Fortification
Hit Points
Hit Dice: d12 per Fortification level
Hit Points at first Level: 12 + your constitution modifier
Hit Points at Higher Levels: 1d12+ Con
Proficiences
Armor: light and medium armor
Weapons: Simple Weapons, Fists, Martial weapons
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose 2 from Animal Handling, Athletics, Acrobatics, Intimidation, Nature, Perception, and Survival.
Overview & Creation
Training day in and day out, never waning or faltering, life hits you and you not only take it but you dish it out twice as hard (literally). You are the pinnacle of determination and pushing through anything, where others would call it quits and leave, you stand your ground UNMOVABLE, UNSHAKABLE, and UNBREAKABLE. Those gifted with fortification type powers are normally always physically adept, with muscles that harden to the durability of rocks, all the way to skin that quite literally turns to steel, you are durable and persistent after all its not the flash of the power but the bang that follows.
Appearance: Those who have the fortification type of ability typically have no really remarkable physical trait to them as a result of their power. They look like whatever race they are. No physical change at a first or second glance.
Class Features
Level |
Fortify |
Fortified Damage(only applicable with fists) |
1 |
2 |
+2 |
2 |
2 |
+2 |
3 |
3 |
+2 |
4 |
3 |
+2 |
5 |
3 |
+3 |
6 |
3 |
+3 |
7 |
3 |
+3 |
8 |
4 |
+4 |
9 |
4 |
+4 |
10 |
4 |
+4 |
11 |
4 |
+4 |
12 |
4 |
+5 |
13 |
5 |
+5 |
14 |
5 |
+5 |
15 |
5 |
+5 |
16 |
5 |
+5 |
17 |
5 |
+6 |
18 |
6 |
+6 |
19 |
6 |
+6 |
20 |
Unlimited |
+7 |
Super Powered:
As a super powered being you're proficient with your punches, and they do Substantial damage (1d8+Dex or Str).
Fortified:
At level 1 with this power you are a wall, unmovable and unshakable. Any ability to move you physically (pushing, shoving, throwing, or a class ability that physically moves you) the distance is halved rounded down to the nearest multiple of 5 (ex: if a gust of wind would move you 30 ft you instead get pushed 15, if it were to push you 15 you'd move 5 instead, and if it was 5ft then you don't move.
Fortification:
At level 1 you can toughen up and tense all of your muscles throughout your body and become a hardened, unstoppable unit of a person. As a bonus action you can become fortified and it lasts for 1 minute and all uses come back on a long rest. While fortified you gain the following benefits.
- You gain a plus 2 to AC.
- You are resistant to Slashing, Bludgeoning, and Piercing damage.
- While in this form enemies have disadvantage on grapple checks on you.
- You have advantage on saving throws that would knock you prone.
You can't gain these benefits while equipped with a shield or while wearing medium or heavy armor, you will only gain the resistances.
Unarmored Defense:
Your constant training of your body has caused your natural defense to be tougher than most armor. At level 1 while not wearing armor your AC is 10+ Proficiency bonus+ CON mod.
Danger Sense:
At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
Reckless Attack:
Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Extreme Blockage(Cost 1 point):
At level 3 you get your first ability, and you can target parts of your body to tense up more than the whole. As a reaction when damaged by Slashing, Bludgeoning, or Piercing damage you can use your reaction to reduce the damage by 1d8+ your CON modifier.
ASI:
At level 4 you get an ability score improvement.
Extra Attack:
At level 5 you can make an additional attack on your turn.
Propelling Strength:
At level 5 your intensive muscle training propels you further you gain an extra 20 ft of movement.
Relentless:
At level 6 nothing can come between you and what you want. You gain a climbing speed equal to your walking speed, and ignore difficult terrain on solid ground.
ASI:
At level 6 you get an ability score improvement.
Will of the Mountain(Cost 5 points):
At level 7 you've honed your abilities and practiced your technique enough to have made a super ability. Your will is insurmountable like a mountain. Using your action you buckle down into a defensive stance and can not be moved unless you want to and can assist your allies by minimizing damage from other attacks by catching blades or hitting attacks away from your allies.(This must be used before the attack roll is made)(When taking an attack the attack roll goes against your Ac instead).
- For the next 3 rounds if a weapon (melee or ranged) attack is made on any ally within 20 ft that you can see you can use a reaction to move anywhere in a that range that you can see and take the attack for them.
