Instinct Fighter (5e Class)

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Instinct Fighter

A grey haired Elf who was ambushed by the bugbears, defeated them with bare hand, and barely moving, in few seconds. A pale-looking female human dodge a deadly breathes who was supposed to be hit by simply lowing her body, Suprising not only the dragon, but also her teamate.She then strike a blowing force from her fist, hitting the dragon's eyes and create an opening to turn the tide of the battle.

Stick to own nature, Fight with own Instinct

Instinct Fighter are those who seek even greater height by polishing their body and mind through battles. They attack and defend by simply rely on their instinct. Which have been polished by many deadly battle and traning. A Master of Instinct fighters will never supprised by any encounter. Beside, The enemy soon find out what they are really messing with: A deadly fighting machine who act faster than lighting and hit harder than a truck, with an unbreakable will.

Creating a Instinct Fighter

What is your character's very own nature? How did you character dicovered it? What make them decided to fight completely rely on their own body and instinct, instead with a brutal weapon or deadly magic?

Quick Build

You can make a Instinct Fighter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom then Constitution. Background and Race are not really a big deal, anyone have the right to choose this road. But for the sake of easy headstart, choose the race that give Dexterity and Wisdom Ability Score Bonus.

Class Features

As a Instinct Fighter you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Unarmed attack
Tools: None
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Sleight of Hand, Stealth, Animal Handling, Insight, Perception and Survival

Equipment

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

  • (a) a simple melee weapon or (b) a simple ranged weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 5d4 X 5 gp in funds.

Table: The Instinct Fighter

LevelProficiency
Bonus
Features
1st+2Unarmored Defense, Instinctive Strike, Instinct Fighter Save DC
2nd+2Honed Sense, Ferocious Counter
3rd+2Instinct over Mind, Precise Movement
4th+2Ability Score Improvement, Shattering the Limit
5th+3Extra Attack, Breaking Point
6th+3Hyper Sense, Inhuman Blow
7th+3Evasive-Instinct
8th+3Ability Score Improvement, Shattering the Limit
9th+4Determination of Steel, Hyper Awareness
10th+4Calming Aura
11th+4Extra Attack
12th+4Ability Score Improvement, Shattering the Limit
13th+5Untingable Mind,Ultra Instinct-Omen
14th+5-
15th+5Turn the tide of the table, Perfected Sense
16th+5Ability Score Improvement, Shattering the Limit
17th+6Polished Omen
18th+6-
19th+6Ability Score Improvement, Shattering the Limit
20th+6Mastered Ultra Instinct

Noted: This Class is designed to not having subclass


Unarmored Defense

Beginning at 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Instinctive Strike

Your Instinct tend to strike from the best angle at the best timing during the battle. Your Unarmed attack now deal 1D6+ your Dexterity modifier bludgeoning damage.You use Dexterity modifier for the attack roll. When Critical, it deal additional your unarmed damage die + Dexterity and Wisdom modifier bludgeoning damage instead of normal damage die. The damage die become 1D8 at 5th level, 1D10 at 11th level and 1D12 at 17th level. you unarmed attack's critical range also improved as you gaining level on this class. it critical when roll 19~20 at 5th level, 18~20 at 11th level and 17~20 at 17th level.

Instinctive Fighter Save DC

Some ability of this class required enemy to make Saving Throw against your ability DC.

  • Save DC = 8 + Wisdom modifier + Prof Bonus

Honed Sense

As you progress further in your body's instinct technic. Your are able to sense the incoming danger upon your way and respond at the best way. At 2nd level, You cannot be surprised when your are conscious. In addition, when rolling initiative, your add your proficiency bonus into it.

Ferocious Counter

Thanks to your training, You can not only dodging attack but also fire back with your punches. When an enemy miss a melee attack against you, you can use your reaction to make an unarmed attack against it. You can only use this feature up to your Wisdom modifier. You regain all uses after complete short rest or long rest.

Instinct over Mind

Mind always taken over Instinct during battle, thralling time and chances away. However your long trained instinct can guide you to suprass your mind to a limited degree. At 3rd level, whenever you miss an attack, you can reroll it and take new rolled result. your can only use this feature once per your turn, provided you arent Blinded, Deafened or Incapacitated. You can only use this feature up to your Dexterity modifier. You regain all uses after complete short rest or long rest.

