ImSAMazing
2015-05-01, 01:22 PM
Me and a friend made this class. Please deliver some feedback!
Body Tactician
This class is about mastering your body. This class uses constitution for unarmed strikes, and the fluff is like this: Normally, a strength based fighter tries to slash right through the hart with brute force. A monk(dex based) tries to hit an enemy, but with hitting his weak spots with his dexterty. A body tactician uses his strong points of his body, his bones, his strong muscles, to damage enemies.
HP Features
HP
HP at 1st level: 8 + con modifier
Hit Dice: 1d8
Hit Points at higher levels: 5 + con modifier(1d8+con modifier)
Proficiencies
Armor: None
Weapons: Unarmed Strikes
Tools: one type of artian's tools
Saving Throws: Constitution, Intelligence
Skills(Choose 2): Athletics, Religion, History, Performance, Investigation, Insight, Acrobatics and Persuasion.
Feature Table:
Level
Prof. Bonus
Bodial Arts
Body Points
Features
1
+2
d4
2
Bodial Arts, Unarmored Defense, Timeless Strike
2
+2
d4
3
Body Expert
3
+2
d4
4
Technic
4
+2
d6
4
ASI
5
+3
d6
5
Powerful Body
6
+3
d6
5
Exhaustional Power
7
+3
d6
6
Chaos of Peace
8
+3
d8
6
ASI
9
+4
d8
7
Technic Feature, Soul Sickness
10
+4
d8
7
Power of Endurance
11
+4
d8
8
Technic Feature
12
+4
d8
8
ASI
13
+5
d8
9
Body before Everything
14
+5
d10
9
Technic Feature
15
+5
d10
10
Knowledge = Power
16
+5
d10
10
ASI
17
+6
d12
11
-
18
+6
d12
11
Charging of your Body
19
+6
d12
12
Technic Feature
20
+6
d12
12
Unbreakable Bones
LVL 1 Features
Unarmored Defense
Like a monk, your AC is calculated a bit different then normal. Your AC is calculated as following: 10 + int modifier + dex modifier. This feature can't stack on other classes Unarmored Defense feature.
Bodial Arts
You gain the following features:
- You use constitution for your unarmed strikes and their damage, instead of strength.
- The damage you do with your unarmed strikes increases when you reach certain lvl, but at lvl 1 it is equal to a d4. (See the Bodial Arts column of the class feature table)
- You can make 1 unarmed strike as a action, and when you hit, you can make another unarmed strike as a bonus action.
- You get body points, which you can use for much things.(See the Body Points column of the class feature table). You regen your body points each rest.
Timeless Strike
You can spend 1 body point to make the extra attack you could make when you hitted the first one(3rd feature of Bodial Arts) even if you missed the first one. This only counts for 1 round.
LVL 2 Features
Body Expert
When you use 3 body points, you automatically hit your first attack. This means you can make the extra attack of the 3rd feature of Bodial Arts.
LVL 3 Features
Technic
You specialise in 1 thing, nature or tactics. At the end of the class description each Technic is described.
LVL 4 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 5 Features
Powerful Body
You can use your action to spend 3 body points to try to frighten 1 creature. He needs to make a wisdom saving throws(DC: 8 + prof + con modifier). If he fails the saving throw, he is frightened of you and your allies for 1 turn. You can spend 2 additional body points to increase the duration with 1 round. At the end of the creature his turn, he makes the saving throw again.
LVL 6 Features
Exhaustional Power
If you spend 5 body points, you charge your body(it takes 1 minute to charge your body). During the first fight within 1 hour, you can make 2 attacks instead of 1. If you hit 1, you can also make the extra attack(3rd feature of Bodial Features). But, you need to make a intelligence saving throw(DC: 8 + prof + con modifier) so you don't prepare to much. If you fail this saving throw, you take 1d10 necrotic damage.
LVL 7 Features
Chaos of Peace
When you fail a saving throw against being frightened or charmed, you can spend 2 body points to make int. saving throw against the DC of the creature that is trying to frighten/charm you. If you succeed on the int. saving throw, it counts as a succes to not being charmed/frightened
LVL 8 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 9 Features
Soul Sickness
You can use your action to try to charm a creature you can see within 60 ft. The target needs to make a Wisdom Saving Throw. The DC is: 8 + prof + int. modifier.
LVL 10 Features
Power of Endurance
You can use your action to make 2 unarmed strikes, if you hit them both, you can make a third as a bonus action.
LVL 12 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 13 Features
Body before Everything
You regen your expended body points, but you also gain a level of exhaustion. This feature can only be used 1/rest. This feature's duration is 30 seconds.
LVL 15 Features
Knowledge = Power
When making a charisma check, you can use your int. modifier instead of your charisma modifier. Also, when you need to throw a charisma saving throw, you can roll a intelligence saving throw instead.
LVL 16 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 18 Features
Charging of your Body
The duration of your short and long rests is halved.
LVL 20 Features
Unbreakable Bones
You have advantage on attack rolls against Large or bigger creatures. You also damage them better, you do bludgeoning damage equal to your int. modifier extra to them.
Technic's
Technic of Nature
LVL 3 Feature
Outlander
You get the features of the Outlander background.
LVL 9 Feature
Chaos of Peace Improvement
Chaos of Peace now only costs 1 body point!
Soul Sickness Improvement
Soul Sickness now only costs 2 body points!
LVL 11 Feature
Natural Beasts
You gain proficiency in the Animal Handling Skill. When you hit with an attack, you can spend 1 body point to add 1d4 to the damage of your attack.
LVL 14 Feature
Ultimate Attack
You can spend 3 ki points when you hit with an attack. That atack does maximum damage. You can only use this feature once each round.
LVL 19 Feature
Natural Power
Your constitution increases with 2, and your max for constitution is also increased with 2.
Technic of Tactics
LVL 3 Feature
Skills
You gain proficiency in a intelligence skill (your choice) or in persuasion.
LVL 9 Feature
Magical Power
You can spend 4 body points to cast a wizard cantrip of your choice. This feature is a bonus action.
If needed, the DC equals 8 + prof + int. modifier, the attack modifier equals prof + int. modifier.
LVL 11Feature
Intelligence = Everything
You gain proficiency in 1 intelligence skill of your choice, and you can spend 1 body point as a bonus action to add 1d4 to a intelligence based check.
LVL 14 Feature
Stunning Strike
When you hit someone with an unarmed strike, you can spend 3 body points to try to stun someone for one turn. The target needs to make a constitution saving throw(DC: 8 + prof + int. modifier)
LVL 19 Feature
Intellectual Power
Your intelligene increases with 2, and your max for intelligence is also increased with 2.
Thnx for your feedback! Its really appreciated.
Body Tactician
This class is about mastering your body. This class uses constitution for unarmed strikes, and the fluff is like this: Normally, a strength based fighter tries to slash right through the hart with brute force. A monk(dex based) tries to hit an enemy, but with hitting his weak spots with his dexterty. A body tactician uses his strong points of his body, his bones, his strong muscles, to damage enemies.
HP Features
HP
HP at 1st level: 8 + con modifier
Hit Dice: 1d8
Hit Points at higher levels: 5 + con modifier(1d8+con modifier)
Proficiencies
Armor: None
Weapons: Unarmed Strikes
Tools: one type of artian's tools
Saving Throws: Constitution, Intelligence
Skills(Choose 2): Athletics, Religion, History, Performance, Investigation, Insight, Acrobatics and Persuasion.
Feature Table:
Level
Prof. Bonus
Bodial Arts
Body Points
Features
1
+2
d4
2
Bodial Arts, Unarmored Defense, Timeless Strike
2
+2
d4
3
Body Expert
3
+2
d4
4
Technic
4
+2
d6
4
ASI
5
+3
d6
5
Powerful Body
6
+3
d6
5
Exhaustional Power
7
+3
d6
6
Chaos of Peace
8
+3
d8
6
ASI
9
+4
d8
7
Technic Feature, Soul Sickness
10
+4
d8
7
Power of Endurance
11
+4
d8
8
Technic Feature
12
+4
d8
8
ASI
13
+5
d8
9
Body before Everything
14
+5
d10
9
Technic Feature
15
+5
d10
10
Knowledge = Power
16
+5
d10
10
ASI
17
+6
d12
11
-
18
+6
d12
11
Charging of your Body
19
+6
d12
12
Technic Feature
20
+6
d12
12
Unbreakable Bones
LVL 1 Features
Unarmored Defense
Like a monk, your AC is calculated a bit different then normal. Your AC is calculated as following: 10 + int modifier + dex modifier. This feature can't stack on other classes Unarmored Defense feature.
Bodial Arts
You gain the following features:
- You use constitution for your unarmed strikes and their damage, instead of strength.
- The damage you do with your unarmed strikes increases when you reach certain lvl, but at lvl 1 it is equal to a d4. (See the Bodial Arts column of the class feature table)
- You can make 1 unarmed strike as a action, and when you hit, you can make another unarmed strike as a bonus action.
