Quirk User (5e Class)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th edition rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This class is intended to be used in its own setting, and thus breaks from standard D&D lore and precedent. It offers features which may be considered overpowered when compared to a normal Fighter.

Quirk User

A quirk is a power that manifests in a person usually at a young age, 14 at the latest. They are often viewed as the next step in humanity’s evolution. They are quite unique and often hereditary, each of them allowing various new ways to adventure. It is currently unknown what the source of quirks was, though it is theorized that it originated as a disease carried by mice. The initial outbreak of quirks caused a breakdown in society as such a force was unheard of before hand. After the chaos was quelled by a group of virtuous individuals who would later be referred to as Pro Heroes, though only after they were officially inducted into a newly founded system similar to a police force.

Creating a Quirk User

When creating a quirk user, think about how getting a power affects them. Do they think that because they have power they are entitled to a life of happiness? Do they think that, because their power is less flashy, they won't stand out as a hero? Are they a little cinnamon roll underdog that must be protected at all costs? What is their goal in life? Do they want to use their quirks to live a life of crime? Do they want to become a pillar of justice? If the previous is true, is it for the benefit of the people or their own wallet?

Quick Build

Each quirk is unique in playstyle, role and ability. A build should be prioritized on a quirk by quirk basis.

Generally, make your quirk ability your highest ability score, followed by Constitution. Secondly take the folk hero background.

Class Features

As a Quirk User you gain the following class features.

Hit Points

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

Proficiencies

Armor: All armor
Weapons: Simple weapons, martial weapons
Tools: One artisian's tool of your choice
Saving Throws: Strength, and Dexterity
Skills: Any two skills of your choice

Equipment

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

  • (a) leather armor or (b) chain shirt
  • a tool set you’re proficient in
  • (a) a hero costume or (b) a villain costume
  • (a) two simple weapons or (b) one Martial weapon

Table: The Quirk User

Level Proficiency
Bonus
Features
1st +2 Quirk Manifestation, Second Wind
2nd +2 Plus Ultra (x1)
3rd +2 Quirk Manifestation Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1)
6th +3 Ability Score Improvement
7th +3 Quirk Manifestation Feature
8th +3 Ability Score Improvement
9th +4 Supernatural Endurance (x1)
10th +4 Quirk Manifestation Feature
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Supernatural Endurance (x2)
14th +5 Ability Score Improvement
15th +5 Quirk Manifestation Feature
16th +5 Ability Score Improvement
17th +6 Plus Ultra (x2), Supernatural Endurance (x3)
18th +6 Quirk Manifestation Feature
19th +6 Ability Score Improvement
20th +6 Above And Beyond

Quirk Manifestation

Choose the quirk that will be the cornerstone for your character and role, this is the basis for becoming a true hero! Your choices are detailed at the end of the class description.

Your quirk features may require an attack roll or saving throw. The quirk ability modifier used in the following calculations is determined by your chosen quirk. Spells granted by your quirk also use your quirk ability modifier.

Quirk save DC= 8 + your proficiency bonus + you quirk ability modifier

Quirk attack modifier= your proficiency bonus + you quirk ability modifier

The quirk you choose grants you features at 1st level and again at 3rd, 7th, 10th, 15th, and 18th level.

Second Wind

At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your quirk user level. Once you use this feature, you must finish a short or long rest before you can use it again.

Plus Ultra

Starting at 2nd level, on your turn, you can take one additional action on top of your regular 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.

Ability Score Improvement

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

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 11th level in this class.

Supernatural Endurance

Beginning at 9th level, you can reroll a saving throw that you fail. If you do, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Above And Beyond

At 20th level, choose an ability score. That ability score increases by 2, and the maximum score for it becomes 22 for all intents and purposes.

Quirk List

Divine Eyes

You can see all manner of things hidden to others. Your quirk ability modifier is Intelligence.

Beginning at first level, you gain Darkvision to a range of 60 feet. If you already have Darkvision from another source, its maximum range is increased by 60 feet. Additionally, you gain proficiency in the Perception skill if you didn't already have it. If you are already proficient in Perception, you can double your proficiency bonus for any Perception check you make to see.

You also gain the ability to see the path of incoming attacks before they arrive. You can use your reaction to gain advantage on a Dexterity saving throw or to impose disadvantage on one attack against you.

Third Eye

At 3rd level, choose one option from the following list. You gain the listed benefit permanently.

  • Truesight to a range of 5 feet.
  • Blindsight to a range of 15 feet.
  • Additional 120 feet of Darkvision.
  • You can see into the Ethereal Plane to a range of 120 feet.
  • You can see the true form of any shapeshifter within 60 feet.
  • You can see invisible creatures and objects within 30 feet.
  • You can see all secrets and traps within 15 feet.
  • You can see the true name of any creature within 5 feet of you.
  • You can cast detect magic at will, without expending a spell slot.
  • You have resistance to psychic damage.
  • As an action, you can name an ability score and choose a creature you can see within 30 feet. The DM reveals whether the target's score in the chosen ability is higher than, equal to, or below yours. You cannot target the same creature with this feature twice.

You may choose a second option when you reach 5th level in this class.

Nightmare

Beginning at 7th level, you can see the deepest fears of others. As an action, you can force them to see it too. Choose a creature you can see within 60 feet of you. That creature must succeed on a Wisdom saving throw or take psychic damage equal to 1d10 + your Intelligence modifier. You can select a second creature beginning at 10th level and a third beginning at 15th level.

Alternatively, you can forgo this feature to gain an additional option from the Third Eye feature's list.

Eyes Of Truth

Beginning at 10th level, you can cast the true seeing spell targeting yourself without expending a spell slot or material components. You can use this feature a number of times equal to half your Intelligence modifier (minimum once) and you regain expended uses when you finish a long rest.

Alternatively, you can forgo this feature to gain an additional option from the Third Eye feature's list.

Shared Vision

At 15th level, you can touch a willing creature as a bonus action to bestow them with your gifts temporarily. For 1 minute, the target has all the same special senses as you, such as Darkvision and Truesight, including senses granted by spells or items. If you lose a special sense while this feature is active, the affected creature also loses that special sense. You can use this feature a number of times equal to your Intelligence modifier, and you regain expended uses when you finish a long rest.

Alternatively, you can forgo this feature to gain an additional option from the Third Eye feature's list.

Fate Sight

Beginning at 18th level, you can tap into the vision of the gods themselves. You can cast foresight targeting yourself without expending a spell slot or material components. When cast in this way, it has a duration of 1 hour. You can use this feature once and you regain the ability to do so when you finish a long rest. If you use your Shared Vision feature while affected by this spell, the target also receives the benefits of the spell.

Alternatively, you can forgo this feature to gain three additional options from the Third Eye feature's list.

Combustion

Your very sweat and blood is flammable, and you have the incredible power to conjure explosions at will. Your quirk ability modifier is Strength.

Pyroblast

As an action, you can extend your hand and fire a bolt of thin red light which explodes on impact. Choose a target you can see within 120 feet and make a ranged quirk attack. On a hit, the target takes 1d6 force damage + 1d6 fire damage + additional fire or force damage (your choice) equal to your Strength modifier. This attack has the siege property. The damage dice increase to d8s at 5th level and again to d10s at 10th level.

In addition, you gain resistance to force damage.

Propulsion

Beginning at 3rd level, you can generate repeated, small explosions from your hands to allow flight. When you take the Dash action, you can use a bonus action to gain a flying speed of 25 feet until the beginning of your next turn. You can use this feature a number of times equal to your Quirk User level and you regain expended uses when you finish a long rest.

Smoke Clouds

Beginning at 5th level, you can focus your power to conjure clouds of thick smoke. You can cast fog cloud at will, without expending a spell slot or material components.

