Toa (5e Class)

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Toa[edit]

A big squadron of goblins surrounds a mechanical blue figure. When they jump to tackle her they are all blasted with a power geyser of water. A red mechanical figure surfs lava masterfully around in a lava river. A white mechanical figure freezes an entire lake just to freeze his enemies. These are the Toa and they are the protectors of the Matoran.

Pride of Toa[edit]

Toa are very powerful proud warriors made to protect the Matoran of the universe. These Toa warriors want only what is best for the Matoran unless of course the Toa is infected by an evil Makuta or gain evil desires themselves.

Creating a Toa[edit]

Quick Build Toa

You can make a Toa quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution, or Wisdom. Second, choose the Folk Hero background. Any choices beyond that are up to you.

Class Features

As a Toa you gain the following class features.

Hit Points

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

Proficiencies

Armor: Toa Armor
Weapons: Toa Tools
Tools: One of any tools.
Saving Throws: Dex or Str, and Con
Skills: Pick three from Acrobatics, Animal Handling, Athletics, Intimidation, Medicine, Nature, Perception, and Survival

Equipment

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

  • Toa Armor
  • Toa Tool (can be anything from the weapons chart in the PHB)
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 2d4 x 10 in funds.

Table: The Toa

Level Proficiency
Bonus
Features Elemental Power
1st +2 Elemental Power, Tool Pick 5
2nd +2 7
3rd +2 Extra Attack 9
4th +2 Ability Score Improvement, Element Pick 11
5th +3 Body Performance Increase 14
6th +3 17
7th +3 Element Pick 20
8th +3 Ability Score Improvement 23
9th +4 25
10th +4 29
11th +4 Element Pick 33
12th +4 Ability Score Improvement 37
13th +5 41
14th +5 45
15th +5 Element Pick 50
16th +5 Ability Score Improvement 55
17th +6 60
18th +6 Element Pick 65
19th +6 Ability Score Improvement 70
20th +6 Element Mastery 80

Elemental Power[edit]

At level 1 you decide on an element to pick that all of your special abilities will be made upon. When you pick an element from the list below pick an ability along with it.

Fire: resist fire 20, add a fire spell to your spell list at every even numbered level Stone: resist bludgeoning 10, add a spell of the earth descriptor at every even numbered level Air: resist 10 slashing, add a spell of the wind descriptor at every even numbered level Earth: resist 20 acid, add a earth spell to your spell list at every even numbered level Water: resist 10 piercing add a spell of the water descriptor at every even numbered level Ice: resist 20 cold, add spells of the ice descriptor at every even numbered level

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.

<!-toaFeature->[edit]

<!-Class feature game rule information->


tool power at first level, choose one magic weapon property and apply it to both your weapon(s), armor and shield

element power

at every 1st level, third level and every three levels after, you can apply one meta magic feat to spells that your elemental power modifies to apply to those spells

body performance increase

at 5th level, you roll skill checks and saving throws for dexterity, constitution and strength with advantage

element mastery

at 20th level, you are immune to the damage type your element resists and treat all spells cast of the element power's appropriate school as having their damage die maximized and their durations doubled

<toa mata>[edit]

<!-For archetypes, paths, etc. Introduce this class option here->

<!adaptive armor>

<!-at 3rd level, you have a swim speed of 30 feet and can breathe air and water->

<golden armor

<!at 9th level and every five levels thereafter, you gain a +1 bonus to all ability scores>

<!true destiny>

<!when rolling with advantage, you treat rolls of 19, 18 and 1 as natural 20 at level 15>

<!-Class Option 2->[edit]

<!-Introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your archetype.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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