Fullbringer (3.5e Class)

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Fullbringer[edit]

A melee spiritual energy fighter.

Making a Fullbringer[edit]

Fullbringers are melee only characters and are most effective as a front line support character striking quickly to cause havoc on the enemy while the team's tank distracts the enemy. The abilities that are most important are Strength for the melee weapons and Wisdom for the abilities. Constitution is also helpful.

Alignment: Any Lawful.

Starting Age Simple.

Table: The Fullbringer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +1 +0 +2 +2 Spiritual Weapon (1d8), Spiritual Tap, Weapon Focus (Spiritual weapon), Favored Enemy
2nd +2 +0 +3 +3 Reiraku, Combat Reflexes
3rd +3 +1 +3 +3 Spirit Focus (1d8)
4th +4 +1 +4 +4 +1 Spiritual Weapon, Power Attack
5th +5 +1 +4 +4 Spiritual Weapon (1d10), Hirenkyaku, Uncanny Dodge
6th +6/+1 +2 +5 +5 Spirit Focus (2d8), Cleave
7th +7/+2 +2 +5 +5 Evasion
8th +8/+3 +2 +6 +6 +2 Spiritual Weapon, Whirlwind
9th +9/+4 +3 +6 +6 Spirit Focus (3d8), Greater Cleave, Greater Weapon Focus (Spiritual Weapon)
10th +10/+5 +3 +7 +7 Sanrei Glove, Bankai Fullbringer, Spiritual Weapon (1d12)
11th +11/+6/+1 +3 +7 +7 Bonus Feat
12th +12/+7/+2 +4 +8 +8 Spirit Focus (4d8), +3 Spiritual Weapon
13th +13/+8/+3 +4 +8 +8 Soul Target
14th +14/+9/+4 +4 +9 +9 Monk of Destruction: Complete Holy Form
15th +15/+10/+5 +5 +9 +9 Spirit Focus (5d8), Spiritual Weapon (2d8)
16th +16/+11/+6/+1 +5 +10 +10 +4 Spiritual Weapon
17th +17/+12/+7/+2 +5 +10 +10 Ransotengai
18th +18/+13/+8/+3 +6 +11 +11 Spirit Focus (6d8), Hirenkyaku (2 + Wis Modifier a day)
19th +19/+14/+9/+4 +6 +11 +11 Sacred Destruction Slash
20th +20/+15/+10/+5 +6 +12 +12 +5 Spiritual Weapon, Spiritual Weapon (2d10)

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (all skills, taken individually), Listen, Move Silently, Profession, Sense Motive, Spot, Survival, Tumble.

Class Features[edit]

Spiritual Weapon(Su): A Fullbringer’s main weapon is the melee weapon they form out of spiritual energy gathered from around them. This weapon is similar in size and shape to the material form of the weapon, and has the same threat range and critical. Because it is made out of pure energy, a Spiritual Weapon has no weight. Rather than carry the Spiritual Weapon, a Fullbringer can manifest and dissipate it, which uses a move action. At first level, a Spiritual Weapon only does 1d8 damage, but the damage increases every five levels (1d10 at 5, 1d12 at 10, and so on). Only a person with levels in Fullbringer may use or form this Spiritual Weapon, and if the Fullbringer who formed it loses conscience or dies, the Spiritual Weapon dissipates. All damage done with the Spiritual Weapon is force/slashing damage. At 4th level, the Spiritual Weapon naturally gains a +1 enchantment, which increases every four levels (+2 at 8th, +3 at 12, etc.).

Spiritual Tap (Su): Fullbringer’s are naturally adept at focusing and controlling energy, and can condense it for a more powerful attack with ease. When attacking with a Spiritual Weapon, a Fullbringer use his Wisdom modifier to attack rolls and damage instead.

Favored Enemy (Ex): From the moment they learn to form a Spiritual Weapon, Fullbringers train heavily for combat against evil spirits. Due to this extensive study, a Fullbringer gains +2 on all saves from effects caused by undead, spirits, and ethereal creatures. A Fullbringer also gains a +2 on all attack rolls and damage rolls against such creatures.

Reiraku (Ex): At 2nd level, a Fullbringer learns how to visualize the spiritual threads attached to every soul. This allows a Fullbringer to detect one’s alignment. If the Fullbringer believes the alignment is being concealed, they may attempt a Concentration check (DC = Spell level + Spellcaster’s level) to see the true alignment. Fullbringers can also track a particular soul by their thread. This requires a Survival check (DC = 10+1/mile from Fullbringer).

