User:Quincy/Ability Score Based Classes

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Table:Strong
Class
Level
Proficiency
Bonus
Smash Strength
Maximum
Features -
1st +2 +2 20 Smash
2nd +2 +2 21 Powerful Build, Strength Plus
3rd +2 +3 21
4th +2 +3 22
5th +3 +4 22 Piledriver
6th +3 +4 23
7th +3 +5 23 Siege Weapon
8th +3 +5 24
9th +4 +6 24
10th +4 +6 25 Brute
Smash

Beginning when you choose this class at 1st level, you gain a +2 bonus to damage rolls with attacks that use Strength. This damage bonus increases as you gain levels, as shown in the Strong class table.

Powerful Build

At 2nd level, your carrying capacity, as well as the amount you can push, lift, or drag, is doubled.

Strength Plus

At 2nd level, your Strength score increases by 1. Your maximum for that score also increases by 1, to 21. The bonus to your Strength score and your Strength maximum increases by 1 at 4th level (+2/22), 6th level (+3/23), 8th level (+4/24), and 10th level (+5/25).

Piledriver

Starting at 5th level, when you hit a creature with a melee attack using Strength, you can use your bonus action to follow through on your attack. When you do so, your target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be pushed up to 10 feet and knocked prone.

Siege Weapon

Once you reach 7th level, you become strong enough that your melee attacks using Strength deal double damage against objects and structures.

Brute

Once you reach 10th level, your attacks become devastatingly strong. You roll twice as many damage dice for the damage of any melee weapon attack or unarmed strike you make that uses Strength.

Table:Dextrous
Class
Level
Proficiency
Bonus
Fast
Movement
Dexterity
Maximum
Features -
1st +2 +10 ft. 20 Fast Movement, Unarmored Defense
2nd +2 +10 ft. 21 Dexterity Plus, Quick Action
3rd +2 +15 ft. 21
4th +2 +15 ft. 22
5th +3 +20 ft. 22 Uncanny Dodge
6th +3 +20 ft. 23
7th +3 +25 ft. 23 Evasion
8th +3 +25 ft. 24
9th +4 +30 ft. 24
10th +4 +30 ft. 25 Elusive
Unarmored Defense

Beginning when you choose this class at 1st level, while you are wearing no armor and not wielding a shield, you gain a +2 bonus to your AC.

Dexterity Plus

At 2nd level, your Dexterity score increases by 1. Your maximum for that score also increases by 1, to 21. The bonus to your Dexterity score and your Dexterity maximum increases by 1 at 4th level (+2/22), 6th level (+3/23), 8th level (+4/24), and 10th level (+5/25).

Quick Action

Starting at 2nd level, your quickness and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

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.

Elusive

By 10th level, you have become so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Table:Tough
Class
Level
Proficiency
Bonus
Damage
Reduction
Constitution
Maximum
Features -
1st +2 2 20 Damage Reduction, Hard to Kill
2nd +2 2 21 Constitution Plus, Hit Point Bonus (+10)
3rd +2 3 21
4th +2 3 22 Hit Point Bonus (+20)
5th +3 4 22 Sound Constitution
6th +3 4 23 Hit Point Bonus (+30)
7th +3 5 23 Indomitable
8th +3 5 24 Hit Point Bonus (+40)
9th +4 6 24
10th +4 6 25 Hit Point Bonus (+50), Tanker
Damage Reduction

Your body has a natural damage reduction of 2. Your damage reduction score increases as you gain levels.

Hard to Kill

Beginning when you choose this class at 1st level, your sheer toughness can keep you fighting despite grievous wounds. If you drop to 0 hit points and don't die outright, you can drop to 1 hit point instead. Once you have used this feature, you can't use it again until you finish a short or long rest.

Sound Constitution

At 5th level, you gain resistance to necrotic and poison damage, and you now have advantage on saving throws against poison and disease.

Indomitable

Starting at 7th level, when you fail a saving throw you can choose to succeed instead. Once you have used this feature, you can't use it again until you finish a short or long rest.

Tanker

At 10th level, you gain resistance to bludgeoning, piercing, and slashing damage.

Table:Charismatic
Class
Level
Proficiency
Bonus
Inspiration
Uses
Dexterity
Maximum
Features -
1st +2 2 20 Inspiration
2nd +2 2 21 Charisma Plus, Presence
3rd +2 3 21
4th +2 3 22
5th +3 4 22 Helpful, Presence Improvement
6th +3 4 23
7th +3 5 23 Aura of Courage
8th +3 5 24
9th +4 6 24
10th +4 6 25 Suggestion
Inspiration

You can inspire others through stirring words. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a short or long rest.

Presence

Beginning at 2nd level, as an action you can use your personality as an unlikely form of attack. When you do so, choose one creature that you can see within 60 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be either frightened of you or charmed by you for 1 minute. An affected creature that is fighting you or your companions can make a new saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Once you reach 5th level, you can use your presence against any number of creatures you choose within 60 feet of you.

Helpful

Once you reach 5th level, you can take the Help action as a bonus action. Additionally, the range at which you can help a friendly creature attack another creature increases to 60 feet.

Aura of Courage

Starting at 7th level, you and friendly creatures within 30 feet of you have advantage on saving throws against being frightened while you are conscious.

Suggestion

Once you reach 10th level, you become so persuasive that as an action you can convince people to do things against their own will. When you do so, choose a creature you can see within 90 feet of you that can hear and understand you. It must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, specify a course of activity which must be no more than two sentences long, sound reasonable, and not be obviously suicidal. The creature does what you command for 8 hours, or until the task is completed, whichever comes first. You can also specify a condition which completes the course of activity.

You can use this feature a number of times equal to half your Charisma modifier, rounded down (a minimum of once). You regain any expended uses when you finish a long rest.

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