RabanoDOOM
2017-02-12, 05:25 PM
Hey there! So, I have a new homebrew class for you all to check out and critique. She's an overly macho and aggressive ne'er-do-well with a big mouth and a lot of attitude, who wants nothing more than to lay the absolute smackdown on anyone and anything that could possibly dare to step on her turf: The Punk.
The design philosophy behind this class is to be a highly active, kind of squishy offensive martial melee class and actually give some sort of purpose to having high stats in both strength and dexterity, while simultaneously giving some love to the all of the grossly underused Simple Melee Weapons. The Punk adds both her strength and dexterity modifier to a fair number of abilities, gets multiple turns per round, a handful of Intimidate-based abilities, some useful resistances and immunities to help cover for probable dump stats in Intelligence and Wisdom, and 3 Street Cred archetypes in Gang Beast, Rabid Dog, and Bully, that focus on Group Tactics, First-Round Damage, and Grappling respectively.
The Punk
Level
Proficiency Bonus
Features
1st
+2
Savage, Aggressive
2nd
+2
Shut Up!, Attitude
3rd
+2
Street Cred
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Street Cred Feature
7th
+3
Numbskull, Loudmouth
8th
+3
Ability Score Improvement
9th
+4
Chuckster
10th
+4
Street Cred Feature
11th
+4
Non-Stop Talker, Chase
12th
+4
Ability Score Improvement
13th
+5
Boss
14th
+5
Street Cred Feature
15th
+5
Punisher, Glass
16th
+5
Ability Score Improvement
17th
+6
Brute Force
18th
+6
Thug Life
19th
+6
Ability Score Improvement
20th
+6
Hype!
CLASS FEATURES
As a Punk, you gain the following class features.
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Melee Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Select three from Athletics, Acrobatics, Deception, Intimidate, Perception, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
any two simple melee weapons
(a) a burglar's pack or (b) an explorer's pack.
two daggers
Savage
You're harder! Better! Faster! Stronger! Starting at Level 1, the punk may apply both their Strength and Dexterity modifier to any melee weapon attacks they make with simple melee weapons, instead of one or the other. In addition, all simple melee weapons have their damage die increased when wielded by the punk. (1d4 becomes 1d6, 1d6 becomes 1d8, etc.)
Aggressive
You lay the smackdown better than anybody else can even hope to! Starting at Level 1, the punk rolls twice when rolling for initiative, and is treated as having a turn for both rolls.
Shut Up!
You have a talent for ending conversations, one way or another! Starting at Level 2, if an enemy makes a verbal Persuasion, Intimidate, or Deception roll against the punk or an ally, the punk may immediately use their reaction to make both an Attack and Move action. The attack must be against the enemy, and the movement can only be used to get closer to the enemy. Excessive monologuing may also apply to this feature, at the DM's discretion.
Attitude
Confusing feelings make you angry! Starting at Level 2, when the punk is put under the Frightened or Charmed condition, they may ignore choose to ignore the condition's effects and instead immediately fly into a Rage, treated as if they were a Barbarian of equal level to their Punk level for the purposes of the Rage's bonus damage. The rage lasts a maximum of 1d4 rounds.
Street Cred
At Level 3, you choose a street reputation to emulate through an archetype. You may decide whether you're seen as a Gang Beast, a Rabid Dog, or a Bully. Your street cred grants you features at 3rd level, and again at 6th, 10th, and 14th levels.
Numbskull
Can't break what's already broken! Starting at Level 7, the punk gains immunity to Psychic damage and all mind-affecting enchantment spells. In addition, Attitude can now apply whenever an enemy attempts to deal psychic damage to the punk, or attempts to cast a mind-affecting enchantment spell on the punk.
Loudmouth
Your words are the best words. Starting at Level 7, The punk can use their reaction to interrupt any spell with a verbal component through loud, incoherent yelling and heckling. The punk makes an Intimidate check, against which the enemy spellcaster must make a concentration check equal to 10 or the intimidate check's result, whichever is greater. If the enemy spellcaster fails, the spell fails to cast.
Chuckster
Not even wimpy archers are safe from your beatings! Starting at Level 9, You can throw any melee weapon up to 20 feet, or 60 feet if imposed disadvantage. In addition, thrown weapons may count as a melee weapon attack for the purposes of feats and punk class features.
Non-Stop Talker
Nobody can stop your funky flow! Starting at Level 11, Loudmouth can now be used without expending an action, though it can still only be used as an immediate response to a spell being casted.
Chase
If they think they can get away from you, they've got another thing coming! Starting at Level 11, if an enemy disengages, you can use your reaction to follow them and stay within your melee range of them, up to your movement speed.
