The Achilles (5e Class)

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[edit]

3 Steps Ahead[edit]

You weren't born with the most powerful meta ability, but through training, willpower, and use of advanced technology, you have crafted yourself to fight on the level of superhumans. You always have a plan when going into battle, and even when it seems like your totally outmatched, the right amount of preparation will bring anyone to their knees.

Creating an Achilles[edit]

Quick Build

You can make an Achilles quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence or wisdom.

Class Features

As a Achilles you gain the following class features.

Hit Points

Hit Dice: 1d10 per Achilles level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Achilles level after 1st

Proficiencies

Armor: none
Weapons: All martial melee weapons
Tools: game set, lockpicking tools, medical tools.
Saving Throws: Dexterity, Intelligence, Wisdom
Skills: Acrobatics, insight, Medicine, stealth.

Equipment

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

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

Table: The Achilles

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

Northern Special Ops[edit]

At 1st level, you are resistant to Cold damage, and gain the following bonuses due to your training.

  • You gain an unarmored defense of 10 + DEX + INT.
  • You may make the dodge, disengage, or hide actions as bonus actions.
  • You may make a Hide action as a reaction on an opponents turn, teleporting behind cover and becoming invisible on a successful stealth Check.

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.

“The Cameras wont see me.”[edit]

At 1st level, you start with one Meta Martial arts ability, and may speed past a creature pricking their body with a needle without them knowing as an action. This can only be done if their passive perception check is less than twice Your dexterity modifier. You may replace this prick with a critical sword attack at 7th level.


Predatory Paralysis[edit]

At 1st level, you may use a bonus action to completely paralyze all creatures you have hit within the last 5 turns. This lasts one minute and has no effect on a creature immune to the paralyzed condition. This ability can be used to target certain body parts at 15th level, and Certain Organs at 17th level. The ability will ignore paralyzation immunity when used this way. Your attack must have pierced their skin and no part of this ability can be used on creatures with no blood or blood like substance.


“Hes Dangerous, im handling him first.”[edit]

At 2nd level, you gain all benefits of the Alert feat, and can always tell which creature is the highest level within 100 feet. If a Creature is within a 30 foot radius as you, you may immediately blitz to their location without using movement speed as a free action as long as you have not yet used movement speed this turn. If that creature does not have the benefits of the alert feat, your first attack against them will be a critical, but after the first time you use this on a creature, it may may a dexterity saving throw against your attack roll to avoid the critical effect.


Tactical analyzation[edit]

Starting at 3rd level, as a free action, you can learn certain information about its capabilities compared to your own. The DM tells you the creatures stats on two of the following characteristics of your choice:

  • Strength score
  • Constitution score
  • Armor Class
  • Current hit points
  • Level
  • the name of their meta ability.
  • You may gain the ability to use one feature you have seen the creature use that does not rely on extra-dimensional capabilities or meta abilities.

You must wait 5 rounds before using this ability on the same creature.

Combat Expert[edit]

At 3rd level, you have learned a few tricks to help you out while fighting.

Precise Attacker. When you make an attack roll and miss the target, you can reroll the attack, but must keep the new result.

Patient Fighter. You do not take opportunity attacks from the creature you attacked in your last turn.

Fast Steps. You can take dodge or dash actions as bonus actions.


Anti-Quirk Combat[edit]

At 3rd level, you have started your training in dealing with meta ability users. You gain the buffs below when fighting someone who uses a quirk.

  • When a creature within 5 feet of you casts a spell or uses a meta ability feature, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell or a meta ability feature, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells or Meta ability feature cast by creatures within 5 feet of you.

Martial Superiority[edit]

At 4th level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice from the battle master archetype. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 10th level and one more at 15th level.

Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)


Uncanny Dodge[edit]

At 5th level, the damage you take from attacks is cut in half, as you dodge the brunt of the damage.


"Throw Me My Nanoblade!"[edit]

At 6th level, you gain an extremely advanced technology in the form of a sword, crafted by a dear friend. You receive your nanoblade. You can manifest it from the Nano-machines all over your body as a bonus action, and it deals 1d10+DEX magical slashing damage. at 9th level, the damage increases to 2d10+DEX. At 15th level, the damage increases to 3d12 and you may add your Dexterity Modifier An extra time as the technology advances from teh data collected in your fights.

Evasion[edit]

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a fireball or a lightning blast. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Nano Threat Detection System[edit]

At 8th level, You gain a more advanced model of the nanomachines made by your dear friend. As a Bonus Action, you can activate the nano threat detection system, a learning robotic collection of nanomachines fitted around your body to harden and defend you in response to threats. You Gain these benefits for 5 minutes after activating it.

