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One for All
One for All is a power that has been passed on through generations. Perhaps you are the first user of this great power, or maybe you've been gifted this power by your mentor who sees you fit to take their place.
With Great Power
- To be able to use One for All, you must at least have a strength and constitution scores of 13.
- If your constitution score is below 20, you take half your level rounded up in damage from the recoil of your One for All attacks. However, you may still perform standard unarmed attacks without this penalty.
- One for All may be passed on to others, assuming they meet the prerequisites. Additionally, your protege loses all levels in their current classes, if any.
Heart of Civilization
One for All is a devotion and an exclusive path. By undertaking the immense responsibility and power One for All gives you, you forego all other combat styles.
- You may not attune to any items.
- You may not use weapons or armor.
- Your hit points are permanently halved. When you roll for hit points, roll the normal amount and then half it.
- You gain +1 to Strength and +1 to Constitution. This bonus increases to +2 at 4th level, +3 at 8th level, +4 at 12th level, +5 at 16th level, and +7 at 20th level.
- You do not take ability score increases as normal. Instead, you gain 1 ability score point at levels 2, 6, 10, 14, and 18, and 2 points at 20.
As your power with One for All grows, you gain passive benefits and modifiers.
At 4th level, the Heart grows in power. Your mere presence inspires the common folk. After an ally within 30 ft is dealt damage by an attack, you may use your reaction to grant them +1 AC until the start of your turn.
At 8th level, the Heart grows further. You gain an extra reaction, but this reaction can only be used for opportunity attacks.
At 12th level, the Heart begins to awaken. Attacks made while under half your maximum hit points deal additional damage equal to your level.
At 16th level, the Heart has fully awakened. You gain a single Legendary Action. This action can only be used to make an unarmed attack or move. It can only be used at the end of another creature's turn and is regained at the start of your turn.
Creating a One for All User
|A One for All user channeling the ability.|
- Quick Build
As a you gain the following class features.
- Hit Points
Saving Throws: strength, constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
|Unarmed Die||Features||Special Moves|
|1st||+2||1d6||One for All, True Form, Refuse to Die||-|
|3rd||+2||1d6||Full Cowl, Threshold||-|
|4th||+2||1d6||Ability Score Improvement||-|
|5th||+3||1d8||Unarmed Damage Increase, Special Moves||3|
|7th||+3||1d8||Smash, Thundering Punches||3|
|8th||+3||1d8||Ability Score Improvement||3|
|11th||+4||1d10||Unarmed Damage Increase||4|
|12th||+4||1d10||Ability Score Improvement||4|
|16th||+5||1d10||Ability Score Improvement||5|
|17th||+6||1d12||Unarmed Damage Increase||5|
|19th||+6||1d12||Ability Score Improvement||6|
One for All
Beginning at 1st level, you gain the power of One for All. This lets you tap into the reserve of energy deep within you. Your unarmed attacks now deal 1d6 + your strength modifier force damage. Additionally, you gain an unarmored AC equal to 8 + your strength modifier + your constitution modifier. The damage of your One for All attacks increases when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12). Your unarmored AC increases to 9 + your strength modifier + your constitution modifier at 5th level, 10 + your strength modifier + your constitution modifier at 11th level, and 11 + your strength modifier + your constitution modifier at 17th level.
At 1st level, One for All has transformed your body into a new form. Your muscles expand and grow to unparalleled sizes, and you weigh much more than usual. However, your true appearance is a much more frail shape. Whenever you are reduced to 0 hit points or knocked unconscious, you revert to your true form unless you succeed on a Constitution saving throw with DC = 20 - your level. While in your true form, you can only make a single action in a turn, whether that be movement, attack, spell, bonus, or any other kind of action. Additionally, you cannot take reactions and have disadvantage on strength, dexterity, and constitution saving throws. Additionally, you can revert to your true form any time at will and may change back into your muscle form at will as long as you have no exhaustion.
Refuse to Die
At 1st level, your sheer drive to continue on prevents you from dying. When you reach 0 hit points, you do not fall unconscious and may continue fighting as normal. However, each time you make an attack or take damage, you take a level of exhaustion. Additionally, when you enter muscle form or reach your maximum hit points, you gain temporary hit points equal to twice your level.
When you reach 2nd level, you are able to sacrifice your own health in order to deal more damage. You transfer your own health into extra damage on your attacks. When you make your attack roll, you may spend any number of hit points you have available. For each hit point spent, add one damage to the attack. If you spend over 50% of your maximum hit points, the damage is doubled but you take a level of exhaustion. You may also use your reaction to spend a hit die and turn it into damage on your attack. In addition, when scoring a critical hit, you may choose to take 2 levels of exhaustion to double the amount of damage dice you roll; you must start with no exhaustion before using this feature again.
At 3rd level, you no longer take damage from your One for All attacks for having a Constitution lower than 20. Additionally, you gain a benefit for each ability score you have that is at stat cap or 20 or higher.
