Bone Breaker, 2nd Variant (5e Class)
Bone Breaker
A hulking Half-Orc alternates their kicks and punches on three different humans all around him in a tavern, the crowd around the fight cheers as the Half-Orc emerges victorious.
A nimble Human on the run uses his momentum to hop onto, then kick himself off a wall to land a skull-shattering kick on a city guard. He continues running, using his dexterous build to his advantage.
Hard Hitter
The Bone Breaker does what the name implies, they break bones in battle, always striking at points where their blows would cripple an opponent.
Creating a Bone Breaker
While creating a Bone Breaker, ask yourself "Why does my character use their fists and feet in combat, instead of a sword, club, or another weapon?", perhaps they needed a cheap solution to a weapon, maybe they're a martial artist, maybe they just like the way it feels. Whatever it is, they need to have a reason for using hand weapons instead of handmade weapons.
- Quick Build
You can make a Bone Breaker quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal, Folk Hero, or Urchin background.
Class Features
As a Bone Breaker you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Bone Breaker level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Bone Breaker level after 1st
- Proficiencies
Armor: Light armor
Weapons: Simple weapons, Martial weapons
Tools: One type of artisan's tool
Saving Throws: Strength and Constitution
Skills: Choose three from the list: Acrobatics, Athletics, Medicine, Investigation, Intimidation, Sleight of Hand and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather armor or (b) One martial weapon
- (a) 2 Handaxes or (b) 4 Javelins
- (a) Dungeoneer´s pack or (b) Explorer´s pack
- A set of robes
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus | Features | Unarmed Damage | Unarmored Movement |
---|---|---|---|---|
1st | +2 | Bone Shatter, Unarmed Master, Unarmored Defense | 1d4 | - |
2nd | +2 | Unarmored Movement, Battle Stance | 1d4 | 5 ft. |
3rd | +2 | Subclass Feature | 1d4 | 5 ft. |
4th | +2 | Ability Score Improvement | 1d4 | 5 ft. |
5th | +3 | Wall Attack, Unarmed Master Improvement, | 1d6 | 5 ft. |
6th | +3 | Extra Attack, Strength of Will | 1d6 | 5 ft. |
7th | +3 | Subclass Feature, Unarmored Movement Improvement | 1d6 | 10 ft. |
8th | +3 | Ability Score Improvement, Unarmed Master Improvement | 1d6 | 10 ft. |
9th | +4 | Battle Stance Increase | 1d6 | 10 ft. |
10th | +4 | Bone Shatter Improvement, Subclass Feature | 1d6 | 10 ft. |
11th | +4 | Running Fling | 1d8 | 10 ft. |
12th | +4 | Ability Score Improvement, Unarmed Master Improvement | 1d8 | 10 ft. |
13th | +5 | Unarmored Movement Improvement | 1d8 | 15 ft. |
14th | +5 | Subclass Feature | 1d8 | 15 ft. |
15th | +5 | Redirecting Hits | 1d8 | 15 ft. |
16th | +5 | Ability Score Improvement, Unarmed Master Improvement | 1d8 | 15 ft. |
17th | +6 | Battle Stance Increase, Unarmored Movement Improvement | 1d10 | 20 ft. |
18th | +6 | Subclass Feature | 1d10 | 20 ft. |
19th | +6 | Ability Score Improvement, Unarmed Master Improvement | 1d10 | 20 ft. |
20th | +6 | Geist Charge, Unarmed Master Improvement | 1d10 | 20 ft. |
Bone Shatter
When making an unarmed attack, once per encounter on a natural 20 and at the DM's discretion, you break the bones of an enemy. Roll a d20 to see what bone you break. On a 1-8, you break 1d4 ribs. On 9-12, you break a leg. On 13-16, you break an arm. On 17-19, you break 1d4 vertebrae. On a 20, you shatter the skull.
The damage and effects for Bone Shatter are as follows:
- Ribs
- 1d4 piercing damage for each rib.
- Leg
- The creature should they have the appropriate appendage, has their movement speed halved until it is set or healed.
- Arm
- The creature, should they have the appropriate appendage, loses function of the limb until it is set or healed.
- Vertebrae
- 1d8 piercing damage for each Vertebrae.
- Skull
- The target must roll a Constitution saving throw or become Stunned until the end of your next turn. The DC for this saving throw is equal to 8 + your Strength modifier + your Proficiency bonus.
Unarmed Master
Your unarmed attacks are far superior, thanks to training. You deal increased damage and can add either your Strength or Dexterity modifier to the damage. You can make an unarmed attack as a bonus action on each round, unless you are using a weapon.
