UltraKiller (5e Class)

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UltraKiller

A Guard runs through a corridor only to see a fine massacre of a large group of his colleagues. unholy carnage left in the wake of something fearsome with only speed in mind, A bandit lies dying in the mud as he watches the rest of his crew get butchered and drained of their blood by a whirlwind of devastation, An orc laughs as she swings her mighty axe at a dingy looking contraption only wielding a revolver that turns into a gurgling yelp as the machine flips a single coin and fires, suddenly her lower jaw is gone and all she can see is that a portion of her throat went with it too.

ULTRAKILL

You are a machine built for one singular purpose HIGH OCTANE DEATH your lows will be the deepest pits of despair, but your highs will be so tall not even the heavens can reach. Your main obstacle is your lack of hit points and ac but you make up for it by being an almost untouchable speed demon with rapid precision kill shots

Creating a UltraKiller

Ask yourself this are you willing to always be on the edge of death? a single shot could put you down at any second and one bad roll could mean the end of it all but reward of all that damage whilst you flip coins and shoot enemies dead.

Quick Build

You can make an UltraKiller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose either the A) two firearms Combo or B) the martial melee and shield. CLASS IS FOR CONSTRUCTS ONLY!

Class Features

As a UltraKiller you gain the following class features.

Hit Points

Hit Dice: 1d4 per UltraKiller level
Hit Points at 1st Level: 4 + Constitution modifier
Hit Points at Higher Levels: 1d4 (or 3) + Constitution modifier per UltraKiller level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons, martial weapons, firearms
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from Acrobatics, Athletics, Intimidation, Perception, Performance, Sleight of Hand, and Stealth

Equipment

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

  • (a) One simple firearm and a martial firearm or (b) One martial weapon and a shield or (c) Leather Armor and a martial firearm

Table: The UltraKiller

Level Proficiency
Bonus
Features Extra Movement
1st +2 Blood Soak, Chassis choice, Dodge slide, Speed Machine +10 ft.
2nd +2 Hyper Evasion, Fist of pain +10 ft.
3rd +2 Chassis Upgrade, Coinshot +10 ft.
4th +2 Ability Score Improvement +10 ft.
5th +3 Extra attack +15 ft.
6th +3 Chassis Upgrade +15 ft.
7th +3 Evasion +15 ft.
8th +3 Ability Score Improvement +20 ft.
9th +4 Whiplash +20 ft.
10th +4 Let there be blood +20 ft.
11th +4 Chassis Upgrade +25 ft.
12th +4 Ability Score Improvement +25 ft.
13th +5 Hyper Dash +25 ft.
14th +5 Chassis Upgrade +30 ft.
15th +5 Infinite Thrust +30 ft.
16th +5 Ability Score Improvement +30 ft.
17th +6 Bloody Comet +35 ft.
18th +6 Chassis Upgrade +35 ft.
19th +6 Ability Score Improvement +40 ft.
20th +6 Dragula +45 ft.

Optional Rule: Firearm Proficiency

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your Guard has been exposed to the operation of such weapons, your Guard is proficient with them.

Chassis Choice

At 1st level, you choose a chassis. Choose between V1, V2, and SwordMachine, all are detailed at the end of the class description. Your choice grants you features at 1st, and again at 3rd, 6th, 11th, 14th, and 18th levels.

Blood Soak

Your plating supports special regenerative alloy that repairs when exposed to blood of any kind. Starting at 1st level, when you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier x your UltraKiller level (minimum of 1).

Dodge Slide

When in danger your subroutines kick into high gear allowing you to make split second movements up to the nanosecond. When you've been targeted for a ranged or melee attack, you can roll an Acrobatics check DC equal to the hostile attack roll's potential damage. On a success you dodge the attack completely and move half of your movement speed away from the enemy without triggering an opportunity attack. On a fail, the attack hits, regardless of if it would miss or not.

Speed Machine

You gain extra movement follow the chart accordingly. On top of that you can jump, up to your movement feet in the air. whilst jumping or being airborne, as a bonus action or reaction you may launch yourself further by making an acrobatics check dc 15 to grip a piece terrain within your movement speed and take the dash action only to go further into the air.

Hyper Evasion

At 2nd level you survived long enough that your systems can calculate up to the zeptosecond, when you are subjected to a saving throw it counts as a dex save.

Fist of pain

At 2nd level you are now proficient in unarmed attacks, once per turn as a bonus action or part of an attack action you may punch your enemy dealing your prof bonus d8 + strength damage you regain health equal to the damage of the punch this cannot take you over your maximum health, your unarmed strikes deal 1d8 + strength damage

Coinshot

At 3rd level as a bonus action, you can throw a special hyperdense magnetized coin into the air, as part of your attack action you can shoot the coin it has an AC of 16 if the attack hits the shot ricochets to an enemy or object of your choice dealing two times the damage you would've dealt to the coin as force damage. coins count as objects. For every coin you add to the shot, the multiplier increases by one, and so does the AC to hit.

Further, the coin can only hit targets within 15 feet of itself when tossed. With a maximum throw range of 20/60.

At level 6 you can throw 2 coins instead of one and at level 9 you can throw 3 coins and finally at level 16 you can throw 6 coins, this ability can be used once per round.

