Overdrive User (5e Class)

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Introduction[edit]

Drives are acquired as one's soul develops a deeper relation with the Azure, either through attracting it with their power, or just becoming close to it. There are some people who are naturally born with a Drive, and others who are not, and have to have it awakened through various means.

Creating a Overdrive User[edit]

When creating an Overdrive User, One should ask themselves these questions. Was I born with this drive? If not, how did you unlock it and when? Do you know the full extent of your abilities? Or are you still learning how to control them? Do you want to use your abilities to help the helpless? Or Defeat anyone who stands in your path.

Quick Build

You can make a Overdrive User quickly by following these guidelines. Firstly, your two highest ability scores should be of the skills your subclass gives saving throws for. Secondly take the folk hero background.

Class Features

As a Overdrive User you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light and Medium Armor
Weapons: simple weapons and Martial Weapons
Tools: Any 1 of your choice
Saving Throws: Dependant on Subclass
Skills: Choose two from Athletics, Acrobatics, Arcana, Intimidation, Perception, Religion, Stealth, and Survival

Equipment

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

  • (a) 1 Martial Melee Weapon or (b) 1 Martial Ranged Weapon
  • 2 knives
  • A tool you are proficient in
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Overdrive User

Level Proficiency
Bonus
Heat Point Maximum Features
1st +2 1 Drive SubClass, Unarmored Defence, Heat Gauge
2nd +2 1 Unarmed Strikes /1d6, OverDrive
3rd +2 1 Cunning Action
4th +2 2 Ability Score Improvement
5th +3 2 Extra Attack
6th +3 2 Drive Feature
7th +3 3 Barrier
8th +3 3 Ability Score Improvement
9th +4 3 Unarmed Strike improvement /1d8, Grab
10th +4 4 Drive Feature
11th +4 4 Drive Feature, Rapid Cancel
12th +4 4 Ability Score Improvement, Ability Score Improvement
13th +5 5 Extra Attack
14th +5 5 Drive Feature, Overdrive Improvement
15th +5 5 Drive Feature
16th +5 6 Ability Score Improvement
17th +6 6 Drive Feature
18th +6 7 Unarmed Strike Improvement /1d10, Overdrive Feature
19th +6 7 Ability Score Improvement
20th +6 8 Astral Finish, Drive Feature

Drive Subclass[edit]

At 1st level, you select a Drive subclass from the subclasses available. You gain features from this subclass at levels 1st, 6th, 10th, 11th, 14th, 15th, 17th, and 20th levels.

Heat[edit]

At 1st Level, you gain the ability to utilize your heat gauge. Once per turn if you are damaged by a hostile creature, you make a DC 11 Constitution check. On a success, you gain 1 Heat. Alternatively, if you deal damage to a creature, you gain 1 heat. Heat gained in this way only occurs from damage that does not require heat to deal and may only occur once per turn. You may have a number of heat equal to the class table which increases as you level up. You can use your bonus action to roll a check for an extra point of Heat, as long as you have at least 1. When you are at 20% of your max HP, you gain 1 heat at the end of every turn.

Unarmored Defense[edit]

At 1st level your AC when not wearing armor is 10+DEX+CON

Unarmed Strike[edit]

At 2nd level, you have proficiency in unarmed strikes, and they deal 1d6+STR or DEX bludgeoning damage and can be used as a Bonus Action. This damage is later increased to 1d8 at 9th and 1d10 at 18th level.

Overdrive[edit]

At 2nd level, you may use your overdrive. While under the effects of this move, you gain effects stated in your Drive Subclass. The duration of this ability is dependent on how much health you have remaining.

Above 3/4: 1 turns

Below 3/4: 2 turns

Below 2/4: 3 turns

Below 1/4: 4 turns

Additionally, you may expend the use of your overdrive to stop the creature’s attack action if they choose to use it. You can use this feature once per combat.

Cunning Action[edit]

Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. You can take an extra bonus action on each of your turns in combat. This action can be used only to take the dash, disengage, or hide actions.

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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class.

Barrier[edit]

At 7th level, when the creature declares an attack, you may use your reaction to activate a barrier. You must state you are using this ability before the creature makes the roll to attack. You have 1+CON modifier in charges of this ability. When this ability is in use, you gain a +2 to AC for this turn, however on your next turn you take a -2 to your AC for that turn. This penalty ends on the following turn after the penalty. If the creature’s attack lands, then you push them 20ft away and negate the rest of their attacks remaining so long as they are no longer in range. You gain all the uses back after a long rest.

