One for All (5e Class)

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One for All

One for All is a power that has been passed on through generations. Perhaps you are the first user of this great power, or maybe you've been gifted this power by your mentor who sees you fit to take their place.

With Great Power

  • To be able to use One for All, you must at least have a Strength and Constitution scores of 13.
  • If your Constitution score is below 20 you take 1 damage per point below 20 from your One for All attacks.
  • If your Strength or Dexterity score is less than 20, the damage you deal is reduced by 1 for every point below 20 on unarmed strikes.
  • If you happen to use the Fist Style, for example, and lose or break your fists, your DM may allow you to change your subclass during a level up, or other reasons your DM approves.
  • If you happen to multiclass into a class such as the Monk class, the Flurry of Blows feature uses the Monk's damage die rather than One for All.

Creating a One for All User

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A One for All user channeling it's power into an attack.


Quick Build

You can make a One for All User quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.

Class Features

As a All for One you gain the following class features.

Hit Points

Hit Dice: 1d10 per All for One level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per All for One level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, shortswords
Tools: Choose one set of tools or a gaming set
Saving Throws: strength, constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Equipment

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

  • (a) shortsword or (b) any simple weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The All for One

Level Proficiency
Bonus
Unarmed Die Features
1st +2 1d6 One for All
2nd +2 1d6 Plus Ultra
3rd +2 1d6 One for All Fighting Style Feature
4th +2 1d6 Ability Score Improvement, Full Cowl
5th +3 1d8 Extra Attack, Unarmed Damage Increase
6th +3 1d8 Improved Critical
7th +3 1d8 One for All Fighting Style Feature
8th +3 1d8 Ability Score Improvement
9th +4 1d8 Indomitable
10th +4 1d8 Go Beyond
11th +4 1d10 Unarmed Damage Increase
12th +4 1d10 Ability Score Improvement
13th +5 1d10 Limit Break
14th +5 1d10 Unstoppable
15th +5 1d10 One for All Fighting Style Feature
16th +5 1d10 Ability Score Improvement
17th +6 1d12 Unarmed Damage Increase
18th +6 1d12 One for All Fighting Style Feature
19th +6 1d12 Ability Score Improvement
20th +6 1d12 All Might


One for All

Beginning at 1st level, you gain the power of One for All. This lets you tap into the reserve of energy deep within you. Your unarmed attacks now deal 1d6 bludgeoning damage, and you may choose to use Dexterity for unarmed strikes. This damage increases when you reach 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Plus Ultra

When you reach 2nd level, you are able to sacrifice your own health in order to deal more damage. You may add damage up to your level per attack, taking an equal amount of damage. As a reaction, you can spend a hit die to deal the amount you rolled additional damage on your next attack. When scoring a critical hit, you may choose to take 2 levels of exhaustion to double the amount of damage dice you roll; you must start with no exhaustion before using this feature again.

One for All Fighting Style

At 3rd level, you chose a One for All fighting Style. Choose between Fist Style, Shoot Style, or Kick Style detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th levels.

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.

Full Cowl

At 4th level, as a bonus action you can gain an unarmored AC equals 10 + Strength or Dexterity modifier + your Constitution modifier. This lasts until you dismiss it.

Extra Attack

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

Improved Critical

Starting at 6th level, your attacks score a critical hit on a roll of 19 or 20.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until the end a long rest.

Go Beyond

At 10th level, as a last effort to defeat your enemy you feel a surge of kinetic energy through your body. As a bonus action while you are below 1/2 your total hit points, you gain the following for 1 minute:

• You can Dash as a bonus action.

• When you do take the Dash action, you don't provoke opportunity attacks.

• Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage.

• As a Bonus action, to inspire your allies and give your party advantage to attack rolls for 1 round.

You can use this feature twice, regaining all uses at the end of a long rest. This increases to 3 times at 18th level.

Limit Break

Beginning at 13th level, when you're under half of your max hit points, you have advantage on Strength and Constitution saving throws.

Unstoppable

At 14th level, if your total for a Strength check, saving throw, or Strength based attack roll is less than your strength score, you can use that score in place of the total. You may do this a number of times equal to your Constitution modifier.

The Symbol of Peace: All Might

At 20th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, you are immune to being charmed, frightened, and incapacitated while above 0 hit points.

Fist Style

Fist Style utilizes fists as their primary source of damage. They trade off mobility and versatility for raw damage.

