User:BigDunzles/Dunzle (5e Class)

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Dunzle[edit]

The Dunzle is a bizzare yet immensely powerful and capable warrior from the land of dunzle. Their origins are shrouded in mystery due to the mysterious nature of Dunzledorf. Although it has been reported that Dunzledorf seems like a humongous city with life there being similar to life in Chicago, Detroit, Or other violent places and such. With their bizzare weaponry and inhuman feats, the Dunzles are sure to make strange yet powerful warriors on the battlefield. The Dunzledorfians are specialists at heart, owing much of what they do to their specialty rather than the average Dunzledorfian experience.


From The Streets of Dunzledorf[edit]

Dunzles never leave Dunzledorf willingly, Dunzledorf leaves you. The only time you will spot a Dunzle without you yourself being in Dunzledorf is if Dunzledorf decides they've seen enough and sets them free.

Creating a Dunzle[edit]

How did your character operate in the streets of Dunzledorf? Were they Rollin N Controllin? Were they opp stopas? Why did Dunzledorf decide they had enough? What is their purpose for being here?

trarags-dunzledorf.gif
Tra "Real Dunzle" Rags


Quick Build

Make a Dunzle quickly by following these suggestions. First, Strength should be your highest ability score, followed by Intelligence. The rest is up to you.

Class Features

As a Dunzle you gain the following class features.

Hit Points

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

Proficiencies

Armor: light armor, medium armor, heavy armor
Weapons: Simple melee weapons, Dunzledorfian Equipment
Tools: All
Saving Throws: Strength, Intelligence
Skills: Choose four of your choice, although one must be Athletics.

Equipment

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

Table: The Dunzle

Level Proficiency
Bonus
Features Dunzle Tactics
1st +2 I'm from Dunzledorf you know how we get down, Street Profession, Dunzledorf survivor 1
2nd +2 Notorius 2
3rd +2 Street Cred, Street Profession feature(2) 2
4th +2 Ability Score Improvement 3
5th +3 Extra Attack, Built Different 3
6th +3 Ability Score Improvement 4
7th +3 Top Shotta 4
8th +3 Ability Score Improvement 5
9th +4 Down D. Stairs 6
10th +4 Street Profession feature(3) 6
11th +4 Head on a Swivel, Extra Attack(2) 7
12th +4 Ability Score Improvement 7
13th +5 Top Shotta(2) 8
14th +5 Dunzledorfian Monster, Street profession feature(4) 8
15th +5 9
16th +5 Ability Score Improvement, Tough 9
17th +6 10
18th +6 10
19th +6 Ability Score Improvement 11
20th +6 Legendary Dunzle 12

“I’m from Dunzledorf you know how we get down”[edit]

You add 1/2 your strength and intelligence modifiers to your Hit point formula along with your constitution. Along with this your proficiency bonus with the Laser Sighted Dumbell (5e Equipment) is doubled for attack rolls, and it is added to your damage rolls for all Dunzledorfian Equipment

Dunzledorf survivor

You can make sandwiches. These take 2 minutes to make. Alternatively, you can expend hit die on a short rest to make sandwiches instead of healing or make sandwiches during a long rest equal to 2 x your level + your dexterity modifier in sandwich amount. These sandwiches heal for 1d12 + intelligence modifier. This increases to 2d10 at level 2, 3d8 at level 7, 5d6 at level 13, and 8d4 at level 17. The max amount of sandwiches which can be held is equivalent to your dunzle Tactics level + your intelligence modifier. These sandwiches never spoil or rot, no matter what ingredients were used to make them.

Street Proffession[edit]

At 1st level, you chose a Dunzledorfian Street Proffession. Choose between Genius, Patroller, and Menace. Your choice grants you features at 1st level and again at 3rd, 6th, 10th, 14th, and 20th

Notorious[edit]

Upon reaching level 2, you begin to accrue notoriety. Every humanoid you intimidate, frighten, or injure will go and tell the ones close to them of your encounters. This will cause certain towns to become wary of you. After Frightening, intimidating, or injuring a creature everyone who resides within the same town sized area as them will trigger a surprise attack even if they aren't surprised when you engage in combat with that creature.

