B-Baller Variant (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
|Dunk Points||Extra Movement||Features|
|1st||+2||-||-||Basic Dunk, B-Ball Technique|
|2nd||+2||2||5 ft||Hang Time, Dunk Points, Extra Movement|
|3rd||+2||3||10 ft||Slamming Path|
|4th||+2||4||15 ft||Ability Score Improvement, Rebound|
|5th||+3||5||20 ft||Buzzer Beater|
|6th||+3||6||25 ft||Advanced Dunk, Slamming Path Feature|
|8th||+3||8||35 ft||Ability Score Improvement|
|9th||+4||9||40 ft||Double Dribble|
|10th||+4||10||45 ft||Nothing but Net|
|11th||+4||11||50 ft||From Downtown, Slamming Path Feature|
|12th||+4||12||55 ft||Ability Score Improvement|
|13th||+5||13||60 ft||Dunk Mastery|
|14th||+5||14||65 ft||He's On Fire!|
|15th||+5||15||70 ft||Bench Warming|
|16th||+5||16||75 ft||Ability Score Improvement|
|17th||+6||17||80 ft||B-Ball Aura, Slamming Path Feature|
|18th||+6||18||85 ft||Dunk Rejuvination|
|19th||+6||19||90 ft||Ability Score Improvement|
|20th||+6||20||95 ft||Chaos Dunk|
The art of the Dunk is every B-Baller's most prized power, where all their energy comes from. As an action you "dunk on" an adjacent target, or a target that is directly below you. During a dunk you jump 5 feet vertically, not provoking attacks of opportunity, then slam dunk your B-Ball down on top of your target. Your target makes a Constitution saving throw, the DC of which is 8 + your proficiency bonus + your Dexterity modifier. On a failed save, your target takes damage equal to a basic attack with your B-Ball and an additional 1d10 bludgeoning damage. The additional damage of your dunk increases 5th level (2d10), 11th level (3d10), and 17th level (4d10).
The power of the B-Baller comes from their technique on the court. When making any attack with a B-Ball, you can add your Dexterity modifier to your attack roll, add your Constitution modifier to your damage roll. The B-Ball is a ranged weapon that deals 1d8 bludgeoning damage, it has a normal range of your movement speed and a long range of twice your movement speed. 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.
When performing a Dunk, you can now use Dunk points to add 1d6 to your Dunk attack per Dunk Point. This damage is dealt even when your target succeeds the saving throw. You must use these points when you declare the dunk. 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. You must spend at least 30 minutes of the rest focusing your energy into your B-Ball to regain your Dunk Points.
At 2nd level you become a master of hang-time. You may use a bonus action jump off the ground and move in any direction up to your movement speed with or without a running start. You may also spend one dunk point to stop yourself from falling until the end of your next turn.
Also at 2nd level when performing Hang Time, you can get an extra +5ft of movement. Every time you level up in this class you get another +5ft of movement. This extra movement does apply to your walking speed.
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.
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, if you miss with a B-Ball, you can spend a dunk point and use a bonus action to attempt the same attack again.
At level 5, after you make an attack, you can choose to use a bonus action to make a ranged attack with your B-Ball against a different creature than the last one you attacked.
At 6th level, your Dunking ability is becoming stronger The DC for a creature when being attacked by a dunk is Increased to 8 + your Proficency bonus + your Dexterity modifier + your Constitution modifier. In addition, if you would have taken falling damage during your dunk, that falling damage is dealt to your dunk target instead.
At 7th level, your Dunk has reached further potential. When you take a dunk action, you can expend 2 dunk points to cause a Boomshakalaka! The effect of your dunk will hit all opponents in a 10 foot radius of your target. Each affected target gets a save against this effect.
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. B-Balls you wield have their damage dice increased to 1d10.
At 10th level, if a ranged attack passes within 5 feet of you, you can use your reaction to deflect or catch the missile When you do so, the damage the attack would deal is reduced by 1d10 + your Dexterity modifier + your b-baller level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in your currently free hands. If you catch a missile in this way, you can spend 1 dunk point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiency, and the missile counts as a B-Ball for the attack.
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 1 minute.
