Tonberry Knight (5e Class)

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Tonberry Knight[edit]

He stood silent on the field,feeling the grass bend in the wind. He knew they were there. In fact, he had known for a while now. He shouts, "Come out, and show yourselves!" Felling lucky, the group of goblins that had been following him walked out into the field. The man flung back his cape, opened his lantern, and in less than a minute had wiped out the entire horde. He was done for tonight, and now it was time to sleep.

Dance of Death[edit]

Tonberry Knights cleave their own paths, whether it be through a forest, or an army. Their beautiful lethality makes them valuable allies, and even worthier foes. When a Tonberry Knight faces great hardships, they focus even more on the task at hand, becoming more than just a warrior, they become a dance of death.

Creating a Tonberry Knight[edit]

Tonberry Knights are lethal and brave, fearing nothing. Who taught them varies, but it will always be a Tonberry, usually of the sir variety. Their reasoning for teaching someone can vary wildly, from forging a helping hand to rid the world of evil, or creating a hardened weapon to use againt their foes. Some do it because they love the thrill of the hunt, while others do it to avenge their brethren. Few Tonberry Knights get the privilege of a good mentor, usually getting knighted by some of the worst. Thusly, think about what type of person you want your Tonberry Knight to be. Are they selfish? Are they vengeful? Are they doing this for the greater good of the world? Did they seek out their mentor, or were they chosen?

Quick Build

You can make a Tonberry Knight quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Strength or Dexterity. Second, choose the Soldier background. Third, take a dagger for your weapon, as for spells, choose the Aerial Strike, Eldritch Slash, and Whirlwind Thrust cantrips.

Class Features

As a Tonberry Knight you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Simple Weapons, Martial Weapons
Tools: smithy's Tools
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Arcana, Athletics, Insight, Investigation, Perception, and Survival

Equipment

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

  • Dagger
  • (a) Leather Armor and a Shortsword or (b) Studded Leather Armor
  • Smithy's Tools
  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • If you are using starting wealth, you have 3d8 x 10 in funds.

Table: The Tonberry Knight

Level Proficiency
Bonus
Features Cantrips Known Spells Known Soul Points Soul Point Max —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Spellcasting Ability 3 2 0 0
2nd +2 Improvisation, Soul Type 3 3 2 20 2
3rd +2 Arcane Edge 3 4 2 22 3
4th +2 Ability Score Improvement 4 5 4 24 3
5th +3 Fury 4 6 4 26 4 2
6th +3 4 7 6 28 4 2
7th +3 Arcane Edge 4 8 6 30 4 3
8th +3 Ability Score Improvement 4 9 8 32 4 3
9th +4 4 10 8 32 4 3 2
10th +4 Fury 5 11 8 32 4 3 2
11th +4 Arcane Edge 5 12 10 34 4 3 3
12th +4 Ability Score Improvement 5 12 10 34 4 3 3
13th +5 5 13 10 34 4 3 3 1
14th +5 Arcane Edge 5 13 12 36 4 3 3 1
15th +5 Fury 5 14 12 36 4 3 3 2
16th +5 Ability Score Improvement 5 14 12 36 4 3 3 2
17th +6 Arcane Edge 5 15 12 36 4 3 3 3 1
18th +6 5 15 14 36 4 3 3 3 1
19th +6 Ability Score Improvement 5 15 14 36 4 3 3 3 2
20th +6 Fury, Arch-Tonberry Knight Type 5 15 14 36 4 3 3 3 2

Spellcasting Ability[edit]

Strength is your spellcasting ability for your Tonberry Knight spells.

Spell Save DC = 8+ Proficiency Bonus + Strength Modifier

Spell Attack Modifier = Proficiency Bonus + Strength Modifier

Cantrips

At 1st level, you know three cantrips of your choice from the Tonberry Knight spell list, detailed at the bottom of the class page. You learn additional Tonberry Knight cantrips of your choice at higher levels, as shown in the cantrips column in the Tonberry Knight table.

Spell Slots

Instead of spell slots, the Tonberry Knight uses the souls of his foes to power his magic. The Tonberry Knight starts off with three Soul Points, and gains one every two levels (3 at first level, 4 at third level, 5 at fifth level, and so on)

Soul Type[edit]

At 2nd level, you get more in depth with your training, affecting your Soul Type. Your Tonberry Knight's Soul Type has different benefits and downsides based on which soul you select, making your selection very crucial to what type of character you want your Tonberry Knight to be.

Ignis

The Ignis Soul Type is all about damage, consisting of slower, but more aggressive jabs and slashes. Damage dealt with daggers: +3 (damage bonus is increased by 2 every 2 levels, +5 at 4th, +7 at 6th, etc.) Damage dealt with shortswords: +2 (damage bonus is increased by +2 every 2 levels, +4 at 4th, +6 at 6th, etc.) Initiative debuff: -1 (debuff increased by 1 every 2 levels, -2 at 4th, -3 at 6th, etc.)

Terra

The Terra Soul Type is a defensive stance, consisting of defensive blocks more than offensive attacks. AC bonus when attacked: +1 (AC bonus increased by 1 every 4 levels, +2 at 8th, +3 at 12th, etc.) Damage debuff: -1 (debuff increased by 1 every 4 levels, -2 at 6th, -3 at 10th, etc.)

Aqua

The Aqua Soul Type focuses on speed, utilizing lots of spins and flips. Intiative bonus: +2 (Initiative bonus increased by 1 every 4 levels, +3 at 6th, +4 at 10th, etc.) Damage debuff: -1 (debuff increased by 1 every 4 levels, -2 at 6th, -3 at 10th, etc.)

Ventus

The Ventus Soul Type is utilized to increase accuracy, using open swipes and lunges, leaving them open to attack by others. Accuracy bonus: +1 to attack roll (Accuracy bonus increased by 1 every 2 levels, +2 at 4th, +3 at 6th, etc.) AC debuff: -1 ( debuff increased by 1 every 4 levels, -2 at 6th, -3 at 10th, etc.)

Reaper[edit]

At 2nd level, you begin to learn how to reap souls in the midst of battle. Every time you kill an enemy, you score a Soul Point, with a maximum amount as specified in the Tonberry Knight Table. Soul Points can be expended for temporary health, damage, and AC. It costs three Soul Points for a +1 damage bonus, four Soul Points for an extra AC point, and five Soul Points for an extra point of health. Once the party is no longer in combat, your Tonberry Knight's health and AC is reset, and the damage bonuses are discarded. However, any Soul Points not expended are kept unless if you've already hit your max amount of Soul Points.

Arcane Edge[edit]

At 2nd level, you learn how to unleash one of the most recognizable feats of a tonberry, the energy blade. When activate, using a bonus action, energy will flow over the blade of any small weapon you are holding in your hand and will extend outward, improving reach and damage. Any attacks made with this weapon while it is in this state will deal an etra 1d6 force damage, as well as an extra 1d8 fire, bludgeoning, cold, or thunder damage based on your soul type. This makes your weapon Magical for the duration of the ability. You gain an extra 1d8 for the extra damage die for 7th, 11th, 14th and 17th level. This ability lasts for 5 mins or until you are incapacitated or dispel it as a bonus action

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 20th 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.

Fury[edit]

At 5th Level, when at 1/4 health (rounded down) you enter a state of blind rage. For one turn, you become invincible, damage dealt with knives is doubled, and you gain 15ft to your movement speed. Usable only once per day (Restored after long rest). At 10th, 15th, and 20th level, you gain an extra +2 damage bonus and an extra turn duration.

Tonberry Knight Archetype[edit]

When you reach the 20th level you are able to select one of the following archetypes for your Tonberry Knight class

Serrated Edge

You now gain a +2 in all attack damage dealt with daggers and a +2 to any checks with any two skills of your choosing.

Fleet Footed

You gain a +2 in any rolls to avoid a spell or attack and a +2 to any checks with any two skills of your choosing.

Knife Master

You gain a +5 range in using daggers as a melee weapon and a +20 max range as a thrown weapon. You also gain a +2 to any checks with two skills of you choosing.

Furious Being

You are able to use the Fury ability at your choosing and when under 1/2 health (rounded down). You also gain a +2 to any checks with two skills of your choosing.

Tonberry Knight Spell List[edit]

Cantrips

Aerial Strike, Eldritch Slash, Whirlwind Thrust

1st Level

Blade of Blood, Zealous Flurry

2nd Level

Bullet Jump

3rd Level

Lantern Blast

4th Level

Lantern Smite

5th Level

Torrential Strike

Tonberry Knight Spells[edit]

Aerial Strike

Evocation Cantrip

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You launch up into the air, driving down directly on the target enemy, dealing an extra 2d4 force damage on top of your weapon's damage.


Blade of Blood

1st-level Necromancy

Casting Time: 1 action

Range: Self

Components: V,S

Duration: 1 turn

Your blade turns crimson, and for 1 turn, any damage dealt to an enemy is healed back to the user.


Bullet Jump

2nd-level Evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You get hurled upward spiraling like a bullet, all grounded creatures within 5ft of you get pushed back 5ft and you get launched forward up to 120ft and launched upward up to 40 ft.


Eldritch Slash

Evocation Cantrip

Casting Time: 1 action

Range: Self

Components: V,S

Duration: 1 turn

You imbue your blade with eldritch energy, dealing 1d6 force damage, adding to the weapon's base damage.


Gyro-slash

Evocation Cantrip

Casting Time: 1 action

Range: Self

Components: V,S

Duration: 1 turn

You imbue your blade with your arcane edge, then spin and dash forward 5 feet, dealing 1d4 force damage, 1d4 slashing damage, and 1d4 applicable soul type damage to all creatures in your path.


Lantern Blast

3rd-Level Evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: 1 turn

You open your lantern, sending out a small orb of light. On a successful hit the orb does 1d4 radiant damage, as well as all applicable damage rolls from soul type.


Lantern Smite

4th-Level Evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You hold your lantern high, dealing 1d4 radiant damage as well as applicable soul type damage rolls.


Torrential Strike

5th-level Evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You leap forward with unimaginable speed, dealing 8d12 (or 12d8) damage to one target within 60ft.


Whirlwind Thrust

Evocation Cantrip

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You thrust your weapon forward hard enough to toil the surrounding wind. Any enemies in a 5ft range take 1d6 slashing damage, and any enemies in a 15 ft range take 1d4 force damage.


Zealous Flurry

1st-level Evocation

Casting Time: 1 action

Range: Self

Components: V,S

Duration: Instantaneous

You thrust your weapon foward in a flurry of jabs, dealing 4d4 damage to every target in a 5ft range. When cast using a higher amount of soul points, you add an extra d4 per 2 points, up to an extra 4d4.


Disclaimer: this class was created using the Knife Dancer as a base, since i have no idea how to do anything and needed it quick. Any similarities are due to this reason, and i cannot unfortunately give the Knife Dancer creator proper credit. Apologies.

P.S: I created this class for use in my campaign but feel free to use it if you want


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