- Strength - +2 to damage rolls with unarmed attacks, due to your overwhelming power.
- Dexterity - +10ft of movement, due to your speed and ability to dodge attacks.
- Constitution - Gain +1 AC, due to your incredible resilience.
- Intelligence - Gain +2 to attack rolls with unarmed attacks, due to your ability to comprehend your opponent's weaknesses.
- Wisdom - Your unarmed attacks overcome resistances, due to your experience in combat.
- Charisma - Creatures of your choice other than you within 5ft of you have +1 to AC, due to your inspiring presence and outstanding personality.
At 3rd level, your will to fight becomes stronger as you grow closer to defeat. When you are below 50% of your maximum hit points, your One for All attacks deal bonus damage equal to your proficiency modifier.
Beginning at 5th level, you gain a set of special moves that define you greater as a fighter. Choose three special moves from the special moves list at the bottom of this class. You gain additional special moves as you level, as shown in the One for All table.
At 6th level, you gain one last breath whenever you are critically injured. Whenever you are reduced to 0 hit points, you are instead reduced to 1. Whenever you use this feature, you cannot use it again until you've completed a long rest.
At 7th level, your unarmed attacks hit even harder. As a bonus action when you make your first unarmed attack in a turn, you can empower your attack, causing all creatures other than you within 5ft of your target must make a Constitution saving throw with a DC of 8 + Proficiency + Strength modifier. On a failed save, they take thunder damage equal to your level and are pushed 5 ft back. On a successful save, they take half damage and are not pushed.
At 7th level you're able to channel your power into one powerful attack. As an action, you can force everyone in a 30 foot line to make a Dexterity saving throw with DC = 8 + Proficiency + Strength Modifier. Those who fail take 8d8 force damage and are stunned until the end of their next turn. If they succeed the saving throw they take half damage and are not stunned. You may do this a number of times equal to your constitution modifier before needing to take a long rest. Additionally, you may suffer a level of exhaustion in order to cause the attack to deal 10d8 damage.
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. Additionally, a long rest removes all levels of exhaustion.
At 10th level, as a last effort to defeat your enemy you feel a surge of kinetic energy through your body. For 1 minute, you get:
• You can take Dash as a bonus action.
• When you do take the Dash action, you don't provoke opportunity attacks.
• Your unarmed attacks get a bonus to damage equal to proficiency.
• Whenever you take the attack action, you may attack an additional time.
You can use this feature 3 times. This increases to 6 times at 18th level. Regain lost uses upon completing a long rest.
At 14th level, if your total for a strength check, saving throw, or strength based attack roll is less than your strength score, you can use that score in place of the total. You may do this a number of times equal to your constitution modifier. You regain spent uses upon completing a long rest.
Beginning 15th level, while you are at half your maximum hit points or less, whenever you take the attack action you can attack an additional time.
At 18th level you're able to unleash the most devastating attack in your arsenal. You cause a burst of energy from originating from your fist, every creature within a 60 foot radius must make a strength saving throw or take 100 force damage (DC = 8 + Proficiency + Strength Modifier). Creatures within 30 feet are knocked prone. You can also use this directly on a creature which forces them to be knocked back 30 feet and stunned if they fail the saving throw. Creatures who succeed the save take half damage and suffer no other effect. Using this on the ground causes a 15 foot radius of terrain to become difficult terrain. This deals double damage to structures. You can use this a number of times equal to half of your constitution modifier and gain a point of exhaustion each time. You regain all uses once you complete a long rest.
Finally, once you reach 20th level, you gain resistance to bludgeoning, piercing, slashing damage, and force damage. In addition you are immune to being charmed, frightened, and incapacitated while above 0 hit points. When you are below 50% of your maximum hit points, your unarmed attacks deal double damage. Apply this modifier after all others. Additionally, you are unaffected by aging and are immune to diseases.
All Special Moves require a bonus action unless otherwise noted.
- Energy Blast
Your next unarmed attack this turn has a range of 10ft.
- Overhead Strike
Your next unarmed attack this turn deals +1 damage. If hit, your target must succeed a constitution saving throw with DC equal to 8 + your proficiency modifier + your strength modifier or be stunned.
- Running Strike
You may move an additional 15ft and make an unarmed attack.
- Spinning Strike
Your next unarmed attack this turn hits all targets within 5ft of you. Roll to hit and damage rolls for each.
- All-Out Attack
Your next unarmed attack is reckless. Double your strength modifier for your next unarmed attack, but creatures have advantage to attack you until your next turn.
- Defensive Strike
You don't apply your strength modifier to your next unarmed attack, but you add your constitution modifier to your AC until your next turn.
- Goading Strike
Your next unarmed attack goads your opponent, giving then disadvantage to attack you until your next turn.
- Powerful Smash
Requirements: Level 7 Your next Smash attack is a 15ft wide line instead of a 5ft wide line.
Proficiencies. When you multiclass into a One for All user, you gain the following proficiencies: