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Ghostbusters 5E: Guts Class (First Draft)

Hah! Think you can defeat me, moving? I still have a keyboard and a personal hotspot, therefore I shall continue to geek out on gaming stuff! Time for the heart of the team.


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Guts Class (First Draft)


Hit Die: d12

Saving Throws: Con, Cha

Proficiencies: Padded Jumpsuit, Proton Pack, Slime Blower, a toolset or language of your choice

Skills: Choose two from Acrobatics, Athletics, Driving, Electronics, History, Insight, Intimidation, Investigation, Mechanics, Occult, Perception, Pilot, Religion, Science


Level Prof. Features
1 +2 Adrenalin Rush, Durable
2 +2 Got Your Back
3 +2 Specialty
4 +2 Personal Development
5 +3 Fast Movement, Bravery
6 +3 Frenzy
7 +3 Specialty
8 +3 Personal Development
9 +3 Fearless Presence
10 +4 Wild Ride
11 +4 Still Got Your Back
12 +4 Specialty
13 +5 Payback
14 +5 Recovery
15 +5 Personal Development
16 +5 Charmed Life
17 +6 In This Together
18 +6 Specialty
19 +6 Walk It Off
20 +6 Personal Development

Adrenalin Rush

You rush into action before putting too much thought into how dangerous it is, going on the adrenalin rush. You may enter an adrenaline rush on your turn as a bonus action. During an adrenalin rush, you gain the following benefits:



  • You have advantage on Strength checks and Strength saving throws.

  • You add a Ghost Die of damage to all successful attacks in combat.

  • You have resistance to bludgeoning, piercing, and slashing damage.


During an adrenaline rush, you are unable to do anything requiring concentration (including casting spells). The rush lasts for one minute, but it ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature, taken damage, or expended a hit die since your last turn. You may also choose to end the adrenaline rush on your turn as a free action.


You may enter an adrenaline rush a number of times equal to your proficiency bonus. Once they are expended, you must finish a long rest before you can go into a rush again.


Durable

You add your Constitution bonus to your AC, as well as your Dexterity bonus.


Got Your Back

Starting at 2nd level, on your turn you may take a bonus action to aid a friendly creature that you can touch. By expending one or more of your own hit dice (as if recovering hit points during a short rest), you may choose to give the creature a free saving throw plus a Ghost Die to end any one condition it is suffering, or the creature can immediately regain hit points equal to 1d12 + their Constitution modifier for every hit die expended, plus a Ghost Die. (Note that you do not regain any hit points from this action.) Your hit dice are recovered at the end of a long rest, as normal.


Specialty

At 3rd level, you choose a specialty for character. The choices are Big Lug, or Danger Magnet. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 12th, and 18th level.


Personal Development

Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.


Fast Movement

Starting at 5th level, your movement speed increases by 10′ as long as you aren’t wearing heavy armor or under any other condition that would reduce your normal movement speed.


Bravery

Beginning at 5th level you have advantage on all saving throws to resist the effects of fear.


Frenzy

Beginning at 6th level, during an adrenaline rush you make two attacks with the Attack action instead of one. Other than the adrenaline rush requirement, this is similar to the Extra Attack of the Brawn class.


Fearless Presence

Beginning at 9th level, all friendly creatures within 60′ who can see or hear you (not including yourself) may add a Ghost Die to any saving throws made to resist fear.


Wild Ride

Starting at 10th level, you become a lot harder to knock out. Whenever you are at 0 hit points, you may choose to go into an adrenaline rush as a reaction. During an adrenaline rush, if you are reduced to 0 hit points, you may choose to remain conscious and active. However, you automatically fail all death saves to avoid going Down For the Count. While on this wild ride, your adrenaline rush will not end prematurely regardless of whether you attack anyone, take damage, or expend hit dice. (If your adrenaline rush expires due to coming to the end of a minute, you may enter another rush as a reaction, unless you have no more adrenaline rushes to enter.) If your adrenaline rush ends, you fall unconscious immediately.


Still Got Your Back

Starting at 11th level, when you expend your hit dice to help a friendly creature, they regain hit points equal to 2d12 + their Constitution modifier per hit die, plus a Ghost Die.


Payback

Beginning at 13th level, when you land a successful hit on a foe who has inflicted damage on you or any friendly creature during this combat, it is considered to automatically be a critical hit.


Recovery

Beginning at 14th level, if you have expended any of your hit dice to help a friendly creature, you may roll a Ghost Die at the beginning of a short rest and recover a number of spent hit dice up to the result. (The hit dice recovered do not have to have been spent to help a friendly creature, you simply must have spent one or more dice to do so.) These recovered hit dice are available immediately and can be spent to recover your own hit points during the short rest if desired. If you Roll a Ghost during this recovery, you regain all of your spent hit dice, no matter how many.


Charmed Life

At 16th level, you gain proficiency with all saving throws.


In This Together

Beginning at 17th level, when you expend one of your hit dice to help a friendly creature, you also regain hit points as if you had expended the hit die during a long rest (regaining hit points equal to 1d12 + your Constitution modifier). If the friendly creature Rolls a Ghost on their Ghost Die, you also gain the benefit of a maximum roll.


Walk It Off

Starting at 19th level, you no longer go Down For the Count. You no longer have to worry about failing death saving throws, but you must still roll them in order to potentially come back from the brink. You can be revived by anything that restores you to at least 1 hit point.


Specialties

Big Lug

Heart of the Team: Beginning at 3rd level, when you expend one of your hit dice to aid a friendly creature, you add your proficiency bonus to the number of hit points recovered. Also, if you Roll a Ghost doing this, you immediately recover the hit die expended as if you had finished a long rest.


Come At Me! Starting at 3rd level, when you are adjacent to a friendly creature, all attacks against that creature are made at a disadvantage.


Get Outa Dodge: Beginning at 7th level, you may take Dodge or Disengage actions as a bonus action on your turn.


Look Out! Beginning at 12th level, when a single friendly creature that you can see is called to make a saving throw, as a reaction you may also make the same saving throw, and the friendly creature may take whichever result they choose.


Take One for the Team: At 18th level, when a friendly creature adjacent to you is hit by an attack or fails a saving throw, you may choose to take the damage or effects instead. You may choose to use this ability before or after the attack, damage, or saving throw is rolled. You must finish a short or long rest before you can use this ability again.


Danger Magnet

Fools Rush In: At 3rd level, when you are surprised on the first round of combat, you may still choose to act on your initiative. If you do, all attacks made against you have advantage, and you have disadvantage on all saving throws until the beginning of your next turn.


Also, whenever random chance determines who will be attacked or suffer the effects of a spell, trap, or other hazard, and you are one of the potential targets of the effect, you can simply claim it.


Lucky: Beginning at 3rd level, whenever you roll a 1 on a d20 roll, you may immediately re-roll it and take the better result.


Evasion: Beginning at 7th level, when you are subjected to an effect that allows 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 only half damage if you fail.


Gotta Go Through Me First: Beginning at 12th level, as a bonus action on your turn, you may choose a number of friendly creatures equal to your proficiency bonus who are within 10′ of you. These creatures gain resistance to all damage as long as they stay within 10′ of you, but when they take damage you lose the same number of hit points they do. (For instance, if the friendly creature is hit for 25 points of damage, both you and they lose 12 hit points.) For you only, this resistance “stacks” with any other damage resistance you may already have, including the resistance granted by Adrenaline Rush. (Thus, in the previous example, if you were in an adrenaline rush and your ally was hit for 25 points of slashing damage, they would lose 12 hit points and you would lose 6.)


Missed Me! At 18th level, when you are hit by an attack, you may turn it into a miss. Alternatively, if you fail a saving throw, you may turn it into a success. You may declare this before or after the damage is rolled or the effects of the saving throw are revealed. You must complete a short or long rest before using this ability again.


Whattya think? Next time, Moves.


-The Gneech


Brains Class

Brawn Class


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Comments

( 4 comments — Leave a comment )
sirfox
May. 12th, 2016 04:08 am (UTC)
Looks awesome, nice notes and features from the barbarian class that fill in well here.

Adrenalin(e) has a wandering E, I'd suggest including the E in all instances.

the_gneech
May. 12th, 2016 12:44 pm (UTC)
Hmm, weird. I would have expected spellcheck to poke me about that! Thanks for the heads-up.

-TG
radbaron
May. 12th, 2016 11:43 am (UTC)
Must be willing to take out a 5th mortgage on parent's ancestral home :)
the_gneech
May. 12th, 2016 12:45 pm (UTC)
That's under the "Danger Magnet" abilities...

-TG
( 4 comments — Leave a comment )

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