Grab[edit]

At 9th level, you may use a bonus action before you make any attacks to make a grapple check against the creature. If you succeed you deal 5d4 bludgeoning damage and throw the creature 20ft in a direction of your choosing and are knocked prone until the end of your next turn.

Rapid Cancel[edit]

At 11th level, you may expend 4 heat gauge to gain an additional action this turn. Can only use it once per long rest.

Astral Finish[edit]

At 20th level, when you are at 15% max HP, you may expend all 8 heat to unleash a devastating move. This move is dependent on your chosen drive subclass. You may use your astral finish once per long rest.

Ragna[edit]

When choosing this subclass all special moves have the life steal property healing half the damage dealt rounded down. You are built to survive long encounters. When picking this subclass, you gain proficiency in Strength and Wisdom saving throws.

Soul Eater

At 1st level, you may unleash a combo attack utilizing your soul eater drive. You may use your action and 1 heat to make this combo attack. Roll to attack with an attack modifier equal to your currently wielded weapon. You may attack an equal number of times to your current number of attacks. For each successful attack you make an additional one up to three. This move deals additional necrotic damage equal to 1d6, 1d8, then 1d10 for each attack landed respectively.


Ex: Lvl 1: you may only make the first attack.

Lvl 5: you may make up to two attacks.

Lvl 13: you may make up to three attacks.


While Overdrive is active, you may add your WIS mod to damage rolls.

Overdrive
Blood Kain

At 2nd level you gain access to your overdrive. While it is active all special moves heal you equal to the damage dealt and give all special moves an additional effect unless otherwise stated.

Dead Spike

At 6th level gain access to summon a dragon-like head that bites at creatures caught in the range. You may spend 2 heat to use this as an action. creatures in a 10ft cone must make a DEX save (DC=8+prof+WIS) or take 2d10+WIS mod necrotic damage and be pushed 10ft away. On successful save they take half damage and are not knocked back.


Additionally, when overdrive is active, range increases to a 30ft cone and pushes the creature 30ft instead of 10ft.

Not Over Yet

At 10th level your rage is proven to be unrelenting. For 1 heat you may use your bonus action after taking the attack action to make a strength saving throw (DC=8+prof+STR) or take 5d6+STR mod bludgeoning damage and be stunned until the end of the target's next turn. On successful save, the target takes no damage and is not stunned. This move does not benefit from life steal and does not gain an additional effect from overdrive.

Hell’s Fang

At 11th level you gain access to a two-hit combo attack. You may spend 1 heat to dash 20ft towards the creature and make a melee attack. If this attack lands then the creature takes damage equal to your unarmed strike+WIS mod. Additionally, if you spend 2 extra Heat to then make the creature make a WIS save (DC=8+prof+WIS) or take 5d10+WIS necrotic damage and be knocked 20ft away. On a successful save the creature takes half damage and is not knocked back. Additionally, if the creature fails the WIS save, gain 1 heat.


While Overdrive is active, if the creature fails the WIS save, the user gains 2 heat instead. In addition to being knocked back the creature is considered airborne during the knockback.

Carnage Scissors

At 14th level, you gain the ability to unleash a powerful piercing strike. For 4 heat you can activate this ability as a bonus action. You lunge forward in a 60ft line and make one attack roll. If this attack lands you deal 4d10 piercing damage. On a successful hit you may choose to spend your action on a second attack that automatically hits. If you do, the creature takes 6d12 necrotic damage.


While overdrive is active, double the damage dice of the second attack to 12d12 necrotic damage.


Gauntlet Hades

At 15th Level, you may spend 1 heat as a reaction to the creature being 50ft above you or less and make an attack roll. Upon landing the attack, you ground the creature dealing 3d8+STR bludgeoning damage and interrupting any attack action the airborne creature was about to make but only if Gauntlet Hades was used after the creature declares an attack.

While Overdrive is active, after the attack landing you may make a follow up attack that automatically hits dealing 8d4+STR and launching the creature 20ft away.

Blood Scythe

At 17th level, you can leap into the air and attack behind the creature with a scythe attack. You may spend 2 heat to target a creature anywhere within a 30ft line. When making the attack you jump behind the creature gaining advantage on the attack if you would land in a flanking position after attacking. On hit you deal 3d12 on hit.


While overdrive is active if this attack lands, the creature takes a -2 to AC until the start of your next turn.

