Wonderful One (5e Class)
The Wonderful One[edit]
A half-elf is backed into a corner by a group of three marauding bandits. Thinking that they have the upper hand, they rush in to attack, only to find out that the half-elf is now covered by a gelatinous barrier, donning a mask and armor different from his original attire. A human, standing before an army of orcs and wearing a black mask, extends her arm out, summoning a weapon, whether it's a hammer or a sword or even a fist, glowing with energy. A gnome is investigating a broken piece of some foreign object. Using his abilities, he rebuilds the object, forming a small glove. A halfling, standing before her army of soldiers and allies, rallies them for the battle ahead, transforming into a mysterious warrior, masked and armored, all thanks to the medallion hanging around her neck.
Introduction[edit]
In the far future, Wonderful Ones are considered to be technological warriors, using the help of others to save the world from an alien menace. However, in the world of Dungeons & Dragons, Wonderful Ones are masters of conjuration magic, summoning all sorts of magical items to aid them and others in battle. They fight against various foreign entities and protect the land from all sorts of evils in the name of justice. Donning the Wonder-Pendant, a tool that links and sources the Wonderful One's abilities, they can transform into a powerful form, allowing them to use a special ability called Unite Morph, all of which will be explained later.
Creating a Wonderful One[edit]
A team of Wonderful Ones. |
When making a Wonderful One, you must ask yourself the following questions: How did your character manage to come across these abilities? Were they hired by an organization or did they make their own? Has your character trained nonstop since they received these powers or are they taking it easy? Do they use their powers when necessary or do they use it for their own gain? How much and what are they willing to sacrifice to save and protect the innocent?
- Quick Build
You can make a Wonderful One quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity, then Strength, or Strength, then Dexterity. Second, choose the Soldier, Mercenary Veteran, City Watch, or Investigator background.
Class Features
As a Wonderful One you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Wonderful One level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Wonderful One level after 1st
- Proficiencies
Armor: Light
Weapons: Determined by your Morph Specialty
Tools: Choose one type of artisan's tools, choose one type of vehicle
Saving Throws: Charisma, Dexterity
Skills: Choose two from Athletics, Acrobatics, Perception, Persuasion, Insight, Intimidation, or Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one weapon from your Morph Specialty or (b) two weapons from your Morph Specialty with the Light property
- (a) a dungeoneer's pack or (b) an explorer's pack
- a Wonder-Pendant
Level | Proficiency Bonus |
Features | Unite Energy |
---|---|---|---|
1st | +2 | Diplomacy, Wonder-Pendant, Wonder-Eyes Transformation, Morph Specialty, Unite Morph: Weapon, Unite Energy, Spellcasting | 1 |
2nd | +2 | Unite Morph: Item, Augment Size, Diplomacy Has Failed | 1 |
3rd | +2 | Wonderful Tenet, Unlimited Form, Tenet Feature | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Won-Liner | 3 |
6th | +3 | Won-Stoppable, Unite Morph Upgrade | 3 |
7th | +3 | Tenet Feature | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | CENTINEL-Suit Upgrade | 5 |
10th | +4 | Won-Defeatable | 5 |
11th | +4 | Tenet Feature | 6 |
12th | +4 | Ability Score Improvement | 6 |
13th | +5 | Won-Liner Increase | 7 |
14th | +5 | Won-Destructible | 7 |
15th | +5 | Unite Morph Upgrade II | 8 |
16th | +5 | Ability Score Improvement | 8 |
17th | +6 | Tenet Feature | 9 |
18th | +6 | — | 9 |
19th | +6 | Ability Score Improvement | 10 |
20th | +6 | Unite Morph: Special | 10 |
Diplomacy[edit]
As a Wonderful One, you never escalate immediately into violence. Instead, you would try to diffuse the situation, fighting being only used as a last resort. Beginning at 1st level, you are proficient in the Persuasion skill. If you are already proficient in it, instead your proficiency bonus is doubled in Persuasion checks.
Wonder-Pendant[edit]
Beginning at 1st level, you don the Wonder-Pendant. This will be your key to accessing all of your Wonderful One abilities, and can only be used when you're equipped with or holding it. If you happen to lose it, you must take a short or long rest in order to rebuild it, and you cannot use any feature except Diplomacy until you have regained your Wonder-Pendant. Materials must be worth at least 100 gp.