- You get body points, which you can use for much things.(See the Body Points column of the class feature table). You regen your body points each rest.
Timeless Strike
You can spend 1 body point to make the extra attack you could make when you hitted the first one(3rd feature of Bodial Arts) even if you missed the first one. This only counts for 1 round.
LVL 2 Features
Body Expert
When you use 3 body points, you automatically hit your first attack. This means you can make the extra attack of the 3rd feature of Bodial Arts.
LVL 3 Features
Technic
You specialise in 1 thing, nature or tactics. At the end of the class description each Technic is described.
LVL 4 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 5 Features
Powerful Body
You can use your action to spend 3 body points to try to frighten 1 creature. He needs to make a wisdom saving throws(DC: 8 + prof + con modifier). If he fails the saving throw, he is frightened of you and your allies for 1 turn. You can spend 2 additional body points to increase the duration with 1 round. At the end of the creature his turn, he makes the saving throw again.
LVL 6 Features
Exhaustional Power
If you spend 5 body points, you charge your body(it takes 1 minute to charge your body). During the first fight within 1 hour, you can make 2 attacks instead of 1. If you hit 1, you can also make the extra attack(3rd feature of Bodial Features). But, you need to make a intelligence saving throw(DC: 8 + prof + con modifier) so you don't prepare to much. If you fail this saving throw, you take 1d10 necrotic damage.
LVL 7 Features
Chaos of Peace
When you fail a saving throw against being frightened or charmed, you can spend 2 body points to make int. saving throw against the DC of the creature that is trying to frighten/charm you. If you succeed on the int. saving throw, it counts as a succes to not being charmed/frightened
LVL 8 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 9 Features
Soul Sickness
You can use your action to try to charm a creature you can see within 60 ft. The target needs to make a Wisdom Saving Throw. The DC is: 8 + prof + int. modifier.
LVL 10 Features
Power of Endurance
You can use your action to make 2 unarmed strikes, if you hit them both, you can make a third as a bonus action.
LVL 12 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 13 Features
Body before Everything
You regen your expended body points, but you also gain a level of exhaustion. This feature can only be used 1/rest. This feature's duration is 30 seconds.
LVL 15 Features
Knowledge = Power
When making a charisma check, you can use your int. modifier instead of your charisma modifier. Also, when you need to throw a charisma saving throw, you can roll a intelligence saving throw instead.
LVL 16 Features
ASI
You increase 1 ability score with 2, or 2 ability scores with 1. Your ability scores can't be higher then 20.
LVL 18 Features
Charging of your Body
The duration of your short and long rests is halved.
LVL 20 Features
Unbreakable Bones
You have advantage on attack rolls against Large or bigger creatures. You also damage them better, you do bludgeoning damage equal to your int. modifier extra to them.
Technic's
Technic of Nature
LVL 3 Feature
Outlander
You get the features of the Outlander background.
LVL 9 Feature
Chaos of Peace Improvement
Chaos of Peace now only costs 1 body point!
Soul Sickness Improvement
Soul Sickness now only costs 2 body points!
LVL 11 Feature
Natural Beasts
You gain proficiency in the Animal Handling Skill. When you hit with an attack, you can spend 1 body point to add 1d4 to the damage of your attack.
LVL 14 Feature
Ultimate Attack
You can spend 3 ki points when you hit with an attack. That atack does maximum damage. You can only use this feature once each round.
LVL 19 Feature
Natural Power
Your constitution increases with 2, and your max for constitution is also increased with 2.
Technic of Tactics
LVL 3 Feature
Skills
You gain proficiency in a intelligence skill (your choice) or in persuasion.
LVL 9 Feature
Magical Power
You can spend 4 body points to cast a wizard cantrip of your choice. This feature is a bonus action.
If needed, the DC equals 8 + prof + int. modifier, the attack modifier equals prof + int. modifier.
LVL 11Feature
Intelligence = Everything
You gain proficiency in 1 intelligence skill of your choice, and you can spend 1 body point as a bonus action to add 1d4 to a intelligence based check.
LVL 14 Feature
Stunning Strike
When you hit someone with an unarmed strike, you can spend 3 body points to try to stun someone for one turn. The target needs to make a constitution saving throw(DC: 8 + prof + int. modifier)
LVL 19 Feature
Intellectual Power
Your intelligene increases with 2, and your max for intelligence is also increased with 2.
Thnx for your feedback! Its really appreciated.