The Perfection (5e Class)

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Stub Logo.png This page is incomplete and/or lacking flavor. Reason: That is literally a poorly done copy of the Jujutsu Kaisen supplement class and Sin of Wrath. Subclasses seem to have been considered, but not created yet.


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Scales.png This page is of questionable balance. Reason: Regen is also unbalance. Restored Power +6 ASI at 13th level and virtually uncapped ability scores. Unconditional immunity to many conditions. Then a temporary +20 ASI and maximum to 40.


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The Perfection[edit]

Design Note: This class uses the More Actions and Additional Status Conditions variant rules.

you are born to become pinnacle of existence. For your whole life you had one goal become the strongest for that purpose you are ready to do everything kill everything. Now you have a chance a chance to be what you always wanted to be. Maybe you were a farmer or a fisher doesn't matters anymore you are chosen by fate to become something more.

Creating The perfection[edit]

Quick Build

You can make a The Perfection quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose great sword, shield and short sword or 2 short swords

Class Features

As a Perfection you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium, and heavy armor
Weapons: Simple and martial melee weapons
Tools: None
Saving Throws: Dexterity and Constitution
Skills: Choose two from Acrobatics, Survival, Intimidation, Perception, Athletics, and Religion

Equipment

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

Table: The Perfection

Level Proficiency
Bonus
Regeneration Features Martial Arts Unarmored Movement Energy points
1st +2 1d6 + your Constitution modifier Martial Arts,Fighting Style, Regeneration 1d4 10 ft. 5 + your Constitution modifier
2nd +2 1d6 + your Constitution modifier Unarmored Defense, Energy Strikes 1d4 10 ft. 7 + your Constitution modifier
3rd +2 1d6 + your Constitution modifier Supreme Self-Awareness, The One Who Learns 1d4 10 ft. 10 + your Constitution modifier
4th +2 1d8 + your Constitution modifier Ability Score Improvement 1d4 15 ft. 12 + your Constitution modifier
5th +3 1d8 + your Constitution modifier Extra Attack, The Flames of the Divine,The Unseen Sword 1d4 15 ft. 15 + your Constitution modifier
6th +3 1d8 + your Constitution modifier The One Who is Endless 1d6 15 ft. 17 + your Constitution modifier
7th +3 1d10 + your Constitution modifier Dance of the Perfect 1d6 20 ft. 20 + your Constitution modifier
8th +3 1d10 + your Constitution modifier Ability Score Improvement 1d6 20 ft. 25 + your Constitution modifier
9th +4 1d10 + your Constitution modifier Controlled Fire Blast 1d6 20 ft. 27 + your Constitution modifier
10th +4 1d12 + your Constitution modifier Berserk, Extra Attack (2) 1d8 25 ft. 30 + your Constitution modifier
11th +4 1d12 + your Constitution modifier Dance of the Perfect, Energy Strikes improvement,The Unseen Sword improvement, Energy Tools 1d8 25 ft. 35 + your Constitution modifier
12th +4 1d12 + your Constitution modifier Ability Score Improvement, The One Who Commands, Improved Reflexes 1d8 25 ft. 37 + your Constitution modifier
13th +5 2d6 + your Constitution modifier Restored Power 1d8 30 ft. 40 + your Constitution modifier
14th +5 2d6 + your Constitution modifier The One Who Cannot Be Beaten 1d10 30 ft. 42 + your Constitution modifier
15th +5 2d6 + your Constitution modifier Domain Expansion: The End, Extra Attack (3) 1d10 30 ft. 45 + your Constitution modifier
16th +5 2d8 + your Constitution modifier Ability Score Improvement, The One Who Knocks 1d10 35 ft. 47 + your Constitution modifier
17th +6 2d8 + your Constitution modifier The One Who Cannot Die 1d10 35 ft. 50 + your Constitution modifier
18th +6 2d8 + your Constitution modifier The One Who Rules Above All 1d12 35 ft. 52 + your Constitution modifier
19th +6 2d10 + your Constitution modifier Ability Score Improvement 1d12 40 ft. 54 + your Constitution modifier
20th +6 2d10 + your Constitution modifier Embodiment of Perfection 1d12 40 ft. 60 + your Constitution modifier


Martial Arts[edit]

At 1st level, you are trained in hand to hand combat, making even your fists as a weapon.

Fighting Style[edit]

You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Unarmored Defense

While you are not wearing armor, you gain a +2 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Regeneration[edit]

At 1st level your perfect body made your regeneration improve, giving you the regenerate at will.

Regeneration is a bonus action that allows you to use your regenerative power a number of times per long rest equal to triple of your Constitution modifier (minimum 1). You can expend two uses to reattach a missing limb. This does not heal you, but it does restore the limb to full functionality. It can't regrow limbs, only sew severed ones back on and you can use all charges at the same time.

Energy Points[edit]

Because your body is perfection it produces a its own magical energy. Your access to this energy is represented by a number of energy points. Your The Perfection level determines the number of cursed points you have, as shown in the Energy Points column of the Table: The Perfection. You can spend these points to fuel various features.

Unarmored Movement[edit]

Starting at 1st Level, your movement speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain perfection level, as shown in the Table: The Perfection.

Unarmored Defense[edit]

Starting at 2nd level While you are not wearing any armor, your AC equals 10 + your Constitution modifier + your Dexterity modifier. You can use a shield and still gain this benefit.

Energy Strikes[edit]

At level 2, when you deal damage with an attack, you can spend 1 Energy Points to deal additional d8 force damage, the limit of dice you can spend is equal to your Constitution modifier. At 11th level, you further improve your hit, the cap is now equal to twice your Constitution modifier, and the die increases as you progress (d8>d10 at 14th level, d10>d12 at 18th level.).

Supreme Self-Awareness[edit]

Starting at 3rd level as you grow and get stronger your senses improves, so now you can no longer be surprised while with you are not unconscious, and gain advantage on saving throws against frightened or charmed conditions.

The One Who Learns[edit]

At 3rd level, you can copy others technique or attacks as a reaction. For example a fighters action surge or a barbarians rage but you cant copy a spell or a monsters legendary resistance, when you copy a technique or a attack you can use them at your will you can only copy 5 techniques.

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.

Extra Attack[edit]

Beginning at 5th level you can attack twice instead of once, whenever you take The attack action on your turn. At 10th level you can attack three times instead of twice. At 15th level you can attack four times instead of three.

The Flames of the Divine[edit]

At 5th level, as a bonus action by spending 5 energy points, you can imbue your weapon or fists with flames of the divine and make them deal additional 2d8 fire damage, when you imbue your weapon or your fists with divine flames your attacks ignores resistances and immunities and set on fire for one minute, Targets on fire take 1d4 fire damage at the start of their turn. At the end of their turn, they may make a DC 15 Medicine check to put out the flames and end the effect early. this ability lasts for 1 minute then you have to reactivate it.

The Unseen Sword[edit]

Your mastery over combat and your magical energy increases and gives you a new idea pure energy slashes, as a bonus action you can create an energy slash, you make an attack and if hits it deals 3d8 force damage, you may expend 1 or more energy points to add additional 2d8 force damage to your attack the limit of dice you can spend is equal to your Constitution modifier. At 11th level, you further improve your hit, the cap is now equal to twice your Constitution modifier

The One Who is Endless[edit]

At 6th level as you grow and keep getting stronger you start to realize that your energy is not enough as you run out of it very quickly so you train your body to replenish on its own, at the beginning of each of your turns, you regain energy points equal to your proficiency bonus + your Constitution modifier.

Dance of the Perfect[edit]

Starting at 7th level, as you gain more experience on the battlefield you started to develop a dance like blade singing, now as bonus action you start your own dance which lets you to add your Dexterity bonus to your AC. If you wear no armor it still adds up.

Controlled Fire Blast[edit]

At 9th level, when you activate flame of the divine you can instead create a fire blast, and may launch it at a target within 120 feet. The target must make a Dexterity saving throw (DC = 8 + proficiency bonus + Strength modifier) or take 8d10 + Dexterity modifier fire damage and be set on fire for one minute. Targets on fire take 1d4 fire damage at the start of their turn. At the end of their turn, they may make a DC 15 Medicine check to put out the flames and end the effect early. Creatures with fire immunity now have fire resistance and creatures with fire resistance now take full fire damage.

