User:Jdm90life

From D&D Wiki

Jump to: navigation, search

Isekai Ogre=[edit]

One of the third group of subordinate Monsters to be named by Rimuru Tempest. Originally an Ogre. but after being named, they evolved into a Kijin, and decided to serve him permanently. They as well lived in the Capital city of the Jura Tempest Federation: Rimuru City.

Upon Rimuru's ascension to a True Demon Lord


Class Features

As a Kajin you gain the following class features.

Hit Points

Hit Dice: 1d12 per Kajin level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Kajin level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, rapiers, scimitars,shortswords, Daikatana (5e Equipment)
Tools:
Saving Throws: Constitution, Strength
Skills: Choose 4: Athletics, Acrobatics, History, Deception, Persuasion, Intimidation, Stealth, Survival.

Equipment

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

Table: The Kajin

Level Proficiency
Bonus
Kajin points Features
1st +2 17+your Constitution modifier Kajin Points, Kajins Slash, Kajins Thoughness, Kajins Resolve
2nd +2 20+your Constitution modifier Kajin Action
3rd +2 27+your Constitution modifier Kajin Speed, Kajin Art
4th +2 30+your Constitution modifier Ability Score Improvement, Regeneration
5th +3 37+your Constitution modifier Kajin Art Feature, Extra Attack
6th +3 40+your Constitution modifier Kajin Senses
7th +3 47+your Constitution modifier Unbeatable Strength, Kajin Art Feature
8th +3 50+your Constitution modifier Ability Score Improvement
9th +4 57+your Constitution modifier Lower Rank
10th +4 60+your Constitution modifier Kajin Art Feature
11th +4 67+your Constitution modifier Kajin Blood
12th +4 70+your Constitution modifier Ability Score Improvement
13th +5 77+your Constitution modifier Extra Attack
14th +5 80+your Constitution modifier Kajin Art Feature
15th +5 87+your Constitution modifier Fairy Oni, Extra Attack
16th +5 90+your Constitution modifier Ability Score Improvement
17th +6 97+your Constitution modifier Kajin Art Feature
18th +6 100+your Constitution modifier Kajins Will
19th +6 107+your Constitution modifier Ability Score Improvement
20th +6 110+your Constitution modifier Perfect Kajin

Ogre Thoughness[edit]

Beginning at 1st level, while you are not wearing armor, your AC is 15+your Constitution modifier+your Strength modifier.

Kajins Slash[edit]

Beginning at 1st level, you become a novice of the daikatana. Because of this you strikes do 1d12 slashing damage you can add your Dexterity or Strength modifiers to attack an damage rolls. You can spend KP to increase the damage of the kajins slash as you level up.

5th(2d10)=2 KP, 11th(3d10)=5 KP, 17th(4d10)=10 KP

Kajins Vision[edit]

Beginning at 1st level, you gain Darkvision out to 60 feet.

Kajins resolve[edit]

Beginning at 1st level, you get kajins points you can spend them to use special abilities and if you run out you cant use special abilitys. The Kaijn Points will increase as you level up. You gain all your Kaijn Points on short or long rest.Kaijn Point = KP

Kajin Points attack modifier = Your proficiency bonus + your Constitution modifier.

Kajin Points save DC = 8 + your proficiency bonus + your Constitution modifier.

Kajin Action[edit]

At 2nd level, you can use a bonus action to dash, disengage, or hide actions. 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.

Kajin Transformation[edit]

At 2nd level, start to change to more of Kajin kin and gain +5 natural armor bonus as your body transforms to a more resilient form.

'you also gain the following traits:

Abnormal Condition Nullification is a Tolerance type skill that reduces the effects of things such as poison, paralysis, petrification by half


Physical Attack Nullification is a Tolerance type skill that negates half physical damage (Slashing, Piercing, Blunt, Etc).

Kajin Speed[edit]

Starting at 3rd level, your movement speed increases while not wearing armor or wielding a shield, your movement speed increases by +15 ft. This bonus increases to 20ft at 9th, 25ft at 13th, 30ft at 18th, and 35ft at 20th levels.

Kajin Art[edit]

At 3rd level, you are a strong enough Kajin to acquire a Kajin Art; a special ability that a Kajin can obtain and each one is unique. You gain additional features from your Kajin Art at 3rd, 5th, 7th, 10th, 14th, and 17th level.

Regeneration[edit]

When you reach 4th level, you can use an action to regain 1d6+your Constitution modifier. Your Regeneration increases as you level up and so does the cost but it is a choice if you want to use these buffs.

8th(2d6), 12th(3d6)=12 KP, 16th(4d6)=18 KP, 20th(5d6)=24 KP

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.

Extra Attack[edit]

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 13th level in this class and to four when you reach 15th level in this class.

Kajin Senses[edit]

At 6th level, you gain proficiency in perception and if you already have proficiency in perception you get expertise in perception and if you trying to find a human you gain an advantage.

Unbeatable Strength[edit]

At 7th level, if you fail a saving throw you can choose to succeed the saving throw you can only use this two times after that you have to take a long rest to use it again. You also can spend 10 KP to get a +2 in Strength and in your attack and damage for your sword strikes for four rounds.