Flashbang

Beginning at 7th level, you can produce a loud and bright explosion centered on yourself as an action. All creatures that can see or hear you within 30 feet of you must succeed on a Constitution saving throw. On a failed save, targets take 1d6 radiant damage + 1d6 thunder damage and are Blinded and Deafened until the end of your next turn. Creatures within 10 feet of you have disadvantage on the saving throw and are Stunned in addition to the listed effects until the beginning of your next turn. You can use this feature a number of times equal to your Strength modifier (minimum once) and you regain expended uses when you finish a long rest.

Kamikaze

Beginning at 10th level, you can channel extra power while flying to become a deadly spinning missile. When you use your Propulsion feature to move at least 30 feet in a straight line, you can expend an additional use to gain the benefit of an additional Dash action. If you choose to do so and you continue moving in a straight line, you cause a devastating explosion upon impacting a creature or surface. Upon impact, all creatures within 60 feet of you must succeed on a Dexterity saving throw or take 5d12 fire damage + 5d8 force damage and be Stunned until the end of their next turn. Creatures within 20 feet of you have disadvantage on the saving throw. On a successful save, a creature takes half damage and isn't Stunned. This explosion also affects you. You receive the full damage and are Stunned until the beginning of your next turn. Damage dealt by this feature has the Siege property.

In addition, you gain resistance to fire damage.

Pyropotency

Beginning at 15th level, you can target a second creature or object when you use your Pyroblast feature.

Additionally, you can now cast incendiary cloud without expending a spell slot. Once you do, you must finish a short or long rest before you can do so again.

Artillery Stance

At 18th level, you can brace yourself and unleash a barrage of terrible power at the cost of becoming an easy target. You must declare your use of this feature at the beginning of your turn. You have the following effects until the end of your turn:

  • Your speed becomes 0 and you cannot benefit from any increases to your speed.
  • Your AC becomes 10.
  • You cannot benefit from invisibility.
  • You cannot take bonus actions or reactions.
  • You can take three actions on your turn. You can only take these actions to use your quirk features.

You can use this feature a number of times equal to half your Strength modifier (minimum once) and you regain expended uses when you finish a long rest.

Hardening

Your quirk manifests in the form of a hardened barrier surrounding your body. It may manifest in the form of stony growths, metallic scales, tree bark, bone, or some other physical defenses. Your quirk ability modifier is Constitution.

Force Of Nature

You can activate or dismiss your defensive quirk using a bonus action while you aren't wearing any armor. While it remains active, you gain the following benefits:

  • You have an unarmored AC equal to 10 + your Dexterity modifier + your Constitution modifier.
  • Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. The damage increases as you reach higher levels in this class: to 1d8 at 5th level, 1d10 at 11th level and 1d12 at 17th level.
  • Bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.

In addition, your Hit Point maximum increases by 2 when you select this quirk and again whenever you gain a level in this class.

Unflinching

Beginning at 3rd level, you can no longer be knocked prone or pushed except by a creature at least two sizes larger than you while your hardening is active.

In addition, you have advantage on saving throws against being charmed or frightened.

Reckless Fury

At 5th level, your trust in your quirk grows and you learn to focus more on offence. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

Unexplained Infusion

At 7th level, your unarmed attacks are considered magical for the purpose of overcoming resistances and immunities. Additionally, your speed increases by 10 feet.

Impenetrable

Beginning at 10th level, you can channel extra power into your defenses. When you activate your quirk or as a bonus action while its active, you can use this feature to thicken your defenses for 1 minute or until you dismiss your defenses. While enhanced in this way, you have resistance to all damage except psychic damage but your speed is reduced by 10 feet. Once you use this feature, you must finish a short or long rest before you can use it again.

Unstoppable

Beginning at 15th level, you are immune to being charmed or frightened. In addition, you have advantage on all Strength ability checks and saving throws while your defenses are being enhanced by your Impenetrable feature.

Unbreakable

Beginning at 18th level, you can use your Constitution instead of Strength for your attack and damage modifiers when you make a melee attack. You can still use your Reckless Fury feature and receive this benefit. You can now choose to deal bludgeoning, piercing, or slashing damage whenever you make an unarmed attack.