Precise Movement

Your had gain conrtol to your instinct, let it running throught your nervous system when moving. Pushing you to step even further. At 3rd level, you no longer provoke opportunity attack when leaving it reach distance. Additionally, your movement speed increased by 10 feet if you didnt wearing armor.

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.

Shattering the Limit

You didnt simply elvolve your body and instinct. You aimed to shatter the limit, achieve even greater heigh. The Maxinum Score limit of Dexterity and Wisdom increased by 2 each time you gain ASI feature.(Example: 20->22 at 4th level, 22->24 at 8th level,etc) You only increased the limit of the Ability Score, you still need to increase the score normally as the way ASI feature did. You still gain this feature if you trade the ASI feature for gaining Feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Breaking Point

You instinct keep getting sharper and sharper after countless battle and training. You gain the ability to strike at enemy weak points using your fighting instinct, breaking they defense and posing an opening for you and your teamate to unleash heavy blow. At 5th level, you can use your bonus action to strike your enemy tactically. you make an unarmed attack, if hit instead of dealing damage you force the enemy to pass a saving throw against your Save DC. If they failed inflict one Condition to them till the start of your next turn according to which saving throw they failed: Prone(Strength or Dexterity), Stunned or Paralyzed(Constitution), Blinded or Deafened(Wisdom). You can only inflict one condition to an enemy and can only use this feature against that enemy once per turn, even you gain addtional bonus action from another class feature.

Hyper Sense

At 6th level, your instinct heightened your sense to superhuman level. You can fight and act normally at darken surrounding now. You gain blindsight up to 60ft. In addition, you have advantages on saving throw against Blinded.

Inhuman Blow

At 6 level, Long-honed Instincts have made you able to catch the flow of nature essence and amplified them to you attack. Your unarmed attack's now count as magical attacks.

Evasive Instituition

At 7th level, your instinct has started to act in you body almost automatically when facing danger or making move. Gaining you lighting-fast reflex speed and movement. When you are subjected to an effect such as a red dragon's fiery breath or a lightning bolt spell, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if succeed on the saving throw, and only half damage if fail. In addition, you gain proficient on Acrobatics or gain expertise if already having proficient.

Determination of Steel

At 9th level, Your will and spirit are unbreakable even in grave danger or worst situation. You have advantage on saving throw aganst Frightened and charmed, you also double your proficiency on it.

Hyper Awareness

At 9th level, you awardness and sense for surrounding and people has improved to monstrous level. You gain proficient on Insight and Perception skill or gain expertise if already proficeint. You gain advantage when making check using these two skill. In addition, attack make from hidden creature no longer has advantages on you.


Calming Aura

At 10th level, you mind has become calm like water. It become a form of invinsible aura. As an action, you can use your aura to calm the hostility of a beast or monster(CR not higher than you). You make an Animal Handling roll against target creature (DC = 10 + target CR ). On success the hostile level of the target go down by 1. Hostile creature will become wary of you and it may attempt to run away. Wary creature will treat you as neutral attitude. If you and your team make an attack or try a harmful action it will become hostile again. You can try communicate to it if both of you share atleast one language. You may also try to tame the creature if DM allow it. On failed the target will immune to your calming aura of next 24 hours.You can only use this feature up to your Wisdom modifier. You regain all uses after complete short rest or long rest. At 14th level the DC become 10 + half of the target CR.


Untingable Mind

At 13th Level, when making Charisma saving throw you can use Wisdom Modifier Instead of Charisma modifier. Your mind cannot be read by magic mean. You gain resistance to psychic damage.