Unarmored Defense
While not wearing any armor, your AC is equal to 10 + Dexterity/Strength Modifier + Constitution Modifier.
Unarmored Movement
Starting at second level, you find that armor only serves to slow you down, while not wearing armor you may increase your base land speed by 5 feet. You can move much faster without it. At 7th level, you gain the ability to climb along vertical surfaces with a successful D20 skill check. Your movement continues to increase as shown in the table above.
- Climbing scale
At level 7 climb vertical if successful
5ft = 20% chance of failing
10ft 50% chance of failing
15ft = 75% chance of failing
Continue higher at 75% chance of failing
At level 12
5ft = 20% chance of fail
10ft = 25% chance of fail
15ft = 50% chance of fail
Continue higher at 50% chance of fail
Battle Stance
Starting at your second level, you have learned that certain stances will help you in combat. You can enter and exit a stance as a bonus action. As per Concentration rules for spellcasters, if you lose Concentration, you exit the stance automatically and can not enter the same stance again until after a short rest. You learn more stances as you level up this class.
- Wall Stance
You stand tall, sturdy, and unmoving, with your hands up to parry incoming attacks. Your AC increases by 2 when you take this stance and Large or smaller creatures have disadvantage on Strength Checks to shove you, however, your movement speed decreases by 5ft. while in this stance.
- Stance of the Kodiak
With this position, you can more easily weave combos of attacks. While in this stance, you attack Twice per Attack Action. (This excludes bonus action attacks or reaction attacks.)
Martial Arts
At 3rd level, you chose a Martial Art. Choose between Systema and Mixed Martial Artist. Both choices will be detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 14th, and 18th levels.
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.
Wall Attack
At 5th level, on your turn, if you´ve moved ten feet or more, you can jump at a wall within five feet, and kick yourself off. This pushes you 5 + Strength Modifier feet into the air. You can make a kick attack to any target that is below, or is at the height of your jump, dealing 3d6 Bludgeoning damage and with advantage.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once. at 13th level, you can attack trice, instead of twice, when you take the Attack action on your turn.
Strength of Will
At 6th level, your discipline alone is enough to break through magical barriers. Once per turn charge up your fists and make one magical un-armed attack. This magic dissolves immediately after the attack.
Battle Stance Increase
At 9th level, you've learned three more stances to help battle go easier.
- Stance of the Raging Kodiak
An improved version of the Stance of the Kodiak. While in this stance, you attack six times total per Attack Action.
- Rabbit Stance
When you take the dodge action while performing this stance, enemies always have disadvantage on attack rolls against you, even if you can't see them. If you take the disengage action while in this stance, you can move up to twice your movement speed on your turn.
- Reducing Stance
You position yourself so that most attacks will have a reduced amount of power by the time they finally hit. You gain Resistance to piercing, bludgeoning and slashing damage, but your movement speed drops to 10ft.
Bone Shatter Improvement
At 10th level, your ability to break your enemy's bones has become so powerful that you can now do it to any size category exept Gargantuan and Colossal. In addition, your damage goes up one die type. Finally, when you successfully break a bone you also get to roll another unarmed strike at disadvantage, and if this hits then you break another bone and roll another d20 to find out which one.
Running Fling
At 11th level, you have become so agile that you can now throw with strong velocity. On your turn, if you have moved 10 feet or more and see an enemy within 10 feet, you can take an action to pounce at them, when you do that roll an athletics or acrobatics check of your choice at advantage and have your enemy do a single athletics check. If their roll is higher you fail to grab them and flee back 10 feet. If your roll is higher, you get to throw them 25 feet forward in any special fashion you want causing them to go prone and take 2d6 bludgeoning damage and if there is anyone in the way of the flying target they must succeed a 15 DC Dexterity saving throw to not take 1d6 bludgeoning damage and also go prone. You can only perform this maneuver on creatures one size larger than you or smaller.
Redirecting Hits
At 15th level, you have trained to gain the ability in redirecting attacks.
- As a reaction, when a melee attack hits you, you can use the momentum of it and reduce the damage you take by 1d12 + your Dexterity modifier or Strength modifier. If you reduce the damage to 0 or below, you may then counterattack and roll for an unarmed strike. You can perform this technique a number of times equal to 1 + your Dexterity modifier or Strength modifier (minimum of 1) and regain the uses when you finish a Short or Long Rest.
Battle Stance Increase 2
At 17th level, you have learned the most powerful stances for combat.
- Stance of Mithral
While in this stance, you gain Immunity to non-magical Slashing, Piercing and Bludgeoning damage and resistance to fire damage. When you enter this stance, you gain one level of exhaustion. You must finish a long rest before using this Stance again.
