higher to be able to use the weapon
- If that creature managed to get one size bigger without increasing the size of the weapon, they can ignore the disadvantage and strength requirement.
Ruling clarification: When a creature is under the effects of reduce or enlarge spell, they are one size bigger. But when a creature equips an oversized weapon, the weapon also becomes under the effects of reduce or enlarge and remains one size too big for the user.
- Crafting Daggers
During a short or long rest, you can create a a large dagger with oversize property or a normal dagger as long you have smith's tools and the required materials for crafting. Oversized dagger requires 2 lbs. of metal while normal daggers requires 1 lbs. of metal.
N.E.S.[edit]
At 1st level, all of your training is for this very moment, stab a poor fool with numerous stabs. Whenever you use your action to use the attack action, you can use your bonus action to activate N.E.S.. When you activate N.E.S., you preform two weapon attacks with your off hand. Each weapon attack must be used with a weapon that you have not used this turn. Even with two weapon fighting style and other methods, you cannot add your ability modifier to the damage preformed by N.E.S..
The amount of extra weapon attacks increases as you gain levels in this class, as shown in the N.E.S. column of the Not Enough Stabs table.
- Optional Rule
- Rapid Attacks
N.E.S. will trigger many, many attacks. It is not fun for everyone to wait for each attack to be rolled and resolved. Instead, the attacker rolls d20s equal to the number of attacks being preformed. After rolling, the attacker chooses the target for each of the d20s. The GM informs the player if the attack hits or miss as SOON as the player chooses the target. Once each d20 has a target, the player rolls damage separately. If the target dies before the all thed20s are used up, the player reassign the new targets.
If the attacks are at disadvantage or advantage, roll double the amount of dice. The d20 will be paired up from left to right. On tie breakers, top to bottom. Just like reading.
- Option Rule
- Rapid Damage
Once all attacks are known to be a hit or miss, roll d4s equal for each successful hit. Roll one more d4 for each critical hit. You choose which d4 goes which successful hit. You pick two d4 for critical hits.
Dance of Light and Dark[edit]
At 2nd level, your dance-like movement from so many attacks have allowed you to bend light to your will.
- Dance of Light
You gain the following feature while you are the in the light
- You can cast darkness on your weapon without a spell slot. Once you cast this spell, you cannot cast it again until after long rest.
- You ignore sunlight sensitivity (racial feature) for objects and creature that are within 15 ft from you.
- When you make a melee attack against a creature, the light temporarily blind them. You don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
- Dance of Dark
You gain the following feature while in total darkness
- You can cast light cantrip
- If you don't have darkvision, you gain 15 ft of darkvision
- You are invisible to any creature that relies on darkvision to see you in that darkness.
Stabbing and Throwing Advanced Belief Archetype (Stab Archetype)[edit]
At 3rd level, you chose a Stabbing and Throwing Advanced Belief Archetype (Stab Archetype). Choose between , all detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 13th, and 17th level.
First Stab[edit]
At 3rd level, you are eager to stab your enemies. At the start of your first turn of each combat and you use N.E.S., it has four additional weapon attacks.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 10th, 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.
No Escape from Stabbing[edit]
At 5th level, your rapid amount of stabbings become easier. When you make an attack of opportunity attack, you can replace a weapon attack with N.E.S..
Needs More Stabbing[edit]
At 5th level, you can squeeze one more stabbing. Whenever you take the Attack action, you can one additional weapon attack.
You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a short or long rest.
Evasion[edit]
At 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Expertise[edit]
At 9th level, choose two more of your skill proficiencies, or one more of your skill proficiencies and your proficiency with smith’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Reliable Stab[edit]
At 11th level, you have refined your stabs until they approach perfection. Whenever you make an attack that lets you add your proficiency bonus, you can treat a d20 rolls between 2 and 6 as a 6.
Blindsense[edit]
At 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind[edit]
At 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive[edit]
At 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
Stab One More Time[edit]
At 20th level, when you are frustrated enough, you bring your best ability. If your attack misses a target within range, you can make a second of the same attack. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Stabbing and Throwing Advanced Belief Archetype[edit]
For such a simple task, there is a surprisingly a lot of different ways of stabbing and throwing with daggers. Some believe that you can stab others by shooting a dagger from a bow. Others believe that you can stab others with magic. Big believers think that big stabs deal big damage.
Smite and Stab[edit]
You believe that magic can stab others. When you cast magic, there always a dagger somewhere in the spell
Level | Cantrips Known | Spells Known | 1st level | 2nd level | 3rd level | 4th level |
---|---|---|---|---|---|---|
3 | 2 | 3 | 2 | - | - | - |
4 | 2 | 4 | 3 | - | - | - |
5 | 2 | 4 | 3 | - | - | - |
6 | 2 | 4 | 3 | - | - | - |
7 | 2 | 5 | 4 | 2 | - | - |
8 | 2 | 6 | 4 | 2 | - | - |
9 | 2 | 6 | 4 | 2 | - | - |
10 | 3 | 7 | 4 | 3 | - | - |
11 | 3 | 8 | 4 | 3 | - | - |
12 | 3 | 8 | 4 | 3 | - | - |
13 | 3 | 9 | 4 | 3 | 2 | - |
14 | 3 | 10 | 4 | 3 | 2 | - |
15 | 3 | 10 | 4 | 3 | 2 | - |
16 | 3 | 11 | 4 | 3 | 3 | - |
17 | 3 | 11 | 4 | 3 | 3 | - |
18 | 3 | 11 | 4 | 3 | 3 | - |
19 | 3 | 12 | 4 | 3 | 3 | 1 |
20 | 3 | 13 | 4 | 3 | 3 | 1 |
- Spellcaster
At the 3rd level, you learn to infuse your dagger with magic.
- Cantrips
You learn two cantrips of your choice from the wizard spell list. You learn an additional wizard cantrip of your choice at the 10th level.
- Spell Slots
The Smite and Stab Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell searing smite and have a 1st-level and a 2nd-level spell slot available, you can cast Searing Smite using either slot.
- Spells Known of 1st Level and Higher
You know three 1st-level paladin spells of your choice, two of which you must choose from the evocation and necromancy spells on the warlock spell list.
The Spells Known column of the Dark Forest Spellcasting table shows when you learn more warlock spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at the 8th, 14th, and 20th levels can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the warlock spells you know with another spell of your choice from the warlock spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
- Spellcasting Ability
Intelligence is your spellcasting ability for your Smite and Stab spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Smite and Stab spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
- Prepared to Smite and Stab
At 3rd level, you are always ready to smite. When you cast a spell with smite in the name, its duration is increased to 8 hours long. The trigger for this spell becomes "Next time you hit a creature with your primary hand, melee weapon attack". You lose concentration on this spell whenever you unequip your primary hand weapon.
- Overcharged
At 6th level, you can use your magic to make extra attacks. As an action and expending a spell slot, you can make your next N.E.S. make addition four extra weapon attacks per spell slot level. This effect ends at the end of this turn.
You can use N.E.S. as a bonus action in the same turn as you cast Overcharged.
- Difficult Smites
At 13th level, you make your smites with even more potential. Enemies have disadvantage to saving throws against your spells that has the word smite in them.
- Magic and Stabbing
At 17th level, you mix magic and stabbing together. When you use your action to cast a cantrip, you can use your bonus action action to preform N.E.S..
Oversized Stabbing[edit]
Big weapons means big stabbing. You like the big damage cause by these weapons. It does not matter if they are hard to hit with.
- Big Weapon Means Big Damage
At 3rd level, you become better at using the weapon's extra weight to deal extra damage. Oversized weapons have triple the damage dice instead of doubled.
- Big Muscles Means Big Accuracy
At 6th level, your time lifting up heavy, oversized weapons has make it easier to hold them up. Before you make an attack with your oversized weapons, you may choose to remove the disadvantage to attack. You can use this ability up to your strength modifier before your muscles need to properly relax after a good, long rest.