Boss
Nothing in the world's scarier than you in a bad mood! Starting at Level 13, if an enemy attack deals less than 5 + Your Str Mod + Your Dex Mod to the punk, they may immediately make an Intimidate check VS the enemy's Wisdom save. If the Intimidate check is a success, that enemy is frightened of the punk for 1d4+1 rounds.
Punisher
Nobody gets to backstab you and get away with it! Starting at Level 15, if an enemy makes an opportunity attack against the punk and misses, the punk may then use their reaction or their bonus action to immediately make a single melee attack against that enemy. The punk may be treated as 5 feet closer to the enemy for the purposes of the attack's melee range
Glass
When the going's tough, there ain't no shame in going! Starting at Level 15, when above half HP, the punk can dash as a bonus action. When below half HP, the punk disengages as a bonus action instead.
Brute Force
Nobody beats you in muscle or speed! Starting at Level 17, the punk may add both their strength and dexterity modifier to strength or dexterity saves and strength or dexterity ability checks.
Thug Life
You've got the brute strength of a bull and the catlike reflexes of...a cat! At Level 18, the punk's strength and dexterity scores both increase by 2, up to a maximum of 22.
Hype!
When the hype train gets rolling, nothing can stop it! Starting at Level 20, once per long rest, when the punk rolls initiative, the punk may roll 3 times, instead of 2, and is treated as having a turn for all 3 rolls. After the encounter this is used in, the punk gains a stack of Exhaustion.
Posse
Starting at Level 3, the punk gains a +2 bonus to Intimidate (Max +10) for every ally within 30 feet. Additionally, when the punk makes an opportunity attack against an enemy, all allies within 30 feet of the enemy may also make an immediate attack against that enemy, without expending their reaction.
Taunt
Starting at Level 7, as a bonus action, the punk may make an Intimidate check against an enemy. The enemy has advantage on their wisdom save to resist this. If the check is successful, all allies within 30 feet of the enemy may make an attack action against the enemy, as well as a move action, so long as that move action is used to get closer to that enemy. The punk may Taunt twice per short rest. (These uses are not expended if their Intimidate checks fail)
Can't Stop Us!
Starting at Level 10, the punk's attack against an enemy gains an extra 1d6 damage (Max 5d6) for every prior attack allies successfully landed against that enemy between each the punk's turns. This damage buildup is reset at the end of each of the punk's turns.
Wrong Neighborhood
Starting at Level 14, If the punk and his allies successfully ambush an enemy during a surprise round, they may make twice as many actions and move actions as would normally be allotted for the surprise round.
Instigator
Starting at Level 3, both of the punk's initiative rolls are treated as having a +10 bonus for the first round of combat. This bonus does not carry over to subsequent rounds.
First Impression
Starting at Level 7, every attack the punk makes on their first turn in the first round of combat deals double damage and stuns the enemy for 1 round. The Constitution Save DC to resist this stun is a 10 + The Punk's Strength or Dexterity Modifier. (Whichever is higher)
Hairpin Trigger
Starting at Level 10, The punk's first-round initiative bonus from Instigator is increased to +20. Additionally, if the punk is surprised before an encounter's start, they may make a move and attack action immediately after the surprise round, but before rolling initiative.
Second Impression
Starting at Level 14, Once per short rest, as an action, the punk may reroll all of their initiatives. Additionally, at the start of the next round, they may treat the encounter as if it's the encounter's first round for the purposes of Instigator and Opener.
Street Fighter
Starting at Level 3, the punk gains Tavern Brawler as a bonus feat, without the stat bonus. Instead, grappling can now be done with only one hand free, and the tavern brawler feat's ability to grapple as a bonus action now applies to all melee attacks, instead of just unarmed attacks and improvised weapon attacks. This does not allow the punk to grapple multiple enemies at once, however.
Taunt
Starting at Level 7, When the punk makes an attack action against an enemy they have grappled, they may immediately make a second attack right after the attack action against that same enemy as a bonus action.
Can't Stop Us!
Starting at Level 10, as a move action, the punk may suplex an enemy they have grappled. The enemy is moved behind the punk, and is dealt bludgeoning damage equal to 1/10th their weight + the punk's athletics modifier. (Rounded up) Damage is halved for every size category larger the enemy is than the punk, and doubled for every size category smaller the enemy is than the punk. After the suplex is performed, the grapple is broken, and both the punk and the enemy are left prone.
Wrong Neighborhood
Starting at Level 14, The punk may now grapple up to 3 enemies at once, and may hold them in the same space. However, in order to grapple more than one, the punk has to have both hands free in order to grapple more than one, and each enemy grappled has to be medium size or smaller. Additionally, every enemy the punk has grappled takes the punk's athletics modifier in bludgeoning damage at the start of their own turns, as well as the start of the punk's turn. These enemies can be Suplexed all at once.
The design philosophy behind this class is to be a highly active, kind of squishy offensive martial melee class and actually give some sort of purpose to having high stats in both strength and dexterity, while simultaneously giving some love to the all of the grossly underused Simple Melee Weapons. The Punk adds both her strength and dexterity modifier to a fair number of abilities, gets multiple turns per round, a handful of Intimidate-based abilities, some useful resistances and immunities to help cover for probable dump stats in Intelligence and Wisdom, and 3 Street Cred archetypes in Gang Beast, Rabid Dog, and Bully, that focus on Group Tactics, First-Round Damage, and Grappling respectively.
The Punk
Level
Proficiency Bonus
Features
1st
+2
Savage, Aggressive
2nd
+2
Shut Up!, Attitude
3rd
+2
Street Cred
4th
+2
Ability Score Improvement
5th
+3
Extra Attack
6th
+3
Street Cred Feature
7th
+3
Numbskull, Loudmouth
8th
+3
Ability Score Improvement
9th
+4
Chuckster
10th
+4
Street Cred Feature
11th
+4
Non-Stop Talker, Chase
12th
+4
Ability Score Improvement
13th
+5
Boss
14th
+5
Street Cred Feature
15th
+5
Punisher, Glass
16th
+5
Ability Score Improvement
17th
+6
Brute Force
18th
+6
Thug Life
19th
+6
Ability Score Improvement
20th
+6
Hype!
CLASS FEATURES
As a Punk, you gain the following class features.
HIT POINTS
Hit Dice: d8
Hit Points at 1st Level: 8 + constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + constitution modifier
PROFICIENCIES
Armor: Light Armor
Weapons: Simple Melee Weapons
Tools: None
Saving Throws: Strength, Dexterity
Skills: Select three from Athletics, Acrobatics, Deception, Intimidate, Perception, and Stealth
EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:
any two simple melee weapons
(a) a burglar's pack or (b) an explorer's pack.
two daggers
Savage
You're harder! Better! Faster! Stronger! Starting at Level 1, the punk may apply both their Strength and Dexterity modifier to any melee weapon attacks they make with simple melee weapons, instead of one or the other. In addition, all simple melee weapons have their damage die increased when wielded by the punk. (1d4 becomes 1d6, 1d6 becomes 1d8, etc.)
Aggressive
You lay the smackdown better than anybody else can even hope to! Starting at Level 1, the punk rolls twice when rolling for initiative, and is treated as having a turn for both rolls.
Shut Up!
You have a talent for ending conversations, one way or another! Starting at Level 2, if an enemy makes a verbal Persuasion, Intimidate, or Deception roll against the punk or an ally, the punk may immediately use their reaction to make both an Attack and Move action. The attack must be against the enemy, and the movement can only be used to get closer to the enemy. Excessive monologuing may also apply to this feature, at the DM's discretion.
Attitude
Confusing feelings make you angry! Starting at Level 2, when the punk is put under the Frightened or Charmed condition, they may ignore choose to ignore the condition's effects and instead immediately fly into a Rage, treated as if they were a Barbarian of equal level to their Punk level for the purposes of the Rage's bonus damage. The rage lasts a maximum of 1d4 rounds.
Street Cred
At Level 3, you choose a street reputation to emulate through an archetype. You may decide whether you're seen as a Gang Beast, a Rabid Dog, or a Bully. Your street cred grants you features at 3rd level, and again at 6th, 10th, and 14th levels.
Numbskull
Can't break what's already broken! Starting at Level 7, the punk gains immunity to Psychic damage and all mind-affecting enchantment spells. In addition, Attitude can now apply whenever an enemy attempts to deal psychic damage to the punk, or attempts to cast a mind-affecting enchantment spell on the punk.
Loudmouth
Your words are the best words. Starting at Level 7, The punk can use their reaction to interrupt any spell with a verbal component through loud, incoherent yelling and heckling. The punk makes an Intimidate check, against which the enemy spellcaster must make a concentration check equal to 10 or the intimidate check's result, whichever is greater. If the enemy spellcaster fails, the spell fails to cast.
Chuckster
Not even wimpy archers are safe from your beatings! Starting at Level 9, You can throw any melee weapon up to 20 feet, or 60 feet if imposed disadvantage. In addition, thrown weapons may count as a melee weapon attack for the purposes of feats and punk class features.
Non-Stop Talker
Nobody can stop your funky flow! Starting at Level 11, Loudmouth can now be used without expending an action, though it can still only be used as an immediate response to a spell being casted.
Chase
If they think they can get away from you, they've got another thing coming! Starting at Level 11, if an enemy disengages, you can use your reaction to follow them and stay within your melee range of them, up to your movement speed.
Boss
Nothing in the world's scarier than you in a bad mood! Starting at Level 13, if an enemy attack deals less than 5 + Your Str Mod + Your Dex Mod to the punk, they may immediately make an Intimidate check VS the enemy's Wisdom save. If the Intimidate check is a success, that enemy is frightened of the punk for 1d4+1 rounds.
Punisher
Nobody gets to backstab you and get away with it! Starting at Level 15, if an enemy makes an opportunity attack against the punk and misses, the punk may then use their reaction or their bonus action to immediately make a single melee attack against that enemy. The punk may be treated as 5 feet closer to the enemy for the purposes of the attack's melee range
Glass
When the going's tough, there ain't no shame in going! Starting at Level 15, when above half HP, the punk can dash as a bonus action. When below half HP, the punk disengages as a bonus action instead.
Brute Force
Nobody beats you in muscle or speed! Starting at Level 17, the punk may add both their strength and dexterity modifier to strength or dexterity saves and strength or dexterity ability checks.
Thug Life
You've got the brute strength of a bull and the catlike reflexes of...a cat! At Level 18, the punk's strength and dexterity scores both increase by 2, up to a maximum of 22.
Hype!
When the hype train gets rolling, nothing can stop it! Starting at Level 20, once per long rest, when the punk rolls initiative, the punk may roll 3 times, instead of 2, and is treated as having a turn for all 3 rolls. After the encounter this is used in, the punk gains a stack of Exhaustion.
Posse
Starting at Level 3, the punk gains a +2 bonus to Intimidate (Max +10) for every ally within 30 feet. Additionally, when the punk makes an opportunity attack against an enemy, all allies within 30 feet of the enemy may also make an immediate attack against that enemy, without expending their reaction.
Taunt
Starting at Level 7, as a bonus action, the punk may make an Intimidate check against an enemy. The enemy has advantage on their wisdom save to resist this. If the check is successful, all allies within 30 feet of the enemy may make an attack action against the enemy, as well as a move action, so long as that move action is used to get closer to that enemy. The punk may Taunt twice per short rest. (These uses are not expended if their Intimidate checks fail)
Can't Stop Us!
Starting at Level 10, the punk's attack against an enemy gains an extra 1d6 damage (Max 5d6) for every prior attack allies successfully landed against that enemy between each the punk's turns. This damage buildup is reset at the end of each of the punk's turns.
Wrong Neighborhood
Starting at Level 14, If the punk and his allies successfully ambush an enemy during a surprise round, they may make twice as many actions and move actions as would normally be allotted for the surprise round.
Instigator
Starting at Level 3, both of the punk's initiative rolls are treated as having a +10 bonus for the first round of combat. This bonus does not carry over to subsequent rounds.
First Impression
Starting at Level 7, every attack the punk makes on their first turn in the first round of combat deals double damage and stuns the enemy for 1 round. The Constitution Save DC to resist this stun is a 10 + The Punk's Strength or Dexterity Modifier. (Whichever is higher)
Hairpin Trigger
Starting at Level 10, The punk's first-round initiative bonus from Instigator is increased to +20. Additionally, if the punk is surprised before an encounter's start, they may make a move and attack action immediately after the surprise round, but before rolling initiative.
Second Impression
Starting at Level 14, Once per short rest, as an action, the punk may reroll all of their initiatives. Additionally, at the start of the next round, they may treat the encounter as if it's the encounter's first round for the purposes of Instigator and Opener.
Street Fighter
Starting at Level 3, the punk gains Tavern Brawler as a bonus feat, without the stat bonus. Instead, grappling can now be done with only one hand free, and the tavern brawler feat's ability to grapple as a bonus action now applies to all melee attacks, instead of just unarmed attacks and improvised weapon attacks. This does not allow the punk to grapple multiple enemies at once, however.
Taunt
Starting at Level 7, When the punk makes an attack action against an enemy they have grappled, they may immediately make a second attack right after the attack action against that same enemy as a bonus action.
Can't Stop Us!
Starting at Level 10, as a move action, the punk may suplex an enemy they have grappled. The enemy is moved behind the punk, and is dealt bludgeoning damage equal to 1/10th their weight + the punk's athletics modifier. (Rounded up) Damage is halved for every size category larger the enemy is than the punk, and doubled for every size category smaller the enemy is than the punk. After the suplex is performed, the grapple is broken, and both the punk and the enemy are left prone.
Wrong Neighborhood
Starting at Level 14, The punk may now grapple up to 3 enemies at once, and may hold them in the same space. However, in order to grapple more than one, the punk has to have both hands free in order to grapple more than one, and each enemy grappled has to be medium size or smaller. Additionally, every enemy the punk has grappled takes the punk's athletics modifier in bludgeoning damage at the start of their own turns, as well as the start of the punk's turn. These enemies can be Suplexed all at once.