Crisis21
2018-01-30, 02:50 PM
For the uninformed: PEACH means 'Please Evaluate And Comment Honestly'. So, yeah, feedback is always appreciated. It really helps the homebrew process.
Prestige Class: Badass
Requirements:
Strength, Dexterity, and Constitution 13: Badassery requires a fit body. You must be able to handle the rigorous training that will come your way.
Proficiency in Athletics and Acrobatics: The training for Badassery is hellish. If you can't perform up to standards, you won't survive.
Saving throw proficiency in two of the following: Constitution, Dexterity, Wisdom: Badasses have to be able to survive whatever the world throws at them. Those who aren't already well on their way cannot be expected to take the hellish training ahead.
Character level 5th: Badassery doesn't come to the unexperienced. The untried cannot even dream of calling themselves badass.
Complete a renowned task: Being trained as a Badass isn't about getting a specific task to perform. No, it is about being recognized for performing above and beyond your own ability. You don't seek the masters of Badassery to ask if you have met their requirements. If you have performed well enough to warrant their training, they will find you.
Class Features:
Hit Dice: 1d12 per Badass level
Hit points 1d12 (7) + Constitution modifier per Badass level
Proficiencies: One saving throw proficiency of your choice, all armor (including shields), all weapons (yes, including improvised and exotic).
Equipment: None
Leveling guide:
Level 1: Armor or Weapon Mastery Bonus Feat, Fisticuffs, Badassery
Level 2: Mook's Nightmare
Level 3: Bonus Feat
Level 4: Not Lucky, Good
Level 5: Bonus Feat, Ultimate Badassery
Bonus Feat: When you take your first level in this class, you may choose one Weapon or Armor Mastery Feat to take. You may take an additional Feat of your choice at your 3rd and 5th Badass levels.
(Weapon and Armor Mastery Feats include: Blade Mastery, Crossbow Expert, Fell Handed, Flail Mastery, Polearm Master, Spear Mastery, Shield Master, Medium Armor Master, Heavy Armor Master)
Fisticuffs: Increase the damage of your unarmed strike by one die size (minimum 1d4). Your unarmed strikes are treated as if they had the Finesse property (you may add either your Strength or Dexterity modifier to damage).
Mook's Nightmare: At your 2nd level of Badass, you become the terror of the rank and file of your foes. When you move on your turn, you may retaliate against any enemy that takes an Attack of Opportunity against you without using your reaction. When you do this, you roll your attack as normal, but deal damage as if you rolled a '1' on all dice.
Badassery: You may gain advantage on any roll you make. When you do, you may grant one ally of your choice Inspiration. When you use this feature, you may not use it again until you complete a long rest. When you reach 5th level in this class, you also regain use of this feature after a short rest.
Not Lucky, Good: You do not suffer disadvantage unless at least two conditions would impose it. In addition, all creatures within 30 feet of you may not re-roll or otherwise change the result of an attack, ability check, or saving throw.
Prestige Class: Badass
Requirements:
Strength, Dexterity, and Constitution 13: Badassery requires a fit body. You must be able to handle the rigorous training that will come your way.
Proficiency in Athletics and Acrobatics: The training for Badassery is hellish. If you can't perform up to standards, you won't survive.
Saving throw proficiency in two of the following: Constitution, Dexterity, Wisdom: Badasses have to be able to survive whatever the world throws at them. Those who aren't already well on their way cannot be expected to take the hellish training ahead.
Character level 5th: Badassery doesn't come to the unexperienced. The untried cannot even dream of calling themselves badass.
Complete a renowned task: Being trained as a Badass isn't about getting a specific task to perform. No, it is about being recognized for performing above and beyond your own ability. You don't seek the masters of Badassery to ask if you have met their requirements. If you have performed well enough to warrant their training, they will find you.
Class Features:
Hit Dice: 1d12 per Badass level
Hit points 1d12 (7) + Constitution modifier per Badass level
Proficiencies: One saving throw proficiency of your choice, all armor (including shields), all weapons (yes, including improvised and exotic).
Equipment: None
Leveling guide:
Level 1: Armor or Weapon Mastery Bonus Feat, Fisticuffs, Badassery
Level 2: Mook's Nightmare
Level 3: Bonus Feat
Level 4: Not Lucky, Good
Level 5: Bonus Feat, Ultimate Badassery
Bonus Feat: When you take your first level in this class, you may choose one Weapon or Armor Mastery Feat to take. You may take an additional Feat of your choice at your 3rd and 5th Badass levels.
(Weapon and Armor Mastery Feats include: Blade Mastery, Crossbow Expert, Fell Handed, Flail Mastery, Polearm Master, Spear Mastery, Shield Master, Medium Armor Master, Heavy Armor Master)
Fisticuffs: Increase the damage of your unarmed strike by one die size (minimum 1d4). Your unarmed strikes are treated as if they had the Finesse property (you may add either your Strength or Dexterity modifier to damage).
Mook's Nightmare: At your 2nd level of Badass, you become the terror of the rank and file of your foes. When you move on your turn, you may retaliate against any enemy that takes an Attack of Opportunity against you without using your reaction. When you do this, you roll your attack as normal, but deal damage as if you rolled a '1' on all dice.
Badassery: You may gain advantage on any roll you make. When you do, you may grant one ally of your choice Inspiration. When you use this feature, you may not use it again until you complete a long rest. When you reach 5th level in this class, you also regain use of this feature after a short rest.
Not Lucky, Good: You do not suffer disadvantage unless at least two conditions would impose it. In addition, all creatures within 30 feet of you may not re-roll or otherwise change the result of an attack, ability check, or saving throw.