Wonder-Eyes Transformation[edit]
Beginning at 1st level, when equipped with the Wonder-Pendant, you can spend your action to transform into your Wonder-Persona, your alter ego. Your Wonder-Persona has to be named after your profession, hobby, an item, or even a place (i.e Wonder-Reaper, Wonder-Wonderland, Wonder-Toy, Wonder-Gamer). Along with this, you need a moniker, a single phrase that describes your Wonder-Persona. To transform, your character shouts out "Wonder-Eyes, [insert name here]!!"
With this transformation, you gain a multitude of benefits. You don a CENTINEL-Suit that has the same stats as leather armor (AC = 11 + DEX). Your speed also increases by 10 ft. and your Jump by 5 ft.
You can only transform a number of times equal to your proficiency bonus, and if you stop acting on an initiative order, you return to your normal state. You can also spend a bonus action to return to your normal state when transformed. You regain expended uses when you take a short or long rest.
Morph Specialty[edit]
Beginning at 1st level, you can choose one set of weapons you are proficient in. Depending on what your choice is, you gain one of those weapons and must name it in a similar theme as your Wonder-Persona.
- Hand
You become proficient in hand-to-hand combat. You deal 1d4 bludgeoning damage when you use an unarmed strike. You can use your Dexterity rather than Strength for your attack roll with unarmed strikes.
- Sword
You become proficient in the way of the blade. You become proficient in shortswords, longswords, greatswords, rapiers, sickles, and scimitars.
- Gun
You become proficient in ranged weaponry. You become proficient with light crossbows, heavy crossbows, hand crossbows, shortbows, and longbows. You also gain a quiver of 20 arrows or 20 bolts, depending on your choice of starting weapon(s).
- Whip
You become proficient in in fighting with whips.
- Hammer
You become proficient in bludgeoning weaponry. You become proficient with light hammers, clubs, greatclubs, mauls, morningstars, and warhammers.
- Claw
You become proficient in a unique weapon: claws. Claws are two-handed weapons wielded in each hand, deal 1d6 slashing damage each, allow you to attack twice, and have the Finesse property.
- Bomb
You become proficient in a unique weapon: bombs. Bombs are small explosives that can be carried in any sort of container, deal 1d4 force damage, have the Ammunition (you gain 10 bombs) and Finesse properties, and have a minimum 20 ft. and a maximum range of 60 ft. You can make more bombs, up to 10, when taking a short or long rest.
Unite Morph: Weapon[edit]
Beginning at 1st level, while transformed, you gain the ability to summon magical weaponry. Depending on what your Morph Specialty is, you first learn a Unite Morph based on that. Summoning a Unite Morph counts as an action, and dispelling it counts as a bonus action. Each Unite Morph has different advantages and disadvantages.
- Unite Hand
You summon a massive humanoid hand, hued in crimson. For attack rolls, you can also use your Dexterity modifier rather than your Strength. You deal 1d4 bludgeoning damage + your Charisma modifier. While near fire, you can use a bonus action to ignite your Unite Hand. While on fire, you can make a ranged attack to launch a fireball that deals 1d4 fire damage + your Charisma modifier. You can also make a melee attack with the burning Unite Hand to deal 1d4 bludgeoning damage + 1d4 fire damage + your Charisma modifier.
Along with this, whenever you make an Athletics check by pushing, pulling, or rotating things, you do so with advantage.
- Unite Sword
You summon a blade, hued in sky blue. For attack rolls, you can also use your Dexterity modifier rather than your Strength. You deal 1d6 slashing damage + your Charisma modifier. While being attacked by a spell that doesn't require for you to make a saving throw and only affects you, you can use your reaction to take half the damage dealt and reflect the spell to send the other half towards the spellcaster. While being attacked by lightning, you can use your reaction to face your Unite Sword towards the lightning and take half damage, but your Unite Sword now deals and extra 1d4 lightning damage when attacking.
Along with this, when making a Sleight of Hand check by lockpicking, you do so with advantage.
- Unite Gun
You summon a pistol firearm, hued in lime green. Like other ranged weaponry, you use your Dexterity modifier for attack rolls. You deal 1d4 force damage + your Charisma modifier with a minimum range of 25 ft. and a maximum range 100 ft. After 6 attacks with this, you must take a bonus action to reload.
Along with this, you can use your action to upgrade your Unite Gun to either a Unite Launcher or a Unite Cannon. A Unite Launcher deals 4d4 force damage + your Charisma modifier. A Unite Cannon reduces your speed by 10 ft. and takes 2 actions to attack, attacking a radius of 10 ft., forcing all in its radius to make a Dexterity saving throw to beat your spell save DC and deals 3d8 force damage if they fail and half as much if they succeed.
