One For All (5e Class)

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One for All[edit]

One for All is a legendary power passed down from one bearer to another, accumulating strength and abilities over generations. It grants the user exceptional physical strength, agility, and endurance, along with additional abilities inherited from previous holders.

Creating a One for All User[edit]

image.jpg
Image of a One for All user, credit to the artist

To create a One for All user, think about how you inherited this power and how it affects your life and motivations. One for All is both a gift and a responsibility, and its bearers often fight for justice and the protection of the innocent.

Quick Build

You can make a One for All user quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background. Third, choose simple clothes and an adventurer's kit for your equipment.

Class Features

As a One for All you gain the following class features.

Hit Points

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

Proficiencies

Armor: none
Weapons: none
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Acrobatics, Intimidation, and Perception

Equipment

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

  • Simple clothes
  • Adventurer's kit
  • If you are using starting wealth, you have Starting wealth, see PHB p. 143 in funds.

Table: The One for All

Level Proficiency
Bonus
Features
1st +2 Super Strength
2nd +2 Full Cowling
3rd +2 Blackwhip
4th +2 Ability Score Improvement, Fa Jin
5th +3 Smokescreen
6th +3 Danger Sense
7th +3 Float
8th +3 Ability Score Improvement, Gearshift
9th +4 Enhanced Perception
10th +4 United States of Smash
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Super Strength[edit]

At 1st level, you possess immense physical strength. You add double your Strength modifier to any Strength checks you make. Additionally, you gain advantage on Athletics checks related to jumping, running, and climbing.

Full Cowling[edit]

At 2nd level, you can use your bonus action to activate Full Cowling, channeling the power of One for All throughout your body. For 1 minute, you gain advantage on all melee attack rolls and Strength and Dexterity saving throws. You can use this ability once per long rest.

Blackwhip[edit]

At 3rd level, you gain the ability to create black energy whips from One for All. As a bonus action, you can create a whip that you can use as a melee weapon with a reach of 15 feet. The whip deals 2d6 force damage and can pull a Medium or smaller creature 10 feet closer to you if the attack hits. You can use this ability a number of times equal to your Strength modifier per long rest.

Fa Jin[edit]

At 4th level, you can accumulate kinetic energy by performing repetitive movements. After you move 30 feet in a turn, you gain a charge of Fa Jin. You can spend a charge to perform one of the following effects: - **Speed Burst:** Double your movement speed for one turn. - **Accelerated Strike:** Deal an additional 2d8 damage on a melee attack. - **Quick Dodge:** Use your reaction to move up to 10 feet and impose disadvantage on an attack made against you.

You can have up to three charges of Fa Jin at a time and can use them all in a single turn. Fa Jin charges are restored after a short or long rest.

Smokescreen[edit]

At 5th level, you can generate a dense cloud of smoke that obscures vision. As an action, you can create an area of smoke in a 15-foot radius around you that lasts for 1 minute. Any creature within the area has disadvantage on ranged attack rolls and Perception checks that rely on sight. You can use this ability once per short or long rest.

Danger Sense[edit]

At 6th level, you develop a keen sense for imminent danger. You gain advantage on Initiative rolls and saving throws against being surprised. Additionally, once per turn, you can use your reaction to halve the damage of an attack that would hit you.

Float[edit]

At 7th level, you can levitate and fly at a speed of 30 feet. As a bonus action, you can activate this ability, which lasts for 10 minutes. You can use this ability a number of times equal to your Constitution modifier per long rest.

Gearshift[edit]

At 8th level, you can manipulate the speed of moving objects. As a bonus action, you can accelerate or decelerate a non-living object of Medium size or smaller by up to 30 feet per turn. If used on a melee attack, you can increase the attack's damage by 2d8. You can use this ability a number of times equal to your Dexterity modifier per long rest.

Enhanced Perception[edit]

At 9th level, you gain proficiency in Perception if you do not already have it. Additionally, you add double your proficiency bonus to all Perception checks.

United States of Smash[edit]

At 10th level, once per day, you can use an action to perform a massive strike, combining all the power of One for All. All enemies in a 30-foot line must make a Constitution saving throw (DC 8 + your proficiency bonus + your Strength modifier). On a failed save, they take 10d10 force damage and are knocked prone. On a successful save, they take half damage and are not knocked prone.

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.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the One for All class, you must meet these prerequisites:

Proficiencies. When you multiclass into the One for All class, you gain the following proficiencies:

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