Zipotero (5e Class)

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Zipotero[edit]

A practitioner of zipota. A martial art focused on weapons and powerful kicks.

Description[edit]

Creating a Zipotero[edit]

How exactly did your character come to learn the art of zipota? Was it a tradition taught to you by your family? Was it something you learned from studying hundreds of books?

Quick Build

You can make a zipotero quickly by following these suggestions. First, strength should be your highest ability score, followed by dexterity or constitution. Second, choose the Outlander background.

Class Features

As a Zipotero you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Athletics, Acrobatics, Perception, Performance or Stealth

Equipment

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

  • (a) Quarterstaff or (b) Two daggers
  • (a) A longbow with 20 arrows or (b) A heavy crossbow with 20 bolts
  • (a) Leather armor or (b) Padded armor
  • (a) A dungeoner's pack or (b) An explorer's pack

Table: The Zipotero

Level Proficiency
Bonus
Features Technique Points
1st +2 Extra Kick, Unarmored Defense 3 + Dexterity Modifier
2nd +2 Fighting Technique 3 + Dexterity Modifier
3rd +2 Zipotero Training 3 + Dexterity Modifier
4th +2 Ability Score Improvement 4 + Dexterity Modifier
5th +3 4 + Dexterity Modifier
6th +3 Extra Kick Improvement 4 + Dexterity Modifier
7th +3 5 + Dexterity Modifier
8th +3 Ability Score Improvement 5 + Dexterity Modifier
9th +4 5 + Dexterity Modifier
10th +4 6 + Dexterity Modifier
11th +4 6 + Dexterity Modifier
12th +4 Ability Score Improvement, Extra Kick Improvement 6 + Dexterity Modifier
13th +5 7 + Dexterity Modifier
14th +5 7 + Dexterity Modifier
15th +5 7 + Dexterity Modifier
16th +5 Ability Score Improvement 8 + Dexterity Modifier
17th +6 8 + Dexterity Modifier
18th +6 8 + Dexterity Modifier
19th +6 Ability Score Improvement 9 + Dexterity Modifier
20th +6 10 + Dexterity Modifier

Extra Kick[edit]

Even though both of your hands are occupied by a weapon, that is not a problem for the zipotero. Your feet are just as deadly as your hands, and you are able to use a kick as a bonus action after an attack for 1d4 bludgeoning damage. The damage for this feature increases to 1d6 at 6th level, and to 1d8 at 12th level. This feature only works if you are using a weapon with the two-handed quality, or are holding a weapon in each hand.

Unarmored Defense[edit]

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You cannot gain any benefit from this feature if you are holding a shield.

Fighting Technique[edit]

As a practitioner of zipota, you have access to a number of crippling techniques. Each attack in this feature costs a number of Technique Points, as indicated by the table below. You regain expended uses of Technique Points upon finishing a short of long rest:

Double Kick

For the cost of 2 Technique Points, you may unleash an attack for 2d8 bludgeoning damage as an action.

High Kick

For the cost of 1 Technique Points, you may use an attack that does 2d6 extra bludgeoning damage against creatures one size larger than yourself, and 1d6 bludgeoning damage against creatures two sizes larger than yourself.

Flying Kick

For the cost of 1 Technique Point, you are able to jump forward for 15 feet, dealing 1d8 bludgeoning damage to any number of creatures in front of you. This only works as long as they are the same size as yourself.

Roundhouse Kick

For the cost of 3 Technique Points, you are able to attack any creature within five feet of you on all sides for 1d6 bludgeoning damage.

Hook Kick

For the cost of 2 Technique Points, when a creature attacks, as a reaction you are able to knock oncoming non-magical projectiles away from yourself. For 3 Technique Points, you may make an action with disadvantage to take no damage from a melee attack.

Zipotero Training[edit]

At the 3rd level, your skills have advanced to a point where you must choose which techniques you will use to supplement your fighting style. You may choose either from Boladero or Matador, both of which are described at the end of this page.

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.

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Boladero[edit]

For the zipotero who chooses to fight at a range. Few creatures are able to get close to a boladero, if they do not want them to.

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Matador[edit]

Few things are more harrowing than fighting a clever bull. The matador is specialized in fighting against powerful opponents in close combat.

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Spell List[edit]

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

1st Level

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2nd Level

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3rd Level

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4th Level

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5th Level

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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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