- Big Weight Means Better Weapon
At 13th level, you can use the heavy weight to your advantage. You gain the following as long as you use a heavy weapon;
- You may reduce puling and pushing by half (rounded up)
- You have +1 to hit with oversized weapons when enemy is wearing armor
- Enemies on your size or smaller cannot take your oversized weapons
- You add +1 to your saving throws against area of effect
- Overswing Means Big Area of Effect
At 17th level, you can use the weight of your oversized weapons to brute force your way through enemies.
- Charge and Trip
After moving at least 5ft towards an enemy, you can use your to action to poorly lift up your oversized melee weapon and charge at your target. That enemy make a dexterity save vs 3+profiency bonus+ strength modifier or they take doubled of your normal weapon damage. Both you and the enemy is pushed back 5 ft.
- Lopsided Whirlwind
As an action, you spin your oversized weapon in an uncontrollable sloppy circle around you. Each creature in 5ft around you must make a dexterity save vs 3+profiency bonus+ strength modifier or they take your normal weapon damage. You are pushed 5ft in a direction you desired after this move.
- Overswing
As an action, you overswing your oversized weapon with reach property. Each creature in 15ft cone must make a dexterity save vs 3+profiency bonus+ strength modifier or they take your normal weapon damage.
- Heavy Lunge
As an action, you use your entire weight to lunge your overweight throwing weapon. On top of your normal weapon damage and range, on a successful hit, that creature is restrained until they use their action to remove the weapon pinning them into the ground. If this hits a flying creature, it instead cause that creature to fall 30 ft and looses all flying speed until they use their action to remove the weapon.
Regardless of the result, you fall prone onto the ground.
- Too Big Shot
As an action you, you load and shoot an oversized ammo with your oversized weapon. On On top of your normal weapon damage and range, the original creature and all creatures within 5ft of it makes a dexterity saving throw or take the exact same damage dealt to the original creature. Your ammo used for this is destroyed and your weapon is unusable until your short or long rest.
After using any of these special actions, you can use your bonus action to use N.E.S.
Shootable Stabbing[edit]
Why go up to the enemy to stab them when their is a weapon called a crossbow that shoots long ranged stabbing. They belief that long range stabbing is safer and therefor better than melee stabbing.
- Shootiable Dagger
At 3rd level, daggers comes in all shape and sizes. A dagger for the kitchen, more well known name for a knife. A dagger for stabbing, more well known name for dirk. A dagger for throwing, more well known name for a throwing knife. Why not a knife for shooting?
When you make a dagger during a long rest, you can make an O' shoot dagger. This dagger is half the size of a normal dagger and have a slit on the bottom of the handle to make it easier to load onto a crossbow.
O' shoot dagger is a special ammo for crossbows, too small to be a weapon. When O' shoot dagger is fired from a crossbow, it uses the normal crossbow's range and attack modifiers. On a hit, O' shoot dagger reduces the damage to of d4 plus damage modifier if it has one. This allows crossbows using O' shoot daggers to be not be oversized weapons. Due to its small size and easy to reload, crossbows ignore loading property when loading with O' shoot dagger.
- Magic Dagger
At 6th level, you gain the ability to infuse daggers with magic. Whenever you fire a nonmagical O' shoot dagger from a crossbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. After the dagger hits or misses its target, the dagger use the remaining magic to teleport into your inventory or drop into the same square as you.
- Ricochet Dagger
At 6th level, you learn how to bonce a blocked arrow toward a new target. When you make an attack roll with a magic O' shoot dagger and miss, you can cause it to ricochet and reroll the attack roll against a different target within 60 feet of the original target.
You can use this ability up to your dexterity modifier per long rest.
At 13th level,
- Volley
At 17th level, you find a better way to fire enough daggers to block out the sun. You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use N.E.S. as a bonus action after use Volley as an action
Even More Stabs[edit]
If the first hundred stabs does not work, just add another hundred stabs. The solution to all problems is stab.
- More Stabbing
At 3rd level, you get better at stabbing. You make two more extra attack when you use N.E.S..
- Forceful Stabbing
At 6th level, you move your weapon so fast that it no longer deals its normal damage. If your weapon deals burgeoning damage, it now deals thunder damage. If your weapon deals slashing or piercing, it deals force damage.
- Muliple Stabbing is Better than One
At 6th level, you can be focused to to stab more often. As an action, you add three extra attacks to your next N.E.S. this turn. You can use N.E.S. as a bonus action after using this feature.
