Haki User (5e Class)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing the footer.


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 When the flavor has been changed so that this template is no longer applicable please remove this template.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

Haki Master[edit]

Haki is a mysterious power that slumbers deep within each living creature. To most people, it is an untapped potential that will never be drawn upon, as very few individuals across the world ever awaken the power within them. Broadly speaking, Haki is not that different from other senses a creature might possess and comes in three distinct types, sometimes referred to as "colors"

Creating a Haki User[edit]

Quick Build

You can make a Haki Master quickly by following these suggestions. First, make Charisma your highest ability score. Your next highest score should be either Dexterity or Constitution. Second, choose the stand user background.

Class Features

As a Haki User you gain the following class features.

Hit Points

Hit Dice: 1d12 per Haki User level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Haki User level after 1st

Proficiencies

Armor: Light armor
Weapons: all weapons
Tools: Choose one type of artisan’s tools or one musical instrument
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Investigation, and Perception

Equipment

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

  • (a) a shortsword or (b) any simple weapon
  • (a) extravagant clothes or (b) plain clothes
  • an explorer's pack
  • If you are using starting wealth, you have 3d4x10 GP in funds.

Table: The Haki User

Level Proficiency
Bonus
Unarmed Fighting Features
1st +2 1d6 Haki armor, Unarmed fighting
2nd +2 1d6 Action surge, Basic observation haki
3rd +2 1d6 Haki Focus, Masterful Hew
4th +2 1d6 Ability Score Improvement
5th +3 1d6 Extra attack
6th +3 1d6 Haki of Armament Adept, Haki Focus feature
7th +3 1d8 Haki of Observation Adept, Evasion
8th +3 1d8 Ability Score Improvement, Haki of Armament Journeyman
9th +4 1d8 Haki of Observation Journeyman, Haki Focus feature
10th +4 1d8 Conqueror's Haki
11th +4 1d8 Kairoseki Soul
12th +4 1d10 Ability Score Improvement, Advanced Hardening Haki
13th +5 1d10 Last Stand, Haki Focus feature
14th +5 1d10 Unbreakable Will
15th +5 1d10 Conqueror's Haki Mastery
16th +5 1d10 Ability Score Improvement, Haki of Armament Master
17th +6 1d12 Haki of Observation Master, Haki Focus feature
18th +6 1d12 Yonkou Durability, Haki Superiority
19th +6 1d12 Ability Score Improvement
20th +6 1d12 Haki Master

Haki Armor[edit]

At 1st level, you can enhance your body by activating Haki throughout your body causing your skin to to repel damage like a force field. Your AC is 10 + con modifier + Your Char modifier. At level 7, As a bonus action - You may improve your Haki Armor with half of your Proficiency Bonus (Rounded Down Minimum Of 1) for 1 minute,This can be done a number of timesr equal to yout Char Modifier per long rest.

Unarmed Fighting[edit]

Starting at 1st level, your fists have become hardened enough to be used like solid weapons. Your unarmed strikes will now deal 1d6 + your Strength modifier and Charisma modifier bludgeoning damage. This increases as you gain levels in the Haki User class. You can give one unarmed strike as a bonus action if you have attacked this turn.

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

Action Surge[edit]

Beginning at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Basic Observation Haki[edit]

At 2nd level, You gain a permanent +5 bonus to your passive Perception. As an action, you can focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your passive Perception or be spotted. You instantly learn the size of the creature and how many hit dice it has, but do not learn of its exact location unless you can see it. By concentrating on this effect as if it was a creation, you can expend the radius by 60 feet as an action, increasing the radius by 60 feet per instance up to a maximum of 300 feet.

Haki Focus[edit]

Starting at 3rd level, you are specialized in some way of Haki. You must choose between Sword Master or Fist Expert, all detailed at the end of the class. These Haki Focuses grant you features at 3rd, 6th, 9th, 13th and 17th level.

Masterful Hew[edit]

Also at 3rd level, you learn special techniques that leverage your mastery of martial combat mixed with your primal strength. Once on each of your turns when you hit with a weapon attack, you can perform a special attack called a hew, chosing from the list below.

  • Cleaving Hew

Each other creature other than yourself within 5 feet of the target creature suffer damage equal to your Strength modifier. The damage is the same type as the weapon used for the attack.

  • Crushing Hew

You can additionally make a grapple or shove attack against the target creature as part of the same attack. If you are raging when you perform this hew, you count as one size larger for the purpose of this grapple or shove.

