Punk Class

by HugeGranolaBar

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The Punk

The punk is a great ally and a frustrating enemy, fighting dirty while also supporting their allies. While not a truly respectable, trained warrior like a fighter or ranger may be, the punk is uniquely adept at using intimidation and cruelty, and when viewed objectively, are equally effective as their more heroic counterparts.

Within my personal homebrew world, this class is meant to represent a very specific faction known as Buster's Gang, which are the hard rivals of The Militia. They can bend luck very subtly to their advantage, but otherwise rely on good ol' fashioned intimidation and brutality. As always, the class is applicable to more than just the one specific group, though, and should work fine at most tables for any appropriate character (aside from maybe the guns and hell riders... Even then, like, you can just reflavor it to be magical.)

The punks all have 2 major distinguishing features, being Beat Up and Dumb Luck, letting them get better d20 rolls and do more damage when they're with teammates. Other than that, though, everything is in the subclass, which are varied enough to make an entire distinct, but cohesive gang using nothing but the punk class. (Plus, I don't wanna imagine fighting while you have 5 motherfuckers stacking Dumb Luck penalties on everything you do... Poor militiamen...)

Punk Features

As a Punk, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Punk level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + Constitution

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons, Punk Weapons, Hand Crossbows, Submachine guns, Pistols, Pepperboxes
  • Tools: Pick one between Theives' tools, Alchemist supplies, or Tinkers' tools

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Insight, Medicine, Persuasion, Performance, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Chainmail Armor or (b) Leather Armor
  • One or two weapons which Punks are proficient in, the tool you chose proficiency in as a punk

Creating a Punk

The punk is not a trained or gifted warrior like other classes, and has only learned combat through brutal trial-and-error. They work best in teams, and may not be as physically or mentally competent as some of their counterparts.

When making a punk, first consider your origins, and what drove you to your delinquent tendencies. Were you isolated and impoverished, in desperate need of any sort of support network? Were you originally of high standing, but disgraced, now running petty street crime to survive? Or, are you just a hooligan, who delights in causing unnecessary havoc?

Furthermore, consider your current circumstances. Why are you currently adventuring? Is your adventuring party your old gang? Or did this party take you in after you had no other place to go? Was your gang dissolved, after tragically losing its leader? Were you kicked out, for being too upstanding or too malicious? Did you have some other interest that was more important than your hometown dealings? Why would you have been accepted into an otherwise normal adventuring group?

Quick Build

Strength, followed by Constitution and Charisma are your most important stats as a punk.

Multiclassing

You must have Strength and Charisma scores of 13 or higher to multiclass in and out of this class.

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Punk
Level Prof. Bonus Features Lucky Dice Beat Up Die
1 +2 Dumb Luck, Beat Up 2 1d4
2 +2 Punk Moniker 3 1d4
3 +2 Moniker Feature, Swagger 3 1d4
4 +2 Ability Score Increase 4 1d4
5 +3 Extra Attack 5 1d4
6 +3 Moniker feature 5 1d4
7 +3 Fortune's Favor, Wild confidence 6 1d6
8 +3 Ability Score Increase 6 1d6
9 +4 Moniker Feature 7 1d6
10 +4 Hustle, Rebellious 8 1d6
11 +4 Moniker Feature 8 1d6
12 +4 Ability Score Increase 9 1d8
13 +5 Drive Hard 9 1d8
14 +5 Reliable Luck 10 1d8
15 +5 Moniker Feature 10 1d8
16 +5 Ability Score Increase 11 1d10
17 +6 Bully 11 1d10
18 +6 Moniker Feature 12 1d10
19 +6 Ability Score Increase 12 1d12
20 +6 Gang Star 12 1d12

Dumb Luck

Beginning at 1st level, you always seem to just barely skirt danger when you really don't deserve to, represented by a pool of Lucky Dice. These lucky dice are d6s, and you start with 3. You gain more Luck dice as you gain levels in this class, as shown in the Lucky Dice column of the Punk table, and regain all at the end of a long rest.

Once per round, when you or a creature within 30 feet makes an attack roll, ability check, or saving throw, you can expend and roll one Lucky Die, adding or subtracting that amount from the roll (no action required).

Beat Up

Also at 1st level, you're better than you should be at beating the snot out of someone when they're in a bad spot. When making a melee weapon attack against a creature who is either frightened of you, grappled by an ally other than you, or is prone, you can roll a d4 and add it to the damage roll of that attack. This damage bonus increases as you gain levels in this class, as shown in the Beat Up die column of the Punk table.

Certain Punk features or abilities may make use of a punk DC or Attack Bonus. This is calculated as follows:

Punk Save DC = 8 + your proficiency bonus +

your Charisma modifier

Punk attack modifier = your proficiency bonus +

your Charisma modifier






The Beat Up feature can only be applied once per attack, even if multiple conditions are met, but other features may reference your Beat Up damage, which is separate.

Punk Moniker

Starting at 2nd level, you have a certain ideal image of yourself which you strive for in your mannerisms and goals. This effects the way in which you function, and grants additional benefits at 3rd, 6th, 9th, 11th, 15th, and 18th levels in this class. You can choose from the Bruiser, Rascal, Showoff, Hell Rider, Gang of One, or Disgrace subclasses for a punk.

Swagger

Starting at 3rd level, you carry yourself with an irreverant self confidence, always ready to assert yourself. As a bonus action, you can force a creature within 20 feet to make a Wisdom saving throw against your Punk DC, becoming frightened of you until the end of your next turn on a failed save. You have a number of uses of this feature equal to your Proficiency bonus, and regain all uses at the end of a long rest.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fortune's Favor

Beginning at 7th level, when using your Dumb Luck feature, you can instead expend 3 Lucky Dice and force the target to reroll the d20. You then choose which roll between the two gets used. Additionally, you can use your Dumb Luck feature on attack rolls as a reaction, in addition to once per turn as normal.

Wild Confidence

Also at 7th level, you are always sure of yourself, since when you get yourself into trouble, you get out of it. Due to this self-assurance, you have advantage on saving throws against being frightened, and when adding dumb luck to your charisma checks, you add the die twice to the result, still only expending one die.

Hustle

Starting at 10th level, you've picked up the street-smarts and coordination to perform small-scale scam and thievery. You can use your Charisma modifier, instead of Dexterity, for sleight of hand checks. Additionally, once per short or long rest, as part of making a melee attack, you can attempt to misdirect a target within 15 feet with nonsense. The target must make an Intelligence saving throw against your Punk save DC. On a failed save, the next attack you make against them has advantage, and if the attack is successful, you can take one item or weapon from the target. You can choose for the attack to deal no damage, and only steal an object.

Additionally, when doing crime during down time, you generally tend to suffer fewer consequences for being caught and make more money when being successful.

Rebellious

Also at 10th level, you have advantage on saving throws against being charmed, and can end one effect causing you to be charmed or frightened by expending a lucky die at the end of your turn.

Drive Hard

Starting at 13th level, you can dig deep to really crush your opponents. Immediately after you hit a creature with a weapon attack or an Unarmed Strike, you can use your bonus action to increase the amount of weapon damage inflicted by that attack by your Beat Up die + your Charisma modifier.

Reliable Luck

Starting at 14th level, your bizarre tendency to have things go right has actually developed and become stronger. Your Lucky Dice become d8s. In addition, once per round when rolling a 1 on a lucky die, you can reroll the die and take the better result.

Bully

Starting at 17th level, the first time each turn you attack a creature while an ally is within 5 feet of the creature, you have advantage on the attack roll and deal additional damage equal to one roll of your Beat Up die if the attack hits.

Gang Star

Starting at 20th level, you've become a legendary scoundrel, forming somewhat of a cult of personality. You gain the following benefits.

  • You gain additional Lucky dice equal to your Charisma modifier.
  • You can cast the Suggestion spell a number of times equal to your Charisma modifier per long rest, using your Charisma modifier as the spellcasting modifier. When cast in this way, the spell doesn't count as magic for purposes of counterspell or other similar anti-magic effects and does not require concentration.
  • Once per long rest, when a creature would succeed on a saving throw against you, you can cause them to fail instead.

Punk Weapons

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Crowbar

1d10 Bludgeoning damage, Heavy
A relatively cheap tool with a nice weight to it, great for pyring open entryways, breaking windows, and breaking skulls in equal measure.

Chains

1d6 Slashing damage, Versatile (1d8), Reach, Special
Special: When an attack with this weapon is replaced with a grapple attempt, the grapple's range is 15 feet.
A length of heavy, interlinked iron rings which are easy to steal or find abandoned near construction zones and private property. It hurts like hell to get hit by it, and it's hard to hit the guy back, either.

Cheater's Bat

1d8 Bludgeoning damage + 1d8 Thunder damage, Two-handed, Loading
This bat has a hidden, replacable explosive cartridge that bursts out to give any solid swing a lot more punch. Always a fun trick until you get caught.

Brass Knuckles

1d6 Bludgeoning damage, Light

Gunslinger weapons available to Punks

Tactless: Cannot add ability modifier to damage, cannot benefit from most fighting styles. When using two-weapon fighting, the offhand attack has disadvantage.
Automatic: Attacks are always made with disadvantage. If attack would have been made without disadvantage, make two attacks with the weapon in its place. If it would have been made with advantage, make 3 attacks.
Overheat (12): After making 12 attacks with the weapon, an action must be used to fix it before it can be used to attack again. This action can be taken at any time to reset the counter.
Bulky: Attacks are made using Strength, instead of Dexterity.

Pistol

2d6 Piercing damage, Light, Ranged (40/80), Tactless

SMG

1d10 Piercing damage, Light, Ranged (30/60), Tactless, Automatic

Peppergun

1d4 Piercing damage, Ranged (50/100), Tactless, Special
Special. For every 2 points over the target's AC you make with an attack roll using this weapon, the attack deals 1d4 additional Piercing damage, to a max of 7d4.

Chaingun

3d6 Piercing damage, Heavy, Two-handed, Ranged (40/120 ft.), Tactless, Automatic, Overheat (12), Bulky
(Only the bruiser subclass has proficiency in the chaingun.)

Moniker: Bruiser

In spite of your delinquent behavior, your genuine strength is undeniable, and contends with even professionally trained warriors. Although, it remains unchanged that you love getting into trouble.

(The FULL martial, built around beating the shit outta people and nothing else.)

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Heavy-Handed

When you adopt this Moniker at 2nd level, you gain proficiency in all melee martial weapons, as well as revolvers and chainguns. Additionally, when making a damage roll for a melee weapon attack, you can expend and roll one lucky die and add it to the damage, and when adding dumb luck to your ability check to grapple or shove a creature, you add the die twice to the result, still only expending one die. Finally, you gain the Unarmed Fighting Style.

Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal bludgeoning damage to one creature grappled by you equal to one roll of the damage die of your Unarmed Strike.

Tough Guy

Starting at 3rd level, at the end of a short or long rest, you gain temporary hit points equal to twice your Charisma modifier. This increases to three times your Charisma modifier at 9th level, and to four times at 13th level. Additionally, you can use Strength, instead of Dexterity, for determining your AC when wearing light or medium armor, and Strength, instead of Charisma, when making an intimidation check. Finally, you can always make a single Unarmed Strike as a bonus action.

Bulldoze

Also at 3rd level, you've become enough of a force where charging forward with reckless abandon is a good strategy for you. As an action, you can move up to your speed + 10 additional feet, moving through the spaces of creatures. When moving through the space of a creature, you can choose to make a single attack against them using your Punk attack bonus. On a hit, this attack deals damage equal to one rolls of your Beat Up die plus your Strength or Charisma modifier Bludgeoning damage. At 6th level, this damage increases to twice your beat up die.

Knock Some Heads

Starting at 6th level, once per turn, upon successfully hitting a creature, you can make the attack a concussive blow by expending one use of your Swagger feature to force the attacked creature to make a Constitution saving throw. On a failed save, their speed is reduced to 0, they cannot use reactions, and they have disadvantage on attack rolls and ability checks until the end of their next turn. Creatures who are immune to being stunned are immune to this effect.

Iron Heel

Also at 6th level, you gain a new way to use your Beat Up feature. You can apply your Beat Up feature to prone targets within 30 feet, regardless of what weapon the attack was made with. Additionally, you do not suffer disadvantage on ranged attacks against prone targets.

Bear It

Starting at 9th level, you've embraced your role as 'The Wall' that can take any beating. As a reaction to taking damage, you can gain resistance to that damage type until the end of the current turn. You can use this feature a number of times equal to your Proficiency bonus, and regain all uses at the end of a long rest.

Bum Rush

Also at 9th level, you throw yourself into your enemies with careless bravado. Once on each of your turns, if you are able to attack as normal, you can make a single melee attack using your Punk Attack bonus. On a hit, it deals damage equal to 1d10 + your Charisma modifier, and you can always apply your Beat Up feature to this attack. The target must then make a Strength saving throw. On a failed save, you can choose to push them 10 feet in a straight line from you or knock them prone. However, upon making this attack, all attacks against you are made with advantage until the end of your next turn.

Alternatively, for this attack, you can make a single weapon attack or unarmed strike, which you can apply your Beat Up feature to under the normal circumstances. Using the feature this way still imposes advantage on attacks against you as normal.

Brutalize

Starting at 11th level, your attacks are like sledgehammers, and crash into your foes with seriously unthinkable force. The first successful attack you make each turn deals additional damage equal to twice your proficiency bonus. Additionally, if a creature fails a saving throw against your Knock Some Heads feature, they are knocked prone.

Shakedown

Also at 11th level, when using your Hustle feature, you can make one additional attack as part of the same action.

Maniacal

Beginning at 15th level, you exude a constant threatening aura. As a reaction when a creature moves within 20 feet of you, you can use your Swagger feature against them. Additionally, once per round when an attack is made or a spell is cast against an ally within 20 feet, you can force the attacker to make a Charisma saving throw against your Punk DC. On a failed save, the attack or spell is redirected to you, and its damage, if any, is reduced by an amount equal to your Charisma modifier.

Put Down

Also at 15th level, you revel in smacking down a weaker opponent. When using your Bear It feature, if the attacker is within 60 feet, you can move up to your speed towards them and make the attack from your Bum Rush feature as part of the same reaction. When using the attack in this way, it does not impose advantage on attacks made against you.

Extra Attack (x2)

Finally, at 18th level, you can attack 3 times, instead of twice, when you take the attack action on your turn.

Moniker: Rascal

You live for thrill, weaving out of the fight to help your buddies bash skulls better than you ever could. Not to say, that you're worthless, far from it: You simply delight in making the lives of your enemies as miserable as possible.
(Partial support, partial debuffer, not quite as good at going head-to-head.)

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Table Topper

When you adopt this Moniker at 2nd level, you get a kick out of pushing others around, loosely fitting the definition of a 'team player' in the process. you gain the following benefits:

  • When taking the Shove action, if you successfully shove a creature, they take bludgeoning damage equal to your Charisma modifier, and you can move them an additional 5 feet if you choose to not knock them prone. You can apply your Beat Up feature to this damage if it would apply to an attack.
  • You can use your Charisma modifier, instead of Strength, when making an athletics check to shove a creature.
  • If you push a creature into the range of an ally, the shoved creature provokes an attack of opportunity from the ally.
  • When applying your Dumb Luck feature to an ally's attack roll or the ability check you make to shove, you add the die twice to the result, still expending only one die.

Hypeman

Starting at 3rd level, the amount of times you can use your Swagger feature increases to twice your proficiency bonus, and you can additionally expend one use of your Swagger feature to take the help action as a bonus action. When taking the help action in this way, the target additionally gains a d6 bonus to the roll aided by the help action.

Bastard

Also at 3rd level, you learn the Vicious Mockery cantrip. When you use your action to cast vicious mockery on your turn, you use d6s, instead of d4s, to determine the damage. Charisma is your spellcasting modifier for this spell.

Intercede

Starting at 6th level, you're an expert at encroaching when not wanted, making the lives of anybody not in your gang that much more difficult. You gain the following reactions:

  • Nerd! As a reaction to a creature within 15 feet making a weapon or spell attack, you can take the Shove action against them.
  • Impose. As a reaction to a creature within 15 feet being subjected to a saving throw, you can subtract your Charisma modifier from the result.
  • Elbow Drop. As a reaction to a creature within 15 feet being grappled or knocked prone, you can perform a melee attack using your Punk attack bonus, dealing 1d8 + CHR on a successful hit.

You have a number of uses of this feature equal to your Proficiency bonus, and regain all at the end of a long rest. You must expend a single use to make any of the reactions provided by this feature.

Lucky Charm

Also at 6th level, you gain 2 additional Luck dice. You gain another at 9th, 13th, and 17th levels.

Warning Shot

Starting at 9th level, the range of your Swagger feature increases to 60 feet, and when using your Swagger feature, you can also make a single attack with your Punk attack bonus against the target, dealing 1d4 + CHR damage on a hit.

Hard Knocker

Starting at 9th level, when you succeed on the shove action, if you choose to push the target, they can be moved up to 20 feet, instead of 10, and you can always apply your Beat Up feature to your shove damage. Additionally, if you choose to knock the target prone, you can move them 5 feet in a direction of your choice.

Quick Action

Starting at 11th level, you've learned that you may not be big, but you're slick, and fast. You also learned to not stick around when things get serious, lest you end up in a spot where your buddies can't bail you out. You gain a Quick Action on each of your turns, in addition to your action and bonus action, which can be used for only the following:

  • take the Shove or Disengage actions
  • move 10 feet without expending any movement
  • gain an extra reaction, which can only be used for features granted by the Punk class or Rascal subclass
  • cast Vicious Mockery.

Serious Business

Starting at 15th level, you have a level head and can keep others around you focused and on target. You have advantage on Wisdom saving throws. When a creature who can see and hear you within 60 feet is forced to make a Wisdom saving throw, you can expend two Lucky dice to give them advantage on the save (no action required). Additionally, the damage die of your Warning Shot and Elbow Drop features increase to a d10.