Street Cred[edit]

Upon reaching level 3, your origins can instill fear in even the mightiest of foes. as a Bonus Action, you can start a speech for 1-10 minutes. This speech recants the trials and tribulations you experienced while in Dunzledorf. Once the speech ends, every non-chaotic aligned creature in a 100ft radius which can understand you is Frightened for 1d4+speech minute(s) turns. The DC for this save is a Nat20. Upon rolling this Nat20, The Cosmic tides shift and the universe actively rewrites itself. The creature which succeeded the DC now has a backstory in which they have been in Dunzledorf for at least 1 year.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

Built Different[edit]

Upon reaching level 5, you awaken more of your inner dunzledorf. Your strength, intelligence, and 1 ability score of your choice are increased by 1 and have their ability score maximums increased by 2 as well. You also gain advantage in acrobatics

Top Shotta[edit]

Upon reaching level 7, You gain proficiency in firearms. If you were already proficient in firearms you can now add that proficiency bonus to your damage rolls with firearms. You gain another Top Shotta at level 13.

Down D. Stairs[edit]

Upon reaching level 9, Any creature which takes fall damage that was caused by you in one way or another is doubled. You also gain resistance to all damage after falling any height which would cause you damage. This resistance lasts for 1 minute and can only be used once per long rest.

Head on a swivel[edit]

Upon reaching level 11, you know how to be observant of your surroundings. You gain proficiency in perception and investigation, and expertise if you already have proficiency. You also have advantage on perception checks made to notice enemies and advantage on insight checks.

Dunzledorfian Monster[edit]

Starting at level 14, you gain the following abilities:

  • CRUNCH: You now have a Dastardly bite attack which deals 5d20 piercing damage. this bite counts as a grapple, and any creature trying to escape this "grapple" make the checks to do so with disadvantage. For each round your teeth are in the creature they take 1d8 necrotic damage. When the creature escapes the "grapple" they take 2d6 slashing damage. They gain 1 level of exhaustion if they failed the first 2 attempts to break free. You can use the poison dunzle tactic in order to lace your teeth, dealing whatever effect the poison would cause to the target.
  • The Grind is Real: Buying any item will cause its value to increase by 25% (rounded up) for the next 1d4 days. You have advantage on persuasion and deception checks when it comes to convincing people to buy the item off of you. This is a 50% increase (rounded up) if said item is a magical item.
  • Band For Band: Your target must succeed on a combined wisdom + intelligence saving throw (DC 34). On a fail both you and the targeted creature are ascended 300ft above where you are standing and gain the ability to float. Neither of you can move. You and the target must expose all currency and valuables which either of you are in possession of. If your sheer amount of currency surpasses the creatures then they are forced to make a charisma saving throw (DC 12). On a fail the creature falls unconscious for 1d4 days until hit with half their hit points worth of damage. If they succeed they take 16d10 psychic damage - the amount of money possessed in GP. If the creature succeeds you must make the charisma saving throw or suffer the effects previously listed.


  • Indomitable: The streets of Dunzledorf are far worse than anything you could possibly experience at this point. for 1 minute you channel your indomitable spirit and become immune to all status effects and advantage on all ability checks. You also gain resistance to all non-magical slashing, bludgeoning and piercing damage. Finally, you gain temporary hit points equal to half the remaining health of the highest CR creature which has attacked you within the last 1 minute. You gain 1 level of exhaustion after this. Using this ability more times than your proficiency bonus you suffer from level 5 exhaustion. This ability has uses equal to your proficiency bonus.

Tough[edit]

Upon reaching level 16, the resilience acquired from residing in Dunzledorf starts to take an even greater form. You can choose 1 ability to increase by 2, and you now have proficiency in saving throws using that ability score. You cannot gain expertise in saving throws this way, and you cannot increase an ability score in which you are already proficient in its saving throws.

Legendary Dunzle[edit]

Upon reaching level 20, you have harnessed an unthinkable amount of power from Dunzledorf. You can now use legendary actions. These legendary actions are replenished each long rest. you have 5 legendary actions per day which can be taken as free action on any turn. You cannot take more than 1 legendary action per turn.