Additionally, you now gain the following benefits while your defenses are being enhanced by your Impenetrable feature:

  • Activating Impenetrable now grants you temporary hit points equal to 5 times your Constitution modifier.
  • You are immune to bludgeoning, piercing, and slashing damage.
  • Your unarmed attacks deal an additional 1d12 damage on a hit.
  • You gain additional AC equal to half your Constitution modifier.

Finally, you gain the ability to violently discharge your defensive growths, shredding nearby foes. As an action, you can dismiss your Force of Nature feature and force all creatures within 30 feet of you to make a Dexterity Saving throw. Choose bludgeoning, piercing, or slashing. On a failed save, creatures within range take 6d12 damage of the chosen type and are knocked prone. On a successful save, they take half damage and suffer no additional effects. If you are under the effect of your Impenetrable feature when you take this action, creatures have disadvantage on the saving throw. Once you use this feature, you cannot reactivate your Force Of Nature feature for 1 minute.

Phoenix

“I'm a simple girl who wants a simple life, if simple girl means I have a quirk and simple life means I want to be a hero.”

- Flying Fury, the morning before getting one of the highest entrance exam scores in UA history

Your body occasionally gives off wispy, thin flames. You quirk ability modifier is Charisma.

Firebird's Fury

As a bonus action while you are wearing no armor, you can burst into flames and summon a pair of metallic, feathered wings. You can also dismiss them using a bonus action. Your wings have a number of feathers equal to 10 + twice your Charisma modifier + your Quirk User level. While you have at least 2 feathers remaining, you have a gliding speed of 10 feet. While you have at least 10 feathers, you have a flying speed of 30 feet. While you have at least 20 feathers, you have a flying speed of 50 feet. You can expend your feathers to perform various actions and you regain all expended feathers when you finish a long rest. In addition, you can expend any number of Hit Dice during a short rest to restore feathers instead of Hit Points. Roll the die; you restore a number of feathers equal to the number rolled + your Charisma modifier.

Razorwing: When you take the Attack action, you can slash an enemy with your wings or fire off a razor-sharp feather at a distant target. While you have any number of feathers, you can make a quirk attack using your wings. Your feathers count as simple weapons and are considered magical for the purpose of overcoming resistances and immunities to nonmagical weapons. A melee attack deals slashing damage equal to 1d8 + your Charisma modifier on a hit. A ranged attack has a range of (80/320) and expends one feather, dealing piercing damage equal to 1d10 + your Charisma modifier on a hit.

Deflect: When you are hit by an attack while you have any number of feathers, you can use your reaction to interpose a feather between yourself and the source of the attack. You gain additional AC against the triggering attack equal to your Charisma modifier. If using this reaction prevents you from being hit by the attack, you lose 1 feather.

Heartfire: As an action, you can expend two feathers to cast burning hands as a 1st-level spell. When cast in this way, it has a range of Self (20-foot cone). At higher levels, you can expend additional feathers to cast the spell at a higher level: as a 2nd level spell when you reach 3rd level, a 3rd level spell when you reach 5th level, or a 4th level spell when you reach 7th level. To cast the spell at a higher level, you must expend one additional feather for each spell level above 1st.

Thermal Burst

Beginning at 3rd level, you can tap into the fire of the earth to create a pocket of hot, rising air. Using your action, you create a 100 foot tall, 20 foot cylinder of hot air. If a winged creature enters the area, they are launched to the top and their remaining movement is expended. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and you regain expended uses when you finish a long rest.

Fancy Wingwork

Beginning at 5th level, your feathers harden and become far more reliable for deflecting attacks. When you take the Deflect reaction, you no longer lose a feather if the attack is successfully blocked.

Mighty Gust: Your wings are now strong enough to push creatures away. As an action, you can flap your wings toward a creature, blasting them with hot air. The target must succeed on a Strength saving throw or be pushed up to 15 feet away from you and take 1d6 bludgeoning damage. You can expend a feather when taking this action to deal guaranteed fire damage to the target equal to your Charisma modifier.

Razor Flurry

Beginning at 7th level, when you take the Attack action to make a ranged attack using your Razorwing attack, you can use a bonus action to make an additional melee or ranged attack using Razorwing.

Additionally, the swiftness of your wings makes you far more difficult to hit. While you have any remaining feathers, you have an unarmored AC of 10 + your Dexterity modifier + your Charisma modifier.

Flaming Feathers

Beginning at 10th level, your feathers begin to glow in a gradient of orange to deep red. You gain the following features:

  • You have resistance to fire damage while you have any number of feathers remaining.
  • You deal an additional 1d10 fire damage when you hit an enemy using your Razorwing attack or when you expend a feather while using your Mighty Gust feature.
  • The burning hands spell granted by your Heartfire feature now has a range of Self (30-foot cone).
Feather Storm

Beginning at 15th level, you can release a devastating barrage of feathers at a moment's notice. As an action, you can expend any number of your remaining feathers and choose a number of creatures you can see within 80 feet equal to the number of expended feathers. Each creature must succeed on a Dexterity saving throw or take 4d10 piercing damage and 2d10 fire damage, or half damage on a success. You can use this feature once and you regain the ability to do so when you finish a short or long rest.

Supernova

At 18th level, you manifest the true power of the phoenix. When you die, your body begins to slowly crumble to ash. At the end of what would have been your next turn, you suddenly release an awe-inspiring explosion. Every creature within a 60 foot radius takes 10d10 fire damage and must succeed on a Strength saving throw or be pushed up to 30 feet away from you and take an additional 3d10 bludgeoning damage. A creature within 10 feet of you takes double fire damage and automatically fails the Strength saving throw. You arise in the spot where you fell, surrounded by ashes, with fully restored HP and feathers. Reroll your Initiative. For the next hour, your eyes and feathers burn white-hot and you gain the following benefits.

  • You are immune to fire damage.
  • You do not lose feathers when you use a quirk feature that would normally expend feathers.
  • The burning hands spell granted by your Heartfire feature has a range of Self (50-foot cone).

Once you use this feature, you cannot do so again for one year.

Black Thunder

Your quirk allows you to tap into a source of mysterious dark lightning. Beginning at level 1, it arcs across your limbs passively. Your quirk ability modifier is Dexterity.

Lightning Limb

At 1st level, you can sweep an arc of unavoidable lightning at a creature you can see within 30 feet of you as an action. The target takes 1d6 lightning damage and must succeed on a Constitution saving throw or be Stunned until the beginning of its next turn. You can use this feature a number of times equal to your Dexterity modifier and you regain expended uses when you finish a long rest. The damage taken by the target increases by 1d6 at 3rd, 10th, and 18th level, to a maximum of 4d6.

Shock Counter

Also at 1st level, your technique allows you to recover lost power in the midst of combat by drawing static from an enemy's swing. When you have no remaining uses of your Lightning Limb feature and an enemy misses you with a melee weapon attack, you can use your reaction to deal lightning damage to the target equal to your Dexterity modifier. Doing so restores one expended use of your Lightning Limb feature.

Lightning Double

Beginning at 3rd level, you can conjure a duplicate of yourself made of pure lightning. The duplicate cannot take damage or physically interact with objects. It can take actions and use features you can take, but all damage it deals is converted to lightning damage and it cannot cast spells unless they deal lightning damage. The duplicate is under your control and takes its turn immediately after yours. It can use your Lightning Limb feature at will, without expending a charge. At the end of each of the double's turns, there is a 50% chance for it to disappear. You can use this feature once and regain the ability to do so when you finish a long rest.

Beginning at 15th level, you can choose to use this feature as an action or a bonus action. You also gain a second use of the feature and you can control 2 lightning doubles at once.

Partial Black Cloak

At 7th level, you can conjure a cloak of lightning using a bonus action which surrounds your body for 1 minute, granting the following benefits:

  • Unarmored Defense: When not wearing any armor, your AC equals 13 + your Dexterity modifier + your Wisdom modifier.
  • You have advantage on Dexterity saving throws against effects you can see while you are not incapacitated.
  • Your attacks, Lightning Limb, and Shock Counter features all deal an additional 1d6 lightning damage to affected targets.