Lower Rank[edit]

At 9th level, you have become powerful enough to unlock your stats true power you can choose 2 of your stats to break the limit of causing the limit of that stat to go up by 5 (basically this means the limit of that stat will go from 20 to 25). At 12th level, you can choose 1 more stat to break the limit.

Kajin Blood[edit]

at level 11 you gain: Spiritual Attack Resistance is a Tolerance type skill that reduces effects on the mind/spirit to half of the original damage

Holy-Demonic Attack Resistance a Tolerance type skill that reduces effects of both holy magic and elemental magic to half of the original damage

Kajins Will[edit]

At 18th level, As an action you can unlock your limits for a 3 minutes when you do this you add +5 to all your ability scores and your walking speed is doubled. After that, you have to take a long rest before you can use this ability again and you get the 3rd level of exhaustion for a minute.

Perfect Kajin[edit]

At 20th level, when you make an attack you can spend 80 KP to auto hit an attack roll and you can use this in combination with all your Kajin Arts


Benimaru's Powers[edit]

Benimaru has a carefree personality, that of an excited and confident man. Even so, he is actually really cautious and cunning as well. He has no interest in serving anyone who he doesn't deem worthy, however, he doesn't belittle those weaker than him either.

Benimaru felt hesitant when faced with the responsibility to take over the position of the Ogre Tribe village chief. Thus, he is content with his current position with Rimuru as the Lord he serves. As the military commander, he merely wishes to rampage to his heart's content. Had he become chief, he could not ride off to battle, but now it was different. He can participate without any concerns.

He was originally a very hot-headed person but after taking the role of general of the army under Rimuru he becomes more rational and calm in decision making.

Magic Barrier

At 3rd level, you can form a multilayered shield to buff resistence against certain damage types (you need to decide which damage type you want to protect yourself against). whenever your hit your multilayerd barrier will act as a +2 on your AC damage type you choose to prep your barrier with. the barrier lasts 1 hour

Air slash

At 3rd level, you can spend to 2 KP to punch so hard that you make a shockwave adding 60ft range to your slash attacks and if it hits it send your opponent 5ft back. At 6th level you can spend 7 KP to send a barrage of air slashes when you do this they will have to make a Dexterity saving throw if they succeed they take the amount of damage that your Sword strikes do, if they fail they take 3 times the amount of damage your slash strike do.

Hellflare

At 5th level, you can spend 10 KP to make a glowing whisp in your hand when this happens the Hellflare you can shoot it at your target, the whisp has the same effect as magic missiles except it does 1d8 every person within 40 feet has to make 1 Dexterity saving throw. At 9th level you create 2 instead of 1.

Kajin flurry

At 7th level, you can spend 11 KP to unleash a barrage of explosive slashes imbued with your magicules when you do this your opponent must make 3 Dexterity saving throw for every saving throw they succeed they take 1d8 slashing damage for every saving throw they fail they take 2d10 slashing damage and if they fail all of they saves you end with a moon slash doing as much damage as your sword strikes do and after that they are knocked prone for one round.

Hell Splitter

At 10th level, as an action you can enter a style that protects weak points, when you are using this style you can not use any of your Kajin Art abilities but you gain resistance to all damage.

Kajins Hell punch

At 14th level, you can spend 25 KP you use a shockwave infused punch to the ground with such power that you make the ground crumble when you do this the this any one within a 40ft radius has to make a Dexterity saving throw, if they succeed they dodge your phone punch but get hit by random debris and rocks which causes them to take 3d10, if they fail they get directly hit by your punch and take 6d10 bludgeoning damage and they are stunned for 2 round. After you use this ability everywhere within 40ft is now difficult terrain.

Fairy Oni

At 15th level, any creature with a challenge level of 4 you can choose to make it do a Wisdom saving throw if they succeed they are frightened for two rounds if they fail they are frightened and run away from you until they are 150 ft away from you and if they are lower then challenge level 4 they immediately are unconscious. You can use this two times after that you have to take a long or short rest. At 20th level the challenge level requirement is now 5.

Hellflare Barrage

At 17th level, you can spend 65 KP to sharpen your flames and send out a barrage of 6 hellflares making every person within 90 feet has to make 4 Dexterity saving throws, for every saving throw they succeed they barley dodge your hellflare but still gives them a cut take 4d10 slashing damage, for every saving throw they fail they get directly hit by your explosive hellflare and their body automatically takes a massive slash making them take 6d12 slashing damage after using this ability you can use it again before taking a long rest.

Fairy Oni`s Will

At 18th level, As an action you can unlock your limits for a minute when you do this you add +10 to all your ability scores and your walking speed is doubled. After that, you have to take a long rest before you can use this ability again and you get the 3rd level of exhaustion for a minute.

Invincible Fairy Oni

At 20th level, when you drop to 0 hit points you can choose to instead drop to 10 hit points you can only use this once after that you have to take a long rest before using it again. You can not be killed unless you die by sunlight or being killed by radiant damage and if someone doesn’t kill you that way then after an hour you will come back from the dead with 10 hit points.

Home of user-generated,
homebrew pages!


Advertisements: