Cartoon (5e Class)

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Cartoon[edit]

Work In Progress


A Toon[edit]

You were born from a world not of pure logic, a society of toon like figures. You had a normal life by toon standards or maybe you were apart of something greater? Well whatever that last was matters not, your society has crumbled under its own power and you are one of the many survivors who haven't been corrupted.

Creating a Toon[edit]

Quick Build

You can make a Cartoon quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Any background. Third, choose painters supplies

Class Features

As a Toon you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple melee, martial melee, simple ranged
Tools: any tool of your choice
Saving Throws: Dex and Con
Skills: pick any four

Equipment

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

  • (a) Adventures pack and Notebook or (b) Explorers pack and 10 candles
  • If you are using starting wealth, you have 5d4 x 5 in funds.

Table: The Toon

Level Proficiency
Bonus
Ballyhoo points Ballyhoo Abilities Features
1st +2 0 0 Unarmored Defense,Low level Toon force
2nd +2 2 3 Ballyhoo awakening, Martian arts, Anti-hoo
3rd +2 4 3 Toon subclass Feature
4th +2 6 3 Ability Score Improvement
5th +3 8 4 Extra attack
6th +3 10 4 Surprisingly Lucky
7th +3 12 4 Evasion, Copy cat
8th +3 14 5 Ability Score Improvement, Toon subclass Feature
9th +4 16 5 Toon force upgrade
10th +4 18 5 Awareness
11th +4 20 6 Deep pockets
12th +4 22 6 Ability Score Improvement, Natural born healer
13th +5 24 6 Toon subclass Feature
14th +5 26 7 extra attack (2)
15th +5 28 7 Toon upgrade(2)
16th +5 30 7 Ability Score Improvement
17th +6 32 8 Fourth wall break!
18th +6 34 8 Toon subclass feature
19th +6 36 8 Ability Score Improvement, Toon power
20th +6 38 8 Ballyhoo Requiem

Unarmored Defense[edit]

Starting at 1st level when you are not wearing armor, you armor class is 11+Dex+con


Low level Toon force

Your body has become more toony from all from all your energy, You're now Resistant to bludgeoning damage and can squeeze into spaces one size smaller than you.

Ballyhoo awakening[edit]

At 2nd level you have learned to harness the energy from the people who give you power, Your Ballyhoo awakens. Ballyhoos will be detailed at the end of the class.

You have a number of Ballyhoo points to use your Ballyhoo, once you use all you Ballyhoo points you can still use your Ballyhoo but at a cost.

Martian arts[edit]

At 2nd lvl, you picked up a few notes from your neighbors the martians and their combat style. You can now make an unarmed strike as a bonus action and your Unarmed strikes do 1d6 + Dex.

As a bonus action, you can coat your hands in a weird black substance which makes your attacks do 2d6 + Dex for the next minute. You can do this an amount of times equal to your PB before needing a long rest

Anti-hoo[edit]

Also at 2nd level, though you've awakened your Ballyhoo a great powers there is a downside to this power. When you go passed your points in using your Ballyhoo then things start to happen.

The overuse of a ballyhoo starts to change you physically and mentally, Like exhaustion levels you can only overuse your Ballyhoo six times before permanently changing

Overuse detriments


1. You start bleeding from your mouth and take 1d10 necrotic damage at the start of your turn

2.Your eyes turn black and gain darkvison of 60ft or if you have it then you gain an extra 30ft. You take 2d10 necrotic damage at the start of your turn

3. Your size grows and you are one size larger than your base height, you start going into a frenzy. On your turn you must attack the nearest creature in range, no longer knowing friend from foe. You take 3d10 necrotic damage at the start of your turn

4. Your body starts to contort and grotesquely shift, now you're considered an aberration. Tendrils, Claws, sharp teeth now are present on your new form. Tendrils can grapple a creature 25ft away Your claws do 1d6 + str mod and your teeth do 1d4 + str. You now take 4d10 necrotic damage

5. All sense of consciousness begins to fade, your intelligence drops to a 5 and you only rely on animal instincts. You have disadvantage on int saves and int based checks but advantage on str based checks and saves. You take 5d10 necrotic damage

6. There's no going back, the only thing that can save you is a wish spell. Your character is no longer under your control and acts as a CR whatever level you character was creature. Your body has completely changed into a carnival of horror, no longer looking or sounding like yourself

Ability Score Improvement[edit]

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.

Extra attack[edit]

At 5th level you gain an extra attack on your turn and at 14th level you gain a third attack

Surprisingly Lucky/ Misfortunate[edit]

At 6th level you become surprisingly Lucky and unlucky at the same time, at the start of the day roll 2d20's and record the outcome anytime you make a roll after. The lowest D20 automatically determines the out come and the highest can be used anytime after.

Evasion[edit]

Being so energetic your movements allow you to narrowly escape the toughest of situations. At 7th level you use your energetic movements to evade attacks, whenever you are subjected to a dexterity saving throw you take half damage on a fail and no damage on a success

Copy cat[edit]

Also at 7th level you become a copycat. You learned how to mimic and sounds and voices you've heard. You've also learned how to copy the way a person moves and their mannerisms, you gain proficiency in stealth if you don't have it and expertise if you already have it.

Toon force upgrade[edit]

You become more in tune with your toon self and feel a change happen, at 9th level you gain the ability glide and reduce the fall damage you take by half. You can glide up to your movement speed.