- For the next 3 rounds if a melee weapon attack is made to an ally within 5ft of you you use a reaction to catch the attack and potentially disarm the weapon. To disarm the weapon, after the attack hits you make an Athletics check against your targets Acrobatics or Athletics. If you succeed you grab the weapon and can throw it 20 ft away in any direction. (If the attack is made with a fist you can make the check and on a success you can roll 1d8+STR or DEX for damage as you crush their hand).
ASI:
At level 8 you get an ability score improvement.
Re-directive force(Cost 2 points):
At level 9 you can stop some oncoming attacks and potentially redirect them with an even greater stopping force. If a weapon attack just misses or just hits you (Is one or two below or if it matches your AC) instead of taking the attack you can use your reaction to spend 2 points to harden even more where the attack hit and try to damage the attacker instead. When using this ability you make a Con save against the attackers STR or DEX save. If you succeed and it was a melee attack then the attack bounces off your well placed block and hits the attacker for half the damage it would've dealt. If you succeed and it was a ranged attack you can roll a ranged hit to bounce the projectile back at the attacker for the full damage you would've taken.
Fortifying Growth:
At level 10 when you are fortified you count as one size larger and have advantage on grapple checks on creatures smaller than you.
Impervious Aura(Cost 7 points):
At level 11 you acquire another super ability. As your powers grow there may not be substantial flash to them but you don't care you work hard and while there's no explosions or lasers the results of this training and practice speak for themselves. While fortified you exude an aura (30ft from you) that affects you and your allies, granting them advantage on Con, Dex, and Str saving throws, as well as increasing your Ac by each ally in the aura.
ASI:
At level 12 you get an ability score improvement.
Fortification Ultimate (Insurmountable Onslaught)(Cost 10 points):
At level 13 you acquire your first ultimate ability. As your skin starts to have slight tears due to the sheer hardness of your body and muscles you take advantage of the less restriction and rush an opponent within 50 ft of you, and deliver an onslaught of attacks. Roll four attacks with advantage, each attack deals 3d12 plus your STR modifier plus fortification damage of bludgeoning damage and the enemy must make a con save with a DC equal to your STR modifier plus proficiency plus 8. If hit by one attack the creature has advantage on the save, if hit by two attacks they role regularly, if hit by three attacks they role with disadvantage, if hit by all four they fail instantly. On a failed save the creature takes an extra 3d12 bludgeoning and spends the next turn stunned as they try to gather their thoughts back.
Extra Attack:
At level 14 you can make another additional attack, for a total of three attacks per turn.
Fortification Savant(Cost 8 points):
At level 15 you can become a juggernaut of force. You choose a target within your movement speed, you rush this target with full force through walls and doors that aren't made of Hard metals or aren't more than 3 feet thick. the initial damage is 5d10 force damage and for every 10 feet you move the damage increases by 1d10. If you move more than 30 feet you must make a con save (DC 16) if you fail your muscles tense up and you're movement speed is halved for a minute.
ASI:
At level 16 you get an ability score improvement.
Fortification Ultimate(UNBREAKABLE)(Cost 15 points):
At level 17 you hone your skills to near perfection. Your final ultimate Attack UNBREAKABLE pushes your body to its limits, as your skin tears and all that remains is the hardened muscle or bone of your body you gain the following benefits as the pinnacle of strength for the next minute.
- You are resistant to all damage types
- You are immune to Slashing, Piercing, and Bludgeoning damage
- Your movement speed increases by 20ft
- You count as two sizes larger (from medium to huge) for the purposes of grappling, Athletic checks and carrying capacity
- Your punches do an extra d12 of force damage
- You gain an extra attack
When the transformation ends early or not, you must make a con save DC 20 on a fail you take 5d6 Slashing damage (that is unable to be reduced by resistances) as your muscles untense and your joints creak from the pain and gain one level of exhaustion. On a successful save you take half damage and aren't exhausted.
Supreme Blockage:
At level 18 your extreme blockage die jumps from a d8 to a d12 as you nearly master your powers of fortification.
ASI:
At level 19 you get an ability score improvement.
The Peak of the Mountain:
At level 20 you master your fortification power becoming a pinnacle, you gain a fourth attack and unlimited fortification.
Starting Equipment
A Sledge Hammer (1d10+STR), 10 gold, 1 days worth of beef jerky.