Rally Up

Also at 15th level, you can call for everyone to push the attack at once, barreling over your opposition. Once per short or long rest, as a bonus action, you can give all allies within 120 feet advantage on weapon attack rolls until the end of their next turn.

Toughen Up

Finally, at 18th level, you keep everybody hardy and ready. When using the help action on an ally, using your Dumb Luck feature on an ally, or when using your Intercede feature to protect an ally from an attack, that ally gains temporary hit points equal to your Charisma modifier.

Moniker: Showoff

You were born with a strong spark of magic, and love to do little party tricks for the others. Not to mention, it comes in handy in a fight... "Bet ya didn' expect that, huh, dickass?"

(Half-sorcerer caster, where you get most of your value from your spells while also being reasonably capable of martial fighting.)

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Spellcasting

When you adopt this Moniker at 2nd level, you gain the ability to conjure minor, but powerful effects. Your Charisma is your spellcasting modifier from these spells, as your ability to manifest it comes from your will and self-assurance.

While your initial spark of magic is more powerful than the minor magic of an eldritch knight or arcane trickster, you also neglect to develop it further, not learning as many spells or entwining it with your martial prowess.

Showoff Spellcasting

Punk Level Cantrips Known Spells Known Sorcery Points 1st 2nd 3rd 4th 5th
2nd 2 2 2
3rd 2 3 3
4th 3 4 3
5th 3 5 4 2
6th 3 5 3 4 2
7th 3 6 3 4 3
8th 4 7 4 4 3
9th 4 7 4 4 3 2
10th 4 8 5 4 3 2
11th 4 9 5 4 3 3
12th 4 9 6 4 3 3
13th 4 9 6 4 3 3 1
14th 4 10 7 4 3 3 1
15th 4 10 7 4 3 3 2
16th 5 11 8 4 3 3 2
17th 5 11 8 4 3 3 3 1
18th 5 12 9 4 3 3 3 1
19th 5 12 9 4 3 3 3 2
20th 5 12 10 4 3 3 3 2

*Note: For the purposes of determining spell slots when multiclassing with the showoff, your caster level is one half your punk level, rounded down.

Cantrips

You learn two cantrips of your choice from the conduit spell list. You learn an additional conduit cantrip of your choice at 10th level.

Spell Slots

The Showoff Spellcasting table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You learn Spellslinger spells at certain levels, as shown in the Spells Known column of the Showoff Spellcasting table. When learning a spell, you may pick any spell from the Showoff spell list for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the conduit spells you know with another spell of your choice from the conduit spell list.

Rough 'n Tumble

Also at 2nd level, you can cast spells even while holding weapons in both hands, and can use a Punk weapon as a spellcasting focus. Additionally, when casting a spell as an action on your turn, you can apply your Beat Up feature to one damage roll of that spell if it would be applied to a melee weapon attack against the spell's target.

Overcompensate

Starting at 3rd level, you're feeling a little self-conscious about not being quite as tough as everyone else, and push yourself to make your unique magic more obviously useful. When casting a spell which deals damage or heals hit points, you can choose to overcharge the spell. This causes you to lose hit points equal to 1 + 2 * the spell's level, but the spell is cast as if it was cast one level higher, and you can add your Charisma modifier to one of the spell's damage or healing rolls. If the spell cast was a cantrip, you lose one hit point, and you add your Charisma modifier to the damage.

Font of Magic

You gain a number of Sorcery points, as shown in the Sorcery points column of the Showoff Spellcasting column. You can convert these sorcery points into spell slots and spell slots into sorcery points the same way in which a Sorcerer does.

Metamagic

Starting at 6th level, you put your own flashy spin on your magic. You gain access to a more unique selection of Metamagic options with which to use your metamagic, shown at the end of this subclass. You learn two of these metamagic options, and can learn another at levels 10, 14, and 18. Additionally, you can expend Lucky Dice in place of Sorcery points, expending one lucky die for each sorcery point replaced in this way.

Swing With 'Em

Starting at 9th level, you gain a new way to use your Beat Up feature: When a creature fails a saving throw against a spell you cast, you can apply Beat Up to melee weapon attacks for the duration of the spell, or until the end of your next turn (if the spell is instantaneous).

Bold Face

Starting at 11th level, you try and put on a tough act, even in bad circumstances. You can add one roll of your Beat Up die to constitution saving throws made to maintain your concentration.

Buster Blasting

Also at 11th level, when taking the attack action on your turn, you can replace one of the attacks with the casting of a cantrip. Additionally, on a turn where you do not replace one of your attacks with a cantrip, you can expend two Sorcery points to cast a cantrip with a casting time of one action as a bonus action.

Vital Flow

Starting at 15th level, you can use your Overcompensate feature on spells which do not deal damage. Additionally, when casting a spell, you can choose to lose hit points equal to your Charisma modifier, and cause the target to either lose or gain that many hit points in return if the spell is successful.

Ace in the Hole

Finally, at 18th level, you learn a single spell from the Sorcerer spell list of up to 6th level. Once per long rest, you can cast that spell at 6th level without expending a spell slot.

Showoff Spell List

You have access to easy-to-grasp energy manifestations and magical skullduggery.
*For homebrew spell lists, Showoffs have access to evocation and enchantment spells available to a Sorcerer.

Showoff Metamagic Options

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.

Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Showoff Exclusive Metamagic

Irritating Spell. When you cast a spell which forces the target to make a saving throw, you can expend 1 Sorcery point to cast it in a particularly attention-grabbing way. Choose a target. If that target fails the save and can currently see you, they have disadvantage on attack rolls against creatures other than you until the end of your next turn. You can expend additional Sorcery points to effect more targets of the spell in this way, expending one point per extra target.

Roughhousing Spell. When casting a spell that deals damage, you can expend 1 Sorcery points to force one creature effected by the spell to make a Charisma saving throw against your spell save DC or fall prone. You can expend additional Sorcery points to effect more targets of the spell in this way, expending one point per extra target.

Careless Spell. When casting a spell, you can expend 2 sorcery points to momentarily have your inner magic fall out of control, leaking outwards from you in a dangerous wave. All creatures within 10 feet of you take damage of the spell's type equal to your Charisma modifier.

Cocky Spell. When you cast a spell on an ally which is not yourself, you can expend 1 sorcery point to also give them a reckless surge of unwarranted confidence. They make attack rolls with advantage until the beginning of your next turn, but attack rolls against them have advantage until the beginning of your next turn.

Laced Spell. When you cast a spell that targets a single ally, you can expend 5 sorcery points to give them an additional action on their next turn. This action can only be used to take the Attack (one weapon attack only), Dash, or Use an Object actions.

Tomfooling Spell. When casting a spell which effects only a single creature, you can expend 2 sorcery points to additionally roll a d6, applying an extra effect based on the number rolled. Alternatively, you can expend 5 sorcery points to choose an effect without rolling.

Number Rolled Effect
1. The target becomes both blinded and invisible until the end of your next turn.
2. The target becomes frightened of its nearest ally, and uses its reaction to move up to its speed to get away. It will not walk into obviously dangerous areas while trying to get away.
3. The target and all creatures within 15 feet of the target of you are teleported 30 feet into a random direction. The direction is either determined by the DM or by rolling a d10, where a 1 is north, and then follows a clockwise pattern (2 is northeast, 5 is south, 7 is west, 8 is northwest), or teleporting directly upwards on a roll of 9 or 10. If this teleportation would put a creature in a wall or other solid object, they are instead teleported to the nearest unoccupied space to their destination.
4. The target becomes blue. The next time the target takes fire damage, they take 1d6 force damage and become red. The next time the target takes cold damage after becoming red, they take 1d6 force damage and return to their original color, ending the effect. The effect also ends at the end of a long rest.
5. You and the target are both effected by the levitate spell. The effect ends after 1 minute, touching the ground, or taking lightning damage.
6. The target momentarily percieves itself as you, and must immediately use its reaction to make an unarmed strike against itself. You can choose for the creature to use your Spell Attack modifier for this unarmed strike, and deal damage equal to 1d4 + your Charisma modifier instead of its normal amount.

When using homebrew which expands the metamagic options the sorcerer has access to, the showoff does not gain those options without DM permission.

Moniker: Hell Rider

You're practically soul bonded to your slick motorbike... You'd be nothing without it.

(Speedy and with a whole extra turn via your motorbike, and with very minor utility with 1/4th power spellcasting.)

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Sweet Ride

Starting at 2nd level, you gain a motorbike or similar small vehicle. The appearance is determined by you, but the functionality remains the same.

This vehicle is bonded to you, and is a minor extension of your inner self. Upon being reduced to 0 hit points, it is destroyed. Your Sweet Ride regains all of its hitpoints when you finish a long rest, and if it is destroyed, is either refurbished or replaced by an identical vehicle over the course of a long rest.

It uses the Sweet Ride stat block included on this page. You can mount or dismount using half of your movement speed, as per the Mounted Combat rules on page 198 of the player's handbook.

While mounted on the Sweet Ride, you always have direct control over it. It takes its turns in combat at the same time as you, and you can use it to take any actions it may have access to while you are riding it (no action required by the rider). However, if you dismount the sweet ride at any point, you can no longer command it in this way, and it will not take any actions.

When you and your sweet ride would both take damage from an area of effect, such as the explosion of a fireball, only the rider takes damage (as long as they are mounted on the sweet ride). Any effects other than damage apply to both the sweet ride and the rider, using only a single saving throw if a saving throw is required.

When you must make a strength or dexterity saving throw, you can use the saving throw bonus of either you or the sweet ride.

Your sweet ride gains more abilities and stats as you level up in this class:
Its movement speed increases by 5 feet at levels 4, 7, 10, 13, 16, and 19.
Its Dexterity score increases by 2 at levels 6, 12, and 16.
Its Strength score increases by 2 at levels 4, 8, 10, and 19.
Its Constitution score increases by 2 at levels 6 and 13.


Sweet Ride

Medium Construct


  • Armor Class 13 + Dexterity modifier
  • Hit Points CON (3) * your Punk level
  • Speed 40

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 16 (+3)

  • Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned, Stunned
  • Saving Throws None
  • Proficiency Bonus Uses your Proficiency bonus

Traits

Seating. The Sweet Ride can function as a mount even if the creature riding it is the same size category as the Sweet Ride.

Inanimate. The Sweet Ride will not act or move on its own. It will never act independently, become displeased, or disobey the direct commands of the rider. However, dismounting the sweet ride takes your entire movement speed, instead of only half. Additionally, the Sweet Ride cannot take any actions not listed in its stat block, such as the Help, Dash, or Disengage actions.

Jump. If the Sweet Ride moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap.

Prone deficiency. If the Sweet Ride falls prone, it cannot right itself and is incapacitated until pulled upright.

Traction. The Sweet Ride must expend 4 feet of movement for every foot it moves through difficult terrain, instead of 2.

Actions

Crash. The Sweet Ride must move at least 20 feet in a straight line before taking this action. The Sweet Ride is instantly reduced to 0 hit points, and all creatures within 15 feet must make a Dexterity saving throw, taking fire damage determined by a number of d8s equal to the sweet ride's Proficiency bonus on a failed save, or half as much on a successful one.

Spellcasting

Starting at 3rd level, you become able to channel the minor magic of your sweet ride for more purposes than just wheeling around.

Hell Rider Spellcasting

Punk Level Cantrips Known Spells Known 1st 2nd 3rd
3rd 1 1 2
4th 1 1 2
5th 1 2 3
6th 1 2 3
7th 2 2 3
8th 2 3 3
9th 2 3 4 2
10th 2 3 4 2
11th 2 4 4 2
12th 2 4 4 2
13th 2 5 4 3
14th 2 5 4 3
15th 3 5 4 3
16th 3 6 4 3
17th 3 6 4 3 2
18th 3 6 4 3 2
19th 3 7 4 3 2
20th 3 7 4 3 2

*Note: For the purposes of determining spell slots when multiclassing with the hell rider, your caster level is one fourth of your punk level, rounded up.

Cantrips

You learn one cantrip from the Hell Rider spell list. At 7th level, you learn a 2nd cantrip, and a 3rd at 15th level.

Spell Slots

The Hell Rider Spellcasting table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You learn Hell Rider spells at certain levels, as shown in the Spells Known column of the Hell Rider Spellcasting table. When learning a spell, you may pick any spell from the Hell Rider spell list for which you have spell slots.

Whenever you gain a level in this class, you can replace one of the Hell Rider spells you know with another spell of your choice from the Hell Rider spell list.

Modifications

Starting at 6th level, you begin to make additions and improvements to your sweet ride. It gains the following traits and actions, which are added to its stat block.


Traits

Hit 'n run. When the Sweet Ride or its rider makes a successful attack against a creature, that creature can't make opportunity attacks against either until the end of the current turn.

Actions

Machine Gun. Ranged weapon attack, (40/80 feet). Dexterity modifier + Proficiency bonus to hit, 1d4 + Dexterity modifier piercing damage.

Ramming Spikes. Melee weapon attack.
Strength modifier + Proficiency bonus to hit, 1d10 + Strength modifier slashing damage.

Your Beat Up feature cannot be applied to the attacks of the sweet ride. Additionally, you also become a bit of a mechanic. You gain proficiency in Tinker's Tools. Over the course of one minute, you can restore hit points to the sweet ride equal to your Punk level, or can expend a spell slot as an action to cause the sweet ride to regain hit points equal to 2d6 per spell level + your Charisma modifier.

Bulletstorm

Also at 6th level, your Beat Up feature can be applied to ranged weapon attacks, as long as the target is within 15 feet, and the normal conditions still apply.

Hellstorm

Starting at 9th level, once per long rest, you can wreathe yourself in a veil of intense flames for one minute. For the duration of this effect, your Sweet Ride receives the full benefits of the Ashardalon's Stride spell without consuming the spell slot or requiring concentration, your weapon attacks deal additional fire damage equal to your Charisma modifier, and you gain resistance to Fire and Cold damage. You can end the effects of this feature as a bonus action.

Soul Ride

Also at 9th level, while not mounted on your sweet ride, you can expend one Spell Slot as a bonus action on your turn to stand it upright and command it remotely.

Breakneck

Starting at 11th level, your motorbike moves with both speed and magic, allowing it to independently generate spells and even create momentary, tangible afterimages. Your Sweet Ride gains the following additions to its stat block.


Actions

Spellcasting. The Sweet Ride uses the rider's charisma score as its spellcasting ability, and can cast the following spells:

  • At Will: Burning Hands, Knock
  • 1/day each: Zephyr Strike, Blindness/Deafness, Spider Climb

Bonus Actions

Afterimage (2/day). The motorbike creates a phantasmal, blurry image of both itself and its rider. The afterimage uses the same stat block as the Sweet Ride, but can only make a single weapon attack or cast burning hands at 1st level, and only has 1 hit point. The afterimage takes its turns at the same time as the rider and is independently controlled by the rider. It will disappear at the end of your next turn, or if it is reduced to 0 hit points.

Improved Weapons

Also at 11th level, you've overhauled your slipshod weapons systems to give them a good bit more punch. Your Sweet Ride gains the following additions to its stat block:


Actions

Multiattack. The Sweet Ride makes two attacks with either its machine gun or ramming spikes.

Additionally, the damage die of the Machine Gun increases to a d6, and the damage die of the Ramming Spikes increases to a d12.

Perpetual Storm

Starting at 15th level, you gain unlimited uses of your Hellstorm ability.

Extra Attack (x2)

Finally, at 18th level, you can attack 3 times, instead of twice, when you take the attack action on your turn.








Hell Rider Spell List

You have access to simple flame and poisons, as well as magical enhancement.

Unpolished

These subclasses are majorly just ideas put to paper, and haven't had any sort of comparison, calculation, or real thinking put into them. They might need another pass, but they can still be used as-is.

Moniker: Gang of One

When you don't have buddies to back you up... make your own.

(Similar to an echo knight.)

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Mob

When you adopt this Moniker at 2nd level, you gain a new way to use your Beat Up feature: You can apply your beat up feature when an ally is within 5 feet of your target, and you are within 30 feet of your target.

Self-Replicate

Starting at 3rd level, as part of rolling initiative or as a bonus action on your turn, you can split yourself into two identical copies. You still only get one turn, and must choose which of your copies gets to act on each of your turns, although the one that does not act can still move up to their speed as they normally would on the same turn. You share all resources (such as spell slots or lucky dice) and hit points: if either version takes damage, the damage is subtracted from your health pool. Your copy shares your stats and features, but counts as a separate entity: spells, potions, and effects effect you individually. You can dismiss your copy as a bonus action, and it disappears over a long rest. You can choose which version of yourself disappears, and continue from the point of either version.

Upon using this feature, you must finish a long rest before you can use it again.

Call Backup

Starting at 6th level, you can will an extra gang member into existence. As a bonus action or as part of rolling initiative (you must choose whether to use this feature or self-replicate as part of rolling initiative, you cannot take more than one 'initiative action'), you can create one humanoid simulacrum. This simulacrum has 1 HP, 15 AC, uses your saving throws, has immunity to all conditions, does not provoke opportunity attacks, and occupies its space. It counts as an ally, takes its turns at the same time as you, and you have direct control over it.

The simulacrum disappears after 1 minute, upon reaching 0 hit points, upon moving more than 90 feet away from you, if you create another simulacrum, or upon taking the Help, Use an Object, or Attack actions. It is capable of making a melee attack using your Punk attack bonus, dealing damage equal to 1d8 + your Charisma modifier on a hit. If you are grappling the target or it is scared of you, you can apply your Beat Up feature to this attack.

You have a number of uses of this feature equal to your Charisma modifier, and regain all uses at the end of a long rest.

Everyman

Starting at 9th level, you can choose to have your copy not disappear at the end of a long rest. However, you do not gain another use of your Self-Replicate feature if you do this.

Evasion

Also at 9th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. 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. This benefit extends to your simulacrums, as well.

Left Hand Man

Starting at 11th level, the copy made by your Self Replicate feature can take its full turns at the same time as you. However, it cannot take the same action as you on your turn. However, if you take the Attack action OR Cast a Spell action, the copy can make a single weapon attack or cast a 1st-level spell.

Area of Influence

Also at 15th level, your simulacrums no longer disappear after 1 minute, after taking one of their actions, or after moving more than 90 feet away from you. They also do not disappear when a new simulacrum is created, as long as the simulacrums are kept at least 90 feet apart. If any simulacrums come within 90 feet of eachother, the oldest one instantly disappears. Finally, your simulacrums now have hit points equal to your Punk level + your Charisma modifier. If any simulacrums are active when you take a long rest, you do not regain those uses of the feature.

Man of Many Hands

Finally, at 18th level, you gain another use of your Self-Replicate feature. You can have up to two copies of yourself at once, and you gain temporary HP equal to your Punk level upon using your Self-Replicate feature.

Moniker: Disgrace

You aren't actually street scum, coming from a background of much higher status, such as a knight or noble, but rolling with these hooligans is way more fun than the boring shit you have to do back home.

(A subclass meant for a particular archetype. I'm sure it can fit a broader scope, and its not like a scruffy noble kid would have to use this subclass anyways, but it was on the mind.)

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Decorum

When you adopt this Moniker at 2nd level, you have already been acclimated to the proper mannerisms of a well-mannered citizen, a skill which you have shamefully retained. You gain expertise in one of the following skills of your choice: History, Arcana, Investigation, Religion, or Persuasion. You additionally gain proficiency in any one weapon of your choice and shields.

Wise Guy

Also at 2nd level, you can choose to use Intelligence, instead of Charisma, for your punk DC and attack bonus, as well as any other Punk features which use charisma.

Cover Up

Finally at 2nd level, you've had one too many close calls with your buddies almost finding out who your real identity. Due to this, you've become an expert at misdirection, and... Well, gaslighting. As a reaction to a creature ending its movement or seeing you, you can place a body double, then move up to your speed. You are invisible and inaudible for the duration of the movement, and do not provoke opportunity attacks. The body double has 1 HP, 12 AC, and is indistinguishable from you until reduced to 0 hp or a creature makes a successful Insight or Perception check against your Punk DC, which they can make upon moving within 20 feet of the double (no action required). You additionally have advantage on persuasion and deception checks related to the legitimacy of the double. You can use this bonus a number of times equal to your Proficiency bonus per long rest.

Fighting Style

Starting at 3rd level, you have proper training in particular type of weaponry. You gain one of the Fighting styles available to the Fighter class, choosing from this list: Dueling, Archery, Precision, Freeform Fighting, Versatile Fighting, or Two Weapon Fighting. Alternatively, instead of a fighting style, you can gain the Magic Initiate feat, but must choose from Bard, Warlock, or Wizard for the feat.

Sneak

Also at 3rd level, you gain proficiency in the Stealth skill, and can expend one use of your Cover Up feature to take the hide action as a bonus action. If you already have proficiency in the Stealth skill, you can choose another skill with which to gain proficiency.

Hidden Frustration

Starting at 6th level, you gain a new way to use your Beat Up feature. If you have advantage on an attack roll, you can apply your Beat Up feature to the attack.

Worrier

Also at 6th level, you can't help but worry that your friends will get hurt. As a bonus action, you can enter a high-strung state for 1 minute. While in this state, you do not provoke attacks of opportunity, can grapple up to two willing or unwilling creatures, and do not have your speed reduced when dragging a grappled target. Additionally, your speed increases by 15 feet, and once per turn, when attacking an enemy, you can force them to make a Strength saving throw against your Punk DC or be knocked prone. If you have advantage on the attack roll, if they fail the saving throw they are additionally knocked unconscious until the end of your next turn, or until they take damage again. Once an enemy fails this save, they will be immune to being knocked prone or unconscious by this feature until the end of your next long rest.

Defiant

Starting at 9th level, you never stop resisting, always keeping up your fight. Once on each of your turns, when you are restrained, incapacitated, or otherwise restricted from attacking, you can make a single weapon attack. Additionally, you gain proficiency in Wisdom saving throws.

Individuality

Starting at 11th level, you have actualized yourself to the highest degree. You gain a number of uses of this feature equal to your Charisma modifier. You can choose from one of the following benefits:

Roughneck: You just like to beat the hell out of others for no good reason. Once on each of your turns, when not incapacitated or otherwise restricted from attacking, you can make a single weapon attack at disadvantage (no action required). If you would apply your Beat Up damage to this attack, it is made without disadvantage. Additionally, as a bonus action, you can expend one use of this feature as a bonus action to gain temporary hit points equal to your Proficiency bonus.

Backup: You're always there to help your buddies, and are adept at fighting in tandem. When taking the attack action on your turn, you can expend one use of this feature to have advantage on all attacks while an ally is adjacent to your target for the rest of the turn.

Defender: You have resolved to do whatever it takes to shield your friends from those that would harm them. As a reaction to an ally within 10 feet taking damage, you can expend two uses of this feature to take half of that damage and cause the ally to take no damage. Additionally, you can expend one use of this feature when making an attack against an enemy to cause that enemy to have disadvantage on attacks against creatures other than you and all allies to have advantage on saving throws against that creature until the end of your next turn.

Broker: You have a talent for genuine diplomacy, and are the one that the group looks to for smooth-talking deal-making. You can expend one use of this feature to reroll any charisma ability check and take the better result, but only once per check. Additionally, you gain the Friends and Guidance cantrips, and can expend one use of this feature to cast Charm Person, Detect Thoughts, Gift of Gab, or Blindness/Deafness. Charisma is your spellcasting modifier for these spells.

Truth in Self

Starting at 15th level, depending on your choice at level 11, one of your Ability Scores increases by 2, to a maximum of 22. The improvement is to your Strength if you picked Roughneck, Dexterity for Backup, Constitution for Defender, or Charisma for Broker.

Actualization

Also at 15th level, when in your high-strung state using your Worrier feature, a target does not become immune to the feature after succeeding on the saving throw. You additionally gain a secondary benefit based on your Individuality choice while you are high-strung.

Roughneck: Your attack rolls have advantage for the duration.

Backup: Your attack rolls always have advantage when an ally is within 5 feet of the target, and once per turn when dealing damage, you can choose an ally within 5 feet of the target. That ally gains an extra attack on their next turn.

Defender: You no longer need to expend a use of the individuality feature or a reaction to protect an ally.

Broker: You have advantage on saving throws, and attacks have disadvantage against you for the duration. If you damage a creature, however, they no longer have disadvantage on attacks against you until the end of your next turn.

Extra Attack (x2)

Finally, at 18th level, you can attack 3 times, instead of twice, when you take the attack action on your turn.

Unfinished

These subclasses are unfinished, and will be expanded on more in the future. It is currently entirely unusable.

Moniker: Scrap-bug

You hate to see good wreckage go to waste, since you know just how to turn it into something useful.

(Sorta like the artificer. But makes machines with junkyard metal instead of magic.)

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New Toys

When you adopt this Moniker at 2nd level, you begin to get to work, tinkering with unwanted parts to make your own cool inventions. When you gain this feature, and at the end of a long rest, you can create one of the inventions listed on the next page. If you create one of these inventions and another invention of yours already exists, the oldest invention ceases to function. You can have more inventions at once when you reach certain levels in this class: 2 at 5th level, 3 at 7th level, 4 at 10th level, 5 at 14th level, 6 at 17th level, and any amount at 20th level.

Blast boots, Lightning batons, Lightning grenades, Hacking tool, Grappling gun, Zap goggles

maybe the Gadgetry tools from the abandoned martial roles system?

Wise Guy

Also at 2nd level, you can choose to use Intelligence, instead of Charisma, for your punk DC and attack bonus, as well as any other Punk features which use charisma.

Feature

Starting at 3rd level,

Irresponsible Voltage

Starting at 6th level, you've hooked up a power source to charge yourself with dangerously high voltages on-command. When making an attack with one of your inventions, you can choose to charge it, causing the attack to deal an additional 2d6 Lightning damage. You then take an equal amount of lightning damage. You have a number of uses of this feature equal to your Intelligence or Charisma modifier, and regain all uses at the end of a long rest.

Used ta 'dis

Also at 6th level, your overexposure to electricity has also given you resistance to lightning damage.

Feature

Starting at 9th level,

Feature

Starting at 11th level,

Feature

Starting at 15th level,

Blast Boots

A pair of heavy metal boots with thrusters built into the soles. While wearing these boots, your speed decreases by 5 feet. However, you have a number of charges with these boots equal to twice your Intelligence modifier. You can expend these charges to do the following:

  • Once at the beginning of each of your turns, you can expend one charge to increase your speed by 20 feet for that turn (no action required).
  • As a bonus action, you can expend one charge to make a kick empowered by the backblast of the boots. Make an attack with your Punk attack bonus, dealing 1d8 force or fire damage. Starting at 9th level, this deals additional Bludgeoning damage equal to 1d4 + your Strength modifier, and at 13th level, the initial damage increases to 2d8 force or fire damage.
  • As a reaction when making a dexterity saving throw to take half damage from an area of effect, such as the explosion of a fireball, you can expend two charges to instead take half damage on a failed save or no damage on a successful save.
Flash Grenades

A few poorly-welded metal capsules that burst into an explosion upon impact. In place of an attack, you can throw one of these grenades to a point within 40 feet, forcing all creatures within 15 feet of that point to make a Dexterity saving throw or take 3d6 Thunder damage. You have a number of these grenades equal to your Intelligence modifier, and regain all grenades at the end of a long rest. This damage increases to 3d8 at 9th level, then to 4d8 at 13th level.

Battery Batons

Two metal batons hooked up to a car battery on your back. They deal 1d6 + your intelligence modifier Lightning damage and have the Light property. Upon hitting an creature with these batons, that creature has disadvantage on weapon attacks against targets other than you until the end of their next turn.

Super Scope

Changelog

  • v1.0 - Published document.
  • v1.1 - Gang of One and Disgrace monikers added, although not finished.
  • v1.2 -
    • Overconfidence renamed to Wild Confidence. Several clarifications and tweaks made to the punk's class features to make it more clear and effective. All charisma checks now receive the bonus from Wild Confidence, instead of only intimidation and performance. Beat up damage changed from a flat numerical bonus to a die which increases in size at the same levels (except level 4).
    • Bruiser's 11th level Bum Rush feature and 9th-level Brutalize feature switched, and brutallize now adds twice Proficiency bonus damage, instead of beat up damage. Shakedown feature added.
    • Showoff gains less Sorcery points. Additionally, irritating spell and roughhousing spell changed to one sorcery point per target, instead of 3 points to effect all targets. Ability to add Beat Up to one spell attack per turn moved from Swing with 'em to Rough 'n Tumble. This makes Swing with 'Em near worthless, but that's fine, since they gain 3rd level spells there anyways.
    • Hell rider can no longer add Beat Up damage to the Sweet Ride's attacks, and extra clarification was added to how saving throws and area of effect work when riding. Additionally, the 11th-level Afterimage can now only cast burning hands or make one weapon attack. Soul ride feature added.
    • Rascal now adds two dice when adding dumb luck to shoves and ally's attacks. Additionally, now pushes targets an extra 5 feet, and can only apply beat up to their shove damage when conditions apply.
  • v1.2.1 - Beat up now becomes a d6 at level 7, instead of 8. Added bully feature so that 17th level isn't empty. 'Knock some heads' feature no longer a reaction.

The next step is to decorate the document, adding reference images and pretty colors. That may not be for a while, however, since I also have to focus on... actually running the game (and various life stuff) bahah. Also, I'd like to implement the scrap bug subclass, but that's also gonna be a while since its a more complicated set of stuff.

Thanks to Nepheronia for helping with revising.

 

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