Timeskip (5e Class)

Class Name

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

    Table: The

    LevelProficiency
    Bonus
    FeaturesKiVital Point Damage
    1st+2Subclasses Ki Vital Point Damage11d4
    2nd+2Deadly Intent21d4
    3rd+231d4
    4th+2Ability Score Improvement41d4
    5th+351d4
    6th+3Empowered Strikes61d4
    7th+3Evasion71d6
    8th+3Ability Score Improvement81d6
    9th+491d6
    10th+4Time Skip/Back Breaker101d6
    11th+4121d6
    12th+4Ability Score Improvement141d6
    13th+5Icy Glare161d8
    14th+5Time Release181d8
    15th+5201d8
    16th+5Ability Score Improvement221d8
    17th+6241d8
    18th+6261d8
    19th+6Ability Score Improvement282d4
    20th+6Pure Progress Time Skip/Molotov302d4

    Subclasses

    Despite the fact most of classes have subclasses at 3rd level the subclasses have your saving throws, skills, and a bit more

    Warrior

    Saving Throws: Dexterity and Constitution

    Skills: Acrobatics and two more of your choosing that aren't dex based

    Unarmored Defense

    At 1st level you are able to protect your body using your ki without using much energy. Your AC becomes 10 + your dexterity modifier + your constitution modifier

    Flash Fist Fighting Style

    At 5th level you gain an extra unarmed strike per attack action

    At 11th level you gain a 3rd unarmed strike

    Bonus Attack

    At 6th level you are able to make one extra unarmed strike as a bonus action

    Flash Fist Crush

    at 9th level when you get hit with a melee attack you can use your reaction to counter attack

    Realized Power

    At 17th Level you can use your action to make an unarmed strike against within range (Range = Movement Speed). You punch forwards seemingly teleporting to the space behind them and after you have appeared they will get hit by the damage. You make a total of 16 unarmed strikes but only add your dexterity once. This takes 16 ki to perform.

    Assassin

    Saving Throws: Dexterity and Intelligence

    Skills: Investigation, Medicine, Perception, Stealth

    Mark of an Assassin

    At 1st level after you attack someone with an unarmed strike (hit or miss) you can immediately teleport 10ft in any direction that is away from them, as long as there is no obstacles within your path, and take the hide action as a bonus action. (If you can't take the hide action you can still teleport but the enemy won't lose track of you)

    Reactive Fighting Style

    At 5th level you gain one extra reaction

    At 11th level you gain a 3rd reaction

    Tides of Time

    At 6th level Your AC becomes 10 + your dexterity modifier + your intelligence modifier. If someone attacks you any attacks that roll over 10 but less then your AC aren't dodged but you cover yourself in a purple aura and they seem to go right through you.

    Time Release

    At 9th level you gain the ability to use your reaction to counter any attacks that go through you. You make an unarmed strike that emits a blue sharp line at the target's position

    Death Blow

    At 17th level you can use your action to make an unarmed strike at an opponent 60/120ft away from you. When you do they will feel it hit them despite the punch not hitting them dealing damage equal to your total Vital Point Damage * 16 + your dexterity modifier. Any enemies who die by this attack will be hit in the heart and their heart will immediately stop. This also takes 16 ki to perform

    Ki

    At 1st level you've already learned how to use ki. This is what you use for your special techniques that only you and people taught this way can perform. Your ki amount is shown on the above ki table and half of your total ki recovers on a short rest and all of it on a long one. However you can push past your limits. When you use ki while having none you will suffer from Ki Sickness. When you have Ki Sickness you will no longer be able to use ki until you've completely recovered. While you have Ki Sickness a short rest will no longer recover ki. You have to regain all of your ki to recover from Ki Sickness. If you push past double your ki pool after the combat encounter you will fall unconscious and drop to 0 hit points. If you manage to recover you will suffer from Ki Sickness for 1d4 days only after which you can start to recover.

    Vital Point Damage

    At 1st level since you have been trained with your ki and this art of fighting you know most (or if your an assassin, all) Vital Points in all living beings. This increases the damage of your unarmed strikes. The die you use is based on the Vital Point Damage table and you are able to use dexterity for the modifier. Any buffs to your unarmed strikes from your race still are added onto the total.

    Deadly Intent

    At 2nd level whenever you take the dash action and stop within 5ft of a creature you can use 1 ki and make an unarmed strike against the creature

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 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. As normal, you can't increase an ability score above 20 using this feature.

    Empowered Strikes

    At 6th level you can infuse more ki into your body. You are able to hit with unarmed strikes using force damage or their original damage type.

    Evasion

    At 7th level you have nearly mastered dodging as a whole. Whenever you make any dexterity saving throws made to avoid damage on a success you take none and on a fail you take half.

    Time Skip/Back Breaker

    At 10th level you are no longer able to be surprised and whenever someone tries to attack you from behind you can use your reaction to turn around and attack with an unarmed strike. If it hits their attack is made at disadvantage on top of taking damage. This takes 3 ki to perform

    Icy Glare

    At 13th level you can look at someone within 30ft of you. They must make a dexterity saving throw DC 10 + your dexterity + your proficiency bonus. If they fail you get to make 7 unarmed strikes on them without moving from your location only adding your dexterity once. This takes 7 ki to perform

    Time Skip/Molotov

    At 19th level you can use your action to make an unarmed strike against a target within 5 feet of you. If it hits you can use any amount of ki to immediately make unarmed strikes equal to the amount used only adding your dexterity once. This takes 2 ki to perform in addition to the amount you spend after hitting the first one.

    Pure Progress

    At 20th level you strive to keep improving. You can use per progress twice per long rest to get 1d4 more damage to all your unarmed strikes and lower your crit number needed to for an unarmed strike for the rest of a combat encounter. (The two uses do stack within the same encounter)


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