Weaponized (5e Class)
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What is a weaponized?[edit]
A weaponized is a class for 5e dnd that can summon weapons like swords, knives, axes, ect. within their bodies in 5 places of the players choosing. Doing this will harm the player greatly yet do massive damage to enemies.
Creating a Weaponized[edit]
Chainsaw man manga cover art found on https://en.wikipedia.org/wiki/Chainsaw_Man |
When creating a weapon, think about why your character chooses to turn themselves into a weapon. Do they want to protect someone or something? Do they desperately want to reach a goal? Or perhaps they crave raw power?
What is this character personality like? Keeping this in mind will help you decide what weapon your character will summon. Players looking to stay out of close combat should pick a firearm or if you want to get close and personal, perhaps daggers or knives will suit your play style. If you're looking for a more of a barbaric character, pick axes or chainsaws or if your character is more civilized, try swords or lightswords if playing a futuristic campaign.
Think about how your character can summon these weapons. Have they practiced wizardry or sorcery? Were they placed in the body with mechanical implants? Have they perhaps made a deal with a god or deity?
Becoming a weaponized takes incredible will to not give in to this godly power. As a result most weaponized fall down the evil or chaotic alignments. However it is not impossible for there to be a lawful or neutral one.
- Quick Build
You can make a Weaponized quickly by following these suggestions. First, Make strength or dexterity your highest ability score, followed by constitution. Second, choose the soldier background. Third, chose a handaxe, crowbar and a dungeoneres pack.
Class Features
As a you gain the following class features.
- Hit Points
Hit Dice: 1d12 per level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons
Tools: none
Saving Throws: constitution, dex or strength (depending on weapon summon)
Skills: choose two from athletics, acrobatics, investigation, insight, survival, intimidation and persuasion
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Handaxe or (b) Mace
- Crowbar
- Dungeoneres pack
Level | Proficiency Bonus |
Features | Great bleeding dc |
---|---|---|---|
1st | +2 | Weapon Summon, Great Bleeding | 14 |
2nd | +2 | — | 14 |
3rd | +2 | Fighting Style | 14 |
4th | +2 | Ability Score Improvement | 14 |
5th | +3 | Summoners Favor | 15 |
6th | +3 | Weapon Summon | 15 |
7th | +3 | Fighting Style | 15 |
8th | +3 | Ability Score Improvement | 15 |
9th | +4 | — | 16 |
10th | +4 | Inhuman Resilience | 16 |
11th | +4 | Weapon Summon | 16 |
12th | +4 | Ability Score Improvement | 16 |
13th | +5 | Fighting Style | 17 |
14th | +5 | — | 17 |
15th | +5 | Inhuman Resilience | 17 |
16th | +5 | Ability Score Improvement, Weapon Summon | 17 |
17th | +6 | — | 18 |
18th | +6 | Fighting Style | 18 |
19th | +6 | Ability Score Improvement | 18 |
20th | +6 | Weapon Summon, Inhuman Resilience | 18 |
Weapon Summon[edit]
This is what makes a weaponized, a weaponized. Choose one weapon to summon, it can be any weapon as long as it can pierce the skin and can be used logically attached to the body. When the weapon is summoned, the player will take the weapon damage while dealing the weapon damage +1d12 (per weapon summoned). Players will start off with only one weapon to summon but will gain another at levels 6, 11, 16, and 20. Players can choose to summon any amount of their 5 total weapons at once and be able to use all of them in one attack, but will suffer all the consequences per summon.
Fighting Style[edit]
At the third level, you chose a fighting style. Choose between Berserker, x, or y, all are detailed at the end of the class description. Your choice grants you features at level 3 and again at the 7th, 13th, and 18th levels.
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.
Great Bleeding[edit]
As you can imagine, a weapon protruding from your skin would be very painful, this is reflected in this trait. Every 3 turns, a weaponized must roll a con saving throw or suffer half the damage taken when the weapon was summoned
Summoners Favor[edit]
Starting at the 5th level, players will be unable to fall below 1 hp when summoning your weapon
Inhuman Resilience[edit]
Starting at the 10th level, you will be able to reroll a great bleeding dc roll once every long rest. You will gain one more reroll at level at level 15 and 20
Berserker[edit]
- Reckless attack
Starting when you chose this fighting style at level 3, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the Weaponized class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes<!-has some form of resource-consuming rage-like feature, or is otherwise defined by being uncivil-><!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-keep this category if the class uses multiple tags->