  • Negate: You can choose to take the ready action with this legendary action. If you choose to do so you choose a target within your line of sight. Whatever the target does next will be written out of existence instantly and only you and the target will have knowledge it ever happened.
  • Domain Expansion: Malevolent Bands: The target must make a DC 25 wisdom saving throw or be subjected to your domain expansion. This domain expansion will not affect people you are touching and has a radius of 100 ft from your person. This domain expansion lasts for 2 minutes. While they are in this domain they must go band for band with you 5 times in a row, using the same rules as before but with a twist. Each round that you lose in the band for band will double your money and halve the enemy's . Once you win they become paralyzed for one minute and take 1d100 psychic damage. If you mangae to win band for band in the first turn you gain access to 2 new moves until the domain expansion ends.

1. Equivalent Exchange: the target takes 2d4 x their gold amount in force damage. This attack cannot be avoided and is a continuous effect unless the target makes a DC 16 constitution saving throw. Upon a fail they take this damage until the domain expansion ends.

2. Band Cleave: The target takes 10d6 + intelligence modifier in slashing damage. If the target is currently under the effect of equivalent exchange they take full damage.

  • Personal Fuck You: The target creature must make a DC 18 constitution saving throw. Upon fail you immediately snap the creatures neck with your weapon (maybe it was a bow and arrow shot, a hit with the broad side of a sword, a brutal attack with a Laser-Sighted Dumbbell?). The creatures speed is reduced to zero and they take 90% of their health (rounded up) in damage. Upon success you rip the flesh from around the creatures neck with your bare hands and deal 10d10 + your strength modifier in pure damage. Pure damage is not resistible in the slightest.
  • Shatter earth: You create a field of destruction in a 10 ft radius around you for 5 turns. All projectiles which enter this field are pushed down into the ground and destroyed completely. Any creature which comes into this field must make a DC 24 strength saving throw or be slammed into the ground and take 5d10 bludgeoning damage and be knocked prone with the inability to recover. This does not affect creatures 2 or more size categories above you. This effect is also applied to any projectile entering the field, with them being rapidly accelerated towards the ground. This ability will automatically destroy buildings.

Patroller[edit]

A Profession which excels in scouting out information, mobility, and protecting itself as well as allies.

Vehicular mastery[edit]

Beginning at level 1, You are proficient in the handling of any type of vehicle, and can instantly learn the controls of the vehicle after spending 1 minute simply looking at them. All vehicle speeds (travel and movement) are increased by 2 x (5 + your dexterity modifier) while you are controlling them.

Been doing this shit for a while

You are allowed 1 free hand while controlling a land vehicle, needing only 1 to control it now. You can simultaneous use 1 handed weapons (ranged or melee) while controlling the vehicle. Using the vehicles movement speed counts as a free action does not require an action.

Rollin N Patrollin[edit]

Beginning at level 3, While you are in a vehicle, you can attack someone as a reaction if they attack one of your allies. All ranged attacks made while inside a moving vehicle count as surprise attacks

Drive by Specialist[edit]

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

Modifications[edit]

Beginning at level 6, You are allowed to make 3 modifications to your vehicle. You gain double the modifications at level 10. These modifications can only be used on Dunzledorfian vehicles. The modifications are listed below:

Stick Shift

While controlling the vehicle, you are now allowed the swerve action. This action functions identically to the Dodge action but for your vehicle. You must pass a DC 12 dexterity saving throw when using this or spin out, causing the Vehicle to become prone until the start of your next turn.

Tinted windows

Any ability checks regarding seeing people inside the vehicle are made with disadvantage. During the night, all stealth checks are made with advantage. Rolling down the windows gets rid of this effect.

V12 Engine

You now gain the action to rev your engine on your turn. This will double your movement speed upon acceleration of the vehicle and give the effects of Gas Gas Gas while you are actively revving your engine. Your speed increases by your dexterity modifier x your intelligence modifier for the first turn of vehicle movement.

Dunzle Tires

You ignore difficult terrain while travelling in the vehicle, and the vehicle gains a climbing speed equivalent too it's movement speed. This speed is halved when anyone except for you is controlling the vehicle.

Gold Rims

Whenever a creature sees your vehicle, roll a d20. On a 20, they take 1 psychic damage and become blinded for 1 turn. This roll is made every turn the creature looks at the vehicle. You also gain advantage on persuasion checks while inside the vehicle.

