Timeskip (5e Class)

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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:

Table: The

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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