quirks and villains: homebrew for an anime inspired campaign

by dmej

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quirks and villains

quirks

warning: these quirks are very op

unnatural armor: when you take this quirk, you get +3 to ac. as a bonus action, you can choose to either take 1d10 bludgeoning damage or expend a second level spell slot to increase your bonus to +10 and gain resistance to criticals until your next turn.

one with shadow when you take this quirk, you gain you gain darkvision with a range of 120 ft. as a bonus action, you can expend a 2nd level spell slot. if you do, you gain a shadowlike form that grants you many benifits. the form lasts for 2 minutes and you gain a level of exhaustion when the shadow form ends. while in the form, you gain the following abilities:

  • you can cast the shadow weapon spell at will
  • you gain a flying speed of 10 ft.
  • you can cast the misty step spell at will, exept that you can only cast it while in an area of dim or dark light and you can only teleport to an area of dim or dark light.
  • you gain resistance to all damage exept psychic, force, and radiant and gain vulnerability to radiant.
  • you can walk through walls. the normal rules for ending your turn in a solid space still apply.

the avatar: you gain resistance to your choice of fire, cold, bludgeoning, or force damage and you know the control water, gust, thaumaturgy, and firebolt cantrips. at 5th level you gain the wall of water, fireball, and maximillians earthen grasp spells and can cast them at will once each per long rest.

lucky hit: 3 times per rest, you can give disadvantage to one of your attack rolls. if you hit, you get +10 damage.

one with nature: you can make plants grow and cast wall of vines and thorn whip at will. you may control plants you grow and as a bonus action, you can make a ranged attack with the plant. on a hit, the target takes 2d6 bludgeoning damage.

psycic weapon: you can deal 1d4 psychic damage to each opponent. if you do, you may create a +1 dagger that dissapears at the beggining of the next long rest. the dagger deals psychic damage insted of piercing. every time you use this ability after the first, you gain one level of exhaustion.

shockwave: as an action, you can force each creature within 10 ft of you to make a constituition save. on a fail, they take 2d8 lightning damage. on a success, they take half. each time you use this ability after the first, you take 1d6 lightning damage. every 2 levels after 3rd level the damage increases by 1d8 and 1d6.

one for all: your speed increases by 20 ft. as an action, you can make an unamed strike at an opponent. on a hit, that opponent takes 6d6 bludgeoning damage and you must make a constituition saving throw. the dc is 10+ the number of times youve used this ability. on a fail, you take 6d4 bludgeoning damage minus your constituition modifier. you can choose to instead deal 4d6 bludgeoning damage to an opponent on a hit. if you do, they and all other creatures in a triangle centered on your fist are blown backwards 20 ft.

half hot half cold: you know the burning hands and ice knife spells and can cast them at will once per long rest.the number of times you times you can cast them a will per long rest increases by 1 every two levels. at sixth level, you also gain the fireball spell and at 8th level you gain the wall of ice spell.

using the quirks

a variant homebrew rule

if your party is not starting out with quirks like mine, then i suggest that you simply add these quirks to the feats available instead of ability score improvement. however, these quirks are very overpowered, so i would suggest you not use them if your party is below level 5 unless your running a high-power campaign.

Part 1 | quirks

villains


rogue nomu

large construct, chaotic evil


  • Armor Class 16
  • Hit Points 110
  • Speed 20 ft

STR DEX CON INT WIS CHA
20(+5) 15(+2) 20(+5) 6(-4) 6(-4) 6(-4)

  • Saving Throws strength, constituition

  • Skills intimidation, athletics

  • Damage Resistances bludgeoning, lightning, cold

  • Damage Immunities necrotic

  • Condition Immunities charmed, asleep, poisoned

  • Senses darkvision, passive perception 6

  • Languages none

  • Challenge 5

  • Quirk: shock absorbtion- once per long rest as a bonus action, rogue nomu takes half damage from all attacks until the next turn.


Actions

Multiattack. The Creature Name makes 3 slam attacks

slam melee +7 to hit, Reach 5 ft, one target. Hit: 1d8(5) bludgeoning damage.


Kurai Kaminashi, dark storm

medium human wizard, neutral evil


  • Armor Class 16
  • Hit Points 85
  • Speed 30 ft

STR DEX CON INT WIS CHA
9(-1) 15(+2) 12(+1) 20(+5) 15(+2) 20(+5)

  • Saving Throws intelligence, charisma

  • Skills perception, arcana, deception

  • Damage Vulnerabilities piercing

  • Damage Resistances cold, fire

  • Damage Immunities thunder, lightning

  • Condition Immunities charmed

  • Senses passive perception 15

  • Languages common, primordial

  • Challenge 6

  • quirk: storm kurai can cast the thunderwave spell at will as a bonus action and, 5 times per long rest, he can cast the lightning bolt spell at will.

  • spells: cantrips: thunderbolt, lightning lure, chill touch

  • 1st level(4 slots): thunderwave, ice knife, mage armor

  • 2nd level(3 slots): shatter, levitate, gust of wind

  • 3rd level(2 slots): lightning bolt, thunder step, wall of water


Actions

Multiattack. kurai makes 2 shock attacks.

Shock melee spell attack +7 to hit, Reach 5 ft, max three targets. Hit: 1d8(5) lightning damage.

pro heroes rating

  1. deku (quirk: one for all)
  2. shoto (quirk: half hot half cold)
  3. dynamight (quirk: explosion)
  4. lemillium (quirk: phase through)
  5. froppy (quirk: frog)
  6. tsukuyomi (quirk: dark shadow)
  7. ingenium (quirk: engine)
  8. creati (quirk: creation)
  9. earphone jack (quirk: earphone jack)
  10. phantom thief (quirk: copy)
  11. uravity (quirk: zero graviy)
  12. tailman (quirk: tail)
  13. shemage (quirk: spores)
  14. chargebolt (quirk: lightning)
  15. naruto (quirk: shinobi)
  16. red riot (quirk: harden)
  17. can't stop twinkling (quirk: naval laser)
  18. reel steel (quirk: metal body)
  19. pinky (quirk: acid)


deku

medium human, neutral good


  • Armor Class 16 (plot armor)
  • Hit Points 210
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18(+4) 18(+4) 18(+4) 18(+4) 15(+2) 16(+3)

  • Saving Throws dexterity, strength
  • Skills perception, investigation, insight, athletics
  • Damage Vulnerabilities necrotic
  • Damage Resistances bludgeoning, force
  • Damage Immunities radiant
  • Senses passive perception 18
  • Languages japenese
  • Challenge 10

one for all: your speed increases by 20 ft and you gain resistance to force damage. as an action, you can make an unarmed strike at an opponent. on a hit, that opponent takes 6d6 bludgeoning damage and you must make a constituition saving throw. the dc is 10+ the number of times youve used this ability. on a fail, you take 6d4 bludgeoning damage minus your constituition modifier. you can choose to instead deal 4d6 force damage to an opponent on a hit. if you do, they and all other creatures in a triangle centered on your fist are blown backwards 20 ft.


Actions

Multiattack. deku makes 3 detroit smash attacks

detroit smash! melee attack +10 to hit, Range 5/20 ft, multi target. on a hit, that opponent takes 6d6 bludgeoning damage and you must make a constituition saving throw. the dc is 10+ the number of times youve used this ability. on a fail, you take 6d4 bludgeoning damage minus your constituition modifier. you can choose to instead deal 4d6 force damage to an opponent on a hit. if you do, they and all other creatures in a triangle centered on your fist are blown backwards 20 ft.

plus ultra! you and all allys within 20 ft of you gain 10 temporary hit points and get a +10 bonus to attack and damage until the end of deku's next turn.

 

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