ParZival (5e Class)
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<!-Introduction Leader->[edit]
Creating ParZival of Ready Player one[edit]
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- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a ParZival you gain the following class features.
- Hit Points
Hit Dice: 1d10 per ParZival level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per ParZival level after 1st
- Proficiencies
Armor:
Weapons: Simple Weapons, marcial weapons.
Tools: Thief tools
Saving Throws: Intelligence and Wisdom
Skills: intuition, investigation, perception, survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Excalibur Jacket ( put your hand in your back and take a golden short sword)
- (a) Robber pack or (b) Scholar pack
- (a) Delorian( from back to the future) or (b) Kaneda ( from Akira)
- If you are using starting wealth, you have 160kg in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Inventory |
2nd | +2 | Dirty Money |
3rd | +2 | <!-Class Feature3-> |
4th | +2 | Ability Score Improvement |
5th | +3 | — |
6th | +3 | — |
7th | +3 | — |
8th | +3 | Ability Score Improvement |
9th | +4 | — |
10th | +4 | — |
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 | — |
First to the Key[edit]
As a Player of oasis you have a number of keys = your proeficience bonus + your winsdom bonus to use your habilities, each skill spends 1 point.
Habilities[edit]
1st Level | Inventory
As a player of oasis you naturaly have a inventory like every game caracther have, in this case you don't have one bag like other D&D classes, you have 2x more wheith capacity to armazenation of items, coins, and etc... the items don't are more physic when stay in your inventory, so you can take any items without incomodate you. this skill dont use key points.
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2nd level | Dirty Money
Found cash is too easy for you right? As a Parzival Inventory now you can transform blood of fall enemies in gold(PO), touch your fingers in the enemy blood and transfer to your inventory, in this time the blood turn to money:
-If the enemy has max PV higher than 100 your money will be Max Enemy PV/number of players who helped you;
-Else if you will be recieve PO = Max enemy PV.
This skill dont use key points.
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3rd level | 8-ball Camera
You have one tipe of drone of 10 centimeters that can fly in an area of 50 meters you can see and transmit images through it as well as hear and speak, however it is physical and can be seen by enemies as long as they pass a CD 13 perception test + proeficience bonus if the enemy see it they can destroy if hit 10 points of damage.
3rd level | Sho"s Shuriken
Throw a 50cm shuriken in a curved path of up to 30 meters, dealing a total of 4d6 slashing damage.
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5th level | Hadouken
This is your world and here you make the rules, in this level you unlocked a ryu most famous habilities hadouken, make a good use of it. Incriesing 2d6 of damage at the levels 9th, 11th, 14th, 17th, 20th.
Range: 60 Feet Casting Time: 1 action Target: Any one creature Duration: Instantaneous You choose one target, and channel all of your stress into a bright blue ball of energy. It uses 8d6 + Wisdom, Force damage. Cool Down: 1 short rest.
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6th level | Stayin' Alive
Duration: 3 turns. Throwing a vinyl record on the lower floor and watching it turn into a dance floor, you start dancing and your enemies will be enchanted they will have to do a wisdom test with cd 13 if they fail they will start dancing with you until pass im the test failing to do any action.
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7th level | Osuvox Orb
Level 99 Artefact magic, or in this case, 3rd level Artefact Magic, with this object in hands pronounce the corect words to active it they are "Anáil nathrach, ortha bháis is beatha, do chéal déanaimh" and you will have a dome with 9m diameters than nothing can enter but spells and atacks can come out, the dome has a lifebar equal a 2d20 roll
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9th level | Irok Sniper
You have a sniper with a skull at the end of the barrel, you have 2 two bullets per use of the skill, when shooting you roll 2d20 if the result is 2 critical hits you kill your enemy instantly, if it is just one you take half of the life and if there are no critical results but hitting the enemy will cause 10d8 force damage.
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10th level | X1 Costume
With the X1 integrated suit with optical system and microfiber underwear your defenses are incredibly higher, add your wisdom or intelligence bonus and your proficiency bonus to the AC of your armor permanently, however you will not be able to use any other armor or shield and now your body is also much more sensitive to touch, the cold seems colder, the heat hotter and the pain more intense (although these last descriptions only apply to interpretive RP).
<!-Subclass Feature->[edit]
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->
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.
Inventory[edit]
<!-Class feature game rule information->
<!-Class Option 1->[edit]
<!-For subclasses introduce this class option here->
<!-Class feature game rule information->
<!-Class Option 2->[edit]
<!-Introduce this subclass here->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
- <!-Class Feature->
<!-Class feature game rule information->
Spell List[edit]
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-cu->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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