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Hit Points

Hit Dice 1d12 per niveau

Vaardigheden

STR , CON

Ruffian

Niveau Proficiency Bonus Eigenschappen Grit Points Maximum Grit Damage Reduction
1 + 2 Grit Intimidating Physique 4 once
2 + 2 Grit Intimidating Physique 4 once
3 + 2 Grit Intimidating Physique 5 once
4 + 2 Grit Intimidating Physique 5 once
5 + 3 Grit Intimidating Physique 6 twice
6 + 3 Grit Intimidating Physique 6 twice
7 + 3 Grit Intimidating Physique 7 twice
8 + 3 Grit Intimidating Physique 7 twice
9 + 4 Grit Intimidating Physique 8 twice
10 + 4 Grit Intimidating Physique 8 thrice
11 + 4 Grit Intimidating Physique 9 thrice
12 + 4 Grit Intimidating Physique 9 thrice
13 + 5 Grit Intimidating Physique 10 thrice
14 + 5 Grit Intimidating Physique 10 thrice
15 + 5 Grit Intimidating Physique 11 four times
16 + 5 Grit Intimidating Physique 11 four times
17 + 6 Grit Intimidating Physique 12 four times
18 + 6 Grit Intimidating Physique 12 four times
19 + 6 Grit Intimidating Physique 12 four times
20 + 6 Grit Intimidating Physique 12 five times

Klasse-eigenschappen

Niveau 1

Grit
Intimidating Physique

Niveau 10

Creed Feature

Niveau 11

Brute Force

Niveau 12

Ability Score Improvement

Niveau 13

Grand Entrance

Niveau 14

Creed Feature

Niveau 15

Last Stand

Niveau 16

Ability Score Improvement

Niveau 17

Bloodcurling Cry

Niveau 18

Creed Feature

Niveau 19

Ability Score Improvement

Niveau 2

Daunting Pressence
Barrage

Niveau 20

Unyielding

Niveau 3

Ruffian Creed

Niveau 4

Ability Score Improvement

Niveau 5

Counter
Cooperation

Niveau 6

Creed Feature

Niveau 7

Resistance
Pressure forms Diamonds

Niveau 8

Ability Score Improvement

Niveau 9

Find Weakness

Vaardigheden

Armor

light

medium

shield

Weapons

simple

martial

Skills

Startuitrusting

(a) a longsword or (b) one warhammer
(a) a shield or (b) 2 Handaxes
(a) a scale mail or (b) a chain shirt

Klasse-eigenschappen

Grit (Level 1)

A good fight is all you need. As combat rages arround you, your grit increases, allowing you remarkable bursts of strength and endurance. Your features let you gain Grit Points. You can have a maximum of four Grit Points. This maximum increases as you level up, as shown in the Ruffian class table. You lose all Grit Points during a short rest. Grit Points are used in a number of your class features.

Your Grit makes you remarkably resilient. Once between the start of your turn until the start of your next turn, after taking damage, you can reduce the damage by 1d8 + your ruffian level. If your reduction isn't enough to negate the damage completely, you gain one Grit Point. You can only do so, if your current Grit Points are below your Grit Point Maximum. Starting at 5th level, you can reduce damage twice for seperate attacks between your turns. As you level up, this is increased to thrice at 10th level, four times at 15th level and five times at 20th level.

Intimidating Physique (Level 1)

At 1st level, your presence alone can be intimidating to others. You get proficiency with Charisma (Intimidation) checks and you can add your strength modifier to all Charisma (Intimidation) checks you make.

Additionally, your physique grants you quick reflexes. You have advantage on all opportunity attacks you make.

Daunting Pressence (Level 2)

At 2nd level, your pressence alone can be frightening to others. Every time a creature moves within 5ft. of you or starts its turn there, you can force that creature to make a wisdom saving throw against your Daunting Pressence Save DC. On a fail the creature becomes fixated on you until the end of its next turn. A creature that is fixated on you, can not willingly move away from you. You also gain a |Grit Point every time a creature that is fixated on you damages a creature other than you.

Additionally, you can use your bonus action to force a creature within 60ft. of you, that can see you, to make a wisdom saving throw against your Daunting Pressence Save DC. On a fail, the creature becomes fixated on you, until the end of its next turn.

Daunting Pressence

Barrage (Level 2)

At 2nd level, the pain you endure grants you remarkable bursts of strength. When taking the Attack action, you can expend two Grit Points to make an additional Attack as part of that same action. At 9th level, you can expend four Grit Points to make two additional Attacks. At 17th level, you can expend six Grit Points to make three additional Attacks.

Ruffian Creed (Level 3)

At 3rd level, you have chosen a creed that determines your life choices. Your choice grants you different features at 3rd, 6th, 10th, 14th and 18th level.

Ability Score Improvement (Level 4)

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. Alternatively you can choose to gain one feat.

Counter (Level 5)

At 5th level, you can abuse the fact, that a foe is lowering their defense to attack. After you have been hit with an attack roll and have taken damage, you can use your reaction, to make a melee attack against the target that hit you. You can use your Barrage feature on that attack to grant yourself additional attacks. If the creature is fixated on you, you make these attacks with advantage.

Cooperation (Level 5)

At 5th level, your reputation and your physique encourage other creatures to cooperate with you more easily. You gain advantage on all charisma based ability checks you make against a creature that is fixated on you.

Creed Feature (Level 6)

At 3rd level, you have chosen a creed that determines your life choices. Your choice grants you different features at 3rd, 6th, 10th, 14th and 18th level.

Resistance (Level 7)

At 7th level, it is difficult to pin you down. Whenever you are forced to make a saving throw to end or avoid a condition on you, you can expend two Grit Points to end the condition on yourself without making the saving throw. You can do so as a bonus action, even if the save were required as an Action.

Pressure forms Diamonds (Level 7)

At 7th level, you are quick to adapt to physically challenging tasks. When making a strength or dexterity based ability check, you can expend one Grit Point to give yourself advantage on the roll.

Ability Score Improvement (Level 8)

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. Alternatively you can choose to gain one feat.

Find Weakness (Level 9)

At 9th level, your expierence on the battle field quickly tells you a creatures weakness, letting you exploit it. Once per turn, when hitting a creature with an attack roll you can choose not to deal any damage and target its armor instead. The creature then makes a constitution saving throw against your attack roll. On a fail its AC is reduced by a number equal to your current Grit Points until the start of your next turn.

Creed Feature (Level 10)

At 3rd level, you have chosen a creed that determines your life choices. Your choice grants you different features at 3rd, 6th, 10th, 14th and 18th level.

Brute Force (Level 11)

At 11th level, you hit hard enough to knock a creature out. After hitting a creature with an attack roll and after rolling damage, you can expend six Grit Points to force the creature to make a constitution saving throw with a DC equal to 8 + your proficiency bonus + your strength modifier. On a fail, the creature becomes unconcious for one minute or until it takes damage.

Ability Score Improvement (Level 12)

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. Alternatively you can choose to gain one feat.

Grand Entrance (Level 13)

At 13th level, you know how to draw the attention of others to yourself. At the beginning of your first turn in combat, you can choose to force all creatures of your choice within a 60ft. radius of you, to make a Wisdom Saving Throw against your Daunting Pressence Save DC. On a fail, a creature becomes fixated on you until the end of its next turn.

Creed Feature (Level 14)

At 3rd level, you have chosen a creed that determines your life choices. Your choice grants you different features at 3rd, 6th, 10th, 14th and 18th level.

Last Stand (Level 15)

At 15th level, you know how to make a final stand. When taking damage that would reduce you to 0 Hit Points, you can expend eight Grit Points to expend one Hit Die (no reaction required), you then remain concious with a number of Hit Points equal to the roll.

Ability Score Improvement (Level 16)

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. Alternatively you can choose to gain one feat.

Bloodcurling Cry (Level 17)

At 17th level, your battle cries strike fear in the hearts of your enemies. As a bonus action, you can force any number of creatures within 60ft. of you, that can hear you, to make an intelligence saving throw against your Daunting Pressence Save DC. Creatures that are fixated on you, make this saving throw with disadvantage. On a fail, a creatures movementspeed is reduced to 0, it makes all saving throws with disadvantage and has disadvantage on all attack rolls it makes until the start of your next turn.