  • Your body hardens in response to the physical trauma, for each time you lose 10 hit points, your AC increases by +1, this increase is +3 if you suffer a critical attack. The accumulated AC is temporary, it will dissappear at the end of 5 minutes or sooner if you exit your empowerment.
  • You Gain a Damage reduction equal to twice your CON modifier.
  • You Gain Temporary Hit points Equal to 4 Times your Constitution Modifier.
  • The System Shuts off after 5 minutes, and you must use a full turn action to recharge it, after which it will work again After 5 Rounds. At 15th Level, your Friend has worked to improve your machinery, and you do not need to take the action to recharge it, it recharging automatically after one minute.

Reliable Talent[edit]

By 9th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


Halting Strike[edit]

At 10th level, you attack faster than your opponent can act. You gain an extra reaction. In addition, as a bonus action, you can make two melee weapon attacks. In addition, as a reaction, when you see a creature attempting to cast a spell or use a meta ability, you can move up to half your movement speed and make a weapon attack. If you hit, the target's quirk factor is interrupted, it fails to use the Ability or cast the spell and it immediately ends its turn.


"OOORAHHHH"[edit]

At 11th level, you gain more expertise in dodging attacks so that you can fight on even ground against opponents much stronger than you.

  • You Gain expertise in acrobatics, and when you must make a Dexterity saving throw to avoid an attack, you may make an acrobatics check instead.
  • When you are Hit with an attack, you may use your reaction to invoke evasive maneuvers, increasing your AC until the beginning of your next turn by 1d10. This increases to 2d6 at 15th level and to 2d8 at 20th level.



Eternal Rivalry[edit]

At 12th level, you have formed a rivalry with another creature, gaining more motivation and power when fighting with or against your rival.

  • you will have advantage on attack rolls and saving throws against others when fighting with your rival by your side.
  • If you gain the frightened condition when fighting your rival, you may unlock God's Chosen early.
  • You have a +2 to all stat modifier when fighting with or against your rival.


These bonuses are upgraded if your rival also has an Eternal Rivalry feature targeted on you, making the rivalry mutual.

  • You May Unlock the GodSlayer Subclass
  • The +2 to all stat modifiers is increased to +6


"Its his teeth, 4,12,18,29,32!"[edit]

This feature allows you to see when someone is presenting a weakspot after their attacks and strike back. At 13th level, when a creature you have analyzed uses their last attack against you and misses, you may take a full attack action against them as a reaction, if you suceed a Dexterity Saving throw with the DC as their AC.

Sixth Sense[edit]

At 14th You will add your proficiency bonus in your passive Insight and Perception as well as twice your proficiency bonus in initiative rolls.

Truest Strike[edit]

You can always strike True and strike hard when the time counts, blitzing Your Opponents with your speed.

At 15th level, if You Win Initiative against a Creature Within 200 feet of you, and they have lower passive Acrobatics, you may make an attack roll against them with Advantage. If this Attack hits it counts as a critical, and deals damage equal to the maximum amount of attack you can do in one turn. (7 at max) You may deal the damage to one of their Limbs that you choose. If You cut off a limb with this attack, the creature gains the frightened condition. The Truest Strike cannot suffer from disadvantage. It Also Cuts Through Resistance, Immunity, Damage Negation, and Attack Negation. If you have used Tactical Analyzation on a creature, You may charge up this attack as a full turn action, releasing it on your next turn, and having to maintain concentration. This Attack Does not Benefit From Predatory Paralysis if you had to cut through damage negation or Attack Negation.

"I dont need a strong quirk to be stronger than you."[edit]

At 16th level, your body has been improving more and more, becoming almost the pinnacle of perfection that a regular human can achieve. You now only need 4 hours of rest to receive the benefits of a long rest.

In addition, you can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur.

At 18th level, the number of levels of exhaustion, as well as gradual blindness, deafness, and numbness required for each effect is doubled, as is your maximum age.

"Come on...Fair and Square"[edit]

At 17th level, you master your meta ability fully. You gain the ability to Paralyze an opponents quirk factor completely when you use Predatory Paralysis. They Cannot use Magic or Their Meta ability in any way, and it is as if their power is nullified. This lasts for one minute, and you cannot use this on the same creature twice in the same day.


Nano-Threat Detection improvement[edit]

At 18th level, your friend finally finishes your threat detection system. You now Gain these Benefits when Nano Threat Detection is turned on.

  • Your body hardens in response to the physical trauma, for each time you lose 10 hit points, your AC increases by +2, this increase is +4 if you suffer a critical attack. The accumulated AC is temporary, it will dissappear at the end of 5 minutes or sooner if you exit your empowerment.
  • You Gain a Damage reduction equal to twice your CON modifier.
  • You Gain Temporary Hit points Equal to 4 Times your Constitution Modifier.
  • You Can Choose one Damage Type to prioritize when the system starts up. You will be unable to change the damage type until the next time the system starts up, and you will be immune to the chose damage type as long as the system is active.

"Im At My Best!"[edit]

At 20th Level, Your pure fighting ability is without equal, and you may activate truest strike as a reaction when A creature Misses an their last attack against you as detailed at level 13 with a cooldown of 1 minute. You May Target the head if using truest strike this way. In Addition, You gain a Set of Bonuses from finally reaching the peak of your extended training.


  • The First attack you make each turn is made with double advantage.
  • The Last attack a creature makes against you is made with double advantage.

God-slayer[edit]

Through interaction with another powerful meta ability and a being from another dimension, yours has been boosted to another level, allowing you straight up powerful abilities that allow you to fight on the level of super-beings. You must have an active Eternal Rivalry with a God's Chosen user to gain this benefactor.

Interdimensional devestation.

At 6th level, you will gain devastation dice(d6s), which add damage to your sword attacks. You will always have 4 devastation dice per attack. Additionally, you add 3d12 slashing damage to your sword attacks.

Mohgwyn cloak

As a Bonus action at 11th level, you may activate mohgwyn cloak for 5 minutes, granting you the following benefits.

  • Your movement speed is tripled.
  • Your Interdimensional devastation damage bonus is 3d20 instead of 3d12.
  • All of your attacks proc anti-heal, if you attack a creature, they cannot heal for 1 minute.
  • You gain access to the bloodflame arc attack. When you hit an attack roll with your sword, you may choose to forego your extra damage to stap into a creatures chest that you hit. If you have another attack left, you may open their body in a bloodflame arc that does 10d20 damage and makes all healing that creature does half as effective for one day as well as give them a level of exhaustion. you may only use this attack once for each time you use this form.
  • You have uses of Mohgwyn cloak equal to half proficiency bonus, and they recharge at the end of your Long rest.
Unseen Devastation

At 17th level, your devastation dice can be saved up and for every 3 attacks you save up, your sneak attack dice increase by one tier. d6-d8-d10-d12-d20. When you have more than 3 attacks worth of sneak attack dice banked, you can activate unseen devestation, using all of them on the creature you banked them on. Unseen devastations crit ratio is proportional to the amount of tiers you banked up to. d8(18-20) d10(16-20) d12(14-20) d20(12-20) a critical unseen devastation will instantly kill something of lower CR or level than you, and a critical unseen Devastation when you have banked to d20s will insta kill anything that is not 3 levels or CR above you. You can only use unseen devastation once per long rest.

A Calm Lake in a Storming Ocean.[edit]

Through ripping your way into the Astral Plane and Making a deal of devotion with a Benevolent Entity to gain Heightened powers tied to Enlightenment. You Must have a Lawful alignment to take this benefactor.

"Open your true eyes."

At 6th level, you gain 60ft of truesight and May peer into the future as a bonus action for one minute. During This minute, You gain the benefits of the Foresight spell, and the DM or Players must declare the actions of their Characters and Npcs one turn in advance.

Field of Tranquility

At 6th level, as an action, you may open a force field around yourself, it will last until it is dispelled, and has 2500 hit points, and takes any damage you would, but you may not attack while it is active. Once it is destroyed, You may not use it again until your next long rest or until you restore it by meditating outside of combat for 30 minutes.

Seven Steps North

At 17th level, you Gain an understanding of true enlightenment. You May Use Future Sight as long as you want, with as many uses as you want as long as you keep concentration, and May make a melee attack roll against a creature a an action, if you land the attack, you may lock away 5 levels of that creatures abilities and features for one hour, or you may give them an extra 2 levels for an hour. this may only be used on the same creature once per day.

The Eye of The Storm[edit]

Through Clawing Your way into the Astral Plane through sheer willpower and desperation, You have made contact with the Most wild, Malevolent and Untamed Presence in the Astral Plane, pledging yourself to never be chained down by anything. Your alignment must be chaotic if you take this benefactor

"To rip through with my own hands."

At 6th level, you can shape your fingers into sharp claws as an action, and can coat what was previously your nanoblade around them for extra power. Your Unarmed strikes now do damage equal to your nanoblade dice, deal slashing damage, and have a range of 30 feet in a 30 foot wide line, able to hit multiple opponents. If the user is within melee range of someone, he hits criticals on a roll of 13-20. If he is within 10 feet, but not melee range, he crits on 16-20, if he is within 30 feet, he crits on 19-20. Your Criticals do your max damage rolls and 2 Extra Dice of damage. If you crit, but do not meet your opponents AC, they may make a dexterity of constitution saving throw, avoiding the attack on a success.

Vorpal Claw

At 11th level, your critical attacks will target a limb of your choice when a creature is hit by them, and you may attack 2 extra times.

Bloody paste

At 17th level, you may attack an extra time, and may target a Creature for a full concentration slash barrage as a full turn action. You lift Your Finger and make 3 attack rolls against that creature. If you succeed all three, the creature must make a Dexterity check, failing instantly if their Dexterity is half of your intelligence or less, or if they are more than 10 levels or CR under you. If they fail, they are killed, as their body is clawed into tiny cubes. If they succeed or you do not hit all three rolls, They take 8d12 slashing damage per attack roll you hit.

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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