This becomes five extra attacks at 13th level.
- Always Need More Stabbing
At 13th level, you feel like that one stab is never enough. You can use Needs More Stabbing unlimited number of times.
- Pushing to the Limit
At 17th level, you reached the maximum number of weapon attacks per turn. When you make your first attack on your turn, you can decide to attack relentlessly. Doing so, you make one additional weapon attack for each normal weapon attack you make this turn. When your turn is done, you are stunned until the start of your next turn.
Poisoned Stab[edit]
Regular stabbing are boring. You like to spice things up by adding poison to your blade. That sounds exciting!
- Bonus Proficiency
At 3rd level, you gain proficiency in poisoner's kit.
- Poisoned N.E.S.
At 3rd level, you learn to quickly dip your blades into poison. Whenever you hit a creature with N.E.S., that creature makes a constitution saving throw vs dc of 3+ your proficiency bonus + your wisdom modifier, or take d4 poison damage.
- Long Lasting Poison
At 6th level, you learn how to make your poison stay in the victim's body. Whenever they fail the save for Poisoned N.E.S,, they also gained the poisoned condition. This condition ends after 1 minute or the creature passes the same save at the end of their turn.
- Poison Stacking
At 13th level, you learn that more poison can cause greater damage to an enemy. Whenever you cause the poisoned condition to a creature with already having the poisoned condition, those poison conditions stack. The stack does not make the poisoned condition stronger but it does make it harder to remove. Whenever a poison condition is removed, like passing the save at the end of the turn, it only removes one poison condition.
- Poison Execute
At 13th level, you can use the massive amount of poison in the target to become more deadly. As an action, choose one creature that you can see and choose one of the following effects:
- Remove one poison condition, the targeted creature eyes grow black and they are blind until the start of their turn.
- Remove two poison conditions, the targeted creature legs stops functioning and looses all movement until end of their turn.
- Remove three poison conditions, the targeted creature's mind is filled with bad thoughts and becomes frightened of you until end of their turn.
- Remove four poison conditions, the targeted creature's feels great pain whenever they move and becomes restrained until the end of their turn
- Remove five poison conditions, the targeted creature's limbs fall limb and becomes paralyzed until the end of their turn
- Remove six poison conditions, the targeted creature's mind goes blank and becomes stunned until the end of their turn
Before preforming this action, you may use all attacks from N.E.S. as a bonus action.
- Poison Master
At 17th level, you poison makes it easier to land the next blow. For every two poison conditions on a creature, their ac is reduced by 1 (maximum of 10).
Natural Stabbing[edit]
Stabbing comes natural to you. It is almost like you were born to stab. Hey! You were born with fist. Fist can stab, right? You ARE born to stab!
- Natural Stabber
At 3rd level, stabbing with what nature as given you is easy as pie. You gain proficiency in unarmed attacks and its damage is increased to d6. Unarmed attacks and natural weapons are not oversized for you.
- Fierce Unarmed Attack
At 6th level, your unarmed attacks become even more deadly. Your unarmed attacks and natural weapons deals force damage instead of their normal damage type.
- Forceful Unarmed Attack
At 6th level, your unarmed attacks have a bit more power than normal. Whenever you hit a creature that is large or smaller with your unarmed or natural weapons, they are pushed back 5 ft.
- Fast as a Throwing Knife
At 13th level, you become an expert at chasing after enemies. Your movement speed is increased by 15 ft.
- Pounce and Stab
At 17th level, you copy the great movements of a great animals with natural daggers, cats. As an action, you can pounce on top a creature within 60 ft from you. That creature must make a dexterity saving throw vs a DC of 3+ your proficiency modifier + your constitution modifier, or become prone.
When you use your action to pounce, you may use your bonus action to use N.E.S.
[edit]
At 3rd level,
At 6th level,
At 13th level,
At 17th level,
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Not Enough Stabs class, you must meet these prerequisites: 13 str or 13 dex
Proficiencies. When you multiclass into the Not Enough Stabs class, you gain the following proficiencies: leather armor, two skills proficiency, and simple weapons.
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