- Unite Whip
You summon a spiked whip, hued in pink. Like other whips, you can use your Dexterity modifier instead of your Strength for attack rolls and have an extra +5 ft. for your range. You deal 1d4 slashing damage + your Charisma modifier. If you attack an creature wearing armor, whether spiky or not, both you and the creature have to make a Strength contest. If you win the contest, you remove the creature's armor.
Along with this, when making a roll for swinging across an area, you do so with advantage.
- Unite Hammer
You summon a massive hammer, hued in golden yellow. You require to use your Strength modifier for attack rolls. You deal 1d8 bludgeoning damage + your Charisma modifier, but your speed is reduced by 10 ft. All other creatures within 5 ft. of your target must make a Strength saving throw to beat your spell save DC. If they fail the saving throw, they take 1d4 force damage + your Charisma modifier.
- Unite Claw
You summon two sharp claws, hued in white. You can use your Dexterity modifier rather than Strength for attack rolls. You deal 1d6 slashing damage + 1d4 cold damage + your Charisma modifier. You can attack with each claw, allowing you to attack twice.
Along with this, when ever you make a roll that requires you pry open something, you do so with advantage.
- Unite Bomb
You summon a hand-sized bomb, hued in purple and black. You can use your Dexterity modifier rather than Strength for attack rolls. You deal 1d4 force damage + your Charisma modifier. A single attack explodes in a 5 ft. radius. Every creature in the radius must make a Constitution saving throw to beat your spell save DC. If they fail, they are inflicted with the Slowed condition for a number of turns equal to your Wonderful One level.
When a creature is Slowed:
- Attack rolls against the creature have advantage.
- Any Attack that hits the creature is a critical hit if the attacker is within 5 ft. of the creature.
- The creature's speed becomes 5.
- The creature has disadvantage on Attack rolls.
Unite Energy[edit]
Your magics don't come from any ordinary source, but rather a manifestation of one's own courage and bravery, hidden within the deep recesses of your Wonder-Pendant. Beginning at 1st level, you have a reserve of points to use while transformed. These points are equal to half your Wonderful One level rounded up + your Charisma modifier (minimum of 1). Certain actions cost a certain number of Unite Energy. For example, any Unite Morph summon costs 1 Unite Energy. More costs of abilities will be explained further.
You regain expended Unite Energy after taking a short or long rest.
Spellcasting[edit]
Charisma is your spellcasting ability for your Unite Morph attack.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier.
Augment Size[edit]
At 2nd level, you learn to channel your magic to increase your Unite Morph's power. You can expend 1 Unite Energy to increase the number of damage die by 1 up to the number of your Unite Energy, but not for fire, lightning, cold, or reflected damage.
Along with this, radius and attack range increase by 10 ft. and conditions last for one more turn for every Unite Energy you expend.
Augment Size has other effects for other Unite Morphs, which will be explained later.
Unite Morph: Item[edit]
Beginning at 2nd level, you learn to use mundane everyday items with your conjurations. You can select one of each of the following Unite Morphs.
Field Morphs[edit]
- Unite Glider
You summon a hang glider, hued in whatever color you wish. When summoned and in midair, you gain a flying speed of 15 ft. You can also summon this Unite Morph while falling to try to negate the damage by 1d6, plus an additional d6 for every Unite Energy used to Augment this Morph.
You can also expend Unite Energy to deal an additional 1d6 slashing damage for every Unite Energy you expend when flying into a creature. However, you must make a Dexterity saving throw to avoid colliding into an enemy. If you fail, you take half the damage dealt to the creature.
- Unite Build
You conjure up whatever magics you have to rebuild a broken object to determine what it could be. When making an Investigation check for inspecting a broken Medium or smaller object, you can expend 1 Unite Energy to gain advantage. You must expend an additional Unite Energy for every size larger than Medium.
- Unite Chain
You summon a bridge or ladder, in whatever style and hued in whatever color you wish. You can expend Unite Energy to make a bridge or ladder between two gaps. For every 5 ft., you must expend 1 Unite Energy.
- Unite Camp
By spending 4 Unite Energy you can summon a silver dome to provide a safe camp for you and your companions. Unite Camp creates the equivalent of Leomond’s Tiny Hut.
Combat Morphs[edit]
- Unite Guts
During combat, while being attacked by a weapon, you can use your reaction and spend a Unite Energy to coat yourself in a gelatin/flan-like barrier, hued in whatever color you wish, to have the attacking creature roll a Strength check to beat your spell save DC. If the creature is unsuccessful, the damage is negated. If it is successful, you take the damage + your Charisma modifier.
You can also spend Unite Energy to deal an additional 1d6 piercing damage for every Unite Energy you spend to send out spikes to pierce the attacking creature.
- Unite Spring
During combat, while being attacked, you can use your reaction and spend a Unite Energy dodge out of the way using a spring, hued in whatever color you wish. In doing so, you make a contest using the attacking creature's roll, whether its roll is for a spell or weapon attack, using your Charisma modifier for the contest. If you are successful, you dodge and negate the damage. If you fail, you take the damage + your Charisma modifier.
- Unite Tombstone
You conjure a massive tombstone above a creature of your choice and drop it. All creatures underneath the Morph have to make a Dexterity saving throw to beat you spell save DC or take 1d12 bludgeoning damage if they fail.
You can also spend Unite Energy to deal an additional 1d6 bludgeoning damage for every Unite Energy you spend to boost damage.
Diplomacy Has Failed[edit]
Beginning at 2nd level, whenever you fail a Persuasion check against a creature, your first attack against it has advantage.
You must take a short or long rest to reuse this feature.
Unlimited Form[edit]
Beginning at 3rd level, you have learned to access your most powerful form while transformed: the Unlimited Form. In order to use your Unlimited Form, you must expend 3 Unite Energy. This counts as an action. When in Unlimited Form, you gain the following benefits:
- All physical (Strength, Dexterity, and Constitution) saving rolls and skill checks have advantage.
- Attack rolls have advantage.
- You can spend any number of Unite Energy without any worry of running out.
This transformation lasts a number of rounds equal to your proficiency bonus + your Charisma modifier. You can use this feature at any point. However, after using this feature once, you must make roll to beat your spell save DC. If successful, you transform into your Unlimited Form. If you fail, the Wonder-Pendant explodes in a 30 ft. radius, and you take 5d10 force damage and lose your Wonder-Pendant. Every other creature in the radius must make a Dexterity saving throw. If they fail, they take 3d10 force damage. If successful, they take half as much. You must take a short or long rest to use this feature safely again.
Wonderful Tenet[edit]
At 3rd level, you decide to model your role as a Wonderful One after one of three Wonderful Tenets: the Tenet of Teamwork, the Tenet of Versatility, and the Tenet of Style.
Ability Score Increase[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.
Won-Liner[edit]
Beginning at 5th level, whenever you defeat a creature, you can spend a bonus action to say a witty one-liner. You gain temporary hit points equal to your hit dice. If you really impress the DM with your Won-Liner, they may grant you other bonuses.
You must take a short or long rest before using this feature again.
Won-Stoppable[edit]
When you reach 6th level, you can spend 1 Unite Energy to gain resistance for piercing, bludgeoning, or slashing damage for one attack.
Unite Morph Upgrade[edit]
When you reach 6th level, your Unite Morph weapons increase the type of damage die.
- Unite Hand now deals 1d6 damage.
- Unite Sword now deals 1d8 damage.
- Unite Gun now deals 1d6 damage.
- Unite Whip now deals 1d6 damage.
- Unite Hammer now deals 1d10 damage.
- Unite Claw now deals 1d8 damage.
- Unite Bomb now deals 1d6 damage.
CENTINEL-Suit Upgrade[edit]
When you reach 9th level, your CENTINEL-Suit now has an armor class equal to studded leather armor. (AC = 12 + DEX)
Won-Defeatable[edit]
When you reach 10th level, your Won-Stoppable feature can now be used to resist fire, cold, acid, poison, lighting, and thunder damage.
Won-Liner Increase[edit]
At 13th level, you can now use your Won-Liner feature twice.
Won-Destructible[edit]
When you reach 14th level, your Won-Stoppable feature can now be used to resist necrotic, radiant, force, and psychic damage.
Unite Morph Upgrade II[edit]
When you reach 15th level, you Unite Morph weapons increase the type of damage die again.
- Unite Hand now deals 1d8 damage.
- Unite Sword now deals 1d10 damage.
- Unite Gun now deals 1d8 damage.
- Unite Whip now deals 1d8 damage.
- Unite Hammer now deals 1d12 damage.
- Unite Claw now deals 1d10 damage.
- Unite Bomb now deals 1d8 damage.
Unite Morph: Special[edit]
When you reach 20th level, you gain access to the strongest Unite Morphs, which require 5 Unite Energy to use.
