Soulbeast Bone Breaker (5e Class)

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(5e Variant Soulbeast) Bone Breaker[edit]

A hulking Half-Orc alternates kicks and punches on three different humans all around him in a tavern, the crowd around the fight cheers as the Half-Orc emerges victorious.

A nimble Human on the run, uses his momentum to hop onto, then kick himself off a wall to land a skull-shattering kick on a city guard. He continues running, using his dexterous build to his advantage.

The man starts a flurry of attacks in a primal rage that sets him apart from other unarmed fighters.


Hard Hitter[edit]

The Bone Breaker does what the name implies, they break bones in battle, always striking at points where their blows would cripple an opponent but this variant usas his veral soul energy to buff and fight others it is mostly a defensive fighter

Creating a Bone Breaker[edit]

While creating a Bone Breaker, ask yourself "Why does my character use their fists and feet in combat, instead of a sword, club, or other weapon?", perhaps they needed a cheap solution to a weapon, maybe they're a martial artist, maybe they just like they way it feels. Whatever it is, they need to have a reason for using hand weapons instead of handmade weapons.

Quick Build

You can make a Bone Breaker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal, Folk Hero, or Urchin background.

Class Features

As a Bone Breaker you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Shield
Weapons: Martial
Tools: Artisan
Saving Throws: Strength or Dexterity and Constitution
Skills: Choose three from the list: Acrobatics, Athletics, Medicine, Investigation, Intimidation, Sleight of Hand and Stealth

Equipment

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

  • (a) Leather armor or (b) One martial weapon
  • (a) 2 items from the random item list or (b) 2 typs of Tools
  • (a) Dungeoneer´s pack or (b) Explorer´s pack
  • A set of robes
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Bone Breaker

Level Proficiency
Bonus
Features Unarmed Damage Movement
1st +2 Bone Shatter, Unarmed Master, Unarmored Defense, 1d6 5 ft.
2nd +2 Soul Weapon, Battle Stance 1d6 5 ft.
3rd +2 Subclass Feature, Recover 1d6 5 ft.
4th +2 Ability Score Improvement 1d6 5 ft.
5th +3 Adrenalin Rush, 1d6 5 ft.
6th +3 Strength of Will 1d8 5 ft.
7th +3 Subclass Feature, 1d8 10 ft.
8th +3 Ability Score Improvement 1d8 10 ft.
9th +4 Battle Stance Increase,Indomitable 1d8 10 ft.
10th +4 Bone Shatter Improvement, Subclass Feature 1d8 10 ft.
11th +4 Soul Release 1d10 10 ft.
12th +4 Ability Score Improvement 1d10 10 ft.
13th +5 Full Counter 1d10 15 ft.
14th +5 Subclass Feature 1d10 15 ft.
15th +5 Soul Focus 1d10 15 ft.
16th +5 Ability Score Improvement 1d12 15 ft.
17th +6 Battle Stance Increase, Unarmored Movement Improvement 1d12 20 ft.
18th +6 Subclass Feature 1d12 20 ft.
19th +6 Ability Score Improvement 1d12 20 ft.
20th +6 Champion´s Stand, Unarmed Master Improvement 1d12 20 ft.

Bone Shatter[edit]

When making an unarmed attack, on a natural 20, you break the bones of an enemy. Roll a d20. On a 1-20 you break the corresponding bone as follows. On a 1-8, you break 1d4 ribs. On 9-12, you break a leg. On 13-16, you break an arm. On 17-19, you break 1d4 vertebrae. On a 20, you shatter the skull.