Ice Cream Paint Job

You gain advantage on persuasion and deception checks made while inside the vehicle, but disadvantage on stealth checks while inside the vehicle. If a creature attacks your vehicle, you get a free action of your choice at the end of their turn (functions like a legendary action)

Armor Plating

You weld weapons or metal to the outside of your vehicle, increasing its health. You need a minimum of 10 weapons worth of metal in order to do this. The health increase is equal to the weapon metal amount + 1/2 dexterity modifier x intelligence modifier. This can only be done once to each vehicle. The weapon metal amounts are as follows:

0 Weapon Metal Amount

Club, Greatclub, Whip, Quarterstaff.

1 Weapon Metal Amount

Pike, Sickle, Spear, Dagger, Rapier, Javelin, Handaxe.

3 Weapon Metal Amount

Glaive, Scimitar, Shortsword, Trident, Warhammer, War pick, Halberd, Flail, Battleaxe.

6 Weapon Metal Amount

Greataxe, Greatsword, Longsword, Morningstar, Maul.

Long Time Patroller

You gain advantage on dexterity saving throws made while controlling the vehicle.

Gas Gas Gas[edit]

Beginning at level 10, you can now drift with your vehicle. After driving any vehicle with wheels at least 100 ft you are allowed to use this feature. When drifting, you will turn 180 degrees over the course of one turn. During this drift the vehicles armor class is increased by 2 and you create a smoke cloud which is a 20 x 10 ft oval like sphere surrounding your vehicle. Anyone inside the smoke cloud is heavily obscured. Anyone attacking from outside the radius of the smoke cloud do it with disadvantage. This cloud dissipates after 2 turns and its size is tripled for each size class the vehicle is above medium. You can continue drifting to increase the duration of the smoke cloud, but after the first turn of drifting you make all ranged weapon attacks with disadvantage until the drift ends. You must pass a DC 15 dexterity saving throw or spin out. Additionally, you can attack 3 times instead of 2 while inside a vehicle

Hit and Run[edit]

Beginning at level 14, your vehicle gains temporary hit points equal to half the damage dealt when attacking a creature from inside a moving vehicle. Along with this, your vehicle gains a temporary movement speed increase equal to 3 x your dexterity modifier when attacking a creature from inside a vehicle you are controlling. This movement speed increase lasts for 1 turn.

Menace[edit]

"Well Damn, you really went out of your way to terrorize people, innocent or not". A true Dunzledorfian at heart, menaces are experts at mass murder, brutalization, and destruction. These dunzles specifically do NOT play around at all.

Menacing DC = 5 + Strength modifier + Charisma modifier + Proficiency bonus

Homewrecker[edit]

Upon reaching level 1, you gain the ability to ruin peoples lives in more ways than one. You deal double damage to buildings.

Opposition[edit]

Additionally at level 1, you have already acquired enemies. You can target 1 creature within line of sight as an action. That target must make a Menacing saving throw. If they fail they are now marked as an opp. Opp's will trigger opportunity attacks if they try and dash, disengage, or attack another creature while withing 5 ft of you. If these attacks hit the target must make another saving throw or be frightened until the end of their next turn. You can only have 1 opp at a time

Face of Death[edit]

finally at level 1, you gain access to a class specific Dunzledorfian equipment, the ski mask. While wearing the ski mask all weapon ranges are reduced to 5ft. These weapons will now only do full damage, crit on 19-20, and push the target back depending on which weapon hit them as long as you use the weapons within 5ft of you.

Run up

You gain an extra 5ft of movement speed when moving towards a hostile creature. This triples if the creature is a opp.

Impatient[edit]

Upon reaching level 3, you can make 2 attacks instead of 1 when taking the attack action on your turn. any extra attacks made have disadvantage on any creature who isn't an opp. This increases to 3 at level 6, 4 at level 10, and 5 at level 14.

Tough Talk[edit]

Upon reaching level 3, You have a + 3 to intimidation and persuasion when within 5 ft of an opposition, and a +1 to intimidation and persuasion for everyone else. You can also choose to conduct a speech for 1 minute as a bonus action. When finished, the target must make a saving throw or they become shaken with fear and have a -4 to all attack rolls, ability checks, and saving throws along with being frightened. This lasts indefinitely until they succeed the saving throw DC, which they can do at the end of each of their turns as a free action.