Ultra Instinct-Omen

After years of training and honing on mind and instinct skill, you finally getting a hint to the final step: Ultra Instinct-Omen. However you cannot enter it at will, only when facing dead or alive situation. When you hp has drop to 0 by any attack or magic effect, you immediately regain X D10 hitpoint(X equal to Wisdom modifier + half your class level round down ) and enter Ultra Instinct-Omen form. Your eyes become bright silver with visible pupils and your hair raised slightly. Your calming aura is now visible. It is a crystalline aura with hues of blue and white. You gain the following benefit:

  • Reroll you initiative, you add double your proficiency bonus on it.
  • Your gain resistance to non-magical slashing, piercing and bludgeoning damage.
  • You gain advantage when attacking the target who take they turn after you. After making attack using attack action, you can use bonus action to make one more unarmed attack.
  • When you taking hit, you can use your reaction to half the damage. Your gain two extra reaction that can only use to half the damage.
  • you cannot have disadvantage when attacking enemy.
  • Your movement speed and jump length increased by 10ft.
  • Your Dexterity and Wisdom ability scores increased to 24 when in this form

You also gain a ranged unarmed attack that have range up to 90ft long and 5ft wide. A blowing force of you fist flying across the space and hit your enemy. It use the same attack roll as your unarmed attack and same damage die expect it deal force damage. This damage is magical.

You can stay in this form up to 1 minutes or your Wisdom modifier + prof bonus round(round up). After the start of your turn that past the maximum number, you must success on a DC15 Constitution saving throw or back to your normal form. you gain one level of exhaustion after using this feature. You can only use this feature once per long rest.

Turn the tide of the table

When the things become troublesome, you instinct will guide you to find a way out, even turning the tide of the table. When you roll a natural 1 on attack roll, skill check or saving throw, you can treat that roll as natural 20. If your attack critical in this way, you deal maximize damage. You can only use this feature once per long rest.

Perfected Sense

Your sense finally reach it's perk, leaving no space for improvement. You gain truesight up to 30ft. You can feel the essence of another creature. As an action, you can sense all creature within 60ft of you,include the invinsible one. You know they alignment and type. You also know if they are weaker, equal or stronger than you. But you dont know further specific information.(Example: CR,Hitpoints, etc).In battle, you can sense how enemy life essence flowing through their body. Finding the weakest part to strike. As an action, You choose a set of number the enemies up to your Wisdom modifier. In next 1 minute you have advantage when attacking them. If you use Breaking Point feature in the duration, enemy has disadvantage on saving throw and condition inflicted by this way ignore immune. You can use this feature in battle up to half your prof bonus(round down). You regain all the uses after long rest.

Polished Omen

Your body and mind is now getting used to the form of Ultra Instint-Omen. You can now enter it when your hitpoints drop below half of your maxinum hitpoints. The benifits also improved.

  • You gain immune to non-magical slashing, piercing and bludgeoning damage instead of resistances. You gain resistance to magical slashing, piercing and bludgeoning damage.
  • You can now use bonus action to make 2 more unarmed attack instead of one. You add your prof bonus to the damage.
  • Your extra reaction increased to three.
  • Enemy no longer has advantages when attacking you.
  • Your movement speed and jump length increased further 10ft, in total of 20ft.
  • Your Dexterity and Wisdom is now 26 in this form.

Your Constitution saving throw DC for maintain the form is now 10. You no longer suffer exhaustion after using Ultra Instinct-Omen. But you still only can use this feature one per long rest.

Mastered Ultra Instinct

This is it. You have finally made this far. You achieved the mastered form of Ultra Instinct. Your hair become grey and white when you enter Ultra Instinct and you no longer release your aura unless you choose to. You can enter Ultra Instinct at will and no longer need to make Constitution saving throw to maintain it but you only recover hitpoint when below half of maximum hitpoints once per long rest. Dexterity and Wisdom ability scores are 28 when in Ultra Instinct form. However you cannot maintain ths form longer than the turn equal to Wisdom+Constitution+prof bonus. You return to normal form but wont suffer exhaustion. You can enter this form 3 times per long rest. You body and mind has now maintain it's perk condition and syn with nature. You are immune to the effect and damage of hazard environment.(You still cannot move in deep sea, only ignored the effect of suffocate.) You also has the affection of the natural element. You gain resistances to fire, cold, lighting and thunder damage.

Multiclassing


Prerequisites. To qualify for multiclassing into the Instinct Fighter class, you must meet these prerequisites: 13Dexterity,13Wisdom

Proficiencies. When you multiclass into the Instinct Fighter class, you gain the following proficiencies: unarmed attack

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