Body Guard, Whole Hog (5e Class)
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- 1 Body Guard (Whole Hog)
- 1.1 Description
- 1.2 Creating a Body Guard
- 1.3 Class Features
- 1.4 Body guard Chain
- 1.5 Fluff
- 1.6 Intimidating
- 1.7 Hunker Down
- 1.8 Hook, Line, and Sinker
- 1.9 Ability Score Increase
- 1.10 Extra Attack
- 1.11 On The Lookout
- 1.12 Whole Hog
- 1.13 Hog Wild
- 1.14 Protector
- 1.15 Muscle
- 1.16 Multiclassing
Body Guard (Whole Hog)
Huge walls of meat blocking the enemies and those who they are hired to protect
A giant of a human man standing almost seven feet tall stands alone at the door of one of the most revered criminal hangouts, one look at the man would make anyone think twice about trying to turn them all in. After a huge fight against an opposing faction a foe attempts to run, but as he takes off a large chain flies through the air and catches him. He tries to escape but is yanked back to a huge half-orc who then knocks him unconscious. Body Guards are ruthless killers and are hired most often to act as the muscle, helping criminals to fend off guards. It is not completely in heard off for these ruthless body guards to be hired as bouncers to royal parties though.
Creating a Body Guard
- Questions to help player develop character
Who were the people that hired you and for what? Or are you not on a job currently and just adventuring for extra cash or the thrill? Did you fail on your last job and on the run from unhappy clients, or are you very successful at what you do and have a network of clients who are happy with your past work?
- Quick Build
You can make a Body Guard quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier or Outlaw background.
As a Body Guard you gain the following class features.
- Hit Points
Armor: Medium, Heavy
Weapons: All Melee, Chain weapons
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Insight, Perception, Investigation, or one ability of your choice.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Body Guards Chain and a martial weapon without the Versatile or Two handed property. or (b) Body Guards Chain and a simple weapon
- (a) Chain Shirt or (b) Scale mail
- (a) Explorers pack or (b) Dungeoneers pack
- If you are using starting wealth, you have 1d10 x 10 in funds.
|1st||+2||Body Guards Chain, Fluff||1d6|
|2nd||+2||Hunker Down, Intimidating||1d6|
|3rd||+2||Hook, Line, and Sinker||1d6|
|4th||+2||Ability Score Improvement, Body guard Style Feature||1d6|
|6th||+3||On The Look Out||1d8|
|8th||+3||Ability Score Improvement||1d8|
|9th||+4||Hunker Down Upgrade||1d8|
|10th||+4||Body Guard Style Feature||1d8|
|11th||+4||Whole Hog Upgrade||1d10|
|12th||+4||Ability Score Improvement||1d10|
|13th||+5||Hunker Down Upgrade||1d10|
|14th||+5||Whole Hog Upgrade||1d10|
|15th||+5||Body Guard Style Feature||1d12|
|16th||+5||Ability Score Improvement||1d12|
|17th||+6||Whole Hog Upgrade||1d12|
|18th||+6||Body Guard Style Feature||1d12|
|19th||+6||Ability Score Improvement||1d12+2|
Body guard Chain
At first level the body guard can get use out of chains than normal people would not be able to do. In your off hand you can hold a chain that gains a variety of upgrades at higher levels. The chain is 50 feet long, has the Heavy property, damage is 1d6 (this die changes as you gain body guard levels, as shown in the Chain column if the body guard table. The damage type for the chain depends on whatever is put on the end of the chain. You can choose one weapon to put on the end of the chain, the weapons you can attach are a hook(piercing), a dagger(piercing), a sickle(slashing), a mace head(bludgeoning).
Body guards are a little on the heavy side, but that's not always a bad thing, you count as one size larger for determining carrying capacity, and the weight you can push drag or lift. When not wearing armor the body guards AC equals 10 + Constitution Modifier + Dexterity Modifier unless the modifier is negative. This extra layer of fluff also gives the body guard an extra +2 maximum hit points, and +2 more each time you level up as a body guard. Ex. lvl 15 body guard gets +30 max hit points. and lvl 11 body guard/ lvl 4 barbarian gets +22 max hit points
At second level you gain proficiency in the intimidation skill and you can use your Strength modifier in place of your Charisma modifier for this skill.
Starting a second level, as an action on your turn you can choose to "Hunker Down". Hunkering down gives the body guard a +4 bonus to AC and you can add your Constitution modifier to any saving throw until the beginning of your next turn You cannot use reactions wile Hunkered down. You may use this once at second level, with an additional use at eighth, fourteenth, and eighteenth. All uses are restored on a completed long rest.
Hook, Line, and Sinker
At third level, when you would normally attack with the chain, instead of dealing damage you can choose to try and pull the target to yourself, the target must make a strength saving throw (8+proficiency+strength) on a failed save they are pulled to you. They are not considered grappled from this ability, and if the area directly in front of you is occupied then you cannot attempt this ability.When you choose to use hook, line, and sinker you can also choose to make one melee attack, or attempt to grapple the opponent as a bonus action.
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.
Starting at fifth level, when you take the attack action on your turn you can attack twice instead of once.
On The Lookout
Starting at sixth level, you gain proficiency in the perception skill. If you are already proficient with perception add +5 to your passive perception.
At level seven, on your turn you can use a bonus action to go "Whole Hog". when entering whole hog you gain temporary hit points equal to 2 times your body guard level, and when you use "Hook, Line, and Sinker" you can make two attacks instead of one as a bonus action. Whole Hog ends if all the temporary hit points are depleted, if you use a bonus action to dismiss it, or after one round. You can use Whole Hog once. Uses are restored after a short rest. The duration of whole hog increases to two rounds starting at level 11, three rounds starting at level 14, and to four rounds starting at level 17.
Starting at level 20, when using "Whole Hog" you gain 3 times your body guard level in temporary hit points instead of 2 times your body guard level. And when using "Hook, Line, and Sinker" you can add 1d12 to the Strength Save DC to avoid being pulled. And Whole Hog lasts until you take a bonus action to stop, even if your temporary hit points drain.
The job of the protector is to put your own life on the line to save your client from harm.
- Face Tank
Starting at fourth level, when a friendly creature within 5 feet of you is targeted for an attack you can use a reaction and take 1d12 damage to subtract however much damage you took from the opponents attack roll. This must be done before the hostile creature rolls.
- Say It To Me
Starting at tenth level, when a friendly creature within 20 feet of you is hit with an attack you can use your reaction to use "Hook Line and Sinker" on the attacker, however the target does get an attack of opportunity against you if they are pulled to you.
- There's no I in Team
Starting at level 15, if you use "Face Tank" or "Say it To Me" and you are below half of your hit point maximum you would instead take half of the damage you would normally have taken.
- Hurts So Good
Starting at level 18, if you would drop to zero hit points you can make a constitution saving throw + however many times you have used "Face Tank" or "Say It To Me" since your last long rest, the DC of which is 12 for the first time and +6 for each time after that. When you finish a long rest the DC resets to 12. If you succeed the saving throw you would instead drop to one hit point, and then heal for up to half of the damage you would have taken (max. 20)
The job of the muscle is to deal out as much damage as possible to any who would harm your client.
- Spiked Chain
Starting at fourth level, when attacking with the chain or using " Hook, Line, and Sinker" deal an additional 1d6 piercing damage. This damage increases to 2d6 at level 15.
- Mad Hog
Starting at tenth level, when using "Whole Hog" you gain +2 to any damage roll.
- Life is Pain, So is Death
Starting at level 15, when you reduce a hostile creature to 0 hit points, you gain an additional use of "Whole Hog" the can be used within anytime within 10 minutes.
- One Man Apocalypse
Starting at level 18, when Using "Whole Hog" all creatures within 30 feet that can see you must make a wisdom saving throw, the DC of which is equal to 10 plus your Intimidation. or they become feared of you until Whole Hog ends. They can retry the saving throw on each of their turns.
Prerequisites. To qualify for multiclassing into the Body guard class, you must meet these prerequisites: 14 Constitution, 12 Strength.
Proficiencies. When you multiclass into the Body Guard class, you gain the following proficiencies: Chain Weapons