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
|A One for All user channeling it's power into an attack.|
A user of one for all is chosen by their predecessor due to their heroic nature. What was your heroic act that made your predecessor choose you? Why did you accept the power?
- 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.
As a One for All you gain the following class features.
- Hit Points
Weapons: Simple weapons, shortswords
Tools: Choose one set of tools or a gaming set
Saving Throws: Strength, Constitution
Skills: Choose two of the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Persuasion, and Survival.
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 2d4 x 10 gp in funds.
|1st||+2||1d6||One for All|
|3rd||+2||1d6||One for All Fighting Style|
|4th||+2||1d6||Ability Score Improvement, Full Cowling|
|5th||+3||1d8||Extra Attack, Unarmed Damage Increase|
|7th||+3||1d8||One for All Fighting Style Feature|
|8th||+3||1d8||Ability Score Improvement|
|11th||+4||1d10||Unarmed Damage Increase|
|12th||+4||1d10||Ability Score Improvement|
|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||The Symbol of Peace|
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).
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 as 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 choose a One for All fighting Style. Choose between the One for All Styles 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, your attacks score a critical hit on a roll of 19 or 20.
Starting at 10th level, as a last effort to defeat your enemy you can activate 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 until the end of your next turn.
You can use this feature twice, regaining all uses after finishing a long rest. This increases to 3 times at 18th level.
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. You regain all uses after finishing a short or long rest.
The Symbol of Peace
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.
One for All Styles
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 use after finishing 2 long rests.
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
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 bonus + 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 finish a long rest
- Last Stand
At 15th 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.
- Final Smash
At 18th level, you're able to unleash the most devastating attack in your arsenal. You cause a burst of energy originating from your fist. Every creature within a 60 foot radius must make a Strength saving throw or take 10d8 bludgeoning damage (DC = 8 + proficiency bonus + 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 after finishing a long rest.
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 10th level, and (30/100) feet at 20th level.
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.
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 after finishing 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
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 6th level, +20 feet at 11th level, +25 feet at 14th level, and +30 at 18th level. 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.
- Sonic Speed
Beginning at 18th level, as part of your attack action, you may sacrifice 10 feet of your walk speed to add an additional 1d4 thunder damage. This can be done multiple times on a single attack. You regain your movement at the end of your turn.
Burst Style focuses on using the quirks and unique manifestations of One for All of the past users in quick bursts, limiting usability but minimizing cost to the individual. While not as general in combat applicability as other styles, it makes up for that in diversification. When you gain a feature from your One for All Fighting Style, you may instead gain one of the following features.
Some of the following features require the target to attempt a saving throw. The DC for these saving throws is 8 + your Proficiency Bonus + your Strength modifier Strength. Each of the following features cost a number of "quirk points" as shown in parenthesis next to their name when used. You have a number of quirk points equal to your Proficiency Bonus + your Constitution modifier, and you regain all quirk points after finishing a long rest. You may regain half your maximum quirk points once after finishing a short rest, regaining the ability to do so after finishing a long rest.
- Zeroth User: Consciousness Transference (3)
You temporarily use the natural quirk of the first user of what would become One for All. While you are unconscious for at least 1 minute, you either lose 1 level of exhaustion, regain all uses of Indomitable, Go Beyond, or Unstoppable, regain your ability to regain half your maximum quirk points after finishing a short rest, or regain 1d4 quirk points. In addition, the player may gain information known to One for All's previous users, at the DM's discretion, otherwise they are simply judged by their worthiness of the title of Symbol of Hope.
- First User: Power Stockpile (1)
You burst the origin of One for All's power, the ability to stockpile power within yourself, maximizing your current physical ability. You may make one additional bonus action or reaction. You lose this benefit at the end of your next turn.
- Third User: Fa Jin (2)
You must be at least 15th level to use this feature. As a bonus action after using up all of your movement or dealing maximum damage on an unarmed strike, you can store 1d4 charges of energy. You can only have an amount of charges at any given time no greater than your Constitution modifier. As a bonus action, you can unleash it, granting you one of the following benefits:
- You may add damage up to your level per attack for 1 charge.
- You may move 30 ft. per charge spent as a bonus action.
- Fourth User: Danger Sense (3)
You must be at least 7th level to use this feature. As an action, you feel a sharp pain in your skull immediately before danger stikes, granting you the following for 1 minute:
- You are aware of all creatures and their locations within a 15 foot radius of yourself as long as they are not invisible.
- Creatures don't gain advantage in attack rolls as a result of being unseen by you.
- You have advantage on your first Dexterity saving throw, or the first creature to make an attack roll against you has disadvantage, on each of your turns.
- Fifth User: Blackwhip (1)
As an action, you may sling a thick, shadowy tendril from your body at any target within your movement speed. If the target is at least 1 size category larger than you, you may move anywhere within 5 ft. of them. If the target is the same size category or smaller than you, they must attempt a Strength saving throw. On a failure, they are moved anywhere within 5 ft. of you and knocked prone. If the target is already within 5 ft. of you, they instead become restrained and prone for 1 minute. They may retry this saving throw at the end of each of your turns, ending this effect early on a success.
- Sixth User: Smokescreen (1)
As an action, you emit a thick cloud of smoke from your body, causing a 30 ft. radius area around you to becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke.
- Seventh User: Float (1)
You must be at least 15th level to use this feature. As a reaction when you are falling, you stop yourself in place as if there was an invisible platform directly below your feet until you move at least 5 ft. You do not take damage from falling when doing so.
- Eighth User: All Might (2)
As a bonus action, One for All buffs up your muscle mass, almost doubling your height. Your size increases by one category to a minimum of Large until the end of your next turn.
- Ninth User: Mutator (0)
Rather than bursting any individual power of One for All, you grasp the Ninth User's personal mutation that allowed him to easily use the other users' quirks. You may use any other quirk you meet the level requirements of for twice as many quirk points.
- Nine and a Halfth User: Explosion (2)
As a bonus action, you sweat a large amount of a nitroglycerin-like substance from your palms. Until the end of your next turn, your unarmed strikes deal an equal number of fire damage in addition to their normal damage.
The Awaken Style focuses on awakening each individual quirk of the past users, even though some are left untouched. At each subclass level, you choose one of the following quirks. You cannot choose the same quirk more than once. You can only have an amount of quirks active less than or equal to your Intelligence modifier. You can use a bonus action to activate or deactivate a quirk. If you try to activate more quirks than you can handle, you must make a Constitution saving throw, DC being equal to 5 times the amount of quirks you have active. Upon a success, you can keep using the quirks, but must make this save at the end of each of your turns or until you go back to your limit. Upon a failure, you cannot use your quirks at all for 1 minute and become stunned until the end of your next turn. For quirk counting purposes, the feature Full Cowl counts as a quirk, due to it being the physical enhancement within one for all.
- 2nd User's Quirk
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonuses apply: Unknown.
- 3rd User: Fa Jin
You can build up and store kinetic energy as you move, releasing it all at once in an explosive burst. As a bonus action after moving at least 30 ft, you can store up 1 charge of kinetic energy. You can only have an amount of charges at any given time no greater than your Constitution modifier.
As a bonus action, you can unleash the kinetic energy, granting you one of the following benefits:
Movement: You can move even further on your turn. You move an extra 30 ft for every charge stored up when you use your movement.
Damage: You can hurt someone even more. Upon hitting a creature with an unarmed strike, you can use a bonus action to expend your charges, dealing an extra amount of damage equal to x times your unarmed die, x being equal to the amount of charges you have stored up.
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonus applies: Your movement bonus per charge increases by 15 ft.
Your fourth subclass feature level allows you to add an extra amount of damage equal to half your One for All level on top of the extra charge damage if you expend all your charges.
- 4th User: Danger Sense
You gain a sense of nearby threats. The more dangerous the threat, the sharper the stabbing sensation is in your head. While active, you gain blindsight out to a 10 ft radius, and can sense the CR of a creature, though it is vague. If the CR is less than or equal to one-fourth your level, you sense little danger from it, and get no stabbing pain. If the CR is greater than one-fourth your level but less than or equal to your level, you sense it is somewhat dangerous, and get a slight stabbing sensation. If the CR is greater than your level but less than or equal to twice your level, you sense it is rather dangerous, and get a somewhat painful stabbing sensation. If the CR is greater than twice your level, you sense a deadly threat, and you get a severe stabbing pain.
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonus applies: Your blindsight radius increases by 5 ft.
Your fourth subclass feature level makes all attacks against you that originate from within your blindsight radius be made at disadvantage, and you gain advantage on all Dexterity saving throws that originate from within your blindsight radius.
- 5th User: Blackwhip
You can produce tendrils of dark energy that can be used to grab both creatures and objects. As an action, you can attempt to grab a creature or object.
If you grab a creature, they must make a Dexterity saving throw against the following DC: 8 + your Dexterity modifier + your proficiency bonus. Upon a success, nothing happens. Upon a failure, they are restrained. In order to escape, the creature must use their action to make a Strength check against the following DC: 8 + your Strength modifier + your proficiency bonus.
If you grab an object, you can either swing with it or throw it at another creature. That creature must make a Dexterity saving throw against the following DC: 8 + your Dexterity modifier + your proficiency bonus or take bludgeoning damage equal to your unarmed die.
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonus applies: You can use one additional tendril as part of your action. Your fourth subclass feature allows you to use 8 tendrils, instead of four, at once.
- 6th User: Smokescreen
You can generate clouds of smoke, making areas heavily obscured. While active, you release a thick cloud of smoke within a 10 ft radius, centered on you. The area becomes heavily obscured while the quirk is active.
Every subclass feature level you have this quirk past the first subclass feature level you chose this one, the following bonus applies: Your smokescreen radius increases by 5 ft.
Your fourth subclass feature grants you the ability to see through the smoke as if there were no obstructions.
- 7th User: Float
You can levitate. You gain the ability to lower yourself to the ground without taking any fall damage at a rate of twice your walking speed every round, or equal to your flying speed if you have one.
Second subclass feature: Your rate of descent decreases to half your walking speed, and you can hover in place by using half your movement each round you want to stay hovering.
Third subclass feature: You gain a flying speed equal to your walking speed. If you already have a flying speed, add half your walking speed rounded down to it.
Fourth subclass feature: Your flying speed is equal to double your walking speed.
Proficiencies. When you multiclass into a One for All user, you gain the following proficiencies: simple weapons, shortswords