Combo Class (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Almost no class page is in a finished state when it is first posted. For guidance, see the 5e Class Design Guide.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Combo Class[edit]

Combos For Days

Combos[edit]

Dis class is for combos. such as hitting an enemy as much as possible in one turn.

Creating a Combo Class[edit]

Do you want to make a character which can combo one enemy pretty much infinitely to solo any boss? make this class to annoy your dm

Quick Build

You can make a combo class quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background. Third, choose a rapier

Class Features

As a Combo Class you gain the following class features.

Hit Points

Hit Dice: 1d6 per Combo Class level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Combo Class level after 1st

Proficiencies

Armor: light armor
Weapons: martial weapons, simple weapons
Tools: none
Saving Throws: Dexterity, Strength
Skills: None

Equipment

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

  • (a) Any Mundane Rapier or (b) Any Mundane Knife or (c) Any Mundane Sword
  • If you are using starting wealth, you have 10gp in funds.

Table: The Combo Class

Level Proficiency
Bonus
Combo Point Features
1st +2 5 Stunning Strike Combo Points
2nd +2 6 Kickback
3rd +2 7 Action Surge (1 Use)
4th +2 8 Ability Score Improvement, Combo Type
5th +3 9 Extra Attack
6th +3 10
7th +3 11 Action Surge (2 Uses)
8th +3 12 Ability Score Improvement
9th +4 13
10th +4 14 Extra Attack
11th +4 15
12th +4 16 Ability Score Improvement, Action Surge (3 Uses)
13th +5 17
14th +5 18
15th +5 19 Extra Attack
16th +5 20 Ability Score Improvement
17th +6 21 Action Surge (4 Uses)
18th +6 21
19th +6 23 Ability Score Improvement
20th +6 25 Extra Attack Action Surge (5 Uses)

Sequential Strike[edit]

Starting at 1st level, once per turn when you hit a creature with a melee attack from weapon that lacks the heavy or the two handed property, or with an unarmed strike, you can make a Sequential Strike. The Sequential Strike is an additional attack made with the same weapon, against the same target.

When you miss a Sequential Strike, you gain a fatigue stack. When you have a number of fatigue stacks equal to your level Combo Master level, you can't use Sequential Strikes.

You lose 1 fatigue stack for each hit dice you spend to regain hit points during a short rest, or all fatigue stacks during a long rest.

Combat Method[edit]

At 1st level, you can choose a Combat Method, that use specialize your ability to perform combos. Your options are shown at the end of the class description, and grant you features at 1st and again at 6th, 10th, 14th and 18th levels.

Combo[edit]

At 2nd level, you gain the ability to unleash a barrage of strikes upon your enemies. Your ability to do so is represented by an amount of combo points you have, that are shown on the Combo Points column on the Combo Master table.

Whenever you hit a creature with an attack on your turn, you can spend 1 combo point to make a Combo Strike - an additional attack as part of that action. The maximum amount of combo points you can spend on a turn equals your proficiency bonus.

When you spend a combo point, it is unavailable to you until you finish a short or a long rest.

Combo Techniques[edit]

Also at 2nd level, whenever you hit a creature with a Combo Strike, you can choose to not cause damage and instead, impose the effects of a special technique, using your bonus action.

You know one of the shown in the Technique List section below, learning an additional technique at 5th, 9th, 13th and 17th levels. Whenever you learn a new technique, you can replace a technique you already know for a new one.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Hands[edit]

Starting at 9th level, you gain proficiency in Sleight of Hand, or add twice your proficiency bonus in checks with this skill if you are already proficient.

In addition, you can use a Bonus Action to make a Dexterity (Sleight of Hand) check, the Use an Object action, or to give yourself Advantage on a Dexterity (Sleight of Hand) check.

Unrelenting Barrage[edit]

At 11th level, whenever you hit a creature with a Sequential Strike, you can make another one. Missing this additional Sequential Strike doesn't grant you fatigue stacks.

In addition, if you have no Combo Points left and hit a Sequential Strike, you regain 1 point.

Combo Breaker[edit]

At 15th level, you can quickly break the rhythm of strikes your opponents unleash upon you. When a creature hit you with an attack made as part of a multiattack trait or extra attack feature, you gain resistance to all other attacks made by that creature as part of that Action until the end of that turn.

Combo Zone[edit]

At 20th level, all nearby enemies are punished by your ferocious attack flurry. Whenever you make a Combo Strike, you can also make an attack against another creature within 5 feet of your target.

Combat Method[edit]

Challenger Method[edit]

Unarmored Defense

At 1st level, while not wearing armor or using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Parrier

Starting at 1st level, you have a solid guard, enabling you to face the toughest enemies in a one on one combat. When you are attacked, you can use a reaction to impose disadvantage to that attack. On a hit, you reduce the damage by your attack's damage with the weapon you are wielding. On a miss, you can make an attack as part of the same reaction.

You can't use this feature if your fatigue is at its maximum.

Cat's Grace

At 6th level, you are agile and gracious as a feline. You gain proficiency in two of the following skills: Acrobatics, Athletics, Deception or Stealth. If you are already proficient, your proficiency bonus doubles with checks using said skill.