In addition to this, while wearing the ski mask you can take the dodge, dash or disengage actions as bonus actions as many times equal to your proficiency bonus. You regain these charges upon short rest

Schadenfreude[edit]

Upon reaching level 6, you become one sick motherfucker. Every time a creature within line of sight is affected by a negative status effect, you know immediately. For each turn you spend within 5ft of them you regain hit points equal to 2 x your Charisma modifier. Additionally, you can target a number of creatures equal to half your proficiency bonus (rounded up) to be an opposition.

Cheap shot[edit]

Upon reaching level 10 you become a master at being a bitch to other people. Whenever a creature would trigger an opportunity attack, surprise attack, or whenever you score a critical, on top of your weapon damage you can perform one of these Cheap Shots:

  • Straight for the Eyes: The creature becomes blinded for 2 turns.
  • Slobber Knocker: The creature must succeed a menacing saving throw or become stunned until the end of their next turn.
  • Ear Popper: The creature becomes deafened for 2 turns.
  • Suprascapular Smash: The target must make a menacing saving throw. Upon fail the target immediately freezes up, becoming incapacitated until the end of their next turn
  • No Ribs survived: The target is subjected to a DC 12 constitution saving throw. On fail they take 10d6 bludgeoning damage and lose the ability to breathe for 2 minutes, They must then pass a DC 20 constitution saving throw or be incapacitated for 1 minute. Upon success they take half damage and keep their breathing privileges.
  • Knocked Knees: The target's movement speed is reduced by 2/3 of it's total. This lasts for 1 minute.

Apotheosis[edit]

Upon Reaching level 14, something awakens within you. Whenever a target is within 5 ft of you, you can choose to take on 1 level of exhaustion to perform one of the following techniques.

  • Smash: this attack is rolled with disadvantage, but can be done with any weapon as long as you are within 5 ft of the target. If this attack hits the target must Succeed a Menacing saving throw or take 8d20 + 2 x your strength modifier + your charisma modifier. Your target permanently loses the ability to think properly and become incapable of attacking, and their movement speed is halved. This lasts for 5 minutes or until they receive some form of healing. If the target succeeds the saving throw they take half damage and retain the ability to think properly, however they still lose 10 ft of their movement speed.
  • Colossus: Grow to even more monstrous proportions. Your Height quintuples and your weight is now around 120x what it was. You are now 2 size classes bigger than what you were before. Your hit point maximum quadruples and you are healed up to your new hit point maximum. Your weapons grow with you. You gain an additional +4 to all strength ability checks and saving throws, a +4 to damage and attack rolls for all non-finesse melee weapons, your melee reach is extended to 25 ft and an additional 5 ft if you are now a gargantuan creature, You gain 3 x your movement speed, You have advantage on intimidation checks, and you can now stomp on any creature 2 size classes lower than you. This stomp does 4d8 + Strength modifier + 2d6 X the size difference between you and the target in bludgeoning damage. This lasts for 3 minutes or until you are incapacitated in some way or decide to deactivate it yourself. The exhaustion level you are currently under before activating Colossus does not go away while in this form.

Oppa Stoppa[edit]

Upon Rebirthing and reaching level 20, you have become the ultimate, legendary opposition eliminator. Making a creature your Opp now only takes a bonus action, and creatures who succeed any menacing saving throw make the next one at disadvantage. Additionally, while targeting an opp and wearing a ski mask, you have an unlimited number of attacks when making the attack action. However you gain a stacking -3 to attack rolls for each attack made after the 5th one. If you miss, your turn ends. You can also use your reaction to gain a bonus to your AC equivalent to your strength modifier when being attacked by an Opp. And Finally, creatures will trigger an opportunity attack when they take any action within your weapon's normal range.