- Stance of the Dragon
When you take this stance, you deal Fire damage with your unarmed attacks instead of Bludgeoning damage for 1d4 rounds and you roll two additional dice for damage rolls. You must finish a Long Rest before using this Stance again. This stance can not be broken.
Geist Charge
At 20th level, you become so adept with your martial arts that you can temporarily boost your power. When you activate this ability, the skin from your hands to your elbows and feet to your knees become pitch black. While in this form, your AC increases by an amount equal to half your Strength score rounded down. You gain advantage on attack rolls. While in this form, when Bone Shatter is activated, you gain a new ability for a natural 20(Moving Skull Shatter down to 19 and Vertebrae to 17-18.) When initative ends you gain 3 points of exhaustion. If you continue to fight without a longrest you will gain 1 point of exhaustion at the end of initative. This can kill you if you cant long rest
- Spine Snap
The target must make a Constitution saving throw or be rendered Prone for 1d6 turns. On a failed save they take 3d10 piercing damage and on a success, take half that amount. If the target has less than 65 health when this attack is made, they die.
The DC for this throw is equal to 8 + your Strength Modifier + your Proficiency bonus.
Systema
Systema is a freeform Martial Art, training its performers to expertly use short blades, and disarm opponents.
- Disarm
On your turn, you can use your action to disarm a target within 5 ft of you. They must make a Dexterity Saving throw to keep their weapon. The DC for this saving throw is equal to 8 + your Proficiency bonus + your Dexterity Modifier. This feature cannot be used on targets that are more than one size category larger than you. Additionally, you gain expertise in Daggers and Shortswords.
- Rapid Strike
Starting at 7th level, on your turn, you may use your action to rapidly attack one opponent in pressure points on their body, you make five unarmed attacks, you must roll for each attack, each hit dealing 1d6 Bludgeoning damage. You cannot use this feature again until you finish a Short or Long Rest.
- Evasive
At 10th level, when you are attacked by a creature, you may use your reaction to dodge away. You must succeed a Dexterity Saving throw, the DC for this saving throw is set by your Dungeon Master. Additionally, you add 1d6 Slashing damage to attacks made with Daggers and Shortswords.
- Focused Slash
At 14th level, when using a Dagger or a Shortsword, you score a critical hit on a 19-20, and if you Dual Wield these weapons, you can add your attack bonus to the second attack.
- Surrounded
When you have 3 or more hostile creatures within 10 feet of you, and no allies within the same distance, in a desperate attempt to not be massacred, you can make one unarmed attack on each enemy in a 10-foot radius. you have advantage on the attack rolls, and each one deals 2d12 Bludgeoning damage. You gain one level of exhaustion if the amount of creatures that you attacked is over 7. You cannot use this feature again until you finish a Long Rest
Mixed Martial Artist
Perhaps you just wanted to know a lot of them, perhaps you were just indecisive. Whatever the reason, you have found yourself with the knowledge of several Martial Arts.
- Boxer
3rd Level: You start hitting harder, and start finding it easier to hit your opponents. You can now break bones on a 18-20, and you add an extra bonus to your unarmed attack rolls equal to half your proficiency bonus.
- Judo
At 7th level, whenever you make a grapple attack on an enemy, you have advantage on the roll, and the target that you grapple is incapable of making attacks. After grappling an opponent, you are able to throw them 5ft in the direction of your choice, after which they are knocked prone. Targets that you grapple that are a size larger than you can still make attacks.
- Karate
Starting at 10th level, you are able to make a Heavy Kick as an action on your turn. This attack deals 2d10 Bludgeoning damage, and targets must make a Dexterity Saving throw. On a successful save, the target suffers no other effects, on a failed save, the target is knocked prone. The DC for this saving throw is equal to 8 + your Proficiency Bonus + your Strength Modifier.
- Taekwondo
At 14th level, you have learned some of Taekwondo, and you now know how to perform more specialized forms of kicks. You can make a spinning jump kick on an opponent as an action, this attack deals 1d10 + one-half of the number of feet you've moved on that turn.
- Palm Strikes
18th Level: On your turn, you can make an attack action to perform a palm strike, dealing 2d8 additional bludgeoning damage on top of your normal Unarmed Strike Damage and knocking the target back 5 feet. This movement does not provoke Attacks of Opportunities. You can use this feature twice before needing to finish a Short or Long Rest before being able to use it again. Can be done as part of Extra Attack.
Multiclassing
Prerequisites. To qualify for multiclassing into the Bone Breaker class, you must meet these prerequisites: Str 13
Proficiencies. When you multiclass into the Bone Breaker class, you gain the following proficiencies: Acrobatics
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