Ultras (5e Class)
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- 1 Ultras
- 1.1 Ultras
- 1.2 Creating an Ultras
- 1.3 Class Features
- 1.3.1 Table: The Ultras
- 1.3.2 Unity Means Strength
- 1.3.3 with your hands when you want it
- 1.3.4 Charge
- 1.3.5 Type of Ultras
- 1.3.6 Ability Score Increase
- 1.3.7 Armor of Courage
- 1.3.8 iron Will
- 1.3.9 Don't Touch my Bro
- 1.3.10 Improved Charge
- 1.3.11 Extra Attack
- 1.3.12 Rapid Restoration
- 1.3.13 Powerful Charge
- 1.3.14 Stronger Than the Storm
- 1.3.15 Stay Down
- 1.4 Loyal Ultras
- 1.5 Infamous Ultras
- 1.6 Ultras Leader
- 1.7 Frontline Ultras
- 1.8 Multiclassing
While he is having a beer with his friends someone starts a fight, he does not hesitate for a moment to defend his friends. Those guards are committing an abuse, the ultras doesn't let itself be intimidated and charged in defense of his friend. The ultras has few friends but it would be thrown into the fire for those few that it has.
Be Ultras: respect for everyone, no fear of anyone
Creating an Ultras
Here are some questions to help you create your ultras:
- Quick Build
You can make an ultras quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution, if you want choose Leader subtype balance strenght and charisma ability score. Second, choose the Template:Mercenary Veteran (5e background) background.
As a Ultras you gain the following class features.
- Hit Points
Armor: All armors, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, artisan's tools
Saving Throws: Strength, Constitution
Skills: Athletics and three between Sleight of hand, Insight, Perception, Survival, Intimidation and Deception
You start with the following equipment, in addition to the equipment granted by your background:
- chain mail
- (a) warhammer and a dagger or (b) any simple weapon
- a dungeoneer's pack
- If you are using starting wealth, you have 6d4 x 10 gp in funds.
|Features||Support Dice||Level Support Dice|
|1st||+2||Unity Means Strength, With Your Hands When You Want||4||d4|
|3rd||+2||Type of Ultras||4||d4|
|4th||+2||Ability Score Improvement||4||d6|
|5th||+3||Armor of Courage||6||d6|
|6th||+3||Will of Iron||6||d6|
|8th||+3||Ability Score Improvement||6||d8|
|9th||+4||Don't Touch My Bro||8||d8|
|12th||+4||Ability Score Improvement||8||d10|
|16th||+5||Ability Score Improvement||10||d12|
|19th||+6||Ability Score Improvement||12||d12|
|20th||+6||Stronger Than the Storm, Stay Down||12||d12|
Unity Means Strength
All friendly creatures within 30 ft gain a +1 to their AC.
Support Dice. You have two support dice, which are d4s. A Support die is expended when you use it. You regain all of your expended Support dice when you finish a long rest.
You gain more Support Dice at higher levels, as indicated in the ultras leveling table.
During your turn, you can use a bonus action and use one support dice to target one friendly creature within 30ft. The target gains one of the following benefits (your choice).
- add the result to their AC until the start of your next turn
- add the result to their next attack roll. If the target.
- add the result to their next Physical Saving Throw (Strenght, Dexterity, Constitution). If not used within 1 minute the benefit is lost.
- add the result to their next Physical Ability Check (Strenght, Dexterity, Constitution). If not used within 1 minute the benefit is lost.
with your hands when you want it
Your fists count as melee weapons.They deal 1d8 + strenght modifier buldgeoning damage and you are proficient with them. If you aren't holding any weapon and you pick the attack action you can use your bonus action to make an additional melee weapon attack with your fists.
When you reach 2nd level, if you move at least 20 ft in straight line before making an attack you can charge. If you do so you have advantage on your next attack roll, and you gain a +1 on the relative damage roll for every frendly humanoid creature within 60 ft from you when you perform the attack. If the attack hits, the target must make a strenght saving throw against your DC (8 + your strenght modifier + proficiency bonus), on a failure he s knocked prone and you can immediatly make an additional melee attack against him.
if you deal more than 12 damage with a single attack and you haven t charged this turn you regain one use of this feature.(max 1) you regain all uses upon finishing a long rest.
Type of Ultras
<!-At 3rd level, you chose a subtype. Choose between Loyal Ultras, Infamous Ultras, Ultras Leader and Frontline Ultras detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th.->
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.
Armor of Courage
When you reach 5th level and you charge a creature, you can add your charisma modifier to your AC, this buff lasts for 3 rounds.
When you reach 6th level you add half of proficiency bonus to Wisdom and Charisma Saving throw. When you charge you became immune to frightened and charmed conditions for the next three rounds.
Don't Touch my Bro
When you reach 9th level, if a friendly creature within 10 ft from you is targeted by a melee wapon attack you can use your reaction to force the attacker to attack you instead, if he misses you, as part of the reaction you get an opportunity attack against him.
When you reach 11th level you can charge twice between long rests and you gain a +2 instead of +1 to damage rolls for every friendly humanoid creature within 60 ft. Furthermore your movement speed increase by 10 ft.
When you reach 13th level you gain an additional attack.
When you reach 14th level, at the start of each of your turns you gain Temporary HP equal to your constitution modifier plus proficiency bonus, any temporary hit point from this feature is lost if you don't take damage for three rounds.
When you reach 17th level you can use charge three time for long rest, you gain +3 to attack damage for every allied within 60 ft. When you use charge you gain resistance to physical damage (bludgeoning, piercing and slashing) for 3 rounds.
