User:TookieKun/Zephyr's Class
Introduction of Zephyr Chrona[edit]
Zephyr Chrona is a well-trained and disciplined student of the Katuso Style (a spear style). He is known for being a gentleman and respectful when the situation isn't comedic and desires the strength to protect the ones he loves. He has a blessing (or curse if you see it as that) where he isn't able to feel pain, but he tends to suffer more on the emotional side and blames himself for the failure of others. He is quick to sacrifice himself for the needs of others before himself which can easily be one of his greatest flaws. He was chosen by a Key to carry the flames of Pyra, but has gained the fears of utilizing it's abilites due to Haruto and his Summon causing it to overreact and explode on his comrades almost ending all of their lives. TLDR: Zephyr is a disciplined and respectful character who knows when to act when the time is right.
Class Features
As a innate Ability (Zephyr Chrona) you gain the following class features.
- Hit Points
Hit Dice: 1d8 per innate Ability (Zephyr Chrona) level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per innate Ability (Zephyr Chrona) level after 1st
- Proficiencies
Armor: All
Weapons: Spear
Tools: None
Saving Throws: Strength
Skills: Athletics and Acrobatics
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Spear
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Dying Thoughts,Katsuo Style |
2nd | +2 | Katsuo Style #1,Katsuo Style #2 |
3rd | +2 | Katsuo Style #3 |
4th | +2 | Ability Score Improvement, Katsuo Style #4,Katsuo Style #5 |
5th | +3 | Extra Attack,Katsuo Style #6,Katsuo Style #7 |
6th | +3 | Fast Attacks,Ferocious Attacks,Legendary Resistance,Breath Weapon |
7th | +3 | Protective Attack,Combat Senses,Dragon's Wrath |
8th | +3 | Ability Score Improvement, Katsuo Style #8 |
9th | +4 | Vigilance,Mauling Hit |
10th | +4 | Improved Lance Bond,True Form |
11th | +4 | Bleeding Strikes |
12th | +4 | Ability Score Improvement |
13th | +5 | Bleeding Strikes |
14th | +5 | Spectral Spear,Chromatic Might |
15th | +5 | Lance Mastery,One with the Lance |
16th | +5 | Ability Score Improvement |
17th | +6 | Lance Style Feature |
18th | +6 | Lance Bond Mastery |
19th | +6 | Ability Score Improvement |
20th | +6 | The Truth Within,True Avatar |
Level | Ferocious Attacks | Breath Weapon Damage | |
---|---|---|---|
6th | 1d6 | 4d6 | |
7th | 1d6 | 4d6 | |
8th | 1d6 | 4d6 | |
9th | 1d6 | 5d6 | |
10th | 1d6 | 5d6 | |
11th | 1d8 | 5d6 | |
12th | 1d8 | 6d6 | |
13th | 1d8 | 6d6 | |
14th | 1d8 | 6d6 | |
15th | 1d8 | 6d6 | |
16th | 1d8 | 6d6 | |
17th | 1d10 | 7d6 | |
18th | 1d10 | 7d6 | |
19th | 1d10 | 7d6 | |
20th | 1d10 | 7d6 |
Breath Weapon[edit]
Starting at 6th level, you can induce destructive energy in a certain radius. The DC is calculated as follows:
Breath Weapon's Save DC = 8 + Proficiency + Constitution Modifier
On a failed save, the Target takes 3d6 damage, or half as much on a successful one. The amount of damage increases as you gain levels, as shown in the Breath Weapon Damage column
You can activate this feature a number of times equal to your proficiency bonus, regaining expended uses once you complete a long rest.
Legendary Resistance[edit]
You can call upon the resistance you once possessed to overcome harsh effects.
Starting at 6th 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.
You can use this feature twice between Long Rests starting at 11th level and three times between Long Rests starting at 15th level.
Fast Attacks[edit]
At 6th level, once per turn when wielding the bonded weapon, you can use your Action to unleash a barrage of strikes with it. You can make a number of attacks against creatures within reach equal to your Proficiency Bonus. You can attack multiple creatures, or target all attacks towards the same creature.
You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Ferocious Attacks[edit]
Some vestige of your primal natural weaponry has been preserved in your new form.
Starting at 6th level, you gain the following benefits whenever you are unarmed or wielding a weapon:
- You can roll a d4 in place of the normal damage of an unarmed strike or dragon weapon. This die changes as you gain levels, as shown in the Ferocious Attacks column.
- When you use the Attack action with an unarmed strike or a dragon weapon on your turn, you can make one unarmed strike as a bonus action.
- Whenever you make an unarmed strike and use your ferocious attacks die instead of the normal damage, you can choose to change the damage type to slashing, if it wasn't already.
Combat Senses[edit]
At 7th level, you can use your bonus action to focus on the weak points of a single enemy you can see within 60 feet. Make an Wisdom (Insight) check against the Target's Charisma (Deception). On success, you know any damage immunities, resistances, vulnerabilities or conditions immunities.
Your attacks also ignore worn armor for that enemy for the rest of the turn. If the target has natural armor, such as a basilisk's scales, your attacks have Advantage against that target.
On a failure, you can't use this feature on the same target for the next 24 hours.