Berserk[edit]

At 10th level as a free action, you can go berserk by letting some of your anger to consume you. Black flames start emitting from your body, granting you a +2 Constitution and +2 Dexterity scores. For the next minute, you gain 30 temporary hit points and gain a bonus to damage rolls equal to your proficiency bonus. This can only be done once per long rest.

Energy Tools[edit]

At 11th level, due to your extensive use of energy, you can focus with normal objects for 1 hour to turn them into special Tools. When you turn something into a special Tool, you may give it one of the following attributes:

Weapon

You enhance the weapon greatly, making it deadly enough to cut even through evil spirits. Attacks with the item deal additional necrotic damage equal to its damage dice + your Charisma modifier. If a creature is killed by a special weapon, they can not be turned into undead or revived by any means other than true resurrection or wish spells.

Sight Improvement

You enhance glasses, lens or other form o visual equipment to have acess to the supernatural A creature holding the item gains a bonus to Wisdom (Perception) checks equal to your Charisma modifier (minimum 1), and can see through illusions.

Armors

You enhance the protection to being able to resist even powerfull attacks While a creature is wearing the armor or clothing, they gain temporary hit points equal to 10 + 5 times your jujutsu sorcerer level and a +2 to AC. After the temporary hit points end, they are regained at the end of their next long rest.

The One Who Commands[edit]

At 12th level, your natural Charisma power allows you to summon demons to aid you in battle. You can cast summon greater demon as a 6th level spell once per day. It follows all the same rules as the spell, except that you can't lose control of it and that it only lasts for 10 minutes.

Improved Reflexes[edit]

At 12th level, your reflexes improved and now you are always first on the initiative.

Restored Power[edit]

At 13th level after so much time has passed, your full power has finally been restored into your body. Your Strength, Constitution and Dexterity increases by +2 and their ability max becomes 30.

The One Who Cannot Be Beaten[edit]

At 14th level, as you progress you started to understand power of magic and how pain in the ass it can be so you improved and adapted to it, you have advantage on saving throws against magical effects. You are also cant be paralyzed, stunned, charmed, frightened.

Domain Expansion: The End[edit]

At 15th level, your command over your energy further increased and lets you to paint the world as your canvas, Your domain expansion is a giant area where you will get a sure hit effect, so that no matter what you will hit your opponents with your attacks, and in case of saving throws, they automatically fail. As an action for 25 energy points, You can create a shrine that resembles your divine status, it has 165-foot radius sphere area which your unseen blade continuously attacks and slashes targets, everything inside the area must make a Dexterity saving throw if they fail they get slashed so many times that they are reduced to dust if they succeed they take 200 slashing damage, you can make this attack again by spending 25 energy points.

Domain expansion last for 1 minute, and for any round above that you must spend 2 Energy Points.

The One Who Knocks[edit]

At 16th level, if anyone tries to run away form you or when you want to dodge a incoming attack you you can teleport as a reaction for 5 energy points it has a range of 300 feet, also you can increase range of your domain and your unseen sword for 1 energy point, every spent point increases their attack range by 10 feet.

The One Who Cannot Die[edit]

At 17th level, when you die, you have to make a DC 20 Wisdom saving throw or your alignment becomes Chaotic Evil, as you lost a fight and it hurts your ego. In addition, you can resurrect yourself as if the spell true resurrection had been cast upon you. This can only be done once per day.

The One Who Rules Above All[edit]

At 18th level, you can now make anyone you want your servant, as a action you attempt to charm them if they fail they become your servants for end of time and has to obey you if they succeed they are not affected, save DC equal to your The Perfection save DC.

Embodiment of Perfection[edit]

Finally, at 20th level you have learned how to enter your True Form once per day, which last for 2 minutes. You are 10 ft. tall and considered a Large creature, you have black horns on your forehead, and your eyes glow red. You get +10 to Strength and con also a +10 to Dexterity and their ability maximum becomes 40. While in this form, all creatures within 600 ft. of you must make a DC 22 Wisdom save or become frightened of you until they are 1,500 ft. away from you, all creatures within 30 feet of you are paralyzed. You also have advantage on all attack rolls, and saving throws, and all creatures have disadvantage on attack rolls against you. You also max all damage dice and double the damage. You also have infinite energy points. While in this form you can teleport to any place you want as a reaction.

Forms of Perfection[edit]

Multiclassing[edit]

You cannot multiclass into this class.

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