Wave Controller (5e Class)

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Wave Controller

Position from the webtoon comic, Tower of God, made to be used in a campaign based around the setting of the comic. Can be used in other campaigns if allowed by DM.

Creating a Wave Controller

How did you learn to control Shinsu? Did you learn from a ranker or did you just have immense talent and figure it out on your own? Did you come from a great family who is known to have great prowess in controlling shinsu?

Quick Build

You can make a Wave Controller quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose the Hermit background.

Class Features

As a Wave Controller you gain the following class features.

Hit Points

Hit Dice: 1d8 per Wave Controller level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Wave Controller level after 1st

Proficiencies

Armor: light
Weapons: Simple weapons
Tools: None
Saving Throws: Dexterity, Intelligence
Skills: Choose any three

Equipment

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

  • a simple weapon
  • an explorer's pack
  • component pouch
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Wave Controller

LevelProficiency
Bonus
Martial ArtsFeatures# of baangs
1st+2-Shinsu Control1
2nd+21d4Martial Arts, Shinsu Armor1
3rd+21d4Shinsu Quality, Controller Type2
4th+21d6Ability Score Improvement, Deflect Missiles2
5th+31d6Position feature, Extra attack2
6th+31d6Shinsu Quality3
7th+31d6Evasion3
8th+31d6Ability Score Improvement3
9th+41d8Shinsu resistance4
10th+41d8Position feature, Fast Skip4
11th+41d8Shinsu Quality4
12th+41d8Ability Score Improvement, Extra attack (2)5
13th+51d85
14th+51d10Position feature5
15th+51d10Timeless Body6
16th+51d10Ability Score Improvement, Shinsu Quality6
17th+61d10Shinsu resistance6
18th+61d127
19th+61d12Ability Score Improvement, Extra attack (3)7
20th+61d12Shinsu Master8

Shinsu Control

At first level, you can manifest a tiny glowing orb known as a baang, and you can use it to attack others.

The baang has a range of 120/180ft., and does 1D4 damage on a hit, the baang immediately returns to you.

At Higher Levels: you can manifest another baang at 3rd level, and you can manifest one more every 3 levels afterwards. 6th (3), 9th (4), 12th (5), 15th (6), 18th (7), 20th (8), the damage also increases following the martial arts die table.

Martial Arts

Starting at the 2nd level, you've learned to handle yourself in a close quarters fight. Your control over shinsu has enabled you to strengthen your body, making your unarmed strikes more powerful.

You gain the following benefits when unarmed and not wearing armor or wielding a shield:

- Unarmed strikes count as finesse weapons (if they weren't already), allowing you to use either Dexterity or Strength for attack and damage rolls with those weapons.

- You can use a d4 in place of the normal weapon damage dice with unarmed strikes. This die increases as you gain wave controller levels, as shown on the table above.

- When you use the Attack action with an unarmed strike on your turn, you may make one unarmed strike as a bonus action.

Shinsu Armor

Enhancing your body with shinsu has granted you a kind of natural armor.

Starting at the 2nd level, while wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Intelligence modifier.

Shinsu Quality

Choose one element: Acid, Fire, Ice(Cold), Lightning, Soul(necrotic), Poison, Rock(Bludgeoning) or Divine(radiant).

Starting at the 3rd level, when you make an unarmed strike or make an attack with a baang, you may change the damage to the chosen type. This counts as magical damage in order to overcome resistance and immunity.

At 6th, 11th and 16th levels you can choose again. If you choose the same element twice, you deal an additional damage equal to your Intelligence modifier of the chosen type on a hit.

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.

Deflect Missiles

Starting at the 4th level, you may use your reaction when you are hit by a ranged weapon attack to deflect or catch the missile. When you do so, the damage you take is reduced by 1d10 + your Dexterity modifier + your wave controller level.

If you reduce the damage to 0 in this way, you can catch the missile if it is small enough for you to hold in one hand and you have a hand free.

Extra Attack

At 5th level, your training with your baangs has allowed you to manipulate them even faster. You can make 2 attacks as part of the attack action, instead of one. At Higher Levels: The number of attack you can make increases to 3 at 12th level, and again to 4 at 19th level.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain attacks, such as a dragon's breath or a fireball. When you are subjected to an effect that fores you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and half damage if you fail.

Shinsu Resistance

At 9th level and again at 17th level, you gain resistance to one type of damage that you chose for the Shinsu Quality feature. If you choose the same element twice, you become immune to that damage type.

Timeless Body

At 15th level, you no longer age and you can't be aged magically. Additionally you can't die of old age and are immune to disease.

Shinsu Master

At 20th level you have reached the peak power of a wave controller, and have learned the full extent of your power. You can now manifest 2 more bangs for a total of 10 for 1 minute. You can use this feature twice per long rest.

Multiclassing


Prerequisites. To qualify for multiclassing into the Wave Controller class, you must meet these prerequisites: Dexterity 13 and Intelligence 13.

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