Ability Score Improvement

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

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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.

Whiplash

Starting at 9th level, in place of any of your attacks or as a bonus action, you can project a grappling hook at a target location you can see within a distance equal to your movement speed. If the target location can hold your weight, you are pulled there, expending your movement normally. This movement doesn't provoke opportunity attacks.

If the target is a creature of Large size or smaller, or is an object held by a creature, you must make a contested Strength (Athletics) check against the creature to pull her or the object.

In addition, when you fall, you can use your grappling hook as a reaction to attempt to prevent the fall, targeting a surface within range.

Let there be blood

At 10th level, the sheer volume of blood you're forcing out of your enemies is almost too much for just you alone why not share. When you slay a creature, you can use your bonus action to cause it to explode into a shower of gore and viscera, healing allies within 10 feet of the exploding corpse. You and any friendly creature in the area regain 2d10 hit points.

You can't use this feature again until you complete a short or a long rest.

Hyper Dash

At 13th, your ability to move at high speeds has grown exponentially, and allows for faster reaction times. You can take the Dodge, Help, Disengage, Use an Object, and Dash, actions as bonus actions.

Infinite Thrust

At 15th level, you can move with such force and speed you leave an "afterimage". Once per turn as a reaction, you can use this thrust to create one illusory duplicate, as the one created by the spell mirror image, that lasts until the start of your next turn, unless it is destroyed first. You can have only a single duplicate at the same time.

In addition, difficult terrain doesn't affect you and you gain a climb speed equal to your movement speed

Bloody Comet

At 17th level, your speed produces shockwaves of destruction that the enemy just can't handle. As an action, you can fly up to 30 feet. This movement doesn't provoke opportunity attacks, and you must end your movement on the ground until the end of the turn, or you fall.

When you land, all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Dragula

At 20th level you finally found a use for all that wasted blood. You cause additional damage with your melee weapon attacks equal to the amount of temporary hit points you currently have.

V1

This chassis was the first built in a time of war and strife where bloodshed was plentiful this beauty prospered taking full advantage of the blood soak alloy's abilities

Run n' Gun

Starting at 1st level, your chassis is built to improve your gunning abilities. You gain the following benefits:

  • You ignore the Loading property of firearms.
  • Being within 5 feet of a Hostile creature doesn't impose disadvantage on your ranged Attack rolls.
  • Your weapons do not require ammunition
Knuckleduster

Also at 3rd level, you gain an extra augmented arm. When you hit a creature Large or smaller with an unarmed strike, you push that target 15 feet back.

Extra Hand

At 6th level, you gain an extra hand to hold your other guns you add your proficiency and dexterity to your dual wielding and you make one extra attack when you attack with a bonus action

Bullet Hell

At 11th level, You make twice as many attacks you normally would this can only happen once per minute

Being the OG

At level 14 you gain resistance to force damage and become immune to effects like Magic missile.

Extra Bloody

At level 18 you double the number of health you gain from blood soak

V2

Built For a time of peace when no bloodshed was needed this chassis boasts a more durable frame but lacks the mobility of the v1

Stable Frame

You gain proficiency in heavy and medium armor Your crit-range is 18-20, feats that give crit-range increases stack with this

Cha Cha Slide

At level 3 instead of dodgesliding, you may gain temp hp equal to your con mod x your prof bonus.

Extra Armor

At 6th level, your hit point maximum increases by 12, and you gain 2 additional hit points whenever you gain a new level in this class.

In addition, when you spend hit dice to regain hit points, you regain 2 additional hit points per dice spent.

New and improved

At level 11 your new subsystems provide a variety of antimemetic buffers against the worst foes, You gain immunity to fear, charmed, stunned, petrified, and exhaustion

Move it

At level 14 the dc you need to pass saving throws is reduced by 5

Armor up

At level 18 your new chassis has given you resistance to a variety of damage types such as piercing, bludgeoning, slashing, acid, fire, lightning, cold, thunder, and necrotic

SwordMachine

While the V1 and the V2 were made for allout war the swordmachine was made for the blade. A true master of assassination.

Mastered Blade

If you are wielding a sword in one hand and have a free open hand you gain a +2 bonus to your hit and damage rolls you may move through creatures without triggering attacks of opportunity

Parry this

At level 3 instead of dodgesliding you can instead parry the blow by making an attack against the attacking roll on success you reflect the damage + plus the damage your attack did to the attacker. on fail that damage is doubled against you

Ancient Technique

At 6th level, you have truly mastered the way of the blade. Any melee weapon you wield that lacks the heavy property is considered to have the finesse property.

Empower self

At level 11 as a bonus action you can spend the coins from coinshot to empower your next attack actions with a +Your level x your prof bonus magic bonus per coin spent lasts until your next turn

Rapid Reactions

At level 14 you can take 2 more reactions

Heave Ho

At level 18 You can wield two handed weapons with one hand and you add double your modifier to weapon attack and damage rolls

Multiclassing

Prerequisites. To qualify for multiclassing into the UltraKiller class, you must meet these prerequisites: Be either a construct or cybernetic being, 16 dex and 16 con

Proficiencies. When you multiclass into the UltraKiller class, you gain the following proficiencies: acrobatics and athletics

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