Rock Hard Gladiator (5e Class)

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Rock Hard Gladiator[edit]

The Rock Hard Gladiator tournament[edit]

The RHG tournament was a tournament to showcase all the skilled fighters across the lands, these fights sometimes ended in death but were entertaining to all. Fights often took place in random locations broadcasted through illusionary means so many can enjoy without collateral damage.

Fights in the RHG tourneys usually consist of one on one combats unless you had a special power to summon another person or clone yourself. These are martial arts led events with spellcasters free to enter as well

Creating a RHG Character[edit]


Quick Build

You can make a RHG Character quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose any background.

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st

Proficiencies

Armor: None
Weapons: Simple Melee, Simple Ranged, Martial melee
Tools: Tinkers tools, navigators tools
Saving Throws: Dex and Con
Skills: choose 3 from acrobatics, Athletics, investigation, insight, medicine, intimadation, performance, deception, perception

Equipment

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

Table: The

Level Proficiency
Bonus
Features Unarmed strike Combo skills
1st +2 Unarmored Defense, Martial arts 1d6 0
2nd +2 deep breathing, surging spirit 1d6 0
3rd +2 RHG feature, Combo skills 1d6 3
4th +2 Ability Score Improvement 1d6 3
5th +3 extra attack 2d6 3
6th +3 Sync Collab, RHG Feature 2d6 3
7th +3 Evasion 2d6 4
8th +3 Ability Score Improvement, enhanced Speed 2d6 4
9th +4 Steady Mind 2d6 4
10th +4 Extra Attack (2) 2d8 4
11th +4 RHG Feature 2d8 5
12th +4 Ability Score Improvement, Dual Sync 2d8 5
13th +5 Body beyond limits 2d8 5
14th +5 2d8 5
15th +5 RHG feature 2d12 6
16th +5 Ability Score Improvement 2d12 6
17th +6 Full Sync 2d12 6
18th +6 Will beyond reality 2d12 6
19th +6 Ability Score Improvement, Extra attack(3) 2d12 7
20th +6 once in a generation 3d12 7

Unarmored Defense[edit]

At 1st level you have been used to taking hits from stronger opponents, armor just slows you down. Your unarmored AC is 10+Str. or Dex + con modifiers

Martial arts[edit]

Also at 1st level, your hands are trained to do the maximum damage that they can do! You have a martial arts die detailed on the table to determine your unarmed strikes. At first level it is 1d6+ your str. Or Dex modifier. Also as a bonus action you can make one unarmed strike

Deep breathing[edit]

At 2nd Level you learn to pace yourself more during combat, taking in a deep breath to focus up in the heat of combat. You get the ability to heal yours as an action, when you do you heal for 15 + con modifier. You can do this a number of times equal to your proficiency bonus before needing a short rest to get half of them back or a long rest for all of them.

Surging Spirit[edit]

At 2nd level, fights go on for long periods in the RHG tournaments and the adrenaline starts to pump hard. Energy flowing throw your veins! You gain the use of an action surge being able to take another action and possibly a bonus action. You gain another use at 12th level. You get the use of your action surge back on a short rest


RHG subclass[edit]

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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.

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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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