Old Variant of Celestial Restraint (5e Subclass)
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Celestial Restraint[edit]
Celestial Restraint is a feature due to which there is not a drop of cursed energy in the human body, but in return it gives incredible physical abilities
A Celestial Restraint user using a special grade cursed tool to fight, source [1] |
- Celestial Restrained Body
You have been restrained to not use any kind of cursed energy, which also makes you immune to any domain expansion effects. Due to the lack of cursed energy in your body you don't gain your cursed techniques, instead they will be replaced with the features described bellow:
In place of Cursed Energy Enhancement, you get:
- Fighting Style
Due to your new body, you have a newfound ability when wielding weapons. You can choose one of the fighting styles bellow:
Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Defense. While you are wearing armor, you gain a +1 bonus to AC.
Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction.
Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
In place of Cursed Martial Arts you get:
- Combat Expert
At 2nd level, you have learned a few tricks to help you out while fighting.
•Precise Attacker When you make an attack roll and miss the target, you can reroll the attack, but must keep the new result. You can use this a number of times equal to your Strength or Dexterity modifier per long rest.
•Patient Fighter You do not take opportunity attacks from the creature you attacked in your last turn.
•Fast Steps You can take dodge or dash actions as bonus actions.
In place of Jujutsu Schools you get:
- Mindset
At 3rd level, you have learned you have to choose a mindset to follow if you want to truly achieve your objectives. Choose between the Unstoppable Rage or Unrivable Pride.
Unstoppable Rage. You are filled with a deep hatred filled by vengeance, making you ignore everything and let anger consume you. As an bonus action you may enter your rage state if you're not wearing heavy armor, gaining the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
- You have resistance to non magical bludgeoning, piercing, and slashing damage.
- If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage state on your turn as a bonus action.
Once you have raged the number of times equal to your proficiency bonus, you must finish a long rest before you can rage again.
Unrivable Pride. You have grown a prideful stance against sorcerers, mocking them by saying things like they lost against a primate. You have become a sorcerer hunter, making you gain the following benefits:
- When a creature within 5 feet of you casts a spell or uses a Cursed technique, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell or a Cursed technique, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells or Cursed techniques cast by creatures within 5 feet of you.
At 5th level, you gain additional superiority dice for the martial superiority feature equal to your proficiency bonus.
In place of Binding Vow you get:
- Martial Superiority
At 5th level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice from the battle master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 10th level and one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
In place of Curse-Empowered Strikes you get:
- Stronger Strikes
At 6th level, you have learned how to truly destroy your opponents while in battle. You will add your Strength or Dexterity modifier twice for weapon damage rolls.
In place of Advanced Studies, you get:
- New Philosophy
At 7th level, you have learned a new philosophy while on battle, that philosophy will move you through your obstacles. You will gain one of the following features depending on your chosen mindset.
Unstoppable Rage
Reckless Attack. No matter what happens to you, what you want the most is to defeat your opponent. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Unrivable Pride
Improved Extra Attack. You have learned how to blitz your opponents, giving them a flurry of attacks. You can now attack 3 times instead of twice.
At 17th level, you can now attack 5 times instead of four.
In place of Black Flash, you get:
- Brutal Fighting
At 9th level, you have learned how to hit like a truck when giving attacks. Any criticals you hit, will now roll 2 additional damage dice instead of 1. This increases to 3 additional dice at 18th level.
In addition, your critical hit threshold will now be reduced by a number equal to half your proficiency bonus(rounded down). (e.x, at +6 proficiency bonus, your critical hit threshold is reduced by 3, to 17-20. At +4 proficiency bonus, it is reduced by 2, to 18-20)
In place of Cursed Tools, you get:
- Improved Body
At 11th level, your body is now getting to another level of physical abilities. You may choose one of the following atributes:
Favored Weapon. You must choose one weapon you are proficient with, this will become your favorite weapon. Whenever you roll for damage with your favorite weapon, you will add 1 extra damage dice. You can choose your favorite weapon at the end of a long rest.
Sixth Sense. You will add your proficiency bonus in your passive perception and your initiative rolls.
Improved Durability. You will gain maximum hit points equal to your twice your jujutsu sorcerer level. In addition, you will now gain +4 hit points per level.
In place of Maximum Output, you get:
- Deadly Blow
At 13th level, you have learned how to trade precision for massive damage. When making a ranged or melee weapon attack, you may give yourself a -5 on your attack roll to add a +10 to the total damage roll.
In place of School Graduation, you get:
- Total Realization
At 14th level, you have finally realized what it means to have the strongest body there ever was. You will gain one of the following features depending on your mindset:
Unstoppable Rage
Im Going To Destroy Everything. The rage that fills you does not only improves your body, but also your soul. While raging you will gain additional benefits:
- You will gain advantage against being charmed or frightened.
- Your movement speed will double.
- You will gain resistance to all damage but psychic.
Unrivable Pride
No... Everything's Okay. No matter the opponent, you know your abilities will allow you to win. You can reroll a saving throw that you fail, with a bonus equal to your proficiency bonus. If you do so, you must use the new roll. You can use this feature as much as your proficiency bonus before needing to take a long rest.
In place of Reverse Cursed Technique, you get:
- I'm at my best!
At 15th level, your body has been improving more and more, becoming almost the pinnacle of perfection. You now only need 4 hours of rest to receive the benefits of a long rest.
In addition, you can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.
At 18th level, the number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.
- Enhanced Vitality
Starting at 1st level, the fact that you were born without cursed energy made your body fortified. You don't earn Cursed Energy, instead you will gain additional hit points per level equal to 2 + your Constitution modifier. Also, you can choose to use Constitution for any features that use Charisma in this class.
In addition, you cannot be tracked by magical means and a resource that senses the presence of Ki, Energy, Magic or anything of the sort doesn't work for you. This causes you to be immune to the sure-hit effects of all domain expansions, including generic domain, making you exempt from their effects as if you weren’t in the area.
- Enhanced Physique
At 3rd level, your body has become better, faster, stronger. Your Strength and Dexterity scores increases by +1 and your Constitution score increases by +2, and so do their maximums.
In addition, you will have advantage on death saving throws, and gain proficiency in Constitution saving throws.
- Living Weapon
At 6th level, you have a supernatural ability and mastery in handling weapons. You gain proficiency in all weapons, and can add a +1 to all of your attack rolls with weapons. This increases to +2 at 10th level, to +3 at 14th level, and to +4 at 20th level.
In addition, due to your new enhanced endurance you can add half of your proficiency bonus (Rounded Up) to your AC.
- Body Resistance
At 10th level, your body is almost reaching its apex. You gain immunity to poison and disease. Also, you will gain advantage in saving throws to resist magic and magical effects, and blindsight for 60 feet.
In addition, you can choose one additional saving throw in the Resistant feature.
- Matured Body
Now at 20th level, your body is at its peak and fully matured. Your Dexterity, Strength and Constitution scores increase by +4 and so do their maximum.
In addition, you will gain proficiency in all saving throws, and may choose one of them to add your proficiency bonus twice.
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