B-Baller (5e Class)
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A young Wood Elf walks onto the sacred grounds with his teammates, across from them the opposing team of Half-Orcs gaze upon their peculiar aura...
A wandering Human walks into an alley. They are approached by a common thief, and then, in a flash of light, the thief is on the floor, with only a single ball next to him...
The Tiefling chuckled as they were approached by the swarm of imps, as energy courses around them. This is it, the ultimate technique: the Chaos Dunk...
Introduction to the B-Baller
A B-Baller is, above all things, a sportsman. B-Ball is a sacred, mythical sport, and only few have managed to harness the true power that lays untapped in the B-Ball community. Those who harness the power of B-Ball, whether it be to further their own goals, to play as part of a team, or to learn the ancient secrets of the Dunk. No matter who or what you are, everyone has the hidden potential to become a B-Ball star.
Creating a B-Baller
When creating a B-Baller, think about how they came into their B-Ball technique: Were they a humble peasant, until trained by a B-Ball superstar? Were you born with your B-Ball ability, or did you come into it by divine intervention? What kinds of B-Ball do they use? Are they a part of a team, or do they work the sacred grounds of the Court alone?
- Quick Build
You can make a B-Baller quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.
As a B-Baller you gain the following class features.
- Hit Points
Saving Throws: Dexterity, Constitution
Skills: Athletics, Acrobatics, Performance
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armour or (b) A Tool of your choice
- (a) Dungeoneer's Pack or (b) Explorer's Pack
|Features||Dunk Points||Extra Movement|
|1st||+2||Basic Dunk, B-Ball Technique||-||-|
|3rd||+2||Slamming Path, Dunk Points||3||5 ft|
|4th||+2||Ability Score Improvement, Rebound||4||5 ft|
|5th||+3||Buzzer Beater||5||5 ft|
|6th||+3||Advanced Dunk, Slamming Path Feature||6||10 ft|
|8th||+3||Ability Score Improvement||8||10 ft|
|9th||+4||Double Dribble||9||15 ft|
|10th||+4||Nothing but Net||10||15 ft|
|11th||+4||From Downtown, Slamming Path Feature||11||15 ft|
|12th||+4||Ability Score Improvement||12||20 ft|
|13th||+5||Dunk Mastery||13||20 ft|
|14th||+5||He's On Fire!||14||20 ft|
|15th||+5||Bench Warming||15||25 ft|
|16th||+5||Ability Score Improvement||16||25 ft|
|17th||+6||B-Ball Aura, Slamming Path Feature||17||25 ft|
|18th||+6||Dunk Rejuvination||18||30 ft|
|19th||+6||Ability Score Improvement||19||30 ft|
|20th||+6||Chaos Dunk||20||30 ft|
The art of the Dunk is every B-Baller's most prized power, where all their energy comes from. You can choose to use an action to perform a Dunk with your B-Ball. In order to successfully perform a Dunk, make an Acrobatics check to jump in the air. If you fail, you cannot perform a Dunk. If you succeed, the enemy must take a Constitution saving throw, the DC of which is 10 + your Dexterity modifier. If they fail, deal 1d10 bludgeoning damage. If they succeed, they take damage equal to half your Dexterity modifier in addition to the dice of a normal ranged attack with a B-Ball.
The power of the B-Baller comes from their technique on the court. When making a normal attack with a B-Ball, you can choose to add your Dexterity modifier to your attack roll, and choose to add your Constitution modifier to your damage roll. When you throw a b-ball, add you Dexterity modifier + your Proficiency bonus to the attack roll. On hit, the damage of the b-ball is 1d8 + your Dexterity modifier + your Proficiency bonus. Additionally, if you successfully hit a creature within your movement speed with a ranged attack using your B-Ball, the B-Ball will rebound and return to you.
At 2nd level, when performing a Dunk, you can use a bonus action to increase the height of your jump by 10ft, adding your Dexterity modifier to the damage if the target fails the saving throw. If the attack is successful, the creature takes an extra 1d6 damage.
