Rugbysta (5e Class)

April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.
This page needs grammatical help. Reason: Are grammar and misspellings part of the joke?


You can help D&D Wiki by improving the grammar on this page. When the grammar has been changed so that this template is no longer applicable please remove this template. If you do not understand the English language please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing grammatical help

Rugbysta

In the beginning a God with the help of the rugby player create the multiverse. The rugby player, with his own force, can destroy every campaign. One day, a long time ago, a rugby player has run towards a beholder. After the impact, the beholder was overturned and without life.

Creating an Rugbysta

When making a rugbysta, you must think to yourself, because you are the party, you haven't need the help from nobody.

Quick Build

You can make a rugby player quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution and Dexterity. Second, choose the Haunted One background. Third, choose Perception, Intimidation, Athletics for your skills.

Class Features

As a rugbyplayer you gain the following class features.

Hit Points

Hit Dice: 1d12 per rugbyplayer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per rugbyplayer level after 1st

Proficiencies

Armor: all
Weapons: all
Tools: \
Saving Throws: Constitution, Strength
Skills: Choose three from Animal Handling, Intimidation, Athletics, Nature, Perception

Equipment

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

  • (a) Two longswords or (b) Two handaxes or (c) Two light hammers or (d) one two handed martial melee weapon of your choice
  • a rugby ball
  • (a) plate armor or (b) a shield
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • If you are using starting wealth, you have 1d2*5cp in funds.

Table: The rugbyplayer

LevelProficiency
Bonus
Features
1st+2rugby ball, natural armor
2nd+2gravitational launch
3rd+2stool
4th+2Ability Score Improvement, scrum
5th+3extrea attack
6th+3increment velocity
7th+3anti ambush
8th+3Ability Score Improvement, crit boosted
9th+4bravery
10th+4rampant happiness
11th+4offering to survive
12th+4Ability Score Improvement, cosmopolitan
13th+5art
14th+5strenght boosted
15th+5waterproof
16th+5Ability Score Improvement, teleport
17th+6speack with animal
18th+6faith
19th+6Ability Score Improvement, god of war
20th+6perfect player

Rugby Ball

At 1st level, you gain proficiency with the rugby ball. The rugby ball is a martial melee weapon, with the thrown property, with a range of 20/60, and deals damage equal to 1d6. The damage is bludgeoning.

On the hands of the rugby player, this becomes a frightening weapon, and his damage increases as you gain levels in this class, increasing to a d8 at 11th level and to a d10 at 17th level.

Natural Armor

Due to your continued training, you have learn how to endure powerful body impacts, developing a tough skin and unbreakable bones. While not wearing armor or shield, your AC equals 10 + your Constitution modifier + your Dexterity modifier.

Gravitational Launch

At 2nd level, your throws become legendary. You can throw an object perfectly, placing in any surface you can see within 25 feet with your thrown. Your improvised weapons now have the thrown property, with a range of 25/50. When throwing improvised weapons and you can add your proficiency bonus to the attack rolls, and you have a bonus to the damage equal to +5 to the damage of improvised weapons.

The damage increases at 4th level to +10, at 8th level to +15, at 12th level to +20 and at 18th level to +25.

Stool

At 3rd level, you've become extremely athletic. You have advantage on any Strength, Constitution or Dexterity checks related to playing rugby, to move a creature or object, to avoid being unwillingly moved and to avoid the effects of exhaustion.

In addition, when you take the dash action, if you move at least half of your movement speed you can shove a creature as part of the same action. The creature takes damage equal to twice your Strength modifier on a failed contest or half as much on a successful one.

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 4, or you can increase two ability scores of your choice by 2, or you can increase four ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Scrum

bind all party member and increase their ability score by 5 lvl 4, 10 lvl 8, 15 lvl 12, 20 lvl 16, 25 lvl 19 for 5 minutes.

extra attack

if the attack goes to sign, make another one. gain fireball at will (your fire damage can overcome the immunity of an anemy).

increment velocity

increase the velocity by 20 but you cannot have armor.

anti ambush

you realize if there are ambush, enemys traps and all the rest

crit boosted

if you throw a crit role you can throw another dice for damage.

bravery

instil courage in all party members.

rampant happiness

if you are in a tavern or something similar and you get drunk then everyone will be happy and sociable.

offering to survive

everyone wants to offer to you drink and meal.

cosmopolitan

you understand all languages.

art

draw well and cook well.

strenght boosted

increase your strength by 20 (now you can arrive at 40).

waterproof

breathe underwater.

teleport

once per fight, replace an ally's position with yours.

speack with animal

you can cast speak with animals at will.

faith

everyone trusts you 100%.

god of war

if you are about to become god of war you get the blessing: blessing of the honorary dragon (you gain +5 on every stats and obtain fireball boosted at will, your fire damage can overcome the immunity of an anemy)

fireball boosted: A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 26d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.

perfect player

choose 3 statistics and give then a surplus of 20 (no strength), plus all ability score can exceed every limits.

References

    azathoth and his team.

    Multiclassing

    Prerequisites. To qualify for multiclassing into the rugbyplayer class, you must meet these prerequisites: Strength 20 and Dexterity 20 and Constitution 20.

    Proficiency. When you multiclass into the rugbyplayer class, you gain the following proficiencies: all armor and weapons.


    Back to Main Page 5e Homebrew Classes

    gollark: Apparently reddit is battling hedge-fund short-sellers over shares in a random game retailer.
    gollark: It's a very 2021 image.
    gollark: https://media.discordapp.net/attachments/549759333014044673/804013513546399784/p9dlkg38grd61.png
    gollark: The nicer solution is described here: https://apenwarr.ca/log/20170810
    gollark: I think the way it works is that your mobile network operator just routes all the traffic from phones centrally.
    This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.