At 13th level, you have now dunked so much, it's like second nature to you. If you successfully dunk your target is knocked prone. As well as this, when you successfully Dunk a creature, you can expend 3 dunk points to:
- Add an extra 1d10 to the damage roll.
- Take another action to perform a dunk. Dealing half of the base damage of the previous dunk this turn.
He's on Fire!
At 14th level, after you succeed on a dunk or b-ball attack you can choose to expend 2 dunk points to shroud yourself and your b-ball in flames for 1 minute. All damage you deal becomes fire instead of other types, and hitting targets causes them to ignite in flames. At the start of each of its turns until the effect ends, ignited targets must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the effect ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends. The flames and fire damage ignore resistance and immunity.
Sometimes, all your dunking tires you out. After you reach 15th level, you can use your action, bonus action, reaction, and all of your movement for that round to regain 2d10 hit points and 5 dunk points. You can warm the bench twice, regaining all uses on completing a short or long rest
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, after completing a long rest, you may use the Bench Warming feature as only a bonus action. Additionally If you are slain you can be brought back to life by a ritual, which requires your B-Ball placed in a circle of holy water, and the following incantation to be read: "By the power of the B-Ball, I command this superstar to return to the world of the living to slam once more!" When this ritual is performed, you are brought back to life as per the resurrection spell.
At 20th level, you have mastered your B-Ball ability, and tapped into the hidden dark power of the Chaos Dunk, the ultimate B-Ball technique. You may choose to use a Chaos Dunk as an action. This Dunk always succeeds. When using a Chaos Dunk, all creatures in a 150ft radius must make a dexterity saving throw, the DC of which equals 8 + your Proficiency bonus + your Dexterity modifier + your Constitution modifier. This throw must also be made by any friendly creatures in range, but they gain advantage on the roll. If a creature succeeds, they take 10d10 necrotic damage. If they fail, they are killed and reduced to ash along with all their possessions. If a friendly creature succeeds, they take 2d10 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 add a +1 bonus to your roll for each dunk point you expend to do so. You can also use 5 dunk points to increase the power of your Chaos Dunk further, wiping out all creatures besides any friendly creatures in a 300ft radius. When using this added effect, make a dexterity saving throw with a DC of 8 + Proficiency Bonus with disadvantage. If you succeed, 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 or dunk rejuvenation.
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 1d6 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. Additionally when you are attacked in melee you can make an unarmed attack against your attacker as a reaction.
- 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, and may immediately change the target of their attack to another they can target.
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. 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 6th level, you have an inner knowledge of the creation of B-Balls, and can utilize this knowledge for yourself. 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.
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 spend 3 Dunk points to create enough b-balls to show off your free throw skills. You immediately make a number of standard B-Ball attacks equal to your proficiency bonus.
- 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 4 dunk points to perform an Afterimage Dribble, making you move faster than the naked eye can fathom for 1 minute. When you attack, your enemy cannot see you, and thus gives you advantage when attacking, and disadvantage on saves against you.
This Slamming Path pairs expert slams with expert jams, to allow you and your teammates to reach for the stars.
- Come On and Slam
At 3rd level your checks become more refined. As a bonus action you can attempt a shove action with advantage, using dexterity in the place of strength.
- Welcome to the Jam
At 6th level, you have learned to add injury to injury, and can follow up your slams with a Jam. Once per short rest, After a successful shove you may perform a dunk on the same target as part of the shove.
- Hey you what you gonna do
At 11th level, your cockiness knows no bounds, extending to even your teammates. As an action you can spend 1 dunk point to pass your B-Ball to an ally within 30 feet. They can spend their reaction to do a basic attack with the b-ball using your abilities. If they succeed in this attack their next attack is made with advantage. Afterward the B-Ball rebounds back to you.
- Welcome to the space Jam
At 17th level, you have transcended the courts of earth, and prefer to play in the stars. As a bonus action you can spend 3 dunk points to jump 100 feet into the air, or 5 dunk points to jump 200 feet. Like a meteorite from space, you come crashing to the ground immediately at the beginning of your next turn. If hangtime is used your fall speed is reduced to 50 feet a round.
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