User:Guy/Disgaean

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Design Note: This class will never be finished.

Disgaean[edit]

"A disgaean practices a special form of combat that blends surreal capabilities of physical and magical prowess. This method of fighting supposedly originates from a faraway and mysterious location known as a—or perhaps the—Netherword, where it is practiced by certain types of humanoid-like fiends."

Class Features

As a Disgaean you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Dexterity, Charisma
Skills: Choose one from Acrobatics, Arcana, Athletics, Deception, History, Intimidation, Medicine, Religion, and Sleight of Hand.

Equipment

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

Table: The Disgaean

Level Proficiency
Bonus
Features Mastery
Tier
1st +2 Weapon Mastery
2nd +2 Special Points 1st
3rd +2 Subclass 1st
4th +2 Ability Score Improvement 1st
5th +3 Evility 2nd
6th +3 Lift & Throw, Secondary Specials (1) 2nd
7th +3 Subclass feature 2nd
8th +3 Ability Score Improvement 2nd
9th +4 3rd
10th +4 Secondary Specials (2) 3rd
11th +4 Subclass feature 3rd
12th +4 Ability Score Improvement 3rd
13th +5 4th
14th +5 Secondary Specials (3), Subclass feature 4th
15th +5 Evility Growth 4th
16th +5 Ability Score Improvement 4th
17th +6 5th
18th +6 Secondary Specials (4), Subclass feature 5th
19th +6 Ability Score Improvement 5th
20th +6 Dual-Maxed Stats 5th

Cantrips[edit]

You know two cantrips of your choice from the following list. Different cantrips have different casting abilities, as shown in the table below.

Cantrip Casting Ability
"Defend" (blade ward) Constitution
"Fire" Intelligence
"Ice" Intelligence
step up Dexterity
"Wind" Intelligence

Weapon Mastery[edit]

At 1st level, select one category of weapon from axe, bow, fist, sword, spear, staff, and gun. Even if your campaign doesn't use firearms, "gun" can benefit crossbows and other weapons.

Axe. battleaxe, flail, greataxe, greatclub, handaxe, maul, morningstar, warhammer, war pick
Bow. dart, longbow, shortbow, sling
Fist. cestus, clawed glove, gauntlet, unarmed strike
Gun. blowgun, hand crossbow, heavy crossbow, light crossbow, pistol (if campaign has firearms), musket (if campaign has firearms)
Spear. javelin, glaive, halberd, lance, pike, scythe, spear, trident, whip
Staff. club, light hammer, mace, quarterstaff
Sword. dagger, greatsword, longsword, rapier, scimitar, sickle, shortsword
Any weapons your DM deems similar enough to the weapon category should count as being part of that weapon category.

Once per turn, when you deal damage using a weapon category you selected (unless you selected staff), you add your proficiency bonus to the damage roll in addition to the attack roll.

If you selected staff, when you cast a spell that deals damage while you are wielding a staff weapon, you add your proficiency bonus to one damage roll of that spell.

If you choose fist, your unarmed strike now deals 1d6 bludgeoning damage, and is considered to have both the finesse property and the light property.

Your choice may affect which subclass you can take at 3rd level.

Special Points[edit]

Starting from 2nd level, you have a number of special points (SP) equal to your levels in this class. The subclass you gain at 3rd level may grant you even more special points.

Etc.

Any special points you've expended are fully restored after you finish a long rest.

Special Skills[edit]

Special skills, or simply "specials"... aka Weeaboo Fightan Magic

At 2nd level, and every odd-numbered level you gain in this class starting with 3rd, you can learn one special skill. To learn a special skill, its tier mustn't the "Mastery Tier" for your new level as listed in Table: The Disgaean.

At 4th level, and every even-numbered level thereafter, you can choose to replace a special skill you know with a new one you are able to learn.

To use a special skill, you must expend special points... (etc) ... depending on the skill's tier. The amount of sp you must expend equals the skill's tier + 1. Thus using a 1st tier skill requires you to expend 2 sp, while using a 5th tier skill requires you to use 6 sp.

