Name: Toyohisa Shimazu
HP: 256
Speed: 30 ft
Armor Class: 10
Hit Dice: 1D10
Class: One for All: One for All is a power that has been passed on through generations. Perhaps you are the first user of this great power, or maybe you've been gifted this power by your mentor who sees you fit to take their place.
Subclass: Burst Style: Burst Style focuses on using the quirks and unique manifestations of One for All of the past users in quick bursts, limiting usability but minimizing cost to the individual. While not as general in combat applicability as other styles, it makes up for that in diversification. When you gain a feature from your One for All Fighting Style, you may instead gain one of the following features.
Some of the following features require the target to attempt a saving throw. The DC for these saving throws is 8 + your Proficiency Bonus + your Strength modifier Strength. Each of the following features cost a number of "quirk points" as shown in parenthesis next to their name when used. You have a number of quirk points equal to your Proficiency Bonus + your Constitution modifier, and you regain all quirk points after finishing a long rest. You may regain half your maximum quirk points once after finishing a short rest, regaining the ability to do so after finishing a long rest.
Level: 20
EXP: ?
Race: Humanoid.
Background: Merchant: You have spent your life among traders, merchants, and the mercantile exchange of goods. Whether you grew up as child of settled merchants in a bazaar, or as a nomad amidst a caravan roaming the lands, or took it up as a way to become rich despite your birth - you've become attached to the profession.
Alignment: Chaotic Neutral.
Bonus Proficiency: +6
Age: 27
Quirk Points: 19
-Stats-
Strength: 1 + 15 + 2 + 2 = 20
-Modifier: +5
-Saving Throw: +5
Intelligence: 10 + 1 = 11
-Modifier: 0
-Saving Throw: 0
Charisma: 10
-Modifier: 0
-Saving Throw: 0
Dexterity: 15 + 2 = 17
-Modifier: +3
-Saving Throw: +3
Constitution: 1 + 15 + 2 + 2 = 20
-Modifier: +5
-Saving Throw: +5
Wisdom: 10
-Modifier: 0
-Saving Throw: 0
Skills-
Athletics(Strength): +5
Acrobatics(Dexterity): +3
Sleight of Hand(Dexterity): +3
Stealth(Dexterity): +3
Arcana(Intelligence): 0
History(Intelligence): 0
Investigation(Intelligence): 0
Nature(Intelligence): 0
Religion(Intelligence): 0
Animal Handling(Wisdom): 0
Insight(Wisdom): 0
Medicine(Wisdom): 0
Perception(Wisdom): 0
Survival(Wisdom): 0
Deception(Charisma): 0
Intimidation(Charisma): 0
Performance(Charisma): 0
Persuasion(Charisma): 0
-Features-
*Race*
—Ability Score Increase: Two different ability scores of your choice increase by 1
—Skills: You gain proficiency in one skill of your choice.
—Feat: You gain one Feat of your choice.
*Class*
-One for All-
—One for All: Beginning at 1st level, you gain the power of One for All. This lets you tap into the reserve of energy deep within you. You gain the following benefits while you are unarmed:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes.
• You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain One For All levels, as shown in the Unarmed Die column of the One For All table.
• When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike.
—Plus Ultra: When you reach 2nd level, you are able to sacrifice your own health in order to deal more damage. You may add damage up to your level per attack, taking an equal amount of damage. As a reaction, you can spend a hit die to deal the amount you rolled as additional damage on your next attack. When scoring a critical hit, you may choose to take 2 levels of exhaustion to double the amount of damage dice you roll; you must start with no exhaustion before using this feature again.
—One for All Fighting Style: At 3rd level, you choose a One for All fighting Style. Choose between the One for All Styles detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 15th, and 18th levels.
—Ability Score Increase: When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
—Full Cowling: At 4th level, as a bonus action you can gain an unarmored AC equal to 10 + Strength or Dexterity modifier + your Constitution modifier. This lasts until you dismiss it as a bonus action. For every hour you have this active you gain 1 level of exhaustion.
—Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
—Improved Critical: Starting at 6th level, your attacks score a critical hit on a roll of 19 or 20. This increases to 18 or 20 at 12th level, and to 17 or 20 at 18th level.
—Indomitable: Beginning 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
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
—Go Beyond: Starting at 10th level, as a last effort to defeat your enemy you can activate a surge of kinetic energy through your body. As a bonus action while you are below 1/2 your total hit points, you gain the following for 1 minute:
• You can Dash as a bonus action.
• When you do take the Dash action, you don't provoke opportunity attacks.
• Your unarmed attacks deal additional damage equal to your proficiency bonus, but you take an equal amount of damage.
• As a bonus action, to inspire your allies and give your party advantage to attack rolls until the end of your next turn.
You may do this a number of times equal to your Constitution modifier. You regain all uses after finishing a short or long rest.
