Hobo
Hit Points
Hit Dice: d8 per Hobo level
Hit Points at first Level: 8+con mod
Hit Points at Higher Levels: d8+con mod
Proficiences
Armor: light armor
Weapons: improvised weapons
Tools: none
Saving Throws: Constitution and Dexterity
Skills: none
Overview & Creation
you are now homeless, embrace it
Class Features
Level |
Features |
1 |
Unarmored Defense, Hobos Arsenal |
2 |
Hobo's Subsistence |
3 |
Subclass |
4 |
Ability Score Improvement |
5 |
Hobo's Fortitude |
6 |
Evasion |
7 |
Hobo's Words |
8 |
Ability Score Improvement |
9 |
Subclass Feature |
10 |
Hobo's Might |
11 |
Hobo's Knowledge |
12 |
Ability Score Improvement |
13 |
Multi-Attack |
14 |
Hobos Wisdom |
15 |
Uncanny Dodge |
16 |
Ability Score Improvement |
17 |
Subclass Feature |
18 |
|
19 |
Angry Yell |
20 |
Ability Score Improvement, Rags To Riches |
Unarmored Defense -
starting at level 1, your AC while not wearing armor is equal to 10+dex mod+Con mod
Hobos Arsenal -
starting at level 1, when you make an attack with an improvised weapon, rather than it breaking you roll a d20, on a 5 or lower it breaks, on a 20 you get a copy of the item (provided that it is not magical). on anything else the weapon remains fine. your attacks with improvised weapons deal 1d6 damage. (this increases to 2d6 at level 7, and 3d6 at level 14.)
Hobos Subsistence -
starting at level 2, you are immune to the effects of extreme cold and heat. you also suffer no penalties to movement from snow or icey terrain
Subclass -
starting at level 3, pick your subclass
ASI -
starting at level 4, you get an ASI or a feat. you get another at levels 8,12,16, and 20
Hobos Fortitude -
starting at level 5, when you would make a con save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success.
Evasion -
starting at level 6, when you would make a dex save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success.
Hobos Words -
starting at level 7, when you would make a cha save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success.
Hobos Might -
starting at level 10, when you would make a str save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success. you also count as one size larger when determining carry capacity, grappling, and how much you can push or pull
Hobos Knowledge -
starting at level 11, when you would make a int save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success.
Multi Attack -
starting at level 13, when you take the attack action, you can attack a second time as a part of the initial action
Hobos Wisdom -
starting at level 14, when you would make a wis save, rather than taking half damage on success and full on fail, you only take half on a fail and none on a success.
Uncanny Dodge -
starting at level 15, when you are hit by an attack you can use your reaction to reduce the damage by 2d8.
Angry Yell -
starting at level 19, people learn to fear you. as an action you can let our a nearly incomprehensible shout that makes people quake in their boots. all creatures within 60ft of you that can hear you must make a wisdom saving throw or take your hobo level as psychic damage and be frightened of you for 1 minute. a creature can repeat this saving throw using their action. (DC = 8+prof+Str Mod). you can use this feature twice per long rest.
Rags to Riches -
starting at level 20, you gain multiple benefits.
when you are staying in town you can spend 3 hours begging, and gain 1d20*10 gold pieces over the course of the 3 hours.
if you spent the night in town but did not sleep indoors you gain the benefits of the sanctuary spell for 24 hours. (DC 20)
you can buy any item for 20% cheaper, and sell any item for 10% more.
at the end of every night you gain a small army of rats and other creatures that your dm might let you have access to from sleeping in the alleyway. these creatures are friendly towards you and your party until you damage them. they will follow your orders to an extent, but will not do anything that would obviously harm themselves. (you gain a number of these each night equal to 1d4+1)
Action surge, you gain 2 uses of the fighter action surge feature, but you can use them both in the same turn if you wish.
Starting Equipment
rags
Subclass Options
Beggar -
Starting when you get this subclass, you gain proficiency in any two skills of your choice. every time you would gain a subclass feature as listed in the level chart, you gain 2 additional skill proficiencies of your choice
Runaway -
Starting when you get this subclass, you gain a 10ft bonus to movement speed, you also gain a climbing speed and swimming speed equal to half your walking speed. when you would gain a subclass feature as listed in the level chart you can pick one movement type you already have/can use to increase by 5ft.
Drunkard -
Starting when you get this subclass, you gain proficiency in any one saving throw. and your health die is increased to d8, every time you get a new feature from this subclass you raise your health die to the next possible die, maximum of d12. for each time your health die is increased by this feature, you gain an additional +1 health per level.