The damage and effects for Bone Shatter are as follows:

Ribs
1d4 piercing damage for each rib.
Leg
The creature should they have the appropriate appendage, has their movement speed halved until it is set or healed.
Arm
The creature, should they have the appropriate appendage, loses function of the limb until it is set or healed.
Vertebrae
1d8 piercing damage for each Vertebrae.
Skull
6d6 piercing damage, also the target must roll a Constitution saving throw to remain conscious. The DC for this saving throw is equal to 8 + your Strength modifier or Dexterity Modifier + your Proficiency bonus.
Note
This effect only works if it is possible for you to reach the respective location of the bone, if you cannot reach it you must continue as if "ribs" had been the result of the die

Unarmed Master[edit]

Your unarmed attacks are far superior, thanks to training. You deal increased damage, and can add either your Strength or Dexterity modifier to the damage. You can make an unarmed attack as a bonus action on each round, unless you are using a weapon with the two-handed property, or are using a versatile weapon with both hands.You can also attack Twice per Attack Action.You also gain bonus movement as listed in your class table.

Unarmored Defense[edit]

While not wearing any armor, your AC is equal to 10 + Dexterity Modifier + Constitution Modifier. You can use a shield and still benefit from this feature you also gain resistance to bludgeoning damage. at 5th level you gain resistance to piercing damage at 11th level you gain resistance to slashing damage

Soul Weapon[edit]

At 2nd level you gain the ability to use your inner beast as a weapon they come in the Form. To break bones you sometimes need a bit of help so as a bone breaker you get to choose a set of brass knuckles in addition you can choose another one at 5th level at 8th at 11th level at 16th level and at 20th level you gain the Dragon’s tongue but can't get it otherwise. You also get a bonus to hit of +1 and deal 1d4 extra damage (check chart below for typing) at 6th level this is increased to 1d6 at 11th 1d8 at 16th 1d10 and at 20th 1d12 and if you would miss an unarmed attack once per attack action you can choose to hit instead. The brass knuckles are a part of you so you can't be disarmed if you use one of your soul weapons additionally you can make them appear and disappear as a bonus action. The rules that applies for the brass knuckles are the same as for an unarmed attack.


The Tigereye
Lightning damage
The Lion's Pride
Radiant damage
The Bull Horns
Thunder damage
The Snakes Bit
Poison damage
The Wolf Fangs
Cold damage
The Vulture Beak
Necrotic damage
The Dragon’s Tongue
The damage of the chosen Dragon type

Battle Stance[edit]

Starting at 2nd level, you have learned that certain stances will help you in combat. You can enter and exit a stance each turn of combat. As long as you are in a stance you can use your reaction to gain temporary hit points equal to your level + constitution modifier (you can use this feature equal to your constitution modifier + proficiency modifier)

Wall Stance

You stand tall, sturdy, and unmoving, with your hands up to parry incoming attacks. Your AC increases by 2 when you take this stance, and Large or smaller creatures have disadvantage on Strength Checks to shove you, however, your movement speed decreases by 5ft. while in this stance. At 6th level your Ac increases by 3

Stance of The Wolf

With this position you can heal your wounds if you inflict damage to your enemy you gain Hit points equal to your Constitution Modifier + your lv when you reduce a creature to 0 hit points if you are under 50% hit points you gain 2 hit point per attack at 5th level this increases to 3 and at 11th level you get to add your constitution modifier to it

Divine Stance

With this position you can protect others from harm if a creature in a 15 feet radius of you gets attacked you can use your reaction to shield it with your body instead of the creature you take the damage. If the attack was ranged the creature needs to make a wisdom saving throw DC 13 ore be frightened of you for one round If the attack was a melee attack you can after you took the damage make an unarmed attack against the attacking creature. If the attack was magical you gain temporary hit points equal to half the damage dealt.

Stance of the Kodiak

With this position, you can more easily resist magic. You gain resistant to 2 types of damage and get advantage on magic saves.

Martial Arts[edit]

At 3rd level, you chose a Martial Art. Choose between Systema and Mixed Martial Artist. Both choices will be detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 14th and 18th levels.

Recover[edit]

At 3th level, you gain the ability to heal yourself. As an bonus action or reaction, you can regain hit points equal to three times your Boun Breaker level you can use this feature equal to your constitution modifier you regain all uses after a long rest. At 7th level you get poison and disease immunity also you now remove conditions with this feature even if they say otherwise.

Ability Score Increase[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.

Adrenaline Rush[edit]

At 5th level, on your turn you can use a bonus action to enter this state or you automatically enter it when you get reduced below half hit points you can enter this state equal to your constitution modifier and it lasts fore 1 hour. If you get hit from an attack in this state you gain temp hit points equal to your constitution modifier also if you get reduces to 0 hit points and are not kill outright, you can use your reaction to delay falling unconscious, and you can immediately take an extra turn, interrupting the current turn if you end this turn with 0 hit points you fall unconscious when you take the attack action you can remove all your temporary hit points that you have and add them to one of your attacks damage roles the damage type is force damage.

Strength of Will[edit]

At 6th level, your discipline alone is enough to break through magical barriers. Your unarmed attacks count as magical for the sake of overcoming resistances.

Battle Stance Increase[edit]

At 9th level, you have learned three more stances to help battle go easier you can now change battle stance as an reaction if you get attacked

Stance of the Raging Kodiak

An improved version of the Stance of the Kodiak. While in this stance, you gain immunity to 1 types of damage and resistance to 2 types of damage

Rabbit Stancey

When you take the dodge action while performing this stance, enemies always have disadvantage on attack rolls against you, even if you can't see them. If you take the disengage action while in this stance, you can move up to twice your movement speed on your turn.

Demonic Stance

With this position you can close distance as if you would be a demonic shadow. If you want to make an unarmed attack you can choose to appear in any unoccupied space in an 30 feet radius around you but after you did so you need to be able to make a attack against a creature.

Indomitable[edit]

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Bone Shatter Improvement[edit]

At 10th level, your ability to break your enemy's bones has become so powerful that the probability of breaking a bone when throwing the d20 is doubled. In addition, your damage goes up one die type. Finally, when you successfully break a bone you also get to roll another unarmed strike at disadvantage, and if this hits then you break another bone and roll another d20 to find out which one.

Soul Release[edit]

At 11th you release parts of your soul energy it depends on your Soul Weapon you are holding at the moment this feature is activated the effects last for 1 hour you can use it once and need to spend a long rest before you can use it again.

The Tigereye
Divine
The Lion's Pride
Divine
The Bull Horns
Fey
The Snakes Bite
Fey
The Wolf Fangs
Demonic
The Vulture Beak
Demonic
The Dragon’s Tongue
Draconic

When you release your soul energy your appearance changes depending on the type of energy when you use this feature you get temporary hit points equal to your bone breaker level times tow also you get a bonus to your attack rolls equal to half your constitution modifier rounded up also you can use each ability a number of times equal to your constitution modifier you regain all expander uses after a long rest.

Divine

if you turned into this for all enemy creatures that can see you need to make a constitution saving throw the DC is 8 + your strength and constitution modifier if they fail they are blinded for the next turn also you regain 2d6 hit points when you enter this form.

  • Wave of Light

when you take the attack actin you can choose to make a ranged attack the attack is a wave of divine energy in the form of your summon it’s a 15 feet cone that moves a distance of 60 feet and all creatures hit by it must make a dexterity save DC 16 ore take 4d6 divine damage and if they succeed they take half damage also allies regain 2d6 hit points if they are in the area of effect you can only make one such attack every round.

  • Burst of Vitality

as an action a burst of divine energy springs from your body the divine energy heals every friendly creature in a 30 feet radius around you for 1d4 and they gain advantage on their next attack ore they can make the next attack without advantage but deal 1d6 bonus radiant damage.