Dragon's Wrath[edit]
You can now imbue your strikes with energy!
Starting at 7th level, as a bonus action, you can expend 1 use of your Breath Weapon. For the next minute, or until you loose concentration (as if concentrating on a spell), any unarmed strikes or weapon attacks made with martial weapons deal an extra 1d6 damage. The damage type is the same type associated with your inner dragon.
Protective Attack[edit]
At 7th level, when a target enters your reach, you can use your reaction to make an attack with a spear against that target.
On a hit, the target's movement speed is reduced to 0 until the end of its turn.
Vigilance[edit]
At 9th level, the area within your reach is considered "Difficult Terrain" for hostile creatures.
In addition, while your Breath Weapon is active, you can take a reaction once, in each creature's turns.
Mauling Hit[edit]
You can lay your foes low with the right strike.
Starting at 9th level, you can roll one additional Ferocious Attacks die when determining the extra damage for a critical hit made with a Ferocious Attacks.
When you reach 13th level, you can roll two additional dice.
True Form[edit]
Your soul has grown stronger than your body can contain, and for a short period of time, you can break past your human form almost altogether.
Starting at 10th level, as a bonus action, you can transform into a weaker True Dragon. For 1 minute, or until you dismiss the transformation as a bonus action, you gain the following benefits:
- Your size increases to Large, and your carrying capacity doubles.
- Your movement speed increases by 10 ft., and you gain a flying speed equal to your current walking speed.
- You have a +1 to your AC. If you were wearing armor or carrying a shield before the transformation, the equipment's bonuses apply as normal.
- Whenever you make an unarmed strike as a bonus action with your ferocious attacks, you can make two unarmed strikes instead of one.
- Any equipment you are wearing or carrying merges with the new form. If you choose, items you are carrying fall to the nearest unoccupied space instead.
Once you activate this feature, you cannot use it again until you complete a Long Rest.
At 15th level, this feature improves. During your transformation, you gain these additional benefits:
- At the start of your transformation, creatures you choose within 30 ft. of you must succeed on a Wisdom saving throw against your Breath Weapon save DC or become frightened of you for 1 minute. An affected creature can repeat its saving throw at the end of each of its turns, ending the effect on a success.
- You gain 1 additional use of your Breath Weapon, which is lost when your transformation ends.
- Whenever you use your Breath Weapon, you can make two unarmed strikes as a bonus action, provided there are creatures within range.
Bleeding Strikes[edit]
At 11th level, your strikes with your bonded lance pierces through flesh like paper.. as such,
- Your bonded spear now will score a critical hit on a 19 or 20!
- Whenever you score a critical hit on an attack with a spear, the target additionally suffers half of the damage from the attack at the end of its next turn.
Spiritual Combat[edit]
At 13th level, you are able to channel your visual senses with mana, allowing you to do the following.
- Predict enemy movements and enemy attacks against you
- When you fail an attack roll or are hit by an attack, you can spend 5 Stamina to add your Wisdom Modifier to the result of the attack, potentially turning a failure of an attack to a success.
- Utilize 2 Stamina to increase vision limit radius or remove vision disadvantage during that turn.
Spectral Spear[edit]
At 14th level, your spear is covered in a Mana, and a Spectral version of that spear appears above the mundane one. When you make ranged weapon attacks by throwing your spear, you can choose to only throw the spectral spear forward, up to a range 120 feet, causing heavy necrotic damage, rather than piercing.
In addition, when you take the Attack action and make a melee attack with the spear, you can use your bonus action to make a follow up attack with the spectral spear, causing 1d8 + Wisdom Modifier + Heavy Necrotic Damage.
Chromatic Might[edit]
You have unlocked an evil strength of your true form!
Starting at 14th level, whenever you transform into your true form, you gain the following benefits:
- The range of your Breath Weapon is doubled.
- If an attack was a 5-by-30 ft. line, it becomes a 10-by-60 ft. line while the transformation lasts.
- You are immune to the damage type that is associated with your Inner Dragon.
- At the start of your transformation, targets you choose within 45 ft. of you, rather than 30 ft., must make a Wisdom Saving Throw to avoid being frightened of you.
Lance Mastery[edit]
At 15th level, you gain a extra charge of Fast Attack. In addition you can target a second adjacent target sharing the attacks between both targets.
One with the Lance[edit]
At 15th level, you can Disengage as a free action and you have one Extra Attack in the Fast Attack. In addition when you drop to 0 hit points, as a reaction you can make a Fast Attack.
Lance Bond Mastery[edit]
At 18th level, you have such mastery in your Lance that it's an extension of your arm.
- Your Lance becomes a Magical Weapon and recieves an additional +3
- Since it's like an extension of your arm, you are able to reach an increased 5 feet.
True Avatar[edit]
The transformation binding you to humanoid form is nothing but a loose tether; your Inner Magic fights strongly to be released..
Starting at 20th level, You feel like you have reached a new height of power.. almost overflowing.
- Strength and Consitution increase +5 permanently
- Your Consitution maximum is increased to 24
- Whenever you use your Breath Weapon, you can make an Unarmed Strike as a Bonus Action, provided there are Targets within range.