Kansvatter (5e Class)

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Kansvatter[edit]

as Illogical as it is, there are those who Live more for the risk than they do for the payoff. a collection of individuals who will repeatedly put themselves in danger for the Thrill of it alone, the Rush of Pleasure for putting their life on the line regardless of the odds against them. these are the Kansvatter, those who Rationality rarely favors. This class has Features that despite their Benefits, have greater consequences for those who fail.

Creating a Kansvatter[edit]

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Jubami, the Greatest Risk taker known


Quick Build You can make a Kansvatter quickly by following these suggestions. First, Wisdom & Charisma should be your highest ability score, followed by Dexterity. Second, choose the Gambler background. Third, choose Explorer's pack, a Gaming set, 20x sewing needles, Duelist's Gauntlet.

Class Features

As a Kansvatter you gain the following class features.

Hit Points

Hit Dice: 2d5 per Kansvatter level
Hit Points at 1st Level: 2d5 + Constitution modifier
Hit Points at Higher Levels: 2d5 (or 6) + Constitution modifier per Kansvatter level after 1st

Proficiencies

Armor: no armor & Partial armor, holding a shield or non-partial armor removes these profeciencies.
Weapons: 1 Martial melee weapon, 1 thrown weapon
Tools: a)Dice set or b)Playing card Set
Saving Throws: Charisma & Wisdom
Skills: choose two from Deception(cha), Insight (wis), perception (wis), pursuasion (cha), sleight of hand (dex)

Equipment

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

  • (a) Explorer's pack or (b) Dungeoner's pack or (c) Burglar's pack
  • (a) gaming set or (b) musical instrument or (c) thieves tools
  • (a) 20x sewing needles or (b) 20x arrows & shortbow or (c) dagger & shortsword

If Allowed by DM

  • (a) Duelist's Guantlet or (b) Sword breaker or (c) Parrying Dagger
  • If you are using starting wealth, you have 3d5 + charisma modifier x(9 - starting lvl) in funds.

Table: The Kansvatter

Level Proficiency
Bonus
risks Features
1st +2 - Slow yet Steady
2nd +2 -
3rd +2 3 Dangerous behaviour
4th +2 3 Ability Score Improvement
5th +3 3 Frequent Guest
6th +3 4 Dangerous behaviour
7th +3 4
8th +3 4 Ability Score Improvement
9th +4 4
10th +4 5 Dangerous behaviour
11th +4 5
12th +4 6 Ability Score Improvement
13th +5 6
14th +5 6
15th +5 7 Dangerous behaviour
16th +5 7 Ability Score Improvement
17th +6 7
18th +6 8 Dangerous behaviour
19th +6 8 Ability Score Improvement
20th +6 9 Dangerous behaviour

Slow yet Steady[edit]

at 1st Level, all Risk takers are able to use Slow yet Steady. The Character must announce they are using Slow yet Steady at the beginning of their Turn before any other action takes place. they are treated as flatfooted for the duration of the Ability Despite still standing and are only capable of moving 5ft a Round until Slow yet Steady has ended. Slow yet Steady is Automatically canceled if Character is grappled, Entangled, Hit in melee form flanking, knocked Prone or moves further than 5ft due to any source.

During slow yet steady, the Kansvatter Gains Reaction's against all non-flanking melee attacks against them. Rolling at a Disadvantage, a Kansvatter using Slow yet Steady can roll their own attack roll against the attacker. if Higher the Kansvatter takes half damage (while preventing attempts to Grapple or Entangle) and remains in Slow yet Steady, Gaining the advantage on their next attack on a Successfully countered opponent. if lower a Kansvatter takes double Damage and Slow yet Steady is canceled. this Ability Requires either empty hands or a Singlehanded weapon, Slow yet Steady can only be used twice per short/long rest

Dangerous behaviour[edit]

When you reach 3rd Level, a Kansvatter's Risk-taking behavior begins to fully develop, granting access to one of the Archetypes available. these Archetypes will use the collection of 'Risks' you've obtained which recover fully at a Long rest, and 1/2 rounded down per short rest. they gain another Feature from their Archetype's at 6th, 10th, 15th, 18th and 20th Level.

Logical Archetype

Instinctual Archetype

Social Archetype

Frequent Guest[edit]

When you reach 5th Level, As the Title of a Kansvatter would suggest, often their exploits turn against them. these frequent visits to dungeons or cells have given the Kansvatter a knack for also escaping them. A Kansvatter always smuggles a Lockpicking Kit (if on their own person and not another Player) into the Dungeon or Cell with them. they are capable of attempting to pick the lock on their Cell or Dungeon Door at a Difficulty expected of the location, the Difficulty lowered for every 3 Arrests within the same country only for Cells and Dungeons within that country.

Ability Score Increase[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.

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Logical[edit]

For those who wish to take risks with less harm to oneself, a Kansvatter who puts more thought into their actions and make more calculated bets than their counterparts in this class. The Logical Archetypes are for those who want to play a risky game, just a little safer. Kansvatters who select the Logical Archetype gains 1 ability score in Wisdom, this cannot go over 20. if it would, add 1 to their intelligence score without going over 20.

Care and Thought

at 3rd Level the Logical Kansvatter begins by Restricting the Risk of Self-harm during their Abilities, starting with no longer Rolling at a Disadvantage during Slow yet Steady and only taking x1.5 damage if they Fail.

they may also spend a Turn to Analyze an opponent of Equal or Lower ECL to Gain the advantage on any rolls against that opponent. to succeed the Kansvatter must roll a perception check of 10+the Opponents Cha Mod, this Check must be re-rolled for each consecutive Analysis. A Risk may be spent to either A)Analyse an Additional Opponent simultaneously that turn or B)be spent Reducing a single Opponents ECL by 2 for the purpose of this Ability these Risks cannot be used at the Same Time.

The Kansvatter cannot be attacked during their Analysis or else they take x1.5 damage lose any Advantages gained during that Encounter, the Advantage is also Lost when outside of Combat for greater than an Hour or Incapacitated.

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Instinctual[edit]

the Instinctual Archetype is for those who decide to go off a gut feeling, the people who make snap-point decisions in the heat of the moment. Kansvatters who select the Instinctual Archetype gains 1 ability score in dexterity, this cannot go over 20. if it would, add 1 to their constitution score without going over 20.

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Social[edit]

The People who choose the Social Archetype are those who try to avoid conflict and use their words to win both on and off the battlefield, focusing on avoiding damage for both their allies and their opponents. Kansvatters who select the Social Archetype gains 1 ability score in Charisma, this cannot go over 20. if it would, add 1 to another Ability score without going over 20.

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Kansvatter class, you must meet these prerequisites: above 13 Wisdom & 15 Charisma

Proficiencies. When you multiclass into the Kansvatter class, you gain the following proficiencies: 1 Gaming set, Persuasion(cha).

you also inadvertently lose all other spellcasting capabilities, regardless of Spellcasting ability origin



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