  • Divine Flurry

as an action you start a flurry of attacks you attack 5 times and need to make 5 attack roles every attack deals 1d6+your wisdom modifier as radiant damage if you hit 3 of the attacks you can shove the creature 15 feet in a direction of your choice if you hit 4 attacks you can shove the creature 15 feet in a direction of your choice and the creature is knocked prone if you hit all 5 attacks you stun the creature for 1d4 turns


Fey
if you turned into this for you gain the ability control plants and vegetation you can use the following abilities when you enter this for me and get this ability when you gain this for me but the features alo affect you after the form ends also gain a passive bonus to nature equal to your proficiency bonus also you now can let plants grow faster and have a more detailed knowledge to how the plants work what effect they have and where they come from
  • Vine grip

you can choose a creature you can see in 60 feet range the creature takes 2d6 piercing damage and needs to make a DC 15 strength check if it fails it is considered grapple and can try to escape on the end of its turn but it takes 1d4 piercing damage on a fail

  • Living field

you can summon a 10 feet cube as an action of vines and vegetation the cube counts as difficult terrain and is in constant movement a creature entering or ending its turn in the cube except the summoner needs to make a dc 15 dexterity saving throw or be knocked prone.

  • Trap of nature

you can summon a plant as an action that takes up 5 feet if a creature steps on it or moves past it it activates the plant the plant explodes and needles spray around it in a 5 feet area the creatures that are in range take 3d4 piercing damage

  • Natural weapon

you can use a bonus action to summon vines that wrap around your arms your reach is increased to 15 fore your unarmed attacks and they deal a bonus 1d4 piercing damage


Demonic
if you turned into this for all enemy creatures that can see you need to make a charisma saving throw the DC is 8 + your strength and constitution modifier if they fail they get frightened for the next turn passively you gain a bonus +2 to AC.
  • Spikes of Hadar

as an action you can summon spikes out of the ground that pierce the enemy the range for this ability is 60 feet and it’s a 10 feet cube enemies in the effected area need to make a dexterity save DC 16 ore take 2d10 damage and half as much damage if they succeed also the creatures movement is half if it succeeds and if it fails its movement is reduced to 0

  • Soul feast

you can feast upon the souls of the dead as a bonus action you can gain 1d6 hit points for each dead creature in a 60 feet radius that you can see also you may make a DC18 intelligence throw to gain some of the dead creatures memories.

  • Iron Maiden

as an action you can chose a creature that you can see in a 30 feet radius the creator is bound by magical chains that can be dispelled by a appropriate spell then you roll a dice equal to its hit die the number rolled determines how much d4 piercing damage the creature takes if the crature succeeds on a dc 15 constitution saving throw it takes half damage

Draconic
you don't really need this anymore so you get a cool appearance if you use this feature you get advantage on charisma throws.

Full Counter[edit]

At 13th level you can if a creature attacks you and hits you with an attack you can reduce the damage to 0 and if you do so your next attack deals half of your lost hit points as bonus damage after you used this feature you need to take a long rest before you can use this feature again.


Soul Focus[edit]

At 15th level, your Soul grows stronger. All features regain all their spent usas after a long rest or if they don't have a amount of times you can use the feature you can use it again after a long rest.

The Tigereye

If you use this feature you need to have this specific paare of brass knuckles and soul summon. As an bonus action you can use your soul energy to imbue yourself and 2 willing creatures you can see with this feature a creature that is affected by this feature gets 10 feet bonus movement and enemies that try to hit the creature have disadvantage on their first attack against them every round of combat.This features effect lasts for a number of rounds equal to the bone breakers constitution modifier.

The Lion's Pride

If you use this feature you need to have this specific paare of brass knuckles and soul summon. As a action you can imbue yourself in Devine energy that has the effect of protecting you and your allies you gain temporary hit points equal to your level times tow if an enemy creature attacks you and deals damage to your temp hit points it gets the same amount of damage it inflicts as devine damage as long as you have temp hit points of this feature you gain the ability to reduce your temp hit points by a number you choose and if you do so you can give a creature hit points back equal to the amount spent the creature must be willing and needs to be in sight,

The Bull Horns

If you use this feature you need to have this specific paare of brass knuckles and soul summon. You have a pool of d6 equal to your constitution modifier + your Strength or dexterity modifier if a creature that you see or you make a saving throw or ability chac you can spent one of the d6 and that creature can add the number rolled to its outcome.