Devoured By Darkness

At 20th level, you gain the ability to drain the creature for all they are worth. For 4 heat you may use your action to attempt to grab the creature. The creature must make a STR saving throw (DC=8+STR+WIS) or take 20d12 necrotic damage.


While Overdrive is active you may add your proficiency to the saving throw DC.

Astral Finish
Black Onslaught

At 20th level, for 8 heat you can unleash a flurry of devastating attacks as magic energy slowly surrounds you. Make a singular attack roll, if it lands, you deal 4d10 necrotic damage 8 times. After the attack you are paralyzed for 1d4-1 turns for a minimum of 1 turn.

Hakumen[edit]

When picking this subclass, you gain a different meter system that is used to power your moves for a mix of defense and offence. When picking this subclass you gain proficiency in Strength and Dexterity saving throws.


Magatama

At 1st level, instead of using heat as your way of using special attacks, this is replaced with Magatama. You gain the following features.

  • You start with a max of 4 magatama increasing by 1 at 5th, 10th, and 15th levels.
  • Instead of dealing and taking damage, 1 magatama is gained at the end of each of your turns.
  • If a subclass ability is used requiring magatama, you do not gain magatama at the end of that turn unless otherwise stated.
Guren

At 1st level, you may exchange one of your attacks and one magatama to dash forwards 15ft and make an attack dealing damage equal to the weapon damage+1d6 bludgeoning damage. If the creature you are attacking is defeated before all of your extra attacks have been used, you may use this ability to target a separate creature, ending your action after it is used.

Overdrive
Fierce God

At 2nd level you gain access to your overdrive allowing you to push yourself past your limits for a short time. While this overdrive is active, you gain two magatama per turn. Additionally, when Fierce God is active and using a subclass feature that requires magatama, you gain 1 magatama at the end of the turn instead of none.

Renka

At 6th level, you may exchange one of your attacks and 2 magatama to kick the creature twice. These kicks deal damage equal to your unarmed strike damage. If the first attack lands, then the second attack automatically lands. If the second attack lands, the creature must make a STR save DC=8+prof+STR or be stunned until the beginning of their next turn.

Fūmajin

At 10th level you have found that projectiles are a weak excuse for combat prowess. For 1 magatama and as a reaction to being targeted by a ranged attack you may make a single attack competing with the attack roll of the ranged attack. If you roll higher than your creature, then the attack is negated and creates a rift stopping all projectiles from passing through. The rift lasts 2 turns or until a hostile creature passes through it causing the creature to make a CON save DC=8+prof+WIS. On failure they take damage equal to the damage of the projectile blocked and half as much damage on successful save.

Counter

At 11th level as a reaction to being targeted by a melee attack you may use your reaction and 1 magatama. You may negate the damage of an attack (EX: If the hostile creature targeting you has multiattack, you may negate only one of the attack's damages) and use the Grab feature treating it as if it succeeded. Additionally gain 2 magatama if this ability succeeds. This feature can be used a number of times equal to half your proficiency bonus rounded down.

Kokūjin
Shippū

At 14th level as an action for 4 magatama you may make a single powerful attack with lightning speed against your creature. This attack has a range of 50ft and requires all creatures in the range to make a DEX save DC=8+prof+STR. On failure creatures take 4d10 slashing damage and 4d10 radiant damage and are knocked prone. On successful save creatures take half damage and are not knocked prone.


If overdrive is active, damage increases to 5d10 slashing and 5d10 radiant.

Zantetsu

At 15th level you may exchange one of your attacks and 3 magatama to make 2 weapon attacks, having the second attack automatically hit if the first attack hits. These attacks deal damage equal to the wielded weapon+2d8 damage of that weapons damage type.

Yanagi

At 17th level you may spend 1 magatama and an action to dash forwards in a 15ft line. The first creature that you come into contact with must make a STR save DC=8+prof+STR+DEX. On failure they take 10d4 bludgeoning damage and are knocked prone. You may use this a number of times equal to your STR mod.

Mugen

At 20th level you use your abilities to their fullest allowing you to be the biggest threat on the battlefield. For 7 magatama and a bonus action you may enter Mugen. For the next 2 turns you treat your Magatama as if it is always full. Once the duration ends all magatama is depleted. You may use this feature once per long rest.


If overdrive is active, you may remain in this form for an additional turn.

Astral Finish
Perish Evil

At 20th level you gain access to your astral finish. For all 7 magatama, your action, and reaction you may activate this move. Upon activation any physical contact with you will result in the creature taking 18d20 slashing damage as you perform a single slash in your creature’s weakest point. This move is active until the beginning of your next turn and can only be used on 1 creature before it deactivates.


