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JNAProductions
2016-09-03, 01:44 PM
Hit Points-1d10
Proficiencies
Armor-None
Weapons-All
Tools-None
Saving Throws-Constitution, Charisma
Skills-Choose two from any physical or Charisma-based skill

Equipment-You start with, in addition to any equipment granted by your background, the following:
-5 doses of Old Spice



Level
Feature


1
Disciple Path, Charm


2
Fighting Style


3
Improved Charm


4
Ability Score Improvement


5
Extra Attack


6
Disciple Path


7
Greater Charm


8
Ability Score Improvement


9
Master Charm


10
Disciple Path


11
True Master Charm


12
Ability Score Improvement


13
Perfected Charm


14
Disciple Path


15
Better Than Perfect Charm


16
Ability Score Improvement


17
I'm Not Even Sure Charm


18
The Class Your Class Could Smell Like


19
Ability Score Improvement


20
Disciple Path



Disciple Path-At level one, you must choose to follow the path of Mustafa or Crews.

Charm-Also at level one, you learn to wink and smile at the world, charming it with your manly charisma. This has the two following effects:

Unarmored Defense-Your charm is so great, enemies find their blows turned away by the sheer force of MAN. Your AC, when unarmored and not using a shield, is equal to 10+your Dexterity Modifier+your Charisma Modifier.

Creation-You can create small tools or weapons from seemingly nothing, as the world reacts to your masculine charm. As a bonus action, you may form a weapon or tool, up to five pieces of throwing weaponry, or 30 pieces of ammunition. These last for only a few moments once they leave your hand, but are perfectly usable as weapons or tools.

Fighting Style-At level two, you learn any fighting style except for Defense.

Improved Charm-At level three, you learn to harness your charm even more effectively. You may now have items last for up to ten minutes after they leave your hands, instead of only a few seconds. In addition, you gain Charm points equal to your level (these recover fully on a long rest and up to half your proficiency modifier on a short rest). Thees can be used in one of two following ways, at level three:

Competence-You may use a bonus action to add your Charisma modifier to any skill or ability check you make for one Charm point.

Defense-You may, as a reaction, spend one Charm point to add your Charisma modifier to your AC in response to an attack. This bonus lasts for all attacks made against you by the foe you chose to it against, but stops once their turn is over. (For instance, if a giant attacks you, you may use a Charm point to add your Charisma to your AC against both swings of his massive club. Once his turn ends and his Ogre ally attacks, you will lose the bonus to your AC.)

Ability Score Improvement-As normal.

Extra Attack-As normal.

Greater Charm-At level seven, your items may now last up to an hour after they leave your hands. In addition, you may now use the Upsurge Charm ability. For one Charm point, as a reaction, you may add your Charisma modifier to any saving throw you have to make.

Master Charm-Your items now last for a day when they leave your hand, at level nine. In addition, you may spend a Charm point for Strike. This allows you to, as part of the Attack action, add your Charisma modifier to all damage you deal until the start of your next turn. (If you can somehow attack without taking the Attack action, such as with a Berserker multiclass, you may instead do this as part of any action where you attack.)

True Master Charm-Your items now last for a week when they leave your hands. In addition, you gain the Flurry Charm ability. For one Charm point, you may make a single weapon attack as a bonus action. (If you are wielding two light weapons (or two one-handed weapons with the Dual Wielder feat) you may instead make two attacks.)

Perfected Charm-Your items now last for a month after they leave your hand. In addition, you gain the Precision Charm ability. For one Charm point, as part of an attack, you may add your Charisma modifier to the hit roll.

Better Than Perfect Charm-Your items now last for a year after they leave your hand. In addition, you gain the Heal Charm ability. For one Charm point and a bonus action, you may heal up to three times your Charisma modifier to yourself or any ally within 60'. You may spend up to your proficiency modifier in Charm points when using this ability, multiplying the amount healed by the number of points spent. (If you spend, for instance, three Charm points, you would heal nine times your Charisma modifier.) In addition, if you spend more than one Charm point, you can split the healing between as many people as you spend points.

I'm Not Even Sure Charm-Your items now last forever once created. Yes you can break the economy SO HARD now. You're level 17. Big whoop.

In addition, you gain the Ignore Charm ability. You may, as a reaction, spend four Charm points to completely ignore any single attack or effect. This can range from a deadly sword blow to falling to your death to a meteor crashing down on you.

The Class Your Class Could Smell Like-You have an overwhelming scent of MAN about you. This powerful scent increases your AC and all saving throws by 2.

Gentle and Refined-Gain proficiency in any three artisan's tools.

I'm On A Horse-You may, once per short rest, cast Find Steed.

10

14

20

Insanity of Skill-Gain proficiency in one more skill from the Disciple skill list.

Double Sun Power!-You may cast the Light cantrip. In addition, Charisma modifier times per short rest, you may cast Daylight.

POWER!-You gain a +2 bonus to all damage rolls.

Block!-As a reaction, you may add half your proficiency to your armor class against a single attack.

Old Spice Can Do Anything!-You may, once per short rest, cast Wish.

Mustafa needs a bit of work, but it's mostly done. Thoughts?

Rerem115
2016-09-03, 03:08 PM
It's not specified, but I'm assuming you can't create magical weapons and tools? Also, you can kinda break the economy before level 17; as soon as your creations last at least one day, you can stroll into town, sell your gear for the best price you can, then get the hell outta Dodge before everything vanishes :P

JNAProductions
2016-09-03, 05:41 PM
It's not specified, but I'm assuming you can't create magical weapons and tools? Also, you can kinda break the economy before level 17; as soon as your creations last at least one day, you can stroll into town, sell your gear for the best price you can, then get the hell outta Dodge before everything vanishes :P

No, nothing magical.

And true... But breaking the economy isn't actually a huge deal in 5E. And it's more scamming the economy than breaking it.

Sariel Vailo
2016-09-17, 11:24 PM
If I use this do I have to have a bigger blacker ****