Stronger Than the Storm
When you reach 20th level you gain +4 to constitution and strenght statistics and the proficiency in dexterity saving throw.
When you reach 20th leven if a prone enemy tries to stand up you gain an opportunity attack against him, if you hit him he makes a Strenght saving throw and if he fails it you knock it prone again and he can't try it again during this round. You can use this feature as many times as your strenght modifier per long rest.
- Master Brewer
When you reach 3rd level during a long rest you can produce your special beer (the number of bottles is equal to proficiency bonus) spending 2 gp per bottle. If a creature drinks a bottle of beer he recovers 15 HP and heals from disease and poison.
- Defensive Positioning
When you reach 7th level during your turn, you can use your bonus action to give to the allied creatures within 30 ft a bonus of +2 to their AC. You can use this feature a number of times equal to your strenght modifier.
When you reach 10th level when an enemy within your reach attacks an allied you can use your reaction to make an opportunity attack against him, if you hit him, he must make a strenght saving throw o his weapon is launched 15 ft away.
- Battle Scream
When you reach 15th level you can use a bonus action to give advantage to all attack roll of the allied creatures within 30 ft for a round. You can use this feature as many times as your charisma modifier for long rest.
- Stay Behind Me
When you reach 17th level if an allied suffers a damage you can take half damage halving his damage, then you can do the relative saving throw and if you success it you take no damage, you can use this feature as many times as your charisma modifier for long rest.
- Extra Attack
When you reach 3rd level you gain an additional attack.
- Treason Attack
When you reach 7th level and you hit a creature prone you deals double damage, you can use this feature once for round.
- Pack Tactics
When you reach 10th level and you attack a creature with a your allied within 10 ft from it you gain advantage on all attacks roll against it. Then if you have an allied within 5 ft from you, you can use dodge action like bonus action.
- Infamous Blade
When you reach 15th level and you hit a creature knocked prone it makes a Constitution saving throw and if it fails he get a malus of -1 to his Dexterity statistic or constitution statistic (random results) until next short rest. You can use this feature as many times as your level in this class. You regain all uses after a long rest.
- Infamous Pillage
When you reach 18th level you ignore resistance to your physical damage, and when you knock prone a creature you can use your normal attacks to force it to make a strenght saving throw, if it fails you steal his weapon.
Leader of Ultras
When you choose this type of ultras, when you roll a Support Dice you can do it twice and take the higher result.
When you choose this type of ultras you choose two races, all creatures within 30 ft of the first race choosen can't being frightened or charmed and get a bonus equal to half your proficiency bonus to their wisdom, charisma and strenght saving throw, then they have a +1 bonus to attack roll against the creatures of the second race chosen.
When you reach 7th level during a long rest you can craft some smoke bombs spending 3 gp per bomb (the number of bombs is equal to your proficiency bonus). You can use your action to launch a bomb up to 30 ft from you, it generates a lightly obscured area 30 ft radius, the friendly creatures in the area gain a d4 bonus to AC, Saving throw and damage roll while they stay in the area or for 3 round after they go out. The area lasts for 1 minute.
- Speak Up
When you reach 10th level you can use your action to choose up two creatures, during their next turn that creatures can use your feature "Charge". You can use this feature as many times equal to your charisma modifier for long rest.
When you reach 15th level you can use your action to gain a +1 bonus to AC for every allied creature within 60 ft, and they gain, only in their next turn, 10 ft of movement speed, and an extra melee attack. In this turn you can use your bonus action like a dodge action or to force enemy creatures within 45 ft to make a Charisma saving throw, if it fails they get a malus equal to -2 to their AC. You can use this feature as many times equal to your charisma modifier for long rest.
- For the Honor
When you reach 18th level and an allied creature's hit points go below one quarter his maximum life you can use your reaction to give him the bonus of "Drumroll", "Speak Up" and "Smoke" features for 1 minute withount spending their relative use. You can use this feature once for long rest. Then you gain +1 AC for every 2 allied creatures within 60 ft.
- First Line
When you choose this type of ultras, when you stay between an enemy and an allied he gains a bonus to AC equal to your constitution modifier against ranged attack. All your opportunity attacks have advantage and a bonus equal to your constitution modifier to damage roll.
- Tense Nerves
When you reach 7th level once per turn if an enemy misses you with a melee attack you can get an opportunity attack against him without using your reaction
When you reach 10th level you can use your reaction to gain a +3 bonus to your armor class until the start of your next turn; during this time you can't do any opportunity attacks. you can use this feature as many times as your constitution modifier for long rest.
When you reach 15th level you can use your bonus action to choose an allied creature; if you are within 15 ft him if an enemy creatures tries to attack him he must before make a Charisma saving throw, if it fails that enemy must use all of his actions (action and bonus action) to attack you. If an area spell effect is casted against your protected when you are within 15 ft from him you can use your reaction to make a constitution saving throw against enemy DC, if you success your protected takes no damage, you makes the relative saving throw with disadvantage.
- You Fool
When you reach 18th level every time an enemy misses you with a melee attack you regain as many hp as your constitution modifier.
- You and Me
When you reach 18th level if an enemy has hit your protected for the next minute, you get a +10 ft of movement speed to move toward him, you get an additional attack against him and your attacks against him gain a + strenght modifier bonus to attack damage.
Prerequisites. To qualify for multiclassing into the Ultras class, you must meet these prerequisites: 13 Con, 13 Str
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: All armors and shields, all melee weapons and Thieve's Tools, Artisan's Tools