Izanami[edit]

By picking this subclass you gain access to spellcasting with both melee and ranged prowess. When picking this subclass, you gain proficiency in Dexterity and Intelligence saving throws.

Your ability save DC = 8 + your proficiency bonus + your Dexterity or Intelligence modifier

Your ability attack bonus = your proficiency bonus + your Dexterity or Intelligence modifier


Exodus Ark

At 1st level you innately have access to the Exodus Ark, a powerful yellow ring that floats behind you that fires projectiles. As a bonus action you may activate or deactivate the Ark. Once the Ark is active you take a penalty to AC of -2 but gain the ability to make 3 ranged spell attacks with a range of 60ft dealing 1d4+INT magical piercing damage as a free action once per turn. You may not activate and deactivate this ability in the same turn.

Overdrive
Ark Force

At 2nd level as a bonus action, you may activate your overdrive allowing you to use the exodus ark without the need to activate it gaining all of its benefits without the AC penalty. Additionally, you may add your proficiency bonus to all damage dealt with attacks that cost heat while Overdrive is active.

Ghost Peak Strike

At 6th level you gain the ability to summon a ghostly figure to attack in an area in front of you. As an action and 1 heat point you may cause all creatures in a 15ft cone to make a DEX save. On failure they take 3d8+INT necrotic damage and are knocked back 15ft.

Flaming Dome

At 10th level for 2 heat and an action you may cast fireball at the 3rd level. Additionally, you may use a full turn to charge the fireball raising its spell level by 1 per turn charged. Charging can be done for free each turn. You may do this a number of times equal to your proficiency bonus.

Godlike Might

At 11th level you develop your close-range capabilities more. For 1 heat you may use your bonus action to do any of the following.

  • Skull Crush: Make two melee attack rolls making the second attack automatically hit if the first one does. Each attack deals damage equal to unarmed strike dice+INT. If the second attack lands, then the opposing creature must make a STR save. On Failure targeted creature is knocked prone
  • Thunderbolt Lance: Dash forwards in a 20ft line and make a melee attack dealing unarmed strike dice+INT lightning damage. and knocking the opposing creature back 30ft. If the creature collides with a wall, they must make a STR save or be restrained in the wall until the end of their next turn.
  • Arms of Sympathy: Jump into the air and crash down with a ghostly face dealing unarmed strike dice+INT necrotic damage. On hit, the target must make a WIS save or be intimidated for 1 minute. Affected creatures may retry the save at the end of each of their turns.
Stake of Supremacy

At 14th level for 4 Heat, you may make a single unarmed strike against a creature. If this attack lands the creature takes 6d10 bludgeoning damage and is knocked back 20ft in a direction of your choice.


If overdrive is active, damage increases to 8d10 instead.

Shield of Many Dreams

At 15th level you may use a bonus action and 1 heat to activate the shield of many dreams causing a magical ribcage like figure to appear around you. While this ability grants +2 AC and uses the same amount of uses as your barrier for every turn it is active until deactivated as a bonus action. Additionally, you may use your bonus action and 1 heat to use Strength of Many Dreams causing all creatures in a 5ft range around you to make a CON save. On failure creatures take 4d6 necrotic damage and are pushed back 10ft.

Droplet

At 17th level your ability to manipulate the Exodus Ark has expanded. As a bonus action and 3 heat you may target a creature within 30ft. All creatures in the radius must make a DEX save DC=8+prof+INT mod or take 8d6 lighting damage and be stunned on failed save. On successful save creatures take half damage and are not stunned.

Hour of Nihility

At 20th level your magical prowess has reached its all-time high. For 4 heat you may stop time for 2 turns. Alternatively, you may attempt to grab a creature. They must make a STR saving throw DC=8+DEX+INT saving throw or have time stopped for 3 turns. You may use this feature once per long rest.


If Overdrive is active, you may choose to spend your turn charging expending all movement, action, bonus action, and reaction unleashing the move on your next turn. If you are hit while charging you must make a concentration check or stop charging the move and lose all heat spent. If charging is successful, you stop time for 4 turns.

Astral Finish
Eternal Darkness

At 20th level you may expend all 8 heat, action, and bonus action to cause any creature within 5ft of you in any direction. That creature must make an INT save DC=8+prof+DEX+INT or be thrown into the air and slammed back to the ground taking 15d12 necrotic and bludgeoning damage and half on failed save. If the target is frightened, they make the saving throw with disadvantage and on failure take 30d12 necrotic and bludgeoning damage and half on failed save.