Throw
Axe
Boulder Crush
Bow
Zielregen
Fist
Triple Strike
Mystic Blast
Gun
Tri-Burst
Toten Kreuz
Staff
Star, Mega Star, Giga Star, Omega Star, Tera Star
Sword
Sword Rush
Winged Slayer
Dimension Slash (5th)
Spear
Impaler
ATK
Ripple Impact
DEF
Noblesse Oblige
Galahad's Shield
Protection from Arrows
Heal
Vital Steal?
HIT
Target Lock
Critical Force
Snipe
INT
Cantrips / Astrap Impact / Astral Wave
Heal
RES
Resistance
Heal, Mega Heal, Giga Heal, Omega Heal, Tera Heal, Peta Heal
Protection from Energy
SPD
Longstrider
Switch
Sonic Smash
Accel Charge
Blazing Start
Mirror Image

Subclass[edit]

At 3rd level, you choose a subclass that represents what aspects of your mind, body, and spirit you focus on enhancing the most. The subclass grants you features at 3rd, 7th, 11th, 14th, and 18th levels.

Each subclass is summarized immediately below and covered in more detail later on this page.

  • s u m m a r y

Evility[edit]

At 5th level, you adopt a particular style of fighting as your specialty. Disgaeans usually refer to their specialty as an "evility." Choose one of the following options.

Assist (Gunner)

If you hit a creature with a weapon attack, its AC is decreased by 2 until the start of your next turn. This effect doesn't stack with itself.
You gain proficiency in the Perception skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Assault Attack (Valkyrie)

During the first damage roll you make during your turn, you gain a +1 bonus to the damage roll for every 5 feet of movement you moved since the start of this turn. Flight, teleportation, and involuntarily movement do not count towards this feature.
You gain proficiency in the Acrobatics skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Bushido (Samurai)

If you hit a creature with a weapon attack as part of your Attack action, you can use your bonus action to flourish the strike. You roll the damage dice of the weapon one extra time, and add that to the damage dealt by your attack. You do not add your ability modifier to the extra damage from this bonus action, nor is it affected by critical hits or similar features.
You gain proficiency in the Intimidation skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Feint (Fight Mistress)

Creatures cannot use reactions as a result of your actions or movement.

Flame Haze (Kunoichi)

You can nimbly dodge out of the way of certain breath attacks, explosions, and other extraordinary hazards. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You gain proficiency in the Deception, Sleight of Hand, or Stealth skill.

Hero's Shield (Armor Knight)

When you take the Dodge action on your turn, whenever an ally without 30 feet of would take damage, you take that damage instead. You do not gain this benefit if you used your action for a purpose other tan solely to Dodge.
You gain proficiency in the Intimidation skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Light's Blessing (Cleric)

You know the resistance cantrip. Any allied creature gains the benefits of resistance while it remains within 5 feet of you, regardless of whether or not you cast it, unless you are incapacitated.
You gain proficiency in the Religion skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Magic Bundle (Skull)

When you use a special skill, you can expend 1 special point above normal to cast the spell at one special tier level above what you would otherwise be able to cast.
You gain proficiency in the Arcana skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Magic Moderation (Witch)

When you use a special skill that deals damage and costs at least 2 special points, you regain 1 special point immediately after you use it.
You gain proficiency in the Arcana skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Magic Knight

When you use your action to Attack a creature, you can use your bonus action to cast either fire bolt (using Intelligence as your casting ability) or any cantrip you know on that creature. This cantrip must be one which requires an attack roll. A cantrip you cast in this way never has more than one damage die, regardless of your level.
You gain proficiency in the Arcana, History, or Religion skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Mirage (Ninja)

Your body appears blurred when someone is close to you. Any creature has disadvantage on the first attack roll it makes within 5 feet of you, unless you are incapacitated or unable to move. Creatures with special senses which don't rely on visibility, such as blindsight and truesight, are unaffected.
You gain proficiency in the Deception, Sleight of Hand, or Stealth skill.