Combat Reflexes (Ex): At 2nd level, a Fullbringer gains the feat Combat Reflexes, even if he or she does not meet the requirements.

Spirit Focus (Su): A Fullbringer can spend extra time to gather more energy for a single strike. At 3rd level, a Fullbringer may spend a swift action to add 1d8 damage to a strike. This damage increases every three levels (2d8 at 6th, 3d8 at 9th, and so on). Only one Spirit Focus may be applied to a strike at a time.

Power Attack (Ex): At 4th level, a Fullbringer gains the feat Power Attack, even if he or she does not meet all the requirements.

Hirenkyaku (Su): At 5th level, a Fullbringer learns to manipulate the spirit energies beneath his feet, for very fast movement. This allows a Fullbringer to perform the spell Dimension Door as a move action a number of times a day equal to their Wisdom modifier + 1. At 18th level, this increases to 2 + Wisdom modifier. A Fullbringer can only move himself and his equipment, and can still attack after moving, but they can only do it once per round.

Cleave(Ex): At 6th level, a Fullbringer gains the feat Cleave, even if he or she does not meet all the requirements.

Whirlwind (Ex): At 8th level, a Fullbringer gains the feat Whirlwind, even if he or she does not meet all the requirements.

Sanrei Glove (Ex): At 10th level, a Fullbringer may perform a ritual that allows them to dramatically increase their power. By putting on the Sanrei Glove, and attacking nonstop for seven days and seven nights, a Fullbringer can then form a spiritual weapon as a free action, and receive a +5 bonus to attack rolls and damage. The glove, once the ritual is complete, can only be removed once. At which point the Fullbringer will become a Bankai Fullbringer for 10 rounds, but will lose all levels and related abilities, and can never restore or gain any more levels as a Fullbringer, with the exception of the use of a Wish or Miracle spell.

Sanrei Glove Removal(Su): When a Fullbringer removes his Sanrei Glove; he temporarily gains immense power, far past his normal threshold. This sudden gain negatively affects the Fullbringer's body, as stated above. For 10 rounds, a Fullbringer's statistics and abilities are changed as follows:

Hit Dice: Change the Hit Dice to d12s, and double the amount of Hit Dice.
Spiritual Weapon: All bonuses to attacks and damage resulting from a Fullbringer ability or feat are doubled, and the amount of dice used for damage is doubled.
Spirit Shot and Soul Target: The amount of d8s used for Spirit Shot are doubled, and Soul Target allows the substitution of 2d8 for 1d6 of permanent ability damage to Con, Str, or Dex.
Power Attack: As a free action, a Fullbringer can add +20 to his next attack.
Hirenkyaku: Hirenkyaku becomes an immediate action, and can be used once a round.
Note: This does not allow a Fullbringer to gain abilities he does not yet know. An 11th level Fullbringer would not be able to use Soul Target or Hirenkyaku if be changed to a Bankai Fullbringer.

Monk of Destruction: Complete Holy Form: This is the ultimate form of the Fullbringer. This form gives all of the benefit of the Bankai Fullbringer form without the downside. In this form the Fullbringer obtains flight(moderate) of twice their movement speed.

Soul Target (Su): A variant of Spirit Focus, this ability allows a Fullbringer to substitute a d8 of damage from Spirit Focus for 1 point of temporary damage to Con, Str, or Dex. More than one d8 can be substituted, and the damage may be divided up among the different abilities as desired.

Ransotengai (Su): Originally a technique designed to allow aged Fullbringers to continue fighting, Ransotengai creates thin threads made of spiritual energy around the body, allowing a Fullbringer to manipulate his body as he wills. A Fullbringer no longer gains any penalties due to old age, and any penalties already in place are negated. This does not prevent the Fullbringer from aging, however, and he will still die of old age, assuming he lives that long. As the threads are controlled by will, a Fullbringer can substitute his Wisdom modifier for any check, save, or bonus that uses his Strength or Dexterity modifier. A Fullbringer's limbs can no longer be severed, as the threads reform the instant they are cut, although damage still occurs. The formation of these threads are automatic, and are not dissipated even if the Fullbringer is rendered unconscious or dies, but a Quincy can suppress this ability if he so chooses.

Sacred Destruction Slash: Ultimate attack of the Fullbringer dealing the target or targets(in straight line) 6d12 of force damage, this damage can be augmented by Spiritual Weapon.



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