Spellfist (5e Class)

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Class Features

As a Spellfist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Spellfist level
Hit Points at 1st Level: 1d8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spellfist level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: Choose one type of artisan's tools or one musical instrument
Saving Throws: Strength OR Dexterity and Individualized Magic Usage ability score
Skills: Choose two from Acrobatics, Athletics, History, Insight, Slight of Hand, and Stealth

Equipment

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

Table: The Spellfist

Level Proficiency
Bonus
Features Magical Energy Martial Arts Unarmored Movement
1st +2 Individualized Magic Usage, Unarmored Defense, Martial Arts, Magical Specialization, Magical Specialization feature 2 + magic mod 1d6 N/A
2nd +2 Unarmored Movement, Magic Martial Arts 4 + magic mod 1d6 +10 ft.
3rd +2 Deflect Missiles, Magical Specialization feature 6 + magic mod 1d6 +10 ft.
4th +2 Ability Score Improvement 8 + magic mod 1d6 +10 ft.
5th +3 10 + magic mod 1d8 +10 ft.
6th +3 12 + magic mod 1d8 +15 ft.
7th +3 14 + magic mod 1d8 +15 ft.
8th +3 Ability Score Improvement 16 + magic mod 1d8 +15 ft.
9th +4 18 + magic mod 1d10 +15 ft.
10th +4 20 + magic mod 1d10 +20 ft.
11th +4 22 + magic mod 1d10 +20 ft.
12th +4 Ability Score Improvement 24 + magic mod 1d10 +20 ft.
13th +5 26 + magic mod 1d12 +20 ft.
14th +5 28 + magic mod 1d12 +25 ft.
15th +5 30 + magic mod 1d12 +25 ft.
16th +5 Ability Score Improvement 32 + magic mod 1d12 +25 ft.
17th +6 34 + magic mod 2d8 +25 ft.
18th +6 36 + magic mod 2d8 +30 ft.
19th +6 Ability Score Improvement 38 + magic mod 2d8 +30 ft.
20th +6 40 + magic mod 2d8 +30 ft.
Individualized Magic Usage[edit]

As a part of a class that's built around uniqueness, you may also choose something unique to determine how you cast spells. Pick one ability score from Intelligence, Wisdom, and Charisma. That is now what ability score and its modifier you use when using magic-based features.

Magical Energy

This is the points that determine how much of your magical abilities you may use. You have an amount equal to twice your level, plus the modifier chosen for your Individualized Magic Usage. You regain all of your Magical Energy after a short rest or a long rest.

Some features require you to set a DC for saving throws or make an attack roll using your Magic Specialization.

Spell save DC = 8 + your proficiency bonus + your Individualized Magic Usage modifier

Spell attack modifier = your proficiency bonus + your Individualized Magic Usage modifier

You may not use any features relying on Magical Energy when inside of an Antimagic Field.

Unarmored Defense[edit]

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength OR Dexterity modifier + your modifier chosen for Individualized Magic Usage.

Martial Arts[edit]

Also at 1st level, your martial arts practice gives you mastery of combat styles that use unarmed strikes. You gain the following benefits while you are unarmed and you aren't wearing armor or wielding a shield:

Magical Specialization[edit]

Finally, at 1st level, you commit yourself to a specific subset of magic usage, such as Fire Specialization. Your specialization grants you features at level 1, then again at 3rd, 6th, 10th, and 18th levels.

Unarmored Movement[edit]

Starting at 2nd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Spellfist levels, as shown in the Spellfist table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Magic Martial Arts[edit]

Also at 2nd level, you've figured out a handful of general uses for your Magical Energy when in hand-to-hand combat.

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 2 Magical Energy to make two unarmed strikes as a bonus action.

Anticipation

You can spend 2 Magical Energy to take the Dodge action as a bonus action on your turn.

Enhanced Movement

You can spend 2 Magical Energy to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Deflect Missiles[edit]

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength OR Dexterity modifier + your Spellfist level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 Magical Energy to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, with a normal range of 20 feet and a long range of 60 feet.

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.

Fire Specialization[edit]

A Spellfist's subset of magic usage, focusing on fire and its destructive properties.

Firey Strikes[edit]

At 1st level, you have learned how to imbue your unarmed strikes with firey magic, increasing its damage and searing your enemies. As a bonus action, you may spend 1 Magical Energy to engulf your fists and feet with magical flames, adding an amount of fire damage equal to your martial arts die to your unarmed strikes, lasting 1 minute. Alongside that, these magical flames emit bright light in a 10-foot radius around your fists and feet, as well as another 10 feet of dim light.

Fire Creation[edit]

Also at 1st level, you have learned how to create small amounts of fire for more general use. As a bonus action for 1 Magical Energy, you may create up to a 1 by 1 by 1 foot space of fire within 30 ft. of yourself, acting just as a normal fire would. As such, it lasts as long as a normal fire, or until you call the fire off.

Fire Shot[edit]

Upon reaching 3rd level, you have learned how to create fire within your hands and shoot it towards the opponent. As an attack action, for 3 Magical Energy, you form a small sphere of fire in your hands, shooting it towards a singular target up to 60 ft. away. On a hit, it deals 4d6 fire damage. For an additional 1 Magical Energy, you may choose at any point along the line to make the ball of fire explode within a 10 ft. radius. Everything within range must roll a [{5a|dex}} saving throw, taking the previously listed fire damage upon failure, and half as much on success.