Evil Genius[edit]

Calculating, insightful, a mastermind among masterminds, a prodigy among prodigies, the genius survived the streets of Dunzledorf through sheer mental prowess alone. This subclass is based around planning for battles and calculating your attacks

Oppressing saving throw DC = 6 + proficiency modifier + intelligence modifier + wisdom modifier. This is a constitution based saving throw

Venomous Concoctions[edit]

Upon reaching level 1, your understanding of venomous substances from back in the days is evident. If you have 2 mushrooms of your choice and a sample of any creatures blood you can make the following concoctions:

Neurotoxin

When this toxin enters an enemy wound, they must make an Oppressing saving throw or take 2d6 necrotic damage each turn. They can reroll this save at the end of their turn. If they are affected by outside sources of healing (such as healing spells or healing potions) then the toxin ceases to affect them. If this toxin persists for a full minute the target must make another oppressing saving throw or take 6d6 necrotic damage and have disadvantage on all rolls. After 2 minutes they must succeed another Oppressing saving throw or be paralyzed. After 3 minutes they must succeed one final oppressing saving throw or die instantly.

Hemotoxin

When this toxin enters an enemy wound, they must make an Oppressing saving throw or be afflicted with level 1 Bleeding. They are allowed to repeat this saving throw at the end of their turn. After 1 combat turn, the bleeding advances to level 2, and after 2 combat turns the bleeding progresses to level 3, it progresses to level 4 after 3 combat turns, and finally after 4 combat turns their bleeding progresses to level 5.

Cytotoxin

When this toxin enters an enemy wound they must make an Oppressing saving throw or take 3d6 necrotic damage and have the skin on one of their hands start to visibly decay. This gives them disadvantage on all sleight of hand checks and charisma checks. After 1 combat turn they take 4d6 necrotic and lose the function of 1 arm; making them incapable of using heavy or 2-handed weapons. After 2 minutes they take 5d6 necrotic damage and lose the function of 1 leg, decreasing their movement speed by 3/4 of its total. After 3 minutes they take 6d6 necrotic damage and are paralyzed permanently. Only high level restoration spells can give them the function of their limbs back (or a wish spell)

Mastermind[edit]

Upon reaching level 3, your genius begins to manifest to higher degrees. You gain proficiency in insight and investigation, and expertise in 3 tools of your choice. You can also repair any equipment given the appropriate tools, time and materials (up to the DM).

Deadly[edit]

Upon reaching level 6, you are an expert in knowing the inner workings of your weapons. Your ranged weapon range is doubled, and you can take 1 level of exhaustion to double your oppressing saving throw DC and add an extra damage die to any of your damage rolls. You also add 1d4 to your attack roll.

Know thy Enemy[edit]

Additionally, once you achieve level 6 your understanding of the battlefield and your enemies is phenomenal. Whenever an enemy within your line of sight rolls to attack, you can make a reaction to attack them without applying your proficiency bonus to the attack or damage roll. If this attack hits the opponent you simultaneously take the dodge action with the attack you made. this can be done against any attack made if your weapon range allows for it.

Mechanical Savant[edit]

Once you reach level 10, you start to manifest your talent in other areas. You gain access to all Artificer Infusions. You can also craft Prosthetic Limbs. Additionally, you grant yourself different ways to inject your toxins

1
Needle(s)

Decreases the save DC by the total value of the second highest ability score modifier the enemy has, and doubles it's progression rate

2
Airborne Toxin(s)

Toxins can now be released into the air, creating a cloud of toxins 25 feet in radius. These toxins can be avoided if a creature moves through the cloud without breathing, closing their eyes (blinded for the duration), and they must be at 50% hp or above


Absolute Brilliance[edit]

You have achieved the peak of intelligence. upon reaching level 14, your intelligence is beyond all those who surround you. Your intelligence score becomes 23. In addition you will always succeed investigation checks which involve determining anything physics related or determining the origin of an object/creature. In addition to this you can now give armor 2 infusions if given the time, tools, and required materials to do so. Your Venomous Concoctions also gain the following upgrades.

Neurotoxin

Neurotoxin will now kill whichever creature is affected by it after 2 minutes instead of 3.

Hemotoxin

Hemotoxin will always cause 1 level of bleeding no matter if they succeed the oppressing saving throw or not. If this bleeding is not cured for a day straight the creature rolls 1d3 and takes one of the following effects:

-1: Cornea Erasure: The creature loses their vision permanently. This can only be undone by a True Resurrection or a wish spell.

-2: Complete Cochlea Rupture: The creature loses their sense of hearing. This can only be undone by a True Resurrection or wish spell

-3: Nasal Obstruction: The creature loses their sense of smell. This can only be undone by a True Resurrection or wish spell.

Cytotoxin

If the creature fails 4 Oppressing saving throws in a row they must roll a 1d4 and lose a limb correlating to the specific number -1: One of their left arms

-2: One of their left legs

-3: One of their right arms

-4: One of their right legs. If the creature rolls a 4 they must roll the d4 again. If they roll another 4 they lose one of their heads.

Dunzle Tactics[edit]

Backflip

As a reaction to any ability or effect which would prompt a dexterity saving throw, you can choose to do a sick ass backflip. This backflip gives you advantage on the saving throw and you take no damage on success. However upon failure you take full damage

Front

You can claim to be anything or have done anything. Anyone who is suspicious of these claims must roll an insight or investigation check higher than your charisma or strength score (your choice). Upon fail they believe whatever you may have just said (Up to the DM on what effects this has on the creature). Upon success the creature is unaffected and continues whatever they were doing as normal. Every fail made by a creature reduces the DC by 1 permanently for that specific creature..

Dunzledorf Special

You pull a pie out of thin air. When thrown it will detonate on contact with any surface. The pie heals for 1d6+6 hit points in a 10 ft radius from where it landed. Creatures without mouths cannot make use of this effect. Using this tactic takes 1 bonus action

Bravado

You steel your nerves, strengthen your resolve and become as brave and bold (maybe a little too bold) as you can be. You now have advantage on all charisma saving throws but have disadvantage to all dexterity saving throws. this lasts for 1 minute. This can be done as a reaction, or bonus action.

Build a House (level 10)

You build a house. This tactic takes 3 turns to execute. The house is your average sized 2 bedroom 1 bathroom living space equipped with everything the average house would have given the time period. This house does not dissipate unless you die. In the event that happens the house disappears completely and everyone's memory of the house is altered in a way to make it seem like it never existed.

Dunzledorf Walk (level 7)

You start to move in a bizarre way which looks like the combination of the Crip Walk, Running Man, and Belly Dancing. while doing this any hostile creature near you must make a DC 15 intelligence saving throw or they are mentally overloaded and incapacitated for 1 turn. This "dance" lasts for 1 turn, but you can extend the duration for an extra use of your dunzle tactics slots.

Stink Eye (level 7)

You glance at a creature of your choice. If this creature becomes hostile towards you within the next minute or is already hostile towards you, you are allowed to add your wisdom modifier to your next attack roll and to your AC as a reaction for 1 turn.

Post Traumatic Dunzledorf Disorder

remind yourself of an experience which outweighs the one in which you are currently in. If your DM deems it so than you cleanse one negative status effect from yourself.

Bitch Slap

Roll as if this were an unarmed strike. Whichever hand you are using for this tactic must be free or equipped with a light weapon. If the target is hit by this attack they gain disadvantage on all attacks except against you and have disadvantage on all charisma checks/saving throws for 1 minute.

Surgery (13th level)

choose a creature to perform surgery on. This creature must be prone and willing. You can make A DC 13 medicine take 5 minutes of your time to cure any temporary status affecting the creature. You can take 1 hour to cure a permanent ailment, sickness, or status affect. Upon fail you take triple the time to do whatever procedure you choose to do and flip a coin do determine the outcome. On heads the surgery is a failure and the creature takes 5d4 - your intelligence modifier in necrotic damage. Upon success the surgery goes as planned and the creature recovers successfully.

Toss (10th level)

You must succeed a grappling attempt against your target. Upon success you can trigger Toss as a bonus action. Upon activation you start swinging your opponent in circles around you like so. You can throw the opponent 20 ft x the rounds spent swinging them in any direction. If thrown upwards fall damage rules may apply

Rebirth (Level 15)

Upon being knocked unconscious, instead of making death saving throws you can choose to rebirth by expending a successful death saving throw. Being rebirthed this way increases one of your chose ability scores by 2 along with it's maximum, and you gain access to the level 20 features of your specialty.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Dunzle class, you must meet these prerequisites: Acquire access to the land of Dunzledorf and reside there for 1 year.

Proficiencies. When you multiclass into the Dunzle class, you gain the following proficiencies: All tools, Dunzledorfian Equipment


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