Makuhita
| Level | Proficiency Bonus | STAB | Damage Increase |
|---|---|---|---|
| 1st | +2 | +1 | 1st |
| 2nd | +2 | +1 | 1st |
| 3rd | +2 | +2 | 1st |
| 4th | +2 | +2 | 1st |
| 5th | +3 | +2 | 2nd |
| 6th | +3 | +2 | 2nd |
| 7th | +3 | +3 | 2nd |
| 8th | +3 | +3 | 2nd |
| 9th | +4 | +3 | 2nd |
| 10th | +4 | +3 | 3rd |
| 11th | +4 | +3 | 3rd |
| 12th | +4 | +3 | 3rd |
| 13th | +4 | +3 | 3rd |
| 14th | +5 | +3 | 3rd |
| 15th | +5 | +4 | 3rd |
| 16th | +5 | +4 | 3rd |
| 17th | +6 | +4 | 4th |
| 18th | +6 | +4 | 4th |
| 19th | +6 | +5 | 4th |
| 20th | +6 | +5 | 4th |
Class Features
As a Makuhita, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Character level
- Hit Points at 1st Level: 12 + your Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Character level after 1st
Proficiencies
- Saving Throws: Strength, Constitution
- Skills: Choose four from skills Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
Makuhita Traits
Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1.
Size. You are a small creature
Speed. You have a walking speed of 25 feet.
Thick Fat. Due to your built up fat you are more sturdy than most. Your AC is 13 + your Constitution Modifier. Additionally, you have resistance to Ice, and Fire TYPE damage.
Guts. Your capability to stay on your feet is outstanding compared to others. When effected by status conditions such as: Poison, Burn, or Paralysis you can add your STAB bonus to all your moves, and double your STAB for Fighting Type attacks.
Sheer Force. When using a move with a built in secondary effect you can choose to remove that secondary effect to gain advantage on the attack roll. Additionally, you gain proficiency in Intimidation, and expertise in the skill if you already have proficiency.
Focus Energy
Starting at 2nd level you learn to focus all of your energy into you attacks. Once per turn, whenever you hit a creature with a Fighting Type attack, you can impose one of the following effects on that target:
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
- It can’t take reactions until the end of your next turn.
Attacks made this way are considered a critical hit on a roll of 19-20.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you make a melee attack roll on your turn.
Elemental Punches
Starting at 5th level you unlock the elemental power within in you. For 1 minute you can alter the damage type of your Fighting Type attacks to; Fire, Ice, or Electric TYPE damage for 1 minute, for the purpose of overcoming type effectiveness. Additionally, If these attacks crit the target is Burned, Frozen, or Paralysed, respectively.
Improved Focus Energy
At 9th level you master the art of your Fighting style, you gain these extra options to your Focus Energy Attacks
- When you hit a creature with a Fighting Type Attack, you can distract the creature, giving your allies an opening. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
- When a creature misses you with a melee attack, you can use your reaction and make an attack against the creature with a Fighting Type move.
- When you hit a creature with a Fighting Type attack, you can attempt to goad the target into attacking you. The target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Racial Improvements
At 14th level you finish honing your inherited skills. Your Thick Fat base AC is increased to 14 + your Constitution Modifier Additionally you now have resistance to Poison, and Electric Type attacks. Your added STAB damage is double for all attacks when under the effects of Guts.
Class Name
| Level | Features |
|---|---|
| 1st | Racial Features, Starting Moves |
| 2nd | Focus Energy |
| 3rd | New Move, Feat |
| 4th | Ability Score Improvement |
| 5th | Extra Attack, Elemental Punches |
| 6th | New Move, Armor Class Increase |
| 7th | Feat |
| 8th | Ability Score Improvement |
| 9th | Improved Focus Energy |
| 10th | New Move |
| 11th | Feat |
| 12th | Ability Score Improvement |
| 14th | Racial Improvements |
| 15th | Feat |
| 16th | Ability Score Improvement |
| 17th | New Move, Brutal Crits, Extra Attacks |
| 18th | Armor Class Increase |
| 19th | Feat |
| 20th | Ability Score Improvement |
Extra Attack
Beginning at 17th level, you can attack 3 times, instead of once, whenever you make a melee attack roll on your turn.
Brutal Crits
At 17th level, you can roll three additional damage dice when determining the extra damage for a critical hit with a melee attack.
Makuhita Learnset
Starting (1 Level)
- Tackle
- Fake Out
- Sand Attack
- Arm Thrust
3rd Level
- Force Palm
- Whirlwind
- Detect
- Bulk Up
6th Level
- Belly Drum
- Endure
- Bullet Punch
- Revenge
10th Level
- Cross Chop
- Heavy Slam
- Body Slam
- Wide Guard
17th Level
- Dynamic Punch
- Close Combat
- Earthquake
- Reversal
Makuhita Movedex
Starting Moves
Arm Thrust
Type: Fighting
Move Power: Str/Dex
Move Time: 1 Action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You unleash a flurry of fists on a creature. Make a melee attack roll, doing 1d4 + MOVE fighting damage on a hit. After successfully hitting a target, you may roll to attack again as a free action to a Max of 5 attacks.
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d8 at level 10, and 2d6 at level 17.
Fake Out
Type: Normal
Move Power: Str/Dex
Move Time: 1 Action
PP: 5
Duration: Instantaneous
Range: Melee
Description: This attack can only be used on the first turn that the user has entered combat. Make a melee attack on a creature, doing 1d6 + MOVE normal damage on a hit, causing the target to flinch.
Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.
Sand Attack
Type: Ground
Move Power: Dex/Con
Move Time: 1 Action
PP: 10
Duration: Instantaneous
Range: 30ft
Description: You kick up a cloud of sand in an attempt to blind a target in range. The target must make a CON save against your Move DC. On a fail, for the remainder of the encounter, they add -1 to all of their attack rolls. This move can be stacked for a maximum of -5 to attack rolls.
Tackle
Type: Normal
Move Power: STR/DEX
Move Time: 1 action
PP: 20
Duration: Instantaneous
Range: Melee
Description: You rush forward and slam into a creature. Make a melee attack roll against a target, doing 1d6 + MOVE normal damage on a hit.
Higher Levels: The damage dice roll for this move changes to 1d10 at level 5, 2d8 at level 10, and 5d4 at level 17. \columnbreak
Makuhita Movedex
Level 3 Moves
Bulk Up
Type: Fighting
Move Power: None
Move Time: 1 Action
PP: 10
Duration: 1 minute, Concentration
Range: Self
Description: You pump yourself up, increasing your adrenaline. For the next minute, choose to add +1 to your attack rolls OR +1 to AC. This move can be stacked to a maximum of +5 for either choice.
Detect
Type: Fighting
Move Power: None
Move Time: 1 Reaction
PP: 3
Duration: Instantneous
Range: Self
Description: You sense incoming danger and are able to quickly avoid it. When targeted by a move, or forced to make a saving throw, you may automatically avoid the damage/effects on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
Force Palm
Type: Fighting
Move Power: Str
Move Time: 1 Action
PP: 5
Duration: Instantaneous
Range: Melee/20ft
Description: You thrust your palm outward with such strength that a shockwave is sent towards a creature. Make a ranged or melee attack roll, depending on your target. If used as a melee attack, deal 1d10 + MOVE fighting damage on a hit. On a natural attack roll of 16 or higher, the target is paralyzed. If used as a ranged attack, the damage is halved with no chance to paralyze
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 5d4 at level 10, and 4d8 at level 17.
Whirlwind
Type: Normal
Move Power: Dex
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Self (5ft Radius)
Description: You create a whirlwind of spinning air around you, increasing your AC by +2 until the beginning of your next turn. When you activate this move, any creature within 5 feet of you must succeed on a STR saving throw against your Move DC or fall prone.
Makuhita Movedex
Level 6 Moves
Belly Drum
Type: Normal
Move Power: None
Move Time: 1 Action
PP: 5
Duration: While in Combat
Range: Self
Description: You sacrifice health for attack. When using this move, take damage equal to half your maximum, but increase your Strength score by 10 while you remain in battle. After activating this move, you are not affected by healing items for the remainder of the encounter.
Bullet Punch
Type: Steel
Move Power: Str/Dex
Move Time: 1 Bonus Action
PP: 15
Duration: Instantaneous
Range: Melee
Description: You strike with a punch that is quick as a bullet. Choose a target within 10 feet of you. You rush forward to slam a fist into the creature, avoiding all attacks of opportunity. Make a melee attack on that creature, dealing 1d4 steel damage on a hit.
Higher Levels: The damage dice roll for this move changes to 1d6 at level 5, 1d10 at level 10, and 1d12 at level 17.
Endure
Type: Normal
Move Power: None
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: Self
Description: When damaged by an attack that would otherwise cause you to faint, you may instead fall to 1HP on the first instance of this reaction. On future instances of this move in the same combat, you must roll higher than a 15 on a d20 roll for the reaction to be successful.
Revenge
Type: Fighting
Move Power: Str/Dex
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: Melee
Description: You invoke a fight within to retaliate against a creature that damages you. As a reaction, when you are hit with a melee attack that deals damage, make a melee attack roll against your attacker, with disadvantage. On a hit, deal the same amount of fighting type damage back at your attacker
Makuhita Movedex
Level 10 Level
Body Slam
Type: Normal
Move Power: STR
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You thrust yourself towards a creature in an attempt to crush them with your physical size. Make a melee attack on a target. On a hit, the target takes 2d6 + MOVE normal damage, and must succeed on a STR saving throw against your Move DC or be knocked prone.
Higher Levels: The damage dice roll for this move changes to 2d8 at level 5, 4d6 at level 10, and 6d6 at level 17
Cross Chop
Type: Fighting
Move Power: STR/DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Melee
Description: You crush a creature with a strong sideways strike. Make a melee attack against a target, doing 4d4 + MOVE fighting damage on a hit. Cross Chop results in a critical hit on 19s and 20s.
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Heavy Slam
Type: Steel
Move Power: STR
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Melee
Description: You slam into an opponent with your heavy body. Make a melee attack on a target, dealing a minimum of 1d8 + MOVE steel damage on a hit. Add an additional bonus to damage equal to your MOVE modifier for each size level you are above an opponent. (Sizes, in order, are: Tiny, Small, Medium, Large, Huge, Gargantuan)
Higher Levels: The damage dice roll for this move changes to 2d6 at level 5, 4d4 at level 10, and 3d10 at level 17.
Wide Guard
Type: Rock
Move Power: None
Move Time: 1 reaction
PP: 3
Duration: Instantaneous
Range: 50ft
Description: You have the ability to guard your allies from area-of-effect moves. As a reaction, when a creature activates a damaging move that damages multiple allies within range, you may halve the damage dealt. On future instances of this reaction in the same combat, you must roll higher than a 15 on a d20 roll or forfeit the reaction with no effect.
Level 17 Moves
Close Combat
Type: Fighting
Move Power: STR
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Melee
Description: You get in close for a devastating strike, sacrificing your defenses. Make a melee attack on a creature, dealing 2d10 + MOVE fighting damage on a hit. After activating this move, the target has advantage on any attack it makes against you before the beginning of your next turn.
Higher Levels: The damage dice roll for this move changes to 3d8 at level 5, 4d10 at level 10, and 7d8 at level 17.
Dynamic Punch
Type: Fighting
Move Power: STR/DEX
Move Time: 1 action
PP: 3
Duration: Instantaneous
Range: Melee
Description: You strike out with a twirling punch that confuses a creature. Make a melee attack roll against a creature, doing 4d4 + MOVE fighting damage on a hit. On a hit, it also becomes confused.
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Earthquake
Type: Ground
Move Power: STR
Move Time: 1 action
PP: 5
Duration: Instantaneous
Range: Self (20ft radius)
Description: You create a tremor in the ground in a 20 foot radius, centered on you. Each creature in the area must succeed on a STR save against your Move DC, taking 4d4+ MOVE ground damage on a fail and be knocked prone. On a success, they take half as much damage and are not knocked prone. Creatures in range that are burrowed or in the invulnerable stage of Dig take double damage from this move. After the move is activated, the area becomes difficult terrain. Raised creatures are immune to the effects and damage of this move.
Higher Levels: The damage dice roll for this move changes to 2d12 at level 5, 4d8 at level 10, and 8d6 at level 17.
Reversal
Type: Fighting
Move Power: STR/DEX
Move Time: 1 action
PP: 10
Duration: Instantaneous
Range: Melee
Description: You unleash an all out attack that is stronger the less HP you have. Make a melee attack roll against a creature, doing 1d6 + MOVE fighting damage on a hit. If you are below 50% of your maximum health, double the damage. If you are at 10% or below of your maximum health, triple the damage. The multiplier for this attack occurs before the multiplier for resistances or vulnerabilities.
Higher Levels: The damage dice roll for this move changes to 1d12 at level 5, 2d8 at level 10, and 4d6 at level 17.