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##### Class Name | 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 | ─ | ─ | — | — | — | — | — | — | — | — |
## Class Features As a Charcadet the following class features #### Hit Points ___ - **Hit Dice:** 1d8 per Character Level - **Hit Points at 1st Level:** 8 + Constitution - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per character level past 1st #### Proficiencies ___ - **Saving Throws:** Dexterity, Intellegence - **Skills:** Acrobatics, Acrana, History, Stealth, Survival \columnbreak ## Charcadet **Ability Score Increase.** Your Dexterity, your Intelligence, and your Constitution score increases by 1 **Size.** You are a small creature **Speed.** You have a walking speed of 30ft. **Flash Fire.** This Pokémon takes no damage from fire or Fire-type attacks. Instead, immediately after taking a hit from a Firetype move, or in open flames, double the STAB bonus on the next Fire type move. Additionally you can cast the [Create Bonfire](https://roll20.net/compendium/dnd5e/Spells:Create%20Bonfire#content "title") cantrip at will. **Flame Body.** When you are hit by a melee attack, roll a d8. On a 8, the attacker is burned. Additionally your inner fire illuminates your path, you shed bright light up to 20ft, and dim light up to another 20ft. You can turn this into a bright light up to 5ft. and a dim light up to 5ft. **Weak Armor.** You have natural growing armor that helps you take blows, you have a natural AC base of 12 + your Dexterity Modifier. Additionally when ever you take damage, you can use your reaction to do either one of the following. You can Lower your AC by two, but increase your movement speed by 10ft. while benifiting from this movement speed, you are immune to Attacks of Opportunity or decrease your movement speed by 10ft. and increase your AC by two. \pagebreak ### Armored Transformation You learn the true power behind your natural armor, starting at 2nd level, whenever you take your Weak Armor reaction you transform depending on which reaction you take, each form gives you different abilities. Upon taking the reaction reducing your speed, but increasing your AC, you enter the ***Armor Canon*** mode, and gain the following benefits. - As a bonus action you can launch a fiery blast from your armor, dealing 1d6 + your Intelligence Modifier at a range of 60ft. The Damage dice goes from a d6, to 18 at 5th level, d8 to d10 at 7th level, and d10 to d12 at level 9 - You can add your STAB damage to any Psychic type moves you use. - You can add your proficiency modifier to rolls made to keep concentration, When you increase your movement speed at the cost of your AC you enter the ***Bitter Blade*** mode, gifting you the following benefits. - Whenever you land a move with the range of melee you heal for half the damage you dealt - You can add your STAB damage to any Ghost type moves you use. - If you are within 5 feet of it, no other creatures are within 5 feet of you your melee attacks deal 2d6 of the same damage as the move used. The damage give increases by one extra dice at level 5, 7, and 9. ### Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you make a melee attack roll on your turn. ### Armored Artiliery At 5th level, your thoughtful study of your armor help you unlock the potiental of your natural armor. Whenever you enter your ***Armor Canon*** mode you can use your action to use your Armor's Artilery* once per short rest. Additionally you gain 1d10 + your intelligence Modifier in temporary hit points upon activation. ### Soul Bound Blades Your instincts guide you on your path for the truth, once at 5th level, you gain the ability to cast the spell [Hex](https://roll20.net/compendium/dnd5e/Spells:Hex#content "title") once per short rest. Additionally you gain 1d10 + your dexterity Modifier in temporary hit points upon activation. ### Army of One Your understanding of armor has help you become one with your armor, at 5th level you can now switch between Armor Canon, and Bitter Blade as a free action indefinitely \columnbreak
##### Class Name | Level | Features | |:---:|:---:| | 1st | Racial Features, Starting Move | | 2nd | Armored Transformation | | 3rd | New Move, Feat | | 4th | Ability Score Improvement | | 5th | Extra Attack, Armored Artiliery, Soul Bound Blades | | 6th | New Move, Armor Class Increase | | 7th | Feat | | 8th | Ability Score Increase | | 9th | Armored Studies | | 10th | New Move | | 11th | Feat | | 12th | Ability Score Increase | | 14th | Racial Improvements | | 15th | Feat |
### Armored Studies Your understanding of your armor grows in power, and in doing so, so does yours. At level 9 your Armor Canon mode no longer reduces Speed, and your Bitter Blade mode no longer lowers your AC. Additionally you gain the following benefits. - When you use your bonus action attack in your Armor Canon mode, you can force the creature to make a Strength Saving throw against your move Save DC or be either moved 10ft away from you, knocked prone, or be burned. Additionally you can now fire two of these attacks per bonus action - Whenever you make a melee attack in Bitter Blade form, you can spend 2 Power Point of all of your active moves to deal an extra 2d8 Ghost type damage. You can increase this damage by sacrificing more Power Points to a max of 4d8, if you cannot remove 2 Power Points from any of your moves, you cannot preform this attack. ### Racial Improvements You finally adapt well to your new form. At 14th level the STAB bonus from *Flash Fire* is tripled, *Flame Body* rolls a d6, and the AC boost given from Weak Armor is +3, your movement speed +20. \pagebreak #### Astonish *Ghost Type* ___ - **Move Power:** Dex - **Move Time:** 1 Actions - **Power Point:** 10 - **Range:** Melee - **Duration:** Instantaneous ___ You startle a creature with a quick attack . Make a ranged attack roll against a creature doing 1d6 + MOVE ghost damage on a hit. On a natural attack roll of 15 or more, the target flinches. #### Ember *Fire Type* ___ - **Move Power:** Int - **Move Time:** 1 Actions - **Power Point:** 10 - **Range:** 60ft. - **Duration:** Instantaneous ___ You hurl a ball of flame at a target within range. Make a ranged attack, doing 1d6 + Move fire damage on a successful hit. If the natural attack roll is 19 or 20, the target is burnt. #### Psywave *Psychic Type* ___ - **Move Power:** Int - **Move Time:** 1 Actions - **Power Point:** 10 - **Range:** 40ft. line - **Duration:** Instantaneous ___ You emit a wave of psychic energy in a 40 foot line, 5 feet wide. Each creature caught in the wave must make a WIS save against your Move DC, becoming confused on a fail. #### Confusion *Psychic Type* ___ - **Move Power:** Int - **Move Time:** 1 Actions - **Power Point:** 10 - **Range:** 50ft. - **Duration:** Instantaneous ___ You attempt to enter the mind of a target and cause confusion. Make a ranged attack on a creature in range. On a hit, the target takes 1d8 + MOVE psychic damage. If the natural attack roll is 15 or more, the target becomes confused.