Unwavering Strength

At 3rd level when selecting this subclass, as an action, you can decrease your exhaustion by 1 level. This can be done once, regaining 1/2 a use at the end of a long rest.

Fighter

At 3rd level you may pick one of the following features:

  • Gain +1 AC
  • Gain +2 to damage rolls with unarmed attacks
  • Gain +2 to attack rolls with unarmed attacks
  • Gain proficiency in Athletics, if you are already proficient in this you double your proficiency bonus
  • Gain +1 hit point each level
Smash

At 7th level, you're able to channel your power into one powerful attack. Once per turn as an action you can force every creature in a 30 foot cone to make a Dexterity saving throw DC = 8 + Proficiency + Strength Modifier. Those who fail take 6d8 Thunder damage and are stunned until the end of their next turn. If they succeed the saving throw they take half damage and are not stunned. You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Last Stand

At 15th level, when you are reduced to 0 hit points, you make take an additional full turn immediately, which you fall unconscious. You can not regain hit points during this turn. You may use this once, regaining use at the end of a short rest.

Final Smash

At 18th level, you're able to unleash the most devastating attack in your arsenal. You cause a burst of energy from originating from your fist, every creature within a 60 foot radius must make a Strength saving throw or take 100 force damage (DC = 8 + Proficiency + Strength Modifier). Creatures within 30 feet are knocked prone. You can also use this directly on a creature which forces them to be knocked back 30 feet and stunned if they fail the saving throw. Creatures who succeed the save take half damage and suffer no other effect. Using this on the ground causes a 15 foot radius to become difficult terrain. This deals double damage to structures. You can use this a number of times equal to half of your Constitution modifier and gain a point of exhaustion each time. You regain all uses at the end of a long rest

Shoot Style

Shoot Style focuses on long range attacks to keep your enemies at bay, with this you gain more versatility than the other styles, but less damage and mobility.

Self Defense

At 3rd level when selecting this subclass, you are able to use your One for All attacks from up to (10/30) feet away, this goes up to (20/60) feet at level 10, and (30/100) feet at level 20.

Launch

At 3rd level as an action, you can create a blast of energy capable of launching either yourself or a creature up to 60 feet away. If done on a creature, they must make a Strength saving throw or be knocked back 60 feet in any direction, if shot upward they only go up 30 feet. Creatures Huge or larger cannot be moved. When using this on yourself, you must fire at a solid surface and be launched in the opposite direction. You can use your reaction to use this again in the air and be knocked back another 15 feet. You do not take falling damage when using this ability.

Burst

At 7th level, you're able to channel your power into one long ranged attack. As an action, you may force every creature in a 100 foot line to make a Dexterity saving throw. Those who fail take 6d6 Thunder damage and are pushed back 10 feet. If they succeed the saving throw, they take half damage and are not pushed back. You may do this a number of times equal to your Constitution modifier, regaining all uses at the end of a long rest.

Far Reach

At 15th level, you are able to use your reaction to make an opportunity attack on creatures which enter your One for All attack range.

Rapid Fire

At 18th level, you can make an additional reaction a number of times equal to your constitution modifier. You regain all uses at the end of a long rest.

Kick Style

Kick Style focuses on rapid attacks and extremely fast movement. The weakest style, however they have the highest mobility and decent versatility.

Strong Legs

At 3rd level, when selecting this subclass, you gain proficiency in shields, and your unarmed attacks do not require a free hand as they use your legs.

Lightning Speed

At 3rd level, your speed increases by +10 feet. Your speed increases to +15 feet at level 6, +20 feet at level 11, +25 feet at level 14, and +30 at level 18. If you multiclass into a class that also gives you a speed bonus such as the Monk class, the effects do not stack.

Thunderous Kicks

At 7th level, you can use your bonus action to make an unarmed kick attack. You do not add your attack modifier for the damage.

Sonic Speed

At 15th level, you may use your action to nonmagically cast haste on yourself. You may do this a number of times equal to your Constitution modifier before needing to take a long rest.

Godspeed

Beginning at 18th level, as part of your attack action, you may sacrifice 10 foot of movement to add an additional 1d6 thunder damage. This can be done multiple times on a single attack. You regain your movement at the end of your turn.

Multiclassing

Prerequisites. To qualify for multiclassing into a One for All user, you must meet these prerequisites: 13 strength and 13 constitution

Proficiencies. When you multiclass into a One for All user, you gain the following proficiencies: simple weapons, shortswords



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