Hazama[edit]

By picking this subclass, you gain the ability to manipulate green chains and snakes of necrotic energy as you send yourself flying around the battlefield. You gain proficiency in DEX and WIS saving throws.

Your ability save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier

Your ability attack bonus = your proficiency bonus + your Dexterity or Wisdom modifier


Ouroboros

At 1st level, you may forfeit all of your movement to make a ranged attack roll with a range equal to the movement you forfeited as a chain with a snake-like head clamps onto your opponent. You deal 1d6 piercing+1d6 necrotic damage and move anywhere within the distance between you and your target. These chains have the ability to clamp onto air itself as you can fling yourself into the air and swing from them. You may use your reaction to negate any fall damage you may take with these chains. Finally, when landing an attack with this ability, gain 1 heat.

Overdrive
Jörmungandr

At 2nd level, as a bonus action you may activate your Overdrive. All magic is negated, and you drain the life of all creatures within 15ft of you. All creatures who pass through, enter, or end their turn in the radius must make a CON save or take 2d6 necrotic damage or half as much on failed save. All damage dealt with your overdrive, recovers HP equal to the damage dealt. If any magical effect is within the radius are immediately deactivated or destroyed. For example, if a fireball is targeted at you, it fizzles out as soon as it comes within 15ft feet of you as if it was affected by counter spell.

Venom Sword

At 6th level, as an action and 1 heat, you may target a creature within 10ft of you and cause them to make a DEX save or take 4d6+WIS necrotic damage and be knocked back 10ft. On successful save they instead take half damage and are not knocked back. Additionally, on a failed save, gain 1 Heat.


If used while overdrive is active, gain 2 heat on failed save instead of 1.

Serpent’s Benediction

At 10th level, as a bonus action you may enter a stance as you ready yourself for your next action. You remain in this form until the start of your next turn. Once in this stance you cannot use Ouroboros or use any movement however, you gain access to three abilities.

  • Falling Fang

For 2 heat you may make a melee attack roll. On hit deal 3d8+WIS necrotic damage and the target falls prone. Additionally, you may spend your action to improve this attack’s properties. Upon using your action, damage increases to 4d8+DEX+WIS. Additionally upon using your action, you may forgo knocking the opponent prone to instead slam the opponent into the ground so hard that they are knocked back 5ft into the air. Upon this knock up, you may enter Serpent’s Benediction as a free action.

  • Rising Fang

For 2 heat you may make a melee attack roll with an upward kick. On hit deal 3d6+WIS necrotic damage and knocking opponents 5ft back. Additionally, if you are in Serpent’s Benediction and are targeted for a melee attack roll, as a reaction you may use this ability and on hit, interrupt the opponents attack, taking no damage.

  • Devouring Fang

For 1 heat you may dash forwards 10ft making a sweeping motion at your opponents ankles. Make an unarmed strike, on hit deal unarmed strike die+1d6+WIS necrotic damage and the opponent falls prone. Alternatively you may charge this ability by using 2 heat instead of 1. If you spend 2 heat instead, you knock the opponent 20ft into the air as you send them spinning in the air.

Hungry Coils

At 11th level, for 2 heat and an action you may use this ability to clench your chains into the opponent and whip them over your head, slamming them to the ground. Target a creature within 30ft. They must make a DEX save or take 4d8+WIS necrotic damage and be slammed to the ground in a direction of your choosing 30ft away. On successful save the target avoids damage. Additionally, you may use this ability as 3 heat and a reaction to the opponent being airborne. If used on an airborne target, they make the DEX save with disadvantage.


If used while overdrive is active, you may add your DEX mod to the damage roll and regain 10d4 HP.

The Serpent’s Unholy Wrath

At 14th level, for 4 heat and an action you may use this ability while in Serpent’s Benediction. Upon doing so, target a creature within 5ft. That creature must make a STR save or be kicked to the ground and stomped on before being sent flying with a kick. On failed save, the target takes 12d6 bludgeoning and 4d12+WIS necrotic damage and is knocked back 20ft and prone.


If used while overdrive is active, you may add your DEX mod to the damage roll and regain 10d4 HP.

Bloody Fangs

At 15th level, when using the grab ability, you may instead deal 5d6 damage of whatever weapon you are holding. Additionally, the target is now frightened.


If used while overdrive is active, gain 1 heat.

Serpent’s Redemption

At 17th level, while in Serpent’s Benediction, you may move in 15 ft intervals. This movement does not incur attacks of opportunity.

Eternal Coils of the Dragon Serpent

At 20th level, as an action and 4 heat you may target a creature that is within 30ft but not closer than 10ft. When targeting this creature, they must make a WIS save or be pulled in close and barraged before finishing them off with three snake heads slamming them into the ground. Targets who fail this save take 10d10+DEX bludgeoning damage and 6d12+WIS necrotic damage and be knocked prone. On successful save, the target takes half damage and is not knocked prone.


If used while overdrive is active, you regain 10d6 HP.

Astral Finish
Hungry Darkness of 1000 Souls

At 20th level, for 8 heat, your action, bonus action, and reaction you may use this ability. All hostile creatures within 5ft of you must make a DEX save as chains shoot upwards from the ground, launching them into the air as a giant serpent swallows them whole. On failed save creatures take 5d12 piercing damage and 12d12 necrotic damage and the target stunned and frightened. On successful save, the target only takes half damage. Additionally, all hostile creatures within 20 ft must make a DEX save or take 6d12 necrotic damage as the snake whips around before swallowing the targets.


Terumi[edit]

When picking this subclass, your power surges through you at a constant by whatever means drives you gaining the ability to manipulate necrotic energy to form snakes. You gain proficiency in Dexterity and Wisdom saving throws.

Your ability save DC = 8 + your proficiency bonus + your Dexterity or Wisdom modifier

Your ability attack bonus = your proficiency bonus + your Dexterity or Wisdom modifier


Force Eater

At 1st level, all heat gained is doubled and all landed attacks, even abilities and super moves give Heat. You may gain heat from attacks that require heat to use, negating the rule stated in the Heat ability. Additionally, when an attack misses due to your AC or successful saving throw, gain 1 heat (Must avoid damage altogether, half or partial damage does not count as a miss.

Overdrive
Nightmare Reaper

At 2nd level, as a bonus action you may activate your Overdrive. Upon doing so and for its duration you gain an extra action. This action can only be used to attack or use an ability that has the purpose to cause damage. Additionally, when attacking a creature that has a mechanic in which they spend a resource to use abilities (Ex. Spell slots, Ki, ect.) on hit you drain them of that resource.


Examples:

Spell Slots: On hit, the spellcaster loses a spell slot of the lowest level they currently possess. For example if they have three first level spell slots and one second level spell slot, the creature loses a first level spell slot. Only once it loses all first level spell slots can it begin to lose second level spell slots. This method applies for every subsequent spell slot level.

Ki: On hit, the creature loses one ki point. This applies for all point based resource systems.

Snakebite

At 6th level, as a bonus action and 1 heat you dash in a 10ft line performing a 3 hit combo that launches the opponent into the air before slamming them back to the ground with green chains. Make a melee attack roll that, on hit, deals unarmed strike+3d6+WIS necrotic damage. Additionally, the target must make a STR saving throw or fall prone.


While overdrive is active, a failed save target is stunned on top of being prone.

Cleaving Fang

At 10th level, using your reaction and 1 heat, you may target a prone opponent, stomping on their head. Roll 1d4+1, the result being the number of attacks you can make. On hit, deal unarmed strike damage without adding your modifier to damage rolls. After using this ability, your turn ends.


While overdrive is active, you may add your damage modifier to damage rolls.

Gleaming Fang

At 11th level, as an action and 4 heat you become enveloped by green energy resembling that of a snake, dashing twice through your opponents. All creatures in a 20ft line must make DEX save or take 4d10+WIS mod necrotic damage. Additionally, this ability may be used while airborne to slam into the ground, negating fall damage for the user. After the ability is used, the user returns to the position in which they used it from. If used while airborne, the user returns to the ground.


While overdrive is active, you may instead use this ability as a bonus action.

Serpent’s Laceration

At 14th level, as an action and 4 heat, the user kicks the opponent twice, knocking them prone before taunting, kicking them in the face, and then finally kicking them 20ft away with a final snake enhanced energy kick. User makes a melee attack that on hit deals 4d10 bludgeoning damage and 2d10 necrotic damage.


While overdrive is active, dice size increases to d12s.

Venomous Bite

At 15th level, you may, as a reaction to being targeted for a melee attack, spend 2 heat. You may make a melee attack roll against the creature. On hit you deal unarmed strike damage+WIS, knock them 10ft back, and interrupt their attack roll. On hit, gain the 2 heat. On a miss, the target has advantage against you. You may use Venomous Bite twice per long rest.


If used while overdrive is active, this ability instead costs 1 heat

Serpent’s Cursed Sting

At 17th level, as an action and 4 heat, you swing a blade materialized from green energy and stab it into a target creature's stomach lifting them into the air causing two snake heads to wrap around them, draining them of life before dropping them to the ground. Make an attack roll. On hit deal 2d10 piercing and 6d12 necrotic damage and gaining a level of exhaustion. Additionally, when used against another overdrive user, drain them of all heat.


While overdrive is active, as a free action you may use Serpent’s Laceration, still spending required heat to use.

Screeches of the Condemned

At 20th level, as an action and 8 heat you fire your chains into an opponent, latching onto them as you fling them into the air and making two attacks before slamming them back into the ground with a necrotic burst. Target a creature within 30ft. They must make a DEX save or take 2d10 piercing damage and 8d10 necrotic damage. Additionally, all hostile creatures within 15ft of the target must make a DEX save or take 4d10 necrotic damage, or half as much on successful save.


While Overdrive is active, necrotic damage increases from 8d10 to 12d10 for the main target, and 4d10 to 6d10 for the surrounding targets.

Astral Finish
Unholy Wrath of the Basilisk

At 20th level, as an action, bonus action, reaction, and 8 heat you throw two knives at your opponent's feet, pinning them where they stand as you duck down sending a barrage of snakes towards them before finishing them off with a slash from a sword manifested from dark energy. Target must make a DEX or WIS save (user’s choice) DC=8+prof+DEX+WIS. On hit, the target takes 20d20 necrotic damage.

Susanoo[edit]

When picking this subclass, you envelop yourself in a set of armor and gain enhanced abilities, as you are destruction given form. You gain proficiency in CON and WIS saving throws.

Your ability save DC = 8 + your proficiency bonus + your Constitution or Wisdom modifier

Your ability attack bonus = your proficiency bonus + your Constitution or Wisdom modifier


Divine Warrior

At 1st level, at first level you gain access to a large number of abilities that must be unlocked through combat. All abilities are numbered and are unlocked by using this ability. You may use this ability in place of any of your attacks in your attack action or as a bonus action after taking the attack action. The number of attacks you have made will count from 1-8 and back to 1. Upon using the Divine Warrior attack, depending on what numbered attack you are means you will unlock that ability. You do not need to land the attacks in order to count however you do need to land Divine Warrior in order to unlock an ability. In order to use Divine Warrior, make a melee attack roll that, on hit, deals unarmed strike damage+1d6 necrotic+WIS mod. Divine Warrior does not require Heat to use. Numbered abilities can be seen below and all cost 1 Heat to use.

  • Sundering Claws

As a bonus action you may dash forwards in a 15ft line and make a melee attack roll. On hit you slam your shoulder into the target before following up with a kick. On hit the target takes 2 unarmed strike dice+2d6 necrotic+WIS and must make a STR save or be knocked back 10ft. Additionally when using this ability, it counts as two attacks for the sake of counting towards the next unlocked ability.

  • Towering Flame

As an action, all creatures within 5ft must make a DEX save or take 4d6 necrotic+WIS and be knocked 10ft into the air with a burst of necrotic energy from beneath them. On successful save, affected creatures take half damage and are not knocked 10ft into the air. Additionally, this ability counts as a hit for every enemy who took damage for the sake of counting how many attacks were made.

  • Megalith

As one of your attacks in your attack action or a bonus action, you may on hit, deal unarmed strike damage+1d6 necrotic damage and force the target to make a STR saving throw or be knocked 10ft into the air with a powerful rising kick. This ability has the reach property for the sake of hitting opponents who are airborne and knocks them 10ft into the air without saving throws. This attack counts as one attack for the sake of counting towards unlocked abilities and does not use heat if the target is airborne.

  • Hunter's Fang

As a bonus action, you spin rapidly with green energy surrounding you. Target a creature within 5ft and cause them to make a DEX save. On hit deal 1 unarmed strike die+3d6 necrotic+WIS and none on successful save. This ability can be used while airborne. If it is used while airborne and you are targeting a creature who is also airborne, they must make the DEX save with disadvantage. On failed save targeted airborne creatures take this ability's damage+any fall damage they would have incurred. Additionally, this ability counts as three hits for the sake of counting towards the next unlocked ability.