  • Savage Hew

You can roll damage for the attack twice and choose the higher number, and you add you proficiency bonus to the damage delt.

  • Sprinting Hew

You can move up to half your speed, either before or after making the attack. your movement does not provoke opportunity attacks.

Ability Score Improvement[edit]

When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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]

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

The number of attacks increases to three when you reach 10th level in this class and to four when you reach 15th level in this class.

Haki of Armament Adept[edit]

At level 6 Your specialization into Armament Haki empowers your use of it, granting you the ability to coat yourself in a black sheen that protects like armor. You gain the following benefits;

  • Hardening: As a reaction when you take damage, you can harden your skin like jetblack armor and grant yourself resistance to all the triggering damage.
  • Enhancement: Any bludgeoning, piercing and slashing damage you deal now count as Haki-imbued for the purpose of overcoming immunities and resistances to normal damage. you also gain a +1 to attack and damage due to your haki mastery, At level 12 this increase to +2 and at level 18 becomes +3.

Haki of Observation Adept[edit]

At level 7 Your specialization with Observation Haki allow you to sense the intent of creatures around you, allowing you to read their movements and evade their attacks.

  • Sense Intent. You gain a permanent +1 bonus to your AC. As a reaction when you are the target of an attack or an effect that forces you to make a Dexterity saving throw, you can grant yourself a bonus to your AC and all Dexterity saving throws until the end of the turn. The bonus equals your proficiency bonus. You can choose to do this after seeing the attack roll or making the saving throw, but before you know whether you succeeded on the saving throw or not.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball creation. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Haki of Armament Journeyman[edit]

At level 8 your training with Armament Haki continues, you've learned how to extend your Haki to your weapons, turning the steel jet black and increasing its power immensely. You gain the following benefit.

  • Imbuement. When you're holding a weapon, you can choose for the weapon to gain a haki-imbued bonus to any damage roll made with it. This bonus equals to your proficiency bonus . Your unarmed strikes are a viable choice. An imbued weapon additionally scores an automatic critical hit against objects, structures and buildings.
  • Nullify.Your use of the haki has increased in such a level that you can nullify the negative affects that are affecting you. You can use your action to end one effect on yourself that is causing you to be charmed or frightened or any other debuff.

Haki of Observation Journeyman[edit]

At level 9 Through diligent training with Observation Haki, you've increased the range and precision of it to entirely new levels.

  • Enhanced Sense Presence. The permanent bonus to your AC increases to +2. You now have advantage on all Wisdom (Insight) and Wisdom (Perception) checks you make while concentrating on Sense Presence. Additionally, you can now shape Sense Presence as a line that is 100 feet long and 10 feet wide that extends from you, rather than a radius around you. On each of your turns, can extend the length of the line by 100 feet, up to a maximum of 1 mile.

Conqueror's Haki[edit]

At the start of your 10th level you gain the following abilities.

  • Superior prescence. As an bonus action - Your will can be sent to impose a crushing presence that sends those weaker than you to a state of unconsciousness. This will let out an area within an area of 80ft of you, creatures with a challenge rating of 2 or lower falls unconscious of your choice. At 14th level, this can take down creatures with a challenge rating of 4 with this ability and deal damage to structures and objects equal to your Haki Fist's damage within a 180ft area. At 18th level, this can take down creatures with a challenge rating equal to your proficiency bonus +Char score and the damage dealt to structures and objects is similar to if you dealt a Critical hit with your Haki Fist as if this ability had the siege feature that now occurs in a 300ft area.
  • Clash. As a reaction when another creature uses Overwhelming Presence, you can choose to clash with them using your own. If you choose to do so, the radius of both you and your target's Overwhelming Presence increases to 60 feet, and creatures forced to make a saving throw does so at a disadvantage.
  • Domination. You can use dominate beast at will, using Charisma as your creative ability for this creation unless you have the Creativity feature, in which case you use your creative ability granted by that feature. A creature with a challenge rating equal to your character level divided by 5 (rounded down) automatically fail this saving throw. If you maintain this creation for its entire duration, the beast you targeted becomes friendly to you and your allies, but you no longer have any direct control over it unless you use this feature again.

Kairoseki Soul[edit]

Beginning at 11th level, your hardened spirit grants you proficiency in all saving throws.

Advanced Hardening Haki[edit]

At 12h level, you have trained in your Haki - Particularly your offensive Haki that has allowed two new but strong abilities.

