Sunborn (5e Class)

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Sunborn[edit]

A being created from a star, starlight runs through your veins and your veins run through the system alone with your heat.

Welcome to the sunborn class[edit]

Creating a Sunborn[edit]


Quick Build

You can create a Sunborn quickly by following these suggestions: First, Strength should be your highest ability score, followed by Constitution.

Class Features

As a Sunborn you gain the following class features.

Hit Points

Hit Dice: 1d20 per Sunborn level
Hit Points at 1st Level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per Sunborn level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: None
Saving Throws: {{{saves}}}
Skills: Choose two from Acrobatics, Arcana, Athletics, Medicine, Nature, Persuasion and Stealth.

Equipment

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

  • (a) {{{item1a}}} or (b) {{{item1b}}}

Table: The Sunborn

Level Proficiency
Bonus
Features Martial Arts Will Points Techniques
1st +2 Martial Arts, Unarmoured Defense 1d4 - -
2nd +2 Renewal Taekwondo, Skill Points 1d4 8 3+Constitution Modifier
3rd +2 King's Path, Monstrous Strength 1d4 10 3+Constitution Modifier
4th +2 Ability Score Improvement 1d4 12 4+Constitution Modifier
5th +3 Extra Attack 1d6 14 4+Constitution Modifier
6th +3 King's Path 1d6 16 5+Constitution Modifier
7th +3 Evasion,Golden Pupils 1d6 18 5+Constitution Modifier
8th +3 Ability Score Improvement 1d6 20 6+Constitution Modifier
9th +4 The Stone Monkey 1d8 22 6+Constitution Modifier
10th +4 King's Path 1d8 24 7+Constitution Modifier
11th +4 Crimson Fury 1d8 26 7+Constitution Modifierr
12th +4 Ability Score Improvement 1d8 28 8+Constitution Modifier
13th +5 The Monkey King 1d10 30 8+Constitution Modifier
14th +5 Extra Attack 1d10 32 9+Constitution Modifier
15th +5 King's Path 1d10 34 9+Constitution Modifier
16th +5 Ability Score Improvement 1d10 36 10+Constitution Modifier
17th +6 Divine Peaches, Legendary Resistance 2d6 38 10+Constitution Modifier
18th +6 King's Path 2d6 40 11+Constitution Modifier
19th +6 Ability Score Improvement 2d6 42 13+Constitution Modifier
20th +6 Journey to the West 2d6 44 15+Constitution Modifier

Martial Arts[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Unarmoured Defense[edit]

Starting at 1st level, you summon armor forged in the bowels of the sun. This armor has an AC of 18 + your Constitution and Strength modifier. This armor can be summoned as an action or bonus action and grants you a flying speed of 30.

Renewal Taekwondo[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

Will Points[edit]

Starting at 2nd level, you gain access to will points. Will points are necessary to perform certain techniques or use certain functions. You have a number of Will Points equal to the amount shown in the Will Points column of the Sunborn table. You regain all willpower points after a short or long rest. All abilities that use will points share the same save DC.

'Save DC= 8 + your proficiency bonus + your strength modifier

King's Path[edit]

At 3rd 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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-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

<!-1st level spell list->

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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