Awareness[edit]

At 10th Level, the veil between reality starts shifting and your awareness of your name being spoken alerts you. Whenever your name is mentioned, you can hear the conversation following the spoken name this means Npcs and the players can activate your awareness.

If you name is repeated over and over, it'll start to drive you mad. If your name is spoken ten times in one conversation then you must make a DC save against your DC or take 2d8 points of psychic damage

Deep pockets[edit]

Life is money and you know this all too well, at 11th level your pockets become cartoonishly deep. Able to fit a multitude of weapons up to your PB in each pocket no matter the size and two teammates per pocket.

Natural born healer[edit]

As a toon, you are used to taking hits and bouncing back. At 12th level as a bonus action you can heal yourself for 2d6 plus con mod. You can do this up to your PB + Con mod before needing a short rest to regain half uses and a long rest to regain all uses.

Toon force upgrade 2[edit]

At 15th Lvl your toon body becomes stronger and more loose than it was before. As a bonus action you can extend your arms out 30ft to make attacks and gain a fly speed of 30ft when twisting your arms together and letting them untwist. You can fly for two rounds before needed to land.

Fourth wall awareness[edit]

At 17th lvl you gain the ability to see past the veil of your world and can see what you would call the players. On a d100 roll of 1-25 you can ask the DM or player for information about quests or such. Once you use this ability, you can't use it again for three days

Ballyhoo Requiem[edit]

At 20th level you have reach the peak of your toon force abilities and be able to fully break through any and all concepts of normalcy that there are. You can use your Ballyhoo abilities to warp the sense of reality around you to create comedic and crazy circumstances to happen around you. By taking an action and spending 15 Ballyhoo points you can enter a wacky state for a turn in which you can choose to do a one of a series of different things:

Reality Bending

You can stop time for a short amount of time and gain the benefits of the Time Stop Spell

Creation

You can pull out any non-magical object out of nowhere at long as it is under gargantuan in size

Wacky Regeneration

You can take a quick break possibly with some snacks and regain 10d8+40 Hit Points, any hit points that are gain that go over you max are counted a temporary hit points

Ballyhoo specialist[edit]

The ballyhoo specialist works to get the most out of their ballyhoo powers, resulting in some of the wackiest and most random abilities that can really trip up those they are against.

Wacky Specialist

At 3rd level, you have become specialized in your ability to harness your wacky ballyhoo abilities. Upon taking this specialty you are able to choose 2 extra ballyhoo abilities from the list at the bottom instead of just the regular amount. Alongside this, all ballyhoo abilities cost 1 less point (Down to a minimum of 1)

Chaotic Antics

At 9th level, You are able to chain your abilities to cause mass chaos through you antics. As an action you can now do up to 3 different ballyhoo abilities in a single round. This ability can be used a number of times equal to your proficiency bonus, rounded down.

Ballyhoo Mastery

At 18th level, you have gained a true mastery over your ballyhoo wacky abilities. You are now able to resist the effects of Anti-Hoo. Upon going over your ballyhoo point limit you can make a saving throw of DC 10 + (the ballyhoo point cost times 2), This saving throw increases by 4 each time it is repeated until the next long rest.

Martian arts Specialist[edit]

The martial arts specialist works to use their toon force powers in order to kick butt in a wacky-er and more efficient manner, whether that be through random attacks or mighty abilities. You enhance your already learned martian arts to make you more proficient in hand to hand combat.

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Ballyhoo Abilities[edit]

Ballyhoo abilities are your main source of wackiness that cartoons use to affect the world around the and are the main thing that make the who they are. You have access to as many Ballyhoos as is stated in the chart. Each ballyhoo has a stated number of points required to use and prerequisites in order to access. Any Ability that requires a saving throw is calculated to be versus you Ballyhoo DC which is 8 + proficiency bonus + Dexterity.

The Anvil

Point Cost: 3

The Anvil is a classic in cartoon attacks, you pull a rope and wherever you decide, an anvil drops to squish whoever is beneath it. Choose an area 15ft away from you and all creatures in that space must make a Dexterity saving throw vs your Ballyhoo DC. As the anvil drops it deals 3d8 damage and causes all creature size large and below to fall prone. Upon a successful save they only suffer half damage and are not prone.

Action

Wacky Run

Point Cost: 2

Action

You wind back and do a wacky charge forward, legs spinning and funny effects. As you run forward you can run over all in your path. As an action you can move up to 60ft and all creatures you pass through must make a dexterity saving throw vs your Ballyhoo DC, taking 3d4 bludgeoning damage on a fail.

Ballyhoo Dodge

Point Cost: 4

Reaction

Your wacky abilities can sometimes negate damage in a random sort of way. When you are attacked you can choose to initiate a Ballyhoo Dodge in which your wacky abilities will cause something random to happen to you instead of actually taking damage. As a Reaction to an attack, you can reduce the damage taken by a number calculated by your level + your Proficiency bonus. If the damage is reduced to 0 you take no damage and can have the attack backfire onto the attacker(DM discretion)

Don't Look Down

Prerequisite: Lvl 5

Point Cost: 5

Action

As long as you don't notice it, gravity doesn't seem to apply to you. For 1 turn you gain a fly speed equal to your walking speed but at the end of your turn you realize what is happening and stop. If you are in the air after the effect ends, then you fall to the ground.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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