You can use this feature a number of times equal to your charisma modifier (minimum of 1) per long rest.

Creed Feature (Level 18)

At 3rd level, you have chosen a creed that determines your life choices. Your choice grants you different features at 3rd, 6th, 10th, 14th and 18th level.

Ability Score Improvement (Level 19)

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. Alternatively you can choose to gain one feat.

Unyielding (Level 20)

At 20th level, you will never give up. Once per short rest as a bonus action on your turn, you grant yourself the following bonuses until the start of your next turn.

  • you gain resistance to all types of damage

  • you remove all conditions from yourself and become immune to all conditions

  • you gain advantage on all melee attack rolls you make

  • your movement can not be restricted in any way

Multiklassen

Multiklasse-vereisten

  • CHA: 13 of DEX: 13 of STR: 13

Verworven Vaardigheden

Armor light , medium , shield
Weapons simple , martial

Subklasses

Ruffian Creed: Bodyguard
TheBasterTheRuffian
Ruffian Creed: Brawler
TheBasterTheRuffian
Ruffian Creed: Sentry
TheBasterTheRuffian

Subklasse-eigenschappen

Ruffian Creed: Bodyguard

Ruffian Creed: Bodyguard (Level 3)

As tempting as the prospect of wealth and power might be, there will always be those who seek to take it from you. Influential people therefore often employ bodyguards to ensure their protection. These ruffians don't follow military procedures other guards might hold sacred. For them, there is only one goal: to protect those they have either sworn to or are being payed to protect. To do so, they aren't afraid to play dirty. After all, honor doesn't pay for anything, if the source of the payment died for it.

Protection (Level 3)

At 3rd level, you will give your life to shield others from harm. When a creature within 5ft. of you gets hit with an attack roll, you can use your Grit feature on them. You reduce the damage, but the creature still takes any excessive damage. You still get a Grit Point when using your feature like this.

Shield Bash (Level 3)

At 3rd level, the shield you carry can be both a defensive and an offensive tool. While carrying a shield, you can use your bonus action to make an attack roll with it. You can target a creature within 5ft. of you. You add your proficiency bonus and your strength modifier to the attack roll. On a hit, the target must succeed on a dexterity saving throw with a DC that equals 8 + your proficiency bonus + your strength modifier. On a fail, it falls prone.

You can use this feature without a shield, but you will make the attack roll with disadvantage.

Get Behind Me (Level 6)

At 6th level, you know how to get your allies out of harm's way. On your turn, you can expend half your movement to touch a willing creature and swap places with them (no action required). As with any forced movement, this doesn't provoke any opportunity attacks against either of you.

Meat Shield (Level 10)

At 10th level, you can fully shield a creature from harm. As a bonus action on your turn, you can expend four Grit Points to touch a creature. Until the start of your next turn and only if the creature remains within 5ft. of you, you grant the creature three-quarters cover.

Drawing Attention (Level 14)

At 14th level, you can try to draw attention away from the creatures you have sworn to protect, by leaving yourself open to attacks. At the end of your turn, you can force all creatures that are fixated on you, to make a wisdom saving throw against your Daunting Pressence Save DC.

On a fail, a creature must use its Action on its next turn, to try to damage you. Any attack rolls they make against you are made with advantage and you have disadvantage on all saving throws they force you to make.

Sacrifice (Level 18)

At 18th level, you are willing to sacrifice yourself for those you have sworn to protect. When a creature within 30ft. of you is reduced to 0 Hit Points, you can use your reaction to rush to their side.

You can spend your entire movement towards the creature. They regain Hit Points equal to your current Grit Points x 10. You then lose the same amount of Hit Points.

Ruffian Creed: Brawler

Ruffian Creed: Brawler (Level 3)

While most Ruffians know how to yield a weapon, not all of them prefer to do so. Sometimes a good old right hook can get you places. Brawlers are often involved in bar and street fights. There is something honorable about meeting your foe eye to eye with no weapons to determine the outcome of a fight, but the pure strength of your arms. Brawlers are also often employed by crime lords to intimidate rivals and to make sure that debts are payed. When the fist of a Brawler hits your jaw and an unsettling crack can be heard, you'll think twice about angering them again.