—Limit Break: Beginning at 13th level, when you're under half of your max hit points, you have advantage on Strength and Constitution saving throws.
—Unstoppable: At 14th level, if your total for a Strength check, saving throw, or Strength based attack roll is less than your Strength score, you can use that score in place of the total. You may do this a number of times equal to your Constitution modifier. You regain all uses after finishing a short or long rest.
—The Symbol of Peace: At 20th level, you gain resistance to nonmagical bludgeoning, piercing, and slashing damage. In addition, you are immune to being charmed, frightened, and incapacitated while above 0 hit points.
*Subclass*
-Burst Style-
—Zeroth User: Consciousness Transference (3): You temporarily use the natural quirk of the first user of what would become One for All. While you are unconscious for at least 1 minute, you either lose 1 level of exhaustion, regain all uses of Indomitable, Go Beyond, or Unstoppable, regain your ability to regain half your maximum quirk points after finishing a short rest, or regain 1d4 quirk points. In addition, the player may gain information known to One for All's previous users, at the DM's discretion, otherwise they are simply judged by their worthiness of the title of symbol of hope.
—First User: Power Stockpile (1): You burst the origin of One for All's power, the ability to stockpile power within yourself, maximizing your current physical ability. You may make one additional bonus action or reaction. You lose this benefit at the end of your next turn.
—Second User: Gearshift (5): As a reaction when a ranged attack is made anywhere within 30 feet of you, you massively accelerate or decelerate the projectile, increasing or decreasing the damage dealt by your unarmed damage die times the number of attacks you can make when you take the Attack action.
—Third User: Fa Jin (2): You must be at least 15th level to use this feature. As a bonus action after using up all of your movement or dealing maximum damage on an unarmed strike, you can store 1d4 charges of energy. You can only have an amount of charges at any given time no greater than your Constitution modifier. As a bonus action, you can unleash it, granting you one of the following benefits:
• You may add damage up to your level per attack for 1 charge.
• You may move 30 ft. per charge spent as a bonus action.
—Fourth User: Danger Sense (3): You must be at least 7th level to use this feature. As an action, you feel a sharp pain in your skull immediately before danger strikes, granting you the following for 1 minute:
• You are aware of all creatures and their locations within a 15 foot radius of yourself as long as they are not invisible.
• Creatures don't gain advantage in attack rolls as a result of being unseen by you.
• You have advantage on your first Dexterity saving throw, or the first creature to make an attack roll against you has disadvantage, on each of your turns.
—Fifth User: Blackwhip (1): As an action, you may sling a thick, shadowy tendril from your body at any target within your movement speed. If the target is at least 1 size category larger than you, you may move anywhere within 5 ft. of them. If the target is the same size category or smaller than you, they must attempt a Strength saving throw. On a failure, they are moved anywhere within 5 ft. of you and knocked prone. If the target is already within 5 ft. of you, they instead become restrained and prone for 1 minute. They may retry this saving throw at the end of each of your turns, ending this effect early on a success.
—Sixth User: Smokescreen (1): As an action, you emit a thick cloud of smoke from your body, causing a 30 ft. radius area around you to becomes heavily obscured for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses the smoke.
—Seventh User: Float (1): You must be at least 15th level to use this feature. As a reaction when you are falling, you stop yourself in place as if there was an invisible platform directly below your feet until you move at least 5 ft. You do not take damage from falling when doing so.
—Eighth User: All Might (2)
As a bonus action, One for All buffs up your muscle mass, almost doubling your height. Your size increases by one category to a minimum of Large until the end of your next turn.
—Ninth User: Mutator (0)
Rather than bursting any individual power of One for All, you grasp the Ninth User's personal mutation that allowed him to easily use the other users' quirks.
You may use any other quirk you meet the level requirements of for twice as many quirk points.
—Nine and a Halfth User: Explosion (2): As a bonus action, you sweat a large amount of a nitroglycerin-like substance from your palms. Until the end of your next turn, your unarmed strikes deal an equal number of fire damage in addition to their normal damage.
*Extra*
-Race-
—Artificer Initiate: You learn one cantrip and one 1st-level artificer spell (cast without slot), proficiency with one type of artisan's tools.
-Free-
—Defensive Duelist: When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
—Observant: Quick to notice details of your environment, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
—Sharpshooter: Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.
—Self Healing: You are a monster of your own right and it takes a lot more to put you down. You gain the following benefits:
At the start of your turn, you can use your action to regain a number of hit points equal to your level + your Constitution modifier. You can use this feature once, being unable to use it again until you finish a short rest or a long rest.
You can gain the benefits of recuperating after completing a long rest.
When reduced to 0 hit points, you can use your reaction and spend 1 hit die to be reduced to 1 hit point instead. You can't use this ability again until you complete a long rest.
—Gunsmith: You can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You know the secrets of repairing and restoring firearms which grants you the following benefits:
You gain proficiency with gun kit and with the tinker's tools. Also, you can add half your proficiency bonus to checks with the alchemist's supplies to craft gunpowder, if you are not proficient with it.
You can use your tinker's tools to craft and fix firearm and ammunition. When you craft or fix a firearm or ammunition for it, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
You are considered a spellcaster of your character level for the purposes of creating magical firearms. Creating magical firearms cost half the usual gold.
-Boon-
—Boon of Perfect Health: You are immune to all diseases and poisons, and you have advantage on Constitution saving throws.
—Boon of Magic Resistance: You have advantage on saving throws against spells and other magical effects.
—Boon of the Unfettered: You have advantage on ability checks made to resist being grappled. In addition, you can use an action to automatically escape a grapple or free yourself of restraints of any kind.
*Background*
-Merchant-
—Feature: Art of the Haggle: When you trade or sell items of any kind, mundane or magical, you always gain at least 75% of the worth of that item in equal value items or currency. If you have access to a reliable trade, whether that be a marketplace or individual client, you can maintain a comfortable lifestyle while working as a merchant, and house yourself and up to ten other people as long as they work with you in some capacity.
—Unfortunate Bargain: Every merchant has one, the time a deal went sideways, or promise was too good to be true, or the instance they were double-crossed or in too deep. No matter the circumstances, your cupidity got the better of you and still haunts you. You can roll on the following table to determine this unfortunate bargain or choose one that best fits your character.
—-Unfortunate Bargain
Forbidden Love. You made a deal with a powerful noble to ship their partner's dowry to them, and fell in love with them when they accompanied you.
—-Personality Trait
I often crack jokes to lighten the mood.
—-Ideal
Community. My business is done in favor of those around me, all I wish to make is a good home. (Good)
—-Bond
War ravaged my homeland, I continue crafting my goods for sale to keep part of my home alive.
—-Flaw
I'll always take a trade too good to be true, cause I think I'll always come out on top.
-Languages-
*Common.
*Giant.
*Primordial.
*Deep Speech.
-Resistances-
*Non Magical Slashing Damage.
*Non Magical Bludgeoning Damage.
*Non Magical Piercing Damage.
-Immunities-
*Charming.
*Frightened.
*Incapacitated above HP0.
*Disease.
*Poison.
-Proficiency-
Armor: None
Weapons: Simple weapons, shortswords
Tools: Smith Tools, Alchemy Supplies, Gun Kit, Tinker's Tools, Calligrapher Tools,
Saving Throws: Strength, Constitution
Skills: Acrobatics, Athletics, Perception, Insight, Persuasion,
-Spells-
*Cantrip*
-Minor Arcane Turret
Conjuration cantrip
Casting time: 1 action
Range: 30 feet
Components: V, S
Duration: concentration, up to 1 minute
As an action, choose one small object within range that is not being worn or carried. That object then becomes an arcane turret. You choose which type of turret is summoned when you cast this spell. As a bonus action, you can cause all turrets to activate, the effect depending on which type of turret you summon. The turret lasts for 1 minute, whenever it takes at least 10 damage in one turn, or until you dispel it as a bonus action. You can only have 1 turret active at a time. When the turret is dispelled or otherwise removed, the object returns to normal.
Force Crossbow: A dart of magic is shot out from the turret. Choose a target within 30ft of the turret, then make a ranged spell attack originating from the turret. On a hit, the creature takes 1d4 force damage.
Spinning Whips: A wheel of sharp whips spins around very quickly. Each creature within 5ft of the turret must succeed on a dexterity saving throw or take 1d4 slashing damage. This attack can also be activated as a reaction when a creature first moves within 5ft of the turret.
Minelayer: A small magical mine is launched to an open area to act as a trap. Choose an unoccupied space within 15ft of the turret. Whenever a creature moves into that space, they must succeed on a dexterity saving throw or take 1d4 fire damage and have their movespeed reduced by 10ft until the end of their turn. Only 3 mines per turret can be active. All mines disappear after 1 minute.
Floodlight: An intense flash of light fills an area. Creatures in a 15ft cone must succeed on a constitution saving throw or take 1d4 radiant damage and be blinded until the end of their turn. Creatures that don't rely on sight automatically pass the save. This attack causes bright light within the area, and dim light an additional 15ft.
*1st*
-Thundershock
1st-level evocation
Casting time: 1 action
Range: 60 feet
Components: V, S, M (a chunk of electrically conductive metal)
Duration: Instantaneous
You thrust your hands outward and an arc of lightning bursts forth into a creature you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 3d4 lightning damage and is incapacitated until the end of its next turn. On a successful save, it takes half as much damage and isn't incapacitated.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, it creates one additional arc of lightning for each slot level above 1st. You can direct the arcs at the same target or at different ones. Each target makes a separate Constitution saving throw.