In addition, you add half your proficiency bonus to any Dexterity or Charisma check that doesn't already add your proficiency bonus.

Suave Method

Starting at 10th level, whenever you make a Strength check, you can use your Dexterity modifier, rather than Strength for that check.

In addition, you add your Dexterity to calculate jump height, and you can force a creature to make a Dexterity check, rather than Strength, to avoid a contested check that would normally allow the target to choose the ability to make the save.

Circle Master

At 14th level, you master the art of distance control, and can deal with multiple opponents at once. Any damage you would take from weapon attacks you can see made from within a 30-foot radius from yourself is reduced by our Dexterity modifier.

In addition, your movement no longer cause opportunity attacks.

To benefit from this feature, you can't be at your maximum fatigue.

Final Challenge

At 18th level, at the start of your turn (no action required) you can challenge a creature you can see within 30 feet. The target must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or, for the next 1 minute, that creature can't willingly move more than 30 feet away from you and any attacks that creature makes against creatures other than you have Disadvantage.

You have Advantage on attack rolls made against the target of your challenge, and any creatures that are not the target of your challenge have Disadvantage on attacks against you.

This effect ends earlier if you use this feature against another creature, attack another creature or move willingly further than 30 feet from that creature. After the effect ends, that creature is immune to it for the next 24 hours.

Disabler Method[edit]

Staggering Sequence

Starting at 1st level, when you hit a creature with a Sequential Strike, you can force your target to make a Constitution saving throw. On a failed save, your target is staggered. A staggered creature can't take reactions until the end of your next turn.

In addition, once per turn, when you hit a Staggered creature, you cause additional 1d6 damage to that creature. The damage increases to 2d6 at 6th level, 3d6 at 10th level, 4d6 at 14th level and 5d6 at 18th level.

Hindering Strike

At 6th level, once per turn when you hit a creature with a sequential strike, that creature's movement speed is reduced by 10 feet until the end of its next turn.

Dazing Combos

At 10th level, once per turn when you hit a Staggered creature with a Combo Strike, that creature is stunned until the end of your next turn.

Unbalancing Strike

At 14th level, when you hit a creature with an attack after reducing its movement with Hindering Strike, that creature is knocked prone.

Coupe de Grace

At 18th level, when your target fails the save against the Staggering Sequence feature, you can make an opportunity attack against it.


Vigorous Method[edit]

Enduring

Starting at 1st level, at the start of your turn, you can use your Bonus Action to catch your breath, and reduce your fatigue by 1.

You can use this feature a number of times equal to your Constitution modifier, and regain your uses after finishing a short or a long rest.

Powerful Vigor

At 6th level, you gain proficiency in Constitution checks and saving throws. In addition, you have Advantage on all checks made to avoid exhaustion.

Finally, if you have exhaustion, you can reduce your exhaustion level by 1, gaining 1 fatigue level instead.

Breathing Rhythm

At 10th level, when you hit a creature with a Sequential Strike, you can't gain fatigue until the end of your next turn.

Superior Stamina

At 14th level, whenever your fatigue is not at its maximum and you make a Constitution save, you can make that save with Advantage.

Additionally, you become immune to poisons and diseases, and have Advantage on saving throws against the stunned condition.

Recenter

At 18th level, when you miss a Sequential Strike, you can use a reaction to reroll that attack, choosing the new result. On a hit, you can roll a hit dice, and regain hit points and lose fatigue stacks as if you had completed a short rest.

Rusher[edit]

Charger

Starting at 1st level, you can take the Dash action as a bonus action. In addition, when you take the Dash action and move at least 10 feet on that turn, you are considered charging and you gain the following benefits:

  • If you attack a creature, your first Sequential Strike on that turn don't cause fatigue stacks on a miss.
  • You gain Advantage on Strength (Athletics) checks made to Shove a creature, and you can attempt to Shove, rather than making a Sequential Strike after hitting a creature with an attack.
  • Your movement ignore non-magical difficult terrain for that turn.
Aggressive Steps

At 6th level, your movement speed increases in 10 feet, and when you Dash, your jump height and distance are doubled.

In addition, you can move towards a creature of Large size or smaller and push that creature (no action required). The pushed creature is move 5 feet back, and you occupy its space at a cost of 10 feet of movement.

Brute Force

At 10th level, when you hit a creature with a Sequential Strike or successfully shove a creature while charging, you cause 1d8 bludgeoning damage to that creature.

In addition, while charging, you are considered to be a creature one size Larger than your actual size.

Trample

At 14th level, while charging, when you succeed on knocking a creature prone, you can make an attack against that creature using your reaction.

Overwhelming Force

At 18th level, once per turn when you hit a creature with a melee attack while charging, that attack is a critical hit.

Techniques List[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the combo class, you must meet these prerequisites: 20 Dex 20 Strength

Proficiencies. When you multiclass into the combo class, you gain the following proficiencies: none lol

2.00
(3 votes)

Back to Main Page5e HomebrewClasses<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-class is designed as a variant to a first party core class->-->

Home of user-generated,
homebrew pages!


Advertisements: