Permeation (5e Class)
Permeation
Welcome to the Permeation Quirk! A nifty quirk that lets you pass through objects and turn intangible. With this power, your enemies don't stand a ghost of a chance!
Before you go Plus Ultra....
There are a few requirements before you can get your Permeation Quirk. You must meet the following requirements:
-Have a minimum Constitution and Dexterity of 14
-Can not be a Construct, Undead, or Elemental.
The Heroic User of the Permeation Quirk: Mirio Togata |
Creating a Permeation
- Quick Build
You can make a Permeation quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Folk Hero background.
Class Features
As a Permeation you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Permeation level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Permeation level after 1st
- Proficiencies
Armor: Light Armor
Weapons:
Tools:
Saving Throws: Dexterity, Constitution
Skills: Athletics, Acrobatics, , Performance
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus | Features | Hand-to-Hand Combat Hit Die |
---|---|---|---|
1st | +2 | Permeation | 1d4 |
2nd | +2 | — | 1d4 |
3rd | +2 | Phase, Phase Feature | 1d4 |
4th | +2 | Ability Score Improvement | 1d4 |
5th | +3 | Unarmored Defense | 1d6 |
6th | +3 | Full Permeation | 1d6 |
7th | +3 | Permeation Propulsion | 1d6 |
8th | +3 | Ability Score Improvement | 1d6 |
9th | +4 | Phase Feature | 1d6 |
10th | +4 | Blinder Touch Eyeball Crush | 2d4 |
11th | +4 | Phase Feature | 2d4 |
12th | +4 | Ability Score Improvement | 2d4 |
13th | +5 | A Hero's Cape | 2d4 |
14th | +5 | Phase Feature | 2d4 |
15th | +5 | Phantom Threat | 2d6 |
16th | +5 | Ability Score Improvement | 2d6 |
17th | +6 | 99% Permeation | 2d6 |
18th | +6 | — | 2d6 |
19th | +6 | Ability Score Improvement | 2d6 |
20th | +6 | Lemillion | 2d6 |
Permeation
Starting at 1st level, you acquire the ability to pass through objects and solid matter. However, the difficulty of such a task has limited your power. As an action, you can turn a small part of your body intangible, such as a hand, and pass it through a solid object. This lasts until you end it as a bonus action. If you end this effect while you are phasing through an object, your movement speed becomes 0 until you remove the body part. If you were holding anything with that hand or anything was attached to that part of your body, then you drop the item or is detached from you. Here are some examples of what you can do with your permeation:
- Pull a lever or push a button on the other side of a wall.
- Knock something over on the other side of your cover to cause a distraction.
- Passing the part of your head near your ear or eye through a wall to hear a conversation or to observe the next room over.
Certain features require creatures to make a saving throw. Its DC is the following:
- Your Permeation Effect DC = 8 + your Dexterity modifier + your Proficiency bonus.
Hand to Hand Combat
Starting at 1st level, you learn a method of fighting that makes the best use of your skills. You can make unarmed strikes which you are proficient in, dealing 1d4 + your Dexterity modifier. This damage increases at 5th, 10th, 15th, and 20th level.
Phase
At 3rd level, you chose a Phase. Choose between Phantom or Spectre, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 11th, and 14th level.
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.
Unarmored Defense
At 5th level, while you are not wearing any armor, your Armor Class equals 10 + your Dexterity Modifier + your Constitution Modifier. You cannot use a shield and still gain this benefit.
Full Permeation
At 6th level, you learn the full ability of your Permeation. As an action, you may make your entire body immaterial. You drop any and all items on your person, become blind, deaf, and immune to all damage, and you fall through any objects including the ground itself. This effect ends when you choose to do so as a bonus action. If you are completely phased inside an object when you end this effect, your entire body instantly teleports to the closest area large enough for your entire body directly above you. While using this feature, you can not breath.
Permeation Propulsion
At 7th level, you learn how to launch yourself into the air through your quirk. As a bonus action, you may permeate into the ground or a wall and then deactivate your quirk, which causes your body to be propelled 10 feet up or forward.
Blinder Touch Eyeball Crush
At 10th level, you learn a new technique that allows you to feint an attack. As an action, you select a creature that is not blind and has eyes and attack them with an attempt to jab their eye. The target must succeed a Wisdom saving throw or become distracted by your attempt to jab their eye, allowing you to deliver a strike to their stomach that knocks the wind out of them, dealing 4d4 magical bludgeoning damage, knocking them prone, and stunning them until the end of their next turn. This may be used twice, regaining use at the end of a long rest.
A Hero's Cape
At 13th level, as an action, you may grant every creature of you choice within 15 feet advantage on Charisma saving throws until the end of your next turn, or you may remove the frightened condition on one creature within 5 feet. You may do this a number of times equal to your Charisma modifier.
Phantom Menace
At 15th level, you discover a technique that takes full advantage of your quirks abilities. As an action, you select up to two targets within 5 feet of each other, permeate into a wall or floor, angle yourself, and then deactivate your quirk, propelling you toward your targets and dealing a devastating blow to them. Your targets must succeed a Dexterity saving throw to avoid your attack or take 8d6 bludgeoning damage and be knocked prone. You may use this once, regaining use at the end of a long rest.
99% Permeation
At 17th level, while you are under the effects of Full Permeation, you may toggle whether or not you fall through the ground as a bonus action action by keeping only the soles of your feet material.
Hero of the Next Generation: Lemillion
At 20th level, you have fully mastered your quirk. You may initiate any form of phasing as a bonus action, and ending the effect can be done as a free action.
Phantom
A subclass focused on your permeation and abilities to do with it.
- Hair Clothes
At 3rd level, when you phase, you do not drop any clothes you are wearing. This does not extend to any armor or weapons that are also equipped or equipment that is not equipped.
- Zip-Climb
At 9th level, you may alternate phasing and de-phasing your fingers through any large object. You gain a climbing speed of 45 feet.
- Predictive Intuition
At 11th level, at the end of each of your turns while using Full Permeation, every creature within 15 feet of you must attempt an Intelligence saving throw. On a failure, you know their actions and movement regardless of being blind and deaf.
- Unseen Force
At 14th level, while you are using Full Permeation, you can pass through even light, making you invisible.
Specter
A subclass focused on your fighting and improving your combat capabilities.
- Toppling Phase Sweep
At 3rd level, you devise a way to phase your ankle through a creatures leg, then make it material again, kicking their legs out from under them. When you make a successful unarmed attack, you may forgo dealing damage to knock the creature prone.
- Attack Phasing
At 9th level, you institutionally attempt to phase targeted areas of your body when they're attacked. If an effect's DC or attack roll is less than your Permeation Effect DC, you may become immune to any of its effects. You may do this a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
- Phasing Attack
At 11th level, you may phase your attacks through a creature. When you make an unarmed attack, you may make the attack automatically hit or, on a hit, have it deal twice as much damage. You may do this a number of times equal to half your Charisma modifier, regaining all uses at the end of a long rest.
- Sheer Heart Attack
At 14th level, as an action, you may attempt to man-handle a Large or smaller creature's heart. If they succeed any of the following saving throws, all of this feature's effects end. Upon using this feature, they must attempt a Dexterity saving throw. On a failure, they become grappled. As an action your next turn, they must attempt a Strength saving throw. On a failure, they become incapacitated. As an action on your next turn, they must attempt a Constitution saving throw. On a failure, they die instantly. This feature has no effect against creatures that are Construct, Undead, or Elemental. You may use this once, regaining use at the end of a long rest.
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