- Platinum Forever
You summon a massive capital P, hued in platinum. An explosion with a radius of 50 ft. goes off from where you stand, and all creatures within the radius make a Dexterity saving throw to beat your spell save DC. If they fail, they take 10d10 force damage. If they succeed, they take half as much.
- Wonderful Forever
You summon a massive capital W, hued in whatever color you wish. You fire a beam of light in a straight line, with a width of 10 ft. All creatures in the line of fire must make a Dexterity saving throw to beat your spell save DC. If they fail, they take 12d8 radiant damage. If they succeed, they take half as much.
- Unite Big
You coat yourself in magic, increasing your size to Large. Your Unite Morph weapon increases the number of damage die to 10, and you deal an additional 20 force damage for each attack. This form lasts for a number of rounds equal to your Charisma modifier.
You can only use one of these Unite Morphs once. You regain this feature's use after taking a short or long rest.
Wonderful Tenets[edit]
Tenet of Teamwork[edit]
For Wonderful Ones, their teammates are their greatest weapon. It's better to outnumber the enemy than just take them on yourself. Modeling yourself after this Tenet, you focus on aiding others in your party, while also strengthening yourself.
- "Team, Unite Up!"
Beginning when you choose this Tenet, you learn to rally your friends for the battle ahead. When using this feature, all members of your party that can hear you gain temporary hit points equal to your hit dice.
You must take a short or long rest before using this feature again.
- Take the Hit
Beginning at 7th level, whenever a party member is within 10 ft. of you and is being attacked, you can spend your reaction to take damage for them.
- "Team, Diplomacy Has Failed!"
Beginning at 11th level, when using your Diplomacy Has Failed feature, all members of your party also gain advantage for their first attack, but only for the creature you failed your Persuasion check against.
- "Team, Engaging Unlimited Form!"
Beginning at 17th level, whenever you use your Unlimited Form and party members can hear you, they gain the following benefits:
- All physical (Strength, Dexterity, and Constitution) saving rolls and skill checks have advantage.
- Attack rolls have advantage.
The benefits last for rounds equal to your Charisma modifier. However, this feature can only be used at the first Unlimited Form transformation you use. All uses after that do nothing.
Tenet of Versatility[edit]
For Wonderful Ones, their ability to adapt to any situation is their greatest strategy. It's better to prepare yourself for whatever comes out at you rather than specialize in one thing. Modeling yourself after this Tenet, you focus on excelling at everything.
- Wonderful Expertise
Beginning when you choose this Tenet, you become proficient in an additional Morph Specialty and two additional skills of your choice.
- Unite Expertise
Beginning at 7th level, you can now summon the Unite Morph of your newly gained Morph Specialty and choose one additional Combat and Field Morph from your Unite Morph: Item feature.
- Wonderful Expertise II
Beginning at 11th level, you gain another Morph Specialty and become proficient in one additional skill.
- Unite Expertise II
Beginning at 17th level, you summon another Morph based on your specialty. and gain an additional Combat and Field Unite Morph.
Tenet of Style[edit]
For Wonderful Ones, their flair is what identifies them. It's better to be known by all than be forgotten in the pages of history. Modeling yourself after this Tenet, you focus on astonishing all who lay eyes on you.
- Style On 'Em
Beginning when you choose this Tenet, you can choose to expend 1 Unite Energy to attack again, both attack and damage rolls using the Acrobatics modifier. You can use this feature once per round.
- Vicious Won-Liner
Beginning at 7th level, your Won-Liners become so stinging, enemies feel hurt just by hearing them. Your Won-Liner feature now forces all other hostile creatures that can hear you to make a Wisdom saving throw to beat your spell save DC. The Won-Liner deals half the damage dealt to the fallen creature to all creatures who failed the saving throw as psychic damage.
- Turn the Tables
Beginning at 11th level, whenever a creature misses an attack or spell against you, or you succeed in a saving throw caused by a hostile creature, you can expend 3 Unite Energy and use your Unlimited Form as a reaction.
- Wonderful Finish
Beginning at 17th level, when you roll a critical hit, you can expend 1 Unite Energy to double the damage dealt. You can use this feature up to 3 times. You regain expended uses after taking a short or long rest.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Wonderful One class, you must meet these prerequisites: Charisma 13 and Dexterity 13. You must also spend 100 gp to make your Wonder-Pendant.
Proficiencies. When you multiclass into the Wonderful One class, you gain the following proficiencies: Acrobatics, Insight, and Light Armor
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