At 3rd level, you are slowly learning to harness your B-Ball powers into a set path of your own B-Ball Style. Your Slamming Path grants you features at 3rd level and again at 6th, 11th, and 17th level.
When performing a Dunk, you can now use Dunk points to add 1d6 to your Dunk attack per Dunk Point. This damage is added whether the target fails or succeeds the saving throw. You must use these points before making a dunk, and the DC of the Acrobatics check made to dunk increases by 1 for each Dunk point used. When you spend a Dunk Point, it is unavailable until you finish a short or long rest, at the end of which you gain all of your Dunk Points back. You must spend at least 30 minutes of the rest focusing your energy into your B-Ball to regain your Dunk Points.
Ability Score Increase
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.
At 4th level, when you are hit by a creature, you can choose to make a melee attack with your B-Ball as a reaction, which deals 1d6 bludgeoning damage. You can use this feature once per short or long rest.
At level 5, after you have attacked, you can choose to use a bonus action to activate this feature. On activation, take a ranged attack with your B-Ball against a creature different to the last one you attacked. You cannot use this feature if you already used a bonus action on your turn.
At 6th level, your Dunking ability is becoming stronger. When performing a dunk, you now deal twice the amount of damage dice than before (now 2d10), and additionally the DC for a creature when being attacked by a dunk is now 10 + your Dexterity modifier + your Constitution modifier.
At 7th level, your Dunk has reached further potential. When you make a dunk action, you can expend an extra dunk point to cause a Boomshakalaka! effect. With this effect, if the armour class of a creature is below 5 + your Dexterity modifier + your Constitution modifier, your dunk action automatically succeeds. This effect can only be used once per encounter.
At 9th level, you and your B-Ball are truly linked, and you put your soul into every attack. Your B-Balls are now considered magical in combat, and cannot be destroyed by any means besides magic.
Nothing but Net
At 10th level, your skills as a B-Baller have increased exponentially. When rolling for your Acrobatics with a dunk, if you were to fail, you can reroll your check. You must take the second result, and this feature can only be used once per long or short rest.
At 11th level, your ability to shoot far with your B-Ball grows further, allowing you to make ranged attacks with your B-Ball from up to double your movement speed away from a creature and have it still return to you. Additionally, if you wish, you may expend a dunk point to double your normal movement speed for the duration of the encounter.
At 13th level, you have now dunked so much, it's like second nature to you. When performing a dunk action, gain another 1d10, making your damage 3d10 when performing a successful dunk. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to either:
- Add an extra 1d10 to the damage roll.
- Knock that creature prone.
- Use another dunk action with the damage dealt being halved (only usable when using two B-Balls)
He's on Fire!
At 14th level, when performing a dunk action, you can choose to expend 2 dunk points to shroud yourself in flames. When doing so, your target has disadvantage on the Constitution save. As well as this, you can choose to convert one of your damage dice to deal fire damage instead of bludgeoning damage.
Sometimes, all your dunking tires you out. Once per encounter after you reach 15th level, you can use your action, bonus action, and all of your movement for that round to regain 2d10 hit points and 3 dunk points. When you use this ability, enemies can take attacks of opportunity against you, but have disadvantage on the attack. If any opportunity attack hits, you must choose between the hit points or Dunk points granted by Bench Warming.
At 17th level, the threshold of becoming a B-Ball superstar is within your reach, and your spirit is altered because of this. You now emit an aura the same colour as your B-Ball that casts 10ft of dim light around you, and melee attacks with non-magical weapons made against you in combat have disadvantage.
A more powerful variant of Bench Warming, this feature slows your aging down once you hit 18th level, allowing you to live for twice your normal lifespan. Additionally, you no longer need food or water, as the pure energy that comes from your B-Ball power sustains you. Additionally, once per long rest, you may use the Bench Warming feature as only a bonus action instead of normal, but roll a d6 to receive the following:
1-2: Gain 1 level of exhaustion. 3-5: Take 1d10 damage. 6: No effect.
