Ratio Technique (5e Subclass)
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Ratio Technique[edit]
The Ratio Technique focus in perceiving the best possible spots to destroy your opponents in the most efficient way.
A powerfull jujutsu sorcerer using the ratio technique, Source [1] |
- Critical Attacker
Starting at 1st level, you always had a precise look on how to destroy your opponent's defenses. When you attack and score a critical, you will roll 2 additional damage dice instead of 1. You may also add an extra damage dice to your attack roll this can be done a number of times up to your proficiency bonus before needing a long rest before being able to use it again
At 14th level, you have made a personal record of black flashes, making them easier to hit for you. You will gain the Extremley powerful but rare Black Flash (What this is will be detailed at the bottom of the subclass) Your Black Flash DC is 18, but you cannot do more than 3 black flashes per turn.
- Ratio
Starting at 3rd level, you have learned the ratio technique, made to find weak spots in enemies. When you make an attack, you may spend 4 cursed points to decrease the minimum roll for the attack to count as a critical hit by 1d4. Additionally, you can create a binding vow with yourself, called Overtime.
- Overtime
At the start of the initiative, you can choose to limit your strength for the start of the battle in order to further strengthen yourself by the end. Choose up to 2 stats and reduce them by an amount you choose with the max being your proficiency bonus for a number of rounds you choose (minimum 5.) After those rounds pass you're able to release your limiters entering "overtime" resulting in the nerfed stats becoming buffed by the amount you chose to nerf them for the first half of the battle.
This buff remains for however many rounds you choose for the nerf to last, so an example of this is starting the battle with 20 Strength & Constitution. You choose to nerf them each by 2 making them 18 for 6 turns. Once those 6 turns pass both stats would become buffed to 22 for the next 6 turns before returning back to normal. These vows can be exchanged during a long rest.
- Collapse
Starting at 6th level, when you attack an object, wall or construct, you can create a weak point for 3 cursed points, dealing twice as much damage.
As an action for 4 cursed points, you may destroy the ground around you in a 30 ft. radius. The area becomes difficult terrain, and every creature in the area must make a Dexterity saving throw. On a failure, they take your unarmed strike's damage + 3d10 bludgeoning damage. On a success, they take half as much damage. Depending on the material, it will deal additional damage:
Material | Additional Damage |
---|---|
Cloth, paper, rope | 1d4 |
Crystal, glass, ice | 1d6 |
Wood, bone | 1d8 |
Stone | 2d10 |
Iron, steel | 2d12 |
- Improved Ratio
At 10th level, you have become more lethal and precise with your Ratio. Whenever you use Ratio, you may double its cost to double the damage die tier making it become a d12.
- Tokyo School: Perfected Ratio
At 14th level, you have finally reached perfection with your Ratio technique. Whenever you hit a critical while under the effects of the ration technique, the target is forced to make a Constitution saving throw. On a success, they will take one additional dice of damage. On a failure, they lose one of the following members of their body decided by a d4:
Number Rolled | Body Part Removed |
---|---|
1 | Left leg |
2 | Right leg |
3 | Left arm |
4 | Right arm |
- Perfect Strike
Finally at 20th level, you know exactly the right spot to destroy your enemies. Whenever you use any of your ratio techniques, your proficiency bonus is doubled for the attack and it is made with advantage.
In addition, your attacks with melee weapons cannot receive disadvantage in any way.
- Black Flash
Prerequisites: Must have scored at least 3 critical hits in melee attack rolls in a single battle, Must have Cursed Strike or Cursed Weapon Enhancement
You have become more connected with your cursed energy, now being able to use the famous Black Flash technique, where your attack is raised by 2.5 times it's original damage (with the bare minimum being 2 when you score a critical hit Before the damage calculation, roll a d6 to see how much additional Necrotic damage your Black Flash will add onto the damage roll using the table below:
Number Rolled | Damage Dealt |
---|---|
1 | 1 damage |
2 | 6 damage |
3 | 15 damage |
4 | 32 damage |
5 | 56 damage |
6 | 88 damage |
In addition, the amount of dice you roll from your critical with this attack will increase by one additional damage die, and Black Flash will hit regardless of the opponent's AC.
After you land a Black Flash, it becomes easier to land another. Your next attack on the same turn will trigger a Black Flash on a Natural 15 or higher, known as a Black Flash DC. For every other Black Flash after the second, the Natural attack roll must be 1 higher than the previous. (Ex. Second Black Flash lands on a 16, the DC becomes 17. Third lands on a 19, the DC becomes 20.) Failing to land a consecutive Black Flash results in the DC being lost, requiring another Natural 20 to regain it, beginning at the starting DC. Keep in mind that possessing Personal Record changes how the Black Flash DC functions, so instead of having to roll higher than the previous Black Flash (DC is 15, 2nd lands on 17, DC becomes 18) the DC will simply increase by 1 after every consecutive Black Flash.
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