The Snaces Bit

If you use this feature you need to have this specific paare of brass knuckles. If you get hit by an attack you can use this feature to magically dodge the attack with your soul energy you take half damage from the attack and if you do sow you can teleport up to 30 feet to an unoccupied space after you did so the enemy that attacks you suffers the poisoned condition for the next minute and needs to make a DC 15 constitution saving throw if the creature fails it additionally takes 2d10 poison damage you can use this feature equal to your constitution modifier.

The Wolf Fangs

If you use this feature you need to have this specific paare of brass knuckles and.As a bonus action you can use your soul energy to strengthen you and your allies and marke a creature for death you and your summon and two other willing creatures get a +1 to Ac and advantage on the first attack each round of combat against the market creature also if the marked creature wants to attack it needs to make a wisdom saving throw DC 15 if it fails it needs to attack one of the creatures affected by this feature the buff and mark stay for 10 minutes you can use this feature equal to your constitution modifier.

The Vultures Beak

If you use this feature you need to have this specific paare of brass knuckles and soul summon. As a action you can use your soul energy to deal 3d6 necrotic damage to an amount of creatures equal to your constitution modifier that are in 60 feet range the creatures also need to make a constitution saving throw DC 15 or be muted for 1 minute

Battle Stance Increase 2[edit]

At 17th level, you have learned the most powerful stances for combat.

Stance of Mithral

While in this stance, you gain Immunity to Slashing, Piercing and Bludgeoning damage and resistance to all other damage types. You must finish a long rest before using this Stance again.

Stance of the Dragon

When you take this stance, you deal Force damage with your unarmed attacks instead of Bludgeoning damage for 1d6 rounds and you roll two additional dice for damage rolls. You must finish a Long Rest before using this Stance again.

Champion's Stand[edit]

At 20th level, you have become a legendary martial artist, able to outsmart and strike down any opposition. When you are dropped down to 0 hit points, you can choose to drop to 1 hit point instead and gain temporary hit points equal to half your maximum hit points and your next attack deals a bonus 5d10 damage . This effect lasts for 60 minute, after which you lose any remaining temporary hit points . You must finish a Long or Short Rest before using this feature again.

Systema[edit]

Systema is a freeform Martial Art, training it's performers to expertly use short blades, and disarm opponents if you want to attack with no weapon or a weapon you are proficient with you can spent 1 Focus Points to get advantage on all your attacks this turn the amount of Focus Points you have is 3 + your Constitution modifier and your Dexterity modifier ore Strength modifier you regain all lost focus points after a short rest also you gain one focus point if you break a bone from a creature at 6th level you add your prof bonus to your focus points and get back one focus point when you kill a creature.

Disarm

On your turn, you can use your action to disarm a target within 5 ft of you. They must make a Dexterity Saving throw to keep their weapon. The DC for this saving throw is equal to 8 + your Proficiency bonus + your Dexterity Modifier. This feature cannot be used on targets that are more than one size category larger than you. Additionally, you gain expertise in Daggers and Short Swords. Rapid Strike Starting at 7th level, on your turn, you may use your action to rapidly attack one opponent in pressure points on their body, you make five unarmed attacks, you must roll for each attack, each hit dealing 1d6 Bludgeoning damage. You cannot use this feature again until you finish a Short or Long Rest.

Evasive

At 10th level, when you are attacked by a creature, you may use your reaction to dodge away. You must succeed a Dexterity Saving throw, the DC for this saving throw is set by your Dungeon Master. Additionally, you add 1d6 Slashing damage to attacks made with Daggers and Short Swords. Focused Slash At 14th level, when using a Dagger or a Shortsword, you score a critical hit on a 19-20, and if you Dual Wield these weapons, you can add your attack bonus to the second attack.

Focused Slash

At 14th level, when using a Dagger or a Shortsword, you score a critical hit on a 19-20, and if you Dual Wield these weapons, you can add your attack bonus to the second attack.

Surrounded

When you have 3 or more hostile creatures within 10 feet of you, and no allies within the same distance, in a desperate attempt to not be massacred, you can make one unarmed attack on each enemy in a 10 foot radius. you have advantage on the attack rolls, and each one deals 2d12 Bludgeoning damage. You gain one level of exhaustion if the amount of creatures that you attacked is over 7. You cannot use this feature again until you finish a Long Rest

Mixed Martial Artist[edit]

Perhaps you just wanted to know a lot of them, perhaps you were just indecisive. Whatever the reason, you have found yourself with the knowledge of several Martial Arts if you want to attack with no weapon or a weapon you are proficient with you can spent 1 Focus Points to get advantage on all your attacks this turn the amount of Focus Points you have is 3 + your Constitution modifier and your Dexterity modifier ore Strength modifier you regain all lost focus points after a short rest also you gain one focus point if you break a bone from a creature at 6th level you add your prof bonus to your focus points and get back one focus point when you kill a creature.

Boxer

3rd Level: You start hitting harder, and start finding it easier to hit your opponents you critical hit on a 19-20 also you can now break bones on a 19-20, and you add double your proficiency bonus to your unarmed attacks. At 11th level you break a bone and critical hit on a 18-20, at 16th level you break a bone on a 17-20 and at 20th level you break a bone on a 16-20.

Judo

At 7th level, whenever you make a grapple attack on enemy, you have advantage on the roll, and the target that you grapple is incapable of making attacks. After grappling an opponent, you are able to throw them 15ft in a direction of your choice, after which they are knocked prone. Targets that you grapple that are a size larger than you can still make attacks.

Karate

Starting at 10th level, you are able to make an Heavy Kick as an attack on your turn. This attack deals 2d10 Bludgeoning damage, and targets must make a Dexterity Saving throw. On a successful save, the target suffers no other effects, on a failed save, the target is knocked prone. The DC for this saving throw is equal to 8 + your Proficiency Bonus + your Strength Modifier or Dexterity Modifier you can use this feature once per turn

Taekwondo

At 14th level, you have learned some of Taekwondo, and you now know how to perform more specialized forms of kicks. You can make a spinning jump kick on an opponent as an action, this attack deals 2d10 + one half of the amount of feet you've moved on that turn.

Palm Strikers

18th Level: On your turn, you can make an attack action to perform a palm strike, dealing 2d8 additional bludgeoning damage on top of your normal Unarmed Strike Damage and knocking the target back 10 feet. This movement does not provoke Attacks of Opportunities. You can use this feature equal to your Strength or Dexterity Modifier before needing to finish a Short or Long Rest before being able to use it again. Can be done as part of Extra Attack.

Important information to your soul energy and your summon[edit]

The energy of the soul of the person can be different it depends on what he experienced ore he has met creatures and parts of the soul affected him or he could be borne with this energy and it just awakens later one but most of the time the user inherited the powers from the family or his master. Most of the soul summons and his soule energy are deep desires or Fears or Flaws of the wielders power so they come in different forms. The Wolf it's considered Demonic energy it comes from hate and the deep desire to change or save someone or something but it also stands for Friendship and Andventurlust. The Tiger it’s considered Divine energy it comes from past memories and stands for wisdom and the will to never give up. The Lion it’s considered Divine energy it comes from deep feelings of success and future goals the lion also stands for pride in a person and honor . The Snake it’s considered fay energy the energy comes of the deep desire to have fun and trick other people ore from the desire to do unexpected things. The Bull it’s considered fay energy the energy comes from the desire to be someone else or from the will to achieve a goal. The Vulture it’s considered Demonic energy it comes from the deep feeling of losing someone or sadness and depression. The Dragon it’s energy is considered a balance between all but it’s energy comes from the deep desire to have or achieve something

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Bone Breaker class, you must meet these prerequisites: Str 13

Proficiencies. When you multiclass into the Bone Breaker class, you gain the following proficiencies: Acrobatics



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