At 20th level, you have mastered your B-Ball skill and harnessed the hidden dark power of Chaos Dunk, the ultimate B-Ball technique. You can choose to use Chaos Dunk as an action. This attack always succeeds. When using a Chaos Dunk, all creatures within 150 feet must make a Dexterity saving throw, the DC of which is equal to 13 + your Dexterity modifier + your Constitution modifier. This throw must also be made by any nearby friendly creatures, but they gain advantage on the save. If a creature fails, it takes 10d10+50 necrotic damage, and if the damage reduces its hit points to 0, it is killed and reduced to ash along with all of its possessions. If they succeed, they take only half that damage and one level of exhaustion. If a friendly creature succeeds, it takes 1d10 necrotic damage. If they fail, they take 4d10 necrotic damage and gain a level of exhaustion. When using a Chaos Dunk, you must also make the same saving throw as a friendly creature, but you can increase your roll by spending burial points. You can also spend 5 Bury Points to further increase the power of your Chaos Dunk, destroying all creatures, except any friendly creatures, within 300 feet. When using this additional effect, make a DC 17 Dexterity saving throw - your Constitution modifier OR Dexterity modifier with disadvantage. If successful, take 5d10 necrotic damage. If you fail, you will die, your items will remain intact, and you cannot be brought back to life by any spell except the “wish” spell. Additionally, you can be brought back to life through a ritual, which requires your B-Ball to be placed in a circle of holy water and the following incantation to be read: "By the power of the B-Ball, I command that Let this superstar return to the world of the living to hit once again!" When this ritual is performed, you are brought back to life, but it must take two days to recover and cannot be stabilized by magical or non-magical means.
Path of the Foul
This Slamming Path focuses on the more negative side of B-Ball, trying to get results by any means necessary.
At 3rd level, you gain proficiency in unarmed strikes, and your attacks with them deal 1d4 damage. You can use Dexterity instead of Strength for these attacks. When any attack that is not an unarmed strike fails, you can choose to use a dunk point to use an unarmed strike that will always hit.
- Dirty Play
At 6th level, your sneaky tactics on the court extend out to off of it, too, allowing you to gain proficiency in Sleight of Hand and Deception.
- Bump the Cutter
At 11th level, when a party member within your movement speed attempts to make an attack against a creature, you can choose to expend 3 dunk points and a reaction to perform a Dunk on the target before they attack the creature. If you defeat the creature by doing this, the party member attempting to attack will gain advantage on the next creature they attack.
At 17th level, when you fail any attack, you can choose to instead succeed on the attack. You can also expend 4 dunk points to make the success a critical success. This feature can only be used once per long rest.
Path of the Inner B-Ball
This Slamming Path utilizes the hidden potential in every B-Ball, allowing for a connection between you and your B-Ball.
- Ball Hog
At 3rd level, you and your B-Ball are now linked together like moths to a flame. You can never be disarmed by a creature when wielding a B-Ball, and you can call your B-Ball back to you wherever you are as a bonus action.
At 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. You can magically create a B-Ball and if you lose your B-Ball or it is destroyed, you can create a new one by transforming any round object into a B-Ball.
At 11th level, the mysticism of the B-Ball is now mere children's stories to you, as you are very much aware of how they work and the properties they have. You know them inside and out, and also how to manipulate them. You can use a bonus action to temporarily turn one B-Ball into 2 for one minute, allowing you to dual-wield as if they were light weapons.
- Afterimage Dribble
At 17th level, when wielding a B-Ball, you always have the upper hand. When making an attack with your B-Ball, you can use 3 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom. When you attack, your enemy cannot see you, and thus gives you advantage when attacking. If the attack succeeds, you will always knock the creature prone.
Prerequisites. To qualify for multiclassing into the B-Baller class, you must meet these prerequisites: 15 Dexterity
Proficiencies. When you multiclass into the B-Baller class, you gain the following proficiencies: Acrobatics, Performance