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View Full Version : [Class] The Sloth! (PEACH)



RabanoDOOM
2017-04-08, 05:46 PM
Yeah, I know, not the best name out there, but it's a decent descriptor for what this homebrew class is theoretically supposed to be about. It's a passive answer to the active monk, benefiting less from being mobile, moving about as much as possible, and taking the offensive, but instead benefiting more from being patient, rooting yourself where you stand, and taking reactive action against what comes to you. There's a LOT to unpack with this class, and I'm 90% certain that at least some of it is horribly broken or poorly designed. But hey, you never know! With that being said...The Sloth.
The Sloth


Level
Proficiency Bonus
Features


1st
+2
Patient, Martial Arts


2nd
+2
Counter, Deflect Arrows


3rd
+2
Slothish Archetype


4th
+2
Ability Score Improvement, Statuesque


5th
+3
Extra Attack, Redirect


6th
+3
Slothish Feature, Comfort Zone


7th
+3
Prone Defender


8th
+3
Ability Score Improvement


9th
+4
Ebb and Flow


10th
+4
Waiting Game


11th
+4
Slothish Feature


12th
+4
Ability Score Improvement


13th
+5
Unyielding


14th
+5
Slumber


15th
+5
Yin and Yang


16th
+5
Ability Score Improvement


17th
+6
Slothish Feature


18th
+6
Harmony


19th
+6
Ability Score Improvement


20th
+6
Hibernation



CLASS FEATURES
As a Sloth, you gain the following class features.

HIT POINTS
Hit Dice: d10
Hit Points at 1st Level: 10 + constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + constitution modifier

PROFICIENCIES
Armor: None
Weapons: Simple
Tools: None

Saving Throws: Strength, Wisdom
Skills: Choose two from Athletics, Insight, Medicine, Perception, Religion, and Stealth

EQUIPMENT
You start with the following equipment, in addition to the equipment granted by your background:


(a) two handaxes or (b) any simple weapon
(a) a dungeoneer's pack or (b) an explorer's pack.
10 darts

Patience
When unarmored, not wearing a shield, and not affected by any armor-enhancing spell, you have an additional +5 to your armor class. This bonus is diminished by 1 for every 5 feet you move on your turn, never going below 0, and resets at the start of your next turn. This effect cannot be applied at the same time as Unarmored Defense.

Martial Arts
You gain the monk's Martial Arts feature.

Counter
As an action, you may forego all attacks you would make on your turn. Until your next turn, you may make a single unarmed strike against any enemy within 5 feet that misses you with their attack. You get one unarmed strike against that enemy for every attack they miss.

Deflect Arrows
You gain the monk's Deflect Arrows feature. You may use this feature without spending Ki, but the attack made using it is made with Disadvantage.

Play Style
At 3rd level, you choose a slothish archetype that you emulate in the exercise of your sloth abilities. You must choose between the Cool Head archetype and the Zen Spirit archetype. Your archetype choice grants you features at 3rd level and then again at 6th, 11th, and 17th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, 10th, 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. You can’t increase an ability score above 20 using this feature.

Statuesque
Creatures that rely on sound or movement to see have disadvantage on all Perception checks against you. Additionally, you are capable of holding completely and perfectly still for any length of time you choose in any position imaginable.

Extra Attack
You can attack twice, instead of once, whenever you take the attack action on your turn.

Redirect
When taking the Counter action, instead of attacking back, you may choose to Redirect the missed melee attack, either back at the attacker, at an enemy within 5 feet of the attack, or at an enemy within 5 feet of you. The attacker is forced to use the same attack they used on you against the enemy you choose, the same modifiers against you present in the attack against the enemy. (For example, an attack that had advantage and sneak attack against you would have advantage and sneak attack when redirected.) You may use this ability a number of times equal to your Wisdom modifier per long rest.

Comfort Zone
All area within 10 feet of you is treated as difficult terrain for enemies.

Prone Defender
You no longer have disadvantage on attack rolls when prone, and attacks within 5 feet of you no longer have advantage. Additionally, attacks made against you while you are restrained, stunned, petrified, or paralyzed no longer have advantage.

Ebb and Flow
As a bonus action, you may choose one enemy within 20 feet. That enemy must make a wisdom save. (8 + Your Proficiency Bonus + Your Wisdom Modifier) If they fail, you may choose one of two effects to inflict on the creature. They either have disadvantage on all attacks they make against you, or disadvantage on all attacks not made against you, both until the start of your next turn. You may do this a number of times equal to 1 + Your Wisdom Modifier per short rest.

Waiting Game
You gain proficiency in Constitution saves, or proficiency in one save of your choice if you already had proficiency in Constitution saves. Additionally, you have advantage on all saves on turns where you choose to use none of your movement. You cannot use this feature when under the influence of any condition or effect that reduces your speed to 0.

Unyielding
You are immune to the charmed and frightened conditions, and your emotions cannot be altered or manipulated against your will.

Slumber
As an action, once per long rest, you may fall into a magical slumber, becoming unconscious. Upon doing so, you cleanse yourself of any other negative conditions, and regain 1/2 of your max HP. You awaken 3 turns later, at the end of that 3rd turn. You may be awakened early by Dispel Magic.

Yin and Yang
When selecting targets for Ebb and Flow, you may now select up to 3 creatures within range, instead of 1, and may choose which of the two effects each creature is put under.

Harmony
You may add 1/2 your Wisdom Modifier (rounded up) to the bonus armor granted by Patience

Hibernation
Upon dying, instead of being killed, you fall into a deep magical sleep. You regain half of your max HP, and are cleansed of any other conditions. You continue sleeping for 3 days, unless awakened through a 5th level or higher casting of Dispel Magic. While in hibernation, if you are brought to 0 HP, you are killed.


Chill
Starting at Level 3, your unarmed strikes may now deal Cold damage. Additionally, once per short rest, you may emit a small, imperceptible Cold aura for up to 10 minutes. This cold aura temporarily freezes any non-magical, freezable liquid you come into contact with, including lava, as well as temporarily cooling solid surfaces you come into contact with. While you emit your Cold aura, you are capable of walking across Water, Lava, and other freezable liquid surfaces, and you may come into contact with hot surfaces without consequence.

Freezing Pond
Starting at Level 6, once per short rest, as an action, you may use Freezing Pond, reducing the move speed of all enemies within 10 feet to 0 until the start of your next turn. After doing this, your speed becomes 0 and you are treated as incapacitated until the end of your next turn.

Nonexistence
Starting at Level 11, if you choose to forego any and all actions, bonus actions, and movement on your turn, you may become Invisible at the start of your next turn. You are made visible again if you make any actions, bonus actions, or reactions, or if you use any of your movement.

Freeze
Starting at Level 17, once per long rest, you may use your action to encase yourself in ice. While encased in ice, you have DR 10 against damage, excluding fire, psychic, and magical bludgeoning, piercing, and slashing damage, and you heal 1d6 + Your Wisdom Modifier in hit points at the start of every turn. However, while encased in ice, you cannot move or speak, you automatically fail any Strength or Dexterity saves, you may not take any bonus actions or reactions, and you may only use your action to thaw yourself from the ice at the end of your turn. You may not use Nonexistence in conjunction with Freeze.
Meditation
Starting at Level 3, your unarmed strikes may now deal Radiant damage. Additionally, once per long rest, you may Meditate, leaving your body and entering an invisible, ethereal Spirit form, its HP equal to your own. This Spirit form has a fly speed equal to your movement speed, can only be seen through magic, and can only interact with objects and creatures on the ethereal plane, though it can still perceive the material plane through sight, sound, and smell. You may only Meditate for up to 10 minutes, before immediately returning to your body. If you are somehow inhibited from returning to your body, such as through the death of your body or your spirit being magically contained, you remain in your Spirit form until you're made able to return to your body. If your spirit form is killed, your body is killed as well.

Blooming Lotus
Starting at Level 6, once per short rest, as an action, you may use Blooming Lotus, healing yourself and all allies within 10 feet. (3d8 + Wisdom Modifier in healing) After doing this, your speed becomes 0 and you are treated as incapacitated, both until the end of your next turn.

Transcendence
Starting at Level 11, you no longer need to eat, drink, sleep, or breathe, and you are immune to Exhaustion.

Zen
Starting at Level 17, you may now Meditate for up to 24 hours, and may manifest your Spirit form in any plane of your choosing. However, your Spirit form is not treated as Invisible or Ethereal in any plane besides the Material plane.