  • Haki Burst. You have been trained in your hardening Haki to the point where you may let out bursts towards your opponents. Your Haki Fist attacks can be treated as a ranged attack of 40ft and deal damage equal to your Haki Fist. And you can add your char mod to attacks made with your imbued weapons.
  • Internal Destruction. You can use your Haki Burst in a particular way to heavily damage someone internally. When this ability is done, a successful attack whilst you are using Haki Fist, Imbuing Haki or Haki Burst abilities then the attack may be considered a critical. You can only use this ability a number of times equal to your proeficiency bonus before you must take a long rest.

Last Stand[edit]

At 13th level, when you are reduced to 0 hit points, you may take an additional full turn immediately. At the end of your turn, you fall unconscious. You can not regain hit points during this turn. You may use this once, regaining use after finishing a short or long rest.

Unbreakable Will[edit]

Beginning at 14th level, your years of battle have given you the ability to ignore some of the most detrimental conditions of battle. You are immune to being blinded, stunned, or poisoned. You no longer take extra damage from critical hits and hostile creatures cannot gain advantage on you from you being restrained.

Conqueror's Haki Mastery[edit]

At level 15 You've mastered the use of Conqueror's Haki, able to use it in a form that infuse your body and weapons with it. This form of haki can destroy just about anything you strike, and even Armament haki is useless against it.

Infusion. Any bludgeoning, piercing and slashing damage you deal ignores a creature's resistance and immunity to those damage types, And you can add your char mod to the damage delt by your attacks.

Color of Armament Master[edit]

At level 16 Your training in Armament Haki has reached complete mastery, allowing you to create an invisible barrier around yourself that makes you virtually invulnerable, and strike without touching your enemy, destroying them from within.

  • Emission. You unconsciously emit an invisible barrier of force around yourself. You have immunity to bludgeoning, piercing and slashing damage, including haki-imbued versions, and resistance against all other damage.
  • Destruction. Your weapon attacks now deal the maximum amount of damage against objects, structures and buildings instead of rolling. Additionally, any bludgeoning, piercing and slashing damage you deal treat immunity to these damage types as resistance instead, including immunity gained from the Emission part of this feat.

Haki of Observation Master[edit]

At level 17 Your training in Observation Haki has reached complete mastery, allowing you to see a few seconds into the future through a moment of concentration.

Future Sight. The permanent bonus to your AC increases to +4. As a bonus action on your turn, you can peer into the future. Until the start of the next turn, you have advantage on all attack rolls, saving throws and ability checks, and attacks made against you are made with disadvantage. Keen Senses. At 17th level, you can image your surroundings by deduction rather than by perception. You gain blindsight to a range of 60 ft.

Yonko Durability[edit]

Starting at 18th level, your endurence and durability has increase in such a level that attacks are irrelevant to you. You now gain a bonus to your max hp equal to your proeficiency bonus times your level.

Haki Superiority[edit]

Starting at 19th level, you can't be affected or detected by spells of 6th level or lower unless you choose to be.

Haki Master[edit]

At 20th level, any limits from range, duration or damage you had on your abilities related to Haki are now doubled. And all of your haki abilities may be used double the normal amount. Additionally your kings haki become so strong thats knocks out any creature at a range of 80 feet of you that has half of your level or less and all the structers around you start cracking because of your immense pressure, you can able or disable this aura with a free action.

Haki Focuses[edit]

Weapon Master[edit]

Master of the blades

Starting at 3rd level, You've learned how to take full advantage of fighting with any weapon.

You now gain a +2 on attack rolls made with weapons. In addition, your movement speed increases by 5 feet.

Lethal precision

Starting at 6th level, you have a talent to slash through the right spots. Your weapon attacks score a critical hit on a roll of 19 or 20. At 17th level, your weapon attacks score a critical hit on a roll of 18-20.

True Violence

Beginning at 9th level, any attack from you could be the opponent's last sight. When you score a critical hit, you will roll three damage dice instead of two.

Masters Poise

Beginning at 13th level, your movements become gracious and refined. You add half your proficiency bonus in all Dexterity checks that don't already add your proficiency.

Additionally, if you are wearing light armor or no armor, you deal 2 additional points of damage on your attacks with melee weapons.

Fist Expert[edit]

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Haki User class, you must meet these prerequisites:

Proficiencies. When you multiclass into the Haki User class, you gain the following proficiencies:

5.00
(one vote)

Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: