May 04 2016

Ghostbusters 5E First Pass: Brawn

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Ghostbuster_by_WyA
(Illustration by Ryan Ottley)

Next up in our Ghostbusters classes, the Brawn class! Ghosts, this is gonna hurt.

Brawn Class (First Draft)

Hit Die: d10
Hit Points at 1st Level: 10 + your Constitution modifier
Saving Throws: Str, Con
Proficiencies: Simple Weapons, Proton Packs, Slime Throwers, Padded Jumpsuit, a toolset of your choice
Skills: Choose two from Acrobatics, Athletics, Driving, History, Insight, Intimidation, Medicine, Perception, Pilot, Survival

Level Prof. Bonus Features
1 +2 Second Wind, Strong Back
2 +2 Action Surge (one use)
3 +2 Specialty
4 +2 Personal Development
5 +3 Extra Attack
6 +3 Personal Development
7 +3 Specialty
8 +3 Personal Development
9 +3 Indomitable (one use)
10 +4 Specialty
11 +4 Extra Attack (2)
12 +4 Personal Development
13 +5 Indomitable (two uses)
14 +5 Personal Development
15 +5 Specialty
16 +5 Personal Development
17 +6 Action Surge (two uses), Indomitable (three uses)
18 +6 Specialty
19 +6 Personal Development
20 +6 Extra Attack (3)

Second Wind
Starting at 1st level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your Brawn level. You must take a short or long rest before you may use this feature again.

Strong Back
At 1st level, your carrying capacity (including maximum load and maximum lift) is doubled, and you may always add a Ghost Die to Strength checks made to push, pull, lift, or break objects.

Action Surge
Starting at 2nd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. You must take a short or long rest before using this ability again.

Specialty
At 3rd level, you choose a specialty for character. The choices are Athlete, Brawler, or Master Blaster. You immediately gain the first benefit associated with that specialty, and gain another benefit at 7th, 10th, 15th, and 18th level.

Personal Development
Whenever this option comes up, you have your choice of one of the following options: increase one ability score of your choice by +2, increase two ability scores of your choice by +1 each, or gain a feat.

Extra Attack
Starting at 5th level, when you use the Attack action on your turn, you can attack twice instead of once. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable
Starting at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Specialties
Athlete
Remarkable Athlete: Starting at 3rd level, you can add half your proficiency bonus (rounded down) to any Strength, Dexterity, or Constitution check that doesn’t already use your proficiency bonus. In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier plus a Ghost Die.

Fast Movement: Starting at 7th level, your speed increases by 10′ while you aren’t wearing heavy armor or carrying anything that would otherwise impede your running speed.

Evasion: Starting at 10th level, when subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take take no damage if you succeed the throw, and half damage if you fail.

Roll With It: Starting at 15th level, you gain Resistance to falling damage or damage taken from slamming into walls or other obstacles. Also, when any effect knocks you prone, you may immediately return to a standing position as a reaction without expending any movement to do so.

Amazing Moves: At 18th level, when you Roll a Ghost, for any reason, you may immediately take an extra action (as if using your Action Surge).

Brawler
Mighty Melee: Starting at 3rd level, your fists (feet, elbows, whatever) count as melee weapon attacks, doing a Ghost Die of damage. (Note that for critical hit damage roll calculations, a Ghost Die counts as a d6.)

Also, when you make a melee attack, Strength check, or Strength saving throw, you may add a Ghost Die to the d20 roll. You must take a short or long rest before you can do this again.

Hit ’em Where It Hurts: Starting at 7th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 19 or 20. Also, your unarmed attacks gain +1d4 damage (on top of the Ghost Die they already do).

Blocking Blows: Starting at 10th level, you add your Strength bonus to your AC against all melee attacks. Also, the additional damage done by your unarmed attacks increases from +1d4 to +1d6.

Brutal Brawler: Starting at 15th level, when making a melee attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit. Also, the additional damage done by your unarmed attacks increases from +1d6 to +1d8. (Thus, a critical hit with your fists would do a Ghost Die + 2d6 + 2d8 + your Strength modifier.)

Punishing Pugilist: Starting at 18th level, you add your proficiency bonus to all melee weapon damage rolls as well as your Strength bonus. Also, the additional damage done by your unarmed attacks increases from +1d8 to +1d10.

Master Blaster
Nice Shootin’, Tex!: Starting at 3rd level, you gain +2 on all ranged attack rolls, including rolls made to capture ghosts (or add +2 to the DC a ghost must beat to avoid capture, as applicable).

Also, when you make a ranged attack, you may add a Ghost Die to the attack roll or damage roll. You must take a short or long rest before you can do this again.

Bullseye: Starting at 5th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 19 or 20, and when you make a critical hit with a ranged attack, you add a Ghost Die to the damage rolled.

Hose ‘Em: Starting at 10th level, once per turn you can use your action to make a ranged attack against any number of creatures within 10′ of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. Note that this only counts as one “attack” for purposes of the Extra Attacks ability, but any other attacks made on the turn must be normal attacks and not volley attacks.

Hardball: Starting at 15th level, when making a ranged attack, your weapon attacks score a critical hit on a roll of 18-20, and you add an additional die of the type used by the weapon as well as the Ghost Die to the damage on a critical hit.

Nice Grouping: Starting at 18th level, you may subtract up to your full proficiency bonus from your attack roll when making a ranged attack. If the attack hits, it does an extra +2 damage for each -1 to the attack roll.

Whattya think? Next time: Guts.

-The Gneech

Brains Class
Guts Class

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