Support Attack (Archer)

If an ally attacks and damages a creature with a weapon, and that creature is within the reach or the short range of the weapon you are wielding, you can use your reaction to make an opportunity attack against that creature. You do not add an ability modifier to the damage roll of this attack.
You gain proficiency in the Sleight of Hand skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Wild Cry (Fighter)

If you are within 5 feet of a creature, you have a +1 bonus to attack and damage rolls against it, while it has a -1 penalty to attack and damage rolls against you.
You gain proficiency in the Athletics skill. If you are already proficient, you instead gain proficiency in another skill granted by the disgaean class at 1st level.

Lift & Throw[edit]

Starting at 6th level, you become able to do something which seems impossible in a world with remotely realistic physics. Etc.

Secondary Specials[edit]

Starting at 6th level, your mastery of disgaean combat branches out into new areas. Choose either one Weapon Mastery or one Subclass of your choice. You can learn a single 1st tier special skill as if you had that Mastery or Subclass.

At 10th level, you can learn a 2nd tier special skill, but it must belong to the same Mastery or Subclass. At 14th level, you can learn a 3rd tier special skill from the same set. At 18th level, you can learn a 4th tier special skill from this set.

Whenever you use a special skill learned in this way, you must expend 1 more special point than normal.

Evility Growth[edit]

At 15th level, you have broken the mold of disgaean combat. You gain an additional evility of your choice.

Dual-Maxed Stats[edit]

At 20th level, you've done so much grindan' mastered two disgaean disciplines. Choose a second subclass. You gain the 3rd and 7th level features of that subclass, and can learn any three special skills of your choice from that subclass.

Any special skills you previously learned with Secondary Specials no longer require you to expend an extra special point to use them.

Subclass: ATK[edit]

You cannot take this subclass as your first subclass if you chose gun or staff for Weapon Mastery.

Double Weapon Mastery. Also at 3rd level, you gain the benefits of another weapon category from your Weapon Mastery feature.

At 7th level, you gain proficiency with Strength saving throws.

Counterattack

Subclass: DEF[edit]

When you choose this subclass at 3rd level, you gain proficiency with shields and with heavy armor. Your maximum hit points increase by 3, and increase by an additional 1 for every disgaean level you gain after this.

At 7th level, you gain proficiency with Constitution saving throws.

At 11th level, after you roll initiative, you have damage resistance to the first bludgeoning, piercing, or slashing damage you take from a weapon attack.

Gel Body. Starting from 18th level, you have damage resistance to bludgeoning, piercing, slashing damage from all weapon attacks.

Subclass: HIT[edit]

Starting at 3rd level, you grow to have uncanny accuracy with your attacks in combat. Whenever you roll a d20 for an attack roll and the die face turns up a 3 or lower, you can re-roll the die and use the new result.

Critical hits on 19

Counterattack

Subclass: INT[edit]

Magic Aptitude. When you take this subclass at 3rd level, your efficiency with special points increases drastically. Your maximum special points now equals double your levels in this class plus your Intelligence modifier.

Staff Mastery. Also at 3rd level, you gain the benefits of Staff Mastery in addition to whatever weapon you previously chose for Weapon Mastery. If you chose Staff before, then this feature instead grants Mastery in any other weapon category of your choice.

Elemental Force. At 11th level, you become better able to manipulate the magical energy behind your abilities. When you cast a spell or use a special skill that deals force damage, you can choose for that damage to be fire, cold, or lightning instead of force. Doing so also lets you add your Intelligence modifier to the first damage roll of that spell or special skill.

At 7th level, you gain proficiency with Intelligence saving throws.

At 11th level, you gain an additional evility. This new evility must be one from Magic Bundle, Magic Moderation, or Magic Knight.

Subclass: RES[edit]

Magic Aptitude. When you take this subclass at 3rd level, your efficiency with special points increases drastically. Your maximum special points now equals double your levels in this class plus your Wisdom modifier.

???. At 3rd level,

At 7th level, you gain proficiency with Wisdom saving throws.

11th

18th

Subclass: SPD[edit]

When you gain this subclass at 3rd level, your expertise for agility improves noticeably. You find yourself able to move and dodge more effectively. While you are wearing light armor or no armor, you gain several benefits:

  • Your AC increases by 2.
  • You gain a +2 bonus to Dexterity saving throws.
  • Your speed increases by 10 feet.

Counterattack


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