You can use this feature once and you regain the ability to do so when you finish a short or long rest.

Cell Acceleration

At 10th level, you can call upon your dark energy to regenerate damage. As a bonus action, you can expend any number of remaining uses from your Lightning Limb feature. For each expended use, you restore 1d10 Hit Points.

Full Body Black Cloak

At 15th level, your cloak of lightning becomes more potent. This feature replaces your Partial Black Cloak feature and grants the following benefits:

  • Unarmored Defense: When not wearing any armor, your AC equals 15 + your Dexterity modifier + your Wisdom modifier.
  • You have advantage on Dexterity saving throws, and you gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom saving throws, you can add double your proficiency bonus.
  • Your attacks, Lightning Limb, and Shock Counter features all deal an additional 2d6 lightning damage to affected targets.

You can use this feature once and you regain the ability to do so when you finish a short or long rest.

Zeus’s Rage

Beginning at 18th level, you can hurl a mighty bolt of black lightning to devastate foes. As an action, choose a location or creature you can see within 60 feet, unleashing your fury towards the target. If you choose a creature, that creature takes 4d6 lightning damage. Every creature within a 30 foot radius of the target must succeed on a Dexterity saving throw or take 10d10 lightning damage and be paralyzed until the end of their next turn. On a successful save, a creature takes half damage. Once you use this feature, you cannot do so again until you finish a long rest. Additionally, using this feature prevents you from using any of your Black Thunder quirk features for 1 minute.

Bloodcurdle

Your quirk allows you to manipulate others by coming in contact with their blood. Your quirk ability modifier is Wisdom.

Bloodrush

Beginning at first level, this quirk increases the potency of your blood, making you faster and more resilient. When you are reduced to 0 HP, you may instead drop to 1. You cannot use this feature again until you finish a long rest. When you are wearing no armor, your movement speed increases by 5 feet.

Paralysis

Beginning at third level, you can corrupt the blood of other creatures by touch, paralyzing them. As an action, you can touch a bloodied[1] creature within 5 feet of you, attuning to its blood. The creature must succeed on a Constitution saving throw at the beginning of its next turn or be paralyzed. The paralyzed creature rolls a d4 at the end of each turn. On a roll of 4, the effect ends. This ability has no effect on a creature that does not bleed, such as a skeleton, as determined by the DM.

You can use this feature a number of times equal to your Wisdom modifier and you regain expended uses when you finish a long rest.

Urban Combatant

At 7th level, you have spent enough time in cities to know how to get around. You gain a climbing speed of 20 feet. If you already have a climbing speed, it is increased by 20 feet.

Additionally, you've developed a keen sense of how to inflict the most pain to your enemies. When you make a melee weapon attack, you deal an additional 1d4 psychic damage on a hit. If the target is a humanoid, you instead deal an additional 1d6 psychic damage.

Enhanced Paralysis

At 10th level, your Paralysis becomes more effective. A paralyzed creature now rolls a d8 at the end of each turn, and the effect ends only on a roll of 8.

Relentless Vigor

At 15th level, you simply refuse to die. You now regain the ability to use your Bloodrush feature when you finish a short or long rest.

Vengeful Hemorrhage

Beginning at 18th level, your foes may come to regret attempts to defeat you. When you are reduced to 0 hit points, you may choose a number of creatures up to twice your Wisdom modifier within 60 feet. Each chosen creature is subject to the effect of your Paralysis feature regardless of its current HP and has disadvantage on its Constitution saving throw. Once you use this feature, you must finish a long rest before you can do so again.

Multiclassing

All you need is to manifest a quirk, have at least a 13 in whatever relevant quirk stat, and you're good to go!


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  1. A creature is "bloodied" when its current HP is equal to or less than half its maximum HP. The DM reveals when a creature becomes bloodied from taking damage. It merely signifies that the creature is visibly wounded, not that it is bleeding.
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