Timeskip (5e Class)
Class Name[edit]
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st
- Proficiencies
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Ki | Vital Point Damage |
---|---|---|---|---|
1st | +2 | Subclasses Ki Vital Point Damage | 1 | 1d4 |
2nd | +2 | Deadly Intent | 2 | 1d4 |
3rd | +2 | — | 3 | 1d4 |
4th | +2 | Ability Score Improvement | 4 | 1d4 |
5th | +3 | — | 5 | 1d4 |
6th | +3 | Empowered Strikes | 6 | 1d4 |
7th | +3 | Evasion | 7 | 1d6 |
8th | +3 | Ability Score Improvement | 8 | 1d6 |
9th | +4 | — | 9 | 1d6 |
10th | +4 | Time Skip/Back Breaker | 10 | 1d6 |
11th | +4 | — | 12 | 1d6 |
12th | +4 | Ability Score Improvement | 14 | 1d6 |
13th | +5 | Icy Glare | 16 | 1d8 |
14th | +5 | Time Release | 18 | 1d8 |
15th | +5 | — | 20 | 1d8 |
16th | +5 | Ability Score Improvement | 22 | 1d8 |
17th | +6 | — | 24 | 1d8 |
18th | +6 | — | 26 | 1d8 |
19th | +6 | Ability Score Improvement | 28 | 2d4 |
20th | +6 | Pure Progress Time Skip/Molotov | 30 | 2d4 |
Subclasses[edit]
Despite the fact most of classes have subclasses at 3rd level the subclasses have your saving throws, skills, and a bit more
Warrior[edit]
Saving Throws: Dexterity and Constitution
Skills: Acrobatics and two more of your choosing that aren't dex based
- Unarmored Defense
At 1st level you are able to protect your body using your ki without using much energy. Your AC becomes 10 + your dexterity modifier + your constitution modifier
- Flash Fist Fighting Style
At 5th level you gain an extra unarmed strike per attack action
At 11th level you gain a 3rd unarmed strike
- Bonus Attack
At 6th level you are able to make one extra unarmed strike as a bonus action
- Flash Fist Crush
at 9th level when you get hit with a melee attack you can use your reaction to counter attack
- Realized Power
At 17th Level you can use your action to make an unarmed strike against within range (Range = Movement Speed). You punch forwards seemingly teleporting to the space behind them and after you have appeared they will get hit by the damage. You make a total of 16 unarmed strikes but only add your dexterity once. This takes 16 ki to perform.
Assassin[edit]
Saving Throws: Dexterity and Intelligence
Skills: Investigation, Medicine, Perception, Stealth
- Mark of an Assassin
At 1st level after you attack someone with an unarmed strike (hit or miss) you can immediately teleport 10ft in any direction that is away from them, as long as there is no obstacles within your path, and take the hide action as a bonus action. (If you can't take the hide action you can still teleport but the enemy won't lose track of you)
- Reactive Fighting Style
At 5th level you gain one extra reaction
At 11th level you gain a 3rd reaction
- Tides of Time
At 6th level Your AC becomes 10 + your dexterity modifier + your intelligence modifier. If someone attacks you any attacks that roll over 10 but less then your AC aren't dodged but you cover yourself in a purple aura and they seem to go right through you.
- Time Release
At 9th level you gain the ability to use your reaction to counter any attacks that go through you. You make an unarmed strike that emits a blue sharp line at the target's position
- Death Blow
At 17th level you can use your action to make an unarmed strike at an opponent 60/120ft away from you. When you do they will feel it hit them despite the punch not hitting them dealing damage equal to your total Vital Point Damage * 16 + your dexterity modifier. Any enemies who die by this attack will be hit in the heart and their heart will immediately stop. This also takes 16 ki to perform
Ki[edit]
At 1st level you've already learned how to use ki. This is what you use for your special techniques that only you and people taught this way can perform. Your ki amount is shown on the above ki table and half of your total ki recovers on a short rest and all of it on a long one. However you can push past your limits. When you use ki while having none you will suffer from Ki Sickness. When you have Ki Sickness you will no longer be able to use ki until you've completely recovered. While you have Ki Sickness a short rest will no longer recover ki. You have to regain all of your ki to recover from Ki Sickness. If you push past double your ki pool after the combat encounter you will fall unconscious and drop to 0 hit points. If you manage to recover you will suffer from Ki Sickness for 1d4 days only after which you can start to recover.
Vital Point Damage[edit]
At 1st level since you have been trained with your ki and this art of fighting you know most (or if your an assassin, all) Vital Points in all living beings. This increases the damage of your unarmed strikes. The die you use is based on the Vital Point Damage table and you are able to use dexterity for the modifier. Any buffs to your unarmed strikes from your race still are added onto the total.
Deadly Intent[edit]
At 2nd level whenever you take the dash action and stop within 5ft of a creature you can use 1 ki and make an unarmed strike against the creature
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.
Empowered Strikes[edit]
At 6th level you can infuse more ki into your body. You are able to hit with unarmed strikes using force damage or their original damage type.
Evasion[edit]
At 7th level you have nearly mastered dodging as a whole. Whenever you make any dexterity saving throws made to avoid damage on a success you take none and on a fail you take half.
Time Skip/Back Breaker[edit]
At 10th level you are no longer able to be surprised and whenever someone tries to attack you from behind you can use your reaction to turn around and attack with an unarmed strike. If it hits their attack is made at disadvantage on top of taking damage. This takes 3 ki to perform
Icy Glare[edit]
At 13th level you can look at someone within 30ft of you. They must make a dexterity saving throw DC 10 + your dexterity + your proficiency bonus. If they fail you get to make 7 unarmed strikes on them without moving from your location only adding your dexterity once. This takes 7 ki to perform
Time Skip/Molotov[edit]
At 19th level you can use your action to make an unarmed strike against a target within 5 feet of you. If it hits you can use any amount of ki to immediately make unarmed strikes equal to the amount used only adding your dexterity once. This takes 2 ki to perform in addition to the amount you spend after hitting the first one.
Pure Progress[edit]
At 20th level you strive to keep improving. You can use per progress twice per long rest to get 1d4 more damage to all your unarmed strikes and lower your crit number needed to for an unarmed strike for the rest of a combat encounter. (The two uses do stack within the same encounter)
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