  • Dancing Dual Kick

As an action you may cause all creatures in a 15ft line to make a DEX save as you slide towards them at a rapid pace and then follow up with a skywards kick. On failed save, the target takes three unarmed strike dice+2d6+WIS and is knocked 5ft into the air. After using this ability, you may as a free action jump 5ft into the air as you pursue them. Additionally, this ability counts as three hits for the sake of counting towards the next unlocked ability.

  • Inevitable Calamity

As an action you may target a creature within 5ft and cause them to make a WIS save as you raise your hand releasing a small explosion of condensed necrotic energy. On failed save, they take 1d10 necrotic damage or half on successful save. After using this ability, you roll 1d4. You may deal 1d10 times the number rolled as extra damage. Additionally, this ability counts as the number of damage dice rolled for the sake of counting towards the next unlocked ability.

  • Splintering Thrust

As an action you may dash forwards 20ft and target a creature within 5ft as you grab them by the face and blast them away with a necrotic burst. Targeted creature must make a STR saving throw or take one unarmed strike dice of damage+4d8 necrotic+WIS and be thrown 20ft back. Additionally, this ability counts as two attacks for the sake of counting towards the next unlocked ability.

  • Blade of Judgment

As an action you may target all creatures in a 15ft cone as you materialize a sword made of necrotic energy and swing from the hip. All creatures must make a DEX save or take 4d8+WIS necrotic damage. Additionally, this ability counts as one attack for the sake of counting towards the next unlocked ability.

Overdrive
Shriek of the Entombed

At 2nd level, As a bonus action you may activate your Overdrive. All abilities gained from Divine Warrior gain an additional damage dice. You gain a frightening presence of 30ft causing all hostile creatures who are within 30ft of you to make a WIS save or be frightened. They may repeat the saving throw at the end of each subsequent turn to break its effect. Additionally, you may use a Divine Warrior ability at no cost once per turn as a free action while the Overdrive is active.

Mind Over Matter

At 6th level, you may use your WIS in place of DEX when calculating AC from Unarmored Defense. Additionally, you may replace your STR and DEX for WIS on any rolls made.

Wrathful Strikes

At 10th level, after using any Divine Warrior abilities, you may make an unarmed strike as a free action against a targeted creature, so long as you are in range.

Improved Divinity

At 11th level, your Divine Warrior abilities have their dice size increased by 1. Additionally they take on additional effects.

  • Sundering Claws

Instead of knocking the opponent back, you may stun them on failed save.

  • Towering Flame

You may choose whether the save is a DEX save or CON save.

  • Megalith

This attack has advantage on targeting airborne targets.

  • Hunter’s Fang

After the failed DEX save, you may knock the opponent 10ft into the air in a necrotic explosion caused from them hitting the ground.

  • Dancing Dual Kick

If you use the Grab ability, you make it with advantage while both you and the target are airborne from this ability.

  • Inevitable Calamity

The 1d4 roll to determine the number of hits is now increased to 1d4+2.

  • Splintering Thrust

If the target is thrown into a wall, they are restrained in it. They may make a STR saving throw at the beginning of each of their turns to break free.

  • Blade of Judgment

Damage increases to 5d12+WIS necrotic damage. Additionally, you may instead choose to spend 4 Heat to use Liberating Dagger. In doing so, range increases to 30ft and damage increases to 10d12+WIS necrotic damage and a creature who fails the saving throw is now frightened of you. On successful save, creatures take half damage and are not frightened. They may make a WIS save at the end of each of their turns to end the condition.

Strike of the Possessed God

At 14th level, as an Action and 4 heat you may go into a rage using all of your currently unlocked Divine Warrior abilities in order from 1-8. None of these attacks will count towards unlocking your next ability with Divine Warrior. After using Strike of the Possessed God, you are stunned until the end of your next turn.


While Overdrive is active, you may spend your Bonus action to cause all creatures in a 15ft wide and 60ft long line to make a CON save. On failed save targeted creatures take 4d12 necrotic damage.

Unchained

At 15th level, you no longer need to spend heat to use Divine Warrior for the sake of unlocking moves

Mental Struggle

At 17th level, you may swap the saving throw for any of your abilities to a WIS save instead of what it was originally.

Collapsing Resentment

At 20th level, while overdrive is active you may, as an action and 4 heat, unlock all Divine Warrior abilities simultaneously, even after the overdrive ends.

Astral Finish
Roar of the Mad King

At 20th level, as a full turn and 8 heat, you may cause all hostile creatures within 60ft of you to make a CON save DC=8+prof+CON+WIS. On failed save, creatures take 40d10 necrotic damage and are frightened and restrained. On successful save creatures take half damage and are only frightened.



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