Difference between revisions of "Ironman (Constitution) (5A)"
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* '''Shrug it Off.''' When you are affected by a spell or ability that allows a saving throw and has a lasting effect, you can use this trick at the start of your turn to make a Constitution saving throw against the save DC of the effect. If you succeed at this saving throw, the effect ends. You can use this trick even if Incapacitated. | * '''Shrug it Off.''' When you are affected by a spell or ability that allows a saving throw and has a lasting effect, you can use this trick at the start of your turn to make a Constitution saving throw against the save DC of the effect. If you succeed at this saving throw, the effect ends. You can use this trick even if Incapacitated. | ||
− | * '''Trap Weapon.''' When an enemy hits you with a melee weapon attack, including a natural attack, you can trap that weapon in your body. The target must make a Dexterity saving throw or become grappled by you. | + | * '''Trap Weapon.''' When an enemy hits you with a melee weapon attack, including a natural attack, you can trap that weapon in your body. The target must make a Dexterity saving throw or become grappled by you. You can use this against opponents you could not normally grapple with, such as one too large, out of reach, or immune to being grappled. You do not need to use a hand for this grapple. As long as they are grappled by you, they cannot use the trapped weapon or natural attack, and you have advantage on weapon attacks against them. |
− | You can use this against opponents you could not normally grapple with, such as one too large, out of reach, or immune to being grappled. | ||
− | You do not need to use a hand for this grapple. As long as they are grappled by you, they cannot use the trapped weapon or natural attack, and you have advantage on weapon attacks against them. | ||
=== Level 3: Survivor === | === Level 3: Survivor === |
Revision as of 19:15, 4 July 2024
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Starfox's 5th Edition Fan Page |
This is an original Exemplar subclass for 5A.
So, the plan requires me to take a potion that makes me appear dead, drift with the current in the sewer, imitate a corpse as i float by the checkpoint, overcome the potion, fill my mouth with sewer water, and squirt it at the captain, who we know is squeamish? Excellent plan!
An Exemplar subclass. As an ironman, male or female, you have trained your endurance and resilience to be able to survive what would kill others in minutes. You might be known as a food taster, survivalist, courier, or boozer. Famous ironmen from stories include John McClane of Die Hard and Perceval in the movie Excalibur (1981).
Level 1: Focus Ability
Your Focus Ability is Constitution. You are proficient in Constitution and Charisma saving throws.
1st Level: Ironman Proficiencies
You gain proficiency with Athletics and martial weapons. If you already know Athletics, select another skill to learn.
Level 2: Ironman Tricks
You can choose these tricks only available to ironmen. You can use tricks even if you are Incapacitated. This includes ironman tricks and general Exemplar Tricks.
- Invincible. At the start of your turn you can use this trick to end all of the following conditions affecting you: Blinded, Charmed, Deafened, Grappled, Incapacitated, Poisoned, Prone, Restrained, and Stunned. You also end any effect causing continuing damage over several rounds.
- Last Man Standing. At the start of your turn you can expend a Hit Die to recover hit points.
- Shrug it Off. When you are affected by a spell or ability that allows a saving throw and has a lasting effect, you can use this trick at the start of your turn to make a Constitution saving throw against the save DC of the effect. If you succeed at this saving throw, the effect ends. You can use this trick even if Incapacitated.
- Trap Weapon. When an enemy hits you with a melee weapon attack, including a natural attack, you can trap that weapon in your body. The target must make a Dexterity saving throw or become grappled by you. You can use this against opponents you could not normally grapple with, such as one too large, out of reach, or immune to being grappled. You do not need to use a hand for this grapple. As long as they are grappled by you, they cannot use the trapped weapon or natural attack, and you have advantage on weapon attacks against them.
Level 3: Survivor
You can survive under extreme conditions much longer than others.
- Add your Exemplar level to you Constitution bonus and twice your level to your Constitution score for such things as surviving without air, food, or water.
- Add your Proficiency Bonus to the result of each of your Hit Dice when you gain a Exemplar level. This means you have to re-calculate your hit points each time your Proficiency Bonus increases.
- Add your Proficiency Bonus to the amount of hit points you recover each time you heal hit point damage. When you spend Hit Dice to recover hit points, this bonus is added to each Hit Die spent.
Level 6: Ironman Dice
An ironman can spend Exemplar Dice in unique ways. You can do this even if you are Incapacitated.
- Spend a an Exemplar Die when you fail a saving throw. Make a Constitution saving throw against the original difficulty, adding the Exemplar Die to the result. If this is better than your original saving throw result, use the new result instead.
- At the start of your turn you can spend an Exemplar Die to to exclude yourself from any one ongoing effect currently affecting you. Roll an Exemplar Die. On a result of 3 or higher that effect ends.
Level 10: Martyr
When a ally within 20 feet takes damage or suffers a harmful effect, you can use a free action to take the effect on yourself. You do this after the result of the effect is known. The ally avoids the effect entirely. The effect now targets you, beginning the process again, with new rolls for attack, saving throw, and effect. If this is an area effect and both you and the target are in the area, you are still only affected once. You don't benefit from cover when you use Martyr. You can do this three times and regain the ability on a long or short rest.
Level 14: Tit for Tat
When an enemy forces you to take a saving throw, you can use a reaction to force that enemy to make the same type of saving throw against your trick saving throw DC. If the enemy fails this saving throw, they suffer a limited version of the same effect they used on you. If the effect has a duration, the effect only lasts until the end of their next round. If the effect does damage, they only suffer half damage. This does not change the effect on you in any way.