Iron Fists (Level 3)

At 3rd level, your left and right hook are feared everywhere. You can roll a 1d6|d6 in place of the normal damage of your unarmed strike. You can add your proficiency bonus to your damage roll. When you use the Attack action with an unarmed strike on your turn,you can make one unarmed strike as a bonus action.

Duel (Level 6)

At 6th level, you can try to force a creature into a duel. As a bonus action, you can force a creature within 60ft. of you, that can see you, to make an intelligence saving throw against your Daunting Pressence Save DC. A creature that is fixated on you, makes this saving throw with disadvantage. On a fail, you and the creature both get disadvantage on all attack rolls that don't target each other. In addition, every creature - other than the two of you - get advantage on saving throws you force them to make. The Duel lasts for one minute or until one of you is reduced to 0 hit points. If you reduce a creature you are having a duel with to 0 hit points, you can choose to expend any number of your Hit Dice and heal for the amount without adding your constitution modifier.

Inexplicable Strength (Level 6)

At 6th level, your unarmed strikes count as magical for the purpose of overcoming resistances.

Dizzy (Level 10)

At 10th level, your punches can leave a creature dizzy. After hitting a creature with an attack roll, you can expend two Grit Points to lay a lot of weight into the punch. The creature musst succeed on a constitution saving throw with a DC that equals 8 + your proficiency bonus + your strength modifier. On a fail, the creature can't use any Reactions until the start of your next turn.

Swarm (Level 14)

At 14th level, you can decide to swarm an opponent, making sure they have no time to recover. When making an attack roll, you can choose to expend three Grit Points. If your attack hits, the targeted creature must make a dexterity saving throw with a DC that equals 8 + your proficiency bonus + your strength modifier. On a fail, it must use its reaction to take the Dodge action. On its next turn, it must use its action to take the Dodge action.

Cripple (Level 18)

At 18th level, the damage you deal isn't easily brushed off. Your unarmed strikes now reduce a creatures maximum hit points by the damage they deal. If a creatures maximum Hit Points are reduced to 0 via this feature, the creature dies. The effects of this feature remain until the creature has finished a long rest.

Ruffian Creed: Sentry

Ruffian Creed: Sentry (Level 3)

Fighting the good (or bad) fight might lead to a lot of kinship. Some Ruffians form tight bonds with their companions, even if it is just the lust or the need for money that brings them all together. These Sentrys are hellbent on making sure, that none of their allies get hurt. And their resilience and determination inspires those around them to never give up. Even - or perhaps especially - if the odds are against them.

Inspiring Toughness (Level 3)

At 3rd level, your perseverance in the face of pain encourages your allies to fight harder. Whenever you expend grit points you may give Encouragement to one ally within 30ft that can see you. For the next round, they gain a bonus equal to half your Charisma modifier (rounded up) to either their saving throws, Armor Class, or attack rolls. They choose the effect when you activate this ability.

Not Done Yet! (Level 3)

At 3rd level, you can be knocked down 10 times, but stand up 11! When you make death saving throws a 19 or better counts as if you had rolled a natural 20. Additionally, each time you make a death saving throw - prior to rolling - you may expend any number of Grit points and add this number to the roll.

Sympathetic Counter (Level 6)

At 6th level, You hate to see your friends get hurt. When you see a creature or ally take damage, you can expend 3 grit points and your reaction to move up to your full movement toward the aggressor and use your Counter ability as if you had been attacked.

Inspiring Toughness Improvement (Level 10)

At 10th level, creatures benefitting from your Encouragement feature now add your full Charisma modifier instead of half. Additionally they may instead use the bonus to apply it to any save DC they force other creatures to make or to their death saving throws.

Inspiring Entrance (Level 14)

At 14th level, whenever you utilize your Grand Entrance feature you may grant Encouragement to any number of allies within range of the effect. Additionally, you may use this feature again any time you regain consciousness as the result of a Death saving thrown.

Unbreakable Allies (Level 18)

At 18th level, you can use your Last Stand feature once per short rest without expending any Grit Points. Additionally, when an ally within 60ft. of you would drop to 0 hit points, you may use your reaction to let them use your Last Stand feature instead of you.