Homebrew
The fighting style Bato was created in order to effectively fight droids and augmented humans. It is physiologically necessary to have artificial muscles oneself in order to execute Bato moves. Bato is therefor a fighting style limited to augmented humans and droids, while being aimed at fighting other augmented humans and droids. User of Bato are commonly called Batoka.
Developed by the military, Bato focuses on two main principles:
- Endurance, needed for prolonged deployments in war like situations and
- Swift destructiveness, needed to overcome the sturdiness of augmentations and variety of threats
For multiclassing in Bato augmented muscles and Dexterity of 13 are necessary.
hit dice:
1d8 per Bato level
hit points at 1st level:
8 + your Constitution modifier
hit points at higher levels:
1d8 (or 5) + your Constitution modifier per Bato level after 1st
armor proficiencies:
None
weapon proficiencies:
Simple weapons, Augmentation weapons
tools:
Choose one type of vehicle (land or water)
saving throws:
Strength, Dexterity
skills:
Choose two from Acrobatics, Athletics, Arcana, Insight, Nature, Survival and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) an augmentation weapon or (b) any simple weapon
(a) a dungeoneer’s pack or (b) an explorer’s pack
As well as: augmented muscles
spellcasting:
None
class features:
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and augmentation weapons, which are integrated into your body and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only augmentation weapons, and you aren’t wearing armor or wielding a shield:
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and augmentation weapons.
- You can roll a d4 in place of the normal damage of your unarmed strike or augmentation weapon. This die changes as you gain Bato levels, as shown in the Martial Arts column of the Bato table.
- When you use the Attack action with an unarmed strike or an augmentation weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with mantis blades, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
You can use the game statistics provided for the weapon in the Weapons section.
Starting at 2nd level, your training allows you to harness your artificial muscle fibers to a greater degree. Your access to this energy is represented by a number of Bato points. Your Bato level determines the number of points you have, as shown in the Bato Points column of the Bato table.
You can spend these points to fuel various Bato features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more Bato features as you gain levels in this class.
When you spend a Bato point, it is unavailable until you finish a short or long rest, at the end of which you renew your damaged muscle fibers to regain all of your expended Bato points. You must spend at least 30 minutes of the rest stretching.
Some of your Bato features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:
Bato save DC = 8 + your proficiency bonus + your Wisdom modifier
Immediately after you take the Attack action on your turn, you can spend 1 Bato point to make two unarmed strikes as a bonus action.
You can spend 1 Bato point to take the Dodge action as a bonus action on your turn.
You can spend 1 Bato point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.
Starting at 2nd level, your speed increases by 1 meter while you are not wearing an armor or wielding a shield. This bonus increases when you reach certain Bato levels, as shown in the Bato table.
At 6th level, your Explosive Movement speed bonus also applies while you are wearing at maximum light armor or wielding a shield.
At 9th level, you gain the ability to spend 1 Bato point in order to move 1 meter in between attacks or strikes regardless whether you have movement left. This allows for example to move in between strikes of Flurry of Blows in order to target multiple targets.
At 10th level, your Explosive Movement speed bonus increases to 2 meter. This also applies to movement in between attacks or strikes.
At 14th level, your Explosive Movement speed bonus increases to 3 meter. This also applies to movement in between attacks or strikes.
At 19th level, your Explosive Movement speed bonus also applies while you are wearing heavy armor or wearing light armor and a shield.
Specialist Styles
When you reach 3rd level, you commit yourself to a specialist style: the Predator and Spencer, detailed in the subclass options. Your specialty grants you features at 3rd level and again at 6th, 11th, and 17th level.
Starting at 3rd level, you can use your reaction to deflect or catch the missile/projectile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Bato level.
If you reduce the damage to 0, you can catch the missile/projectile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile/projectile in this way, you can spend 1 Bato point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile/projectile counts as an augmentation weapon for the attack, which has a normal range of 4 meters and a long range of 12 meters.
Ability Score Improvement
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.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your Bato level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 5th level, you can interfere with the artificial muscles of an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 Bato point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.
Starting at 6th level, your unarmed strikes count as lightning for the purpose of overcoming resistance and immunity to nonlighting attacks and damage.
At 7th level, your instinctive agility lets you dodge out of the way of certain area effects. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.
At 10th level, your mastery of your augmentations makes you immune to disease and poison.
Starting at 13th level, you learn to execute a Missile Blow as an unarmed strike. For a Missile Blow you need to spend 1 Bato Point. Roll an additional 1d4 for your hit roll and 1d6 for your damage roll.
Beginning at 14th level, your mastery of your augmentations grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 Bato point to reroll it and take the second result.
At 15th level, you are able to gain temporary health once per short rest equal to your constitution modifier + 1 hit die. Danger Allowance costs 2 Bato Points.
Beginning at 18th level, you can use your reaction to spend 3 Bato points to reflect an incoming attack, as long as it has a physical component.
At 20th level, when you roll for initiative and have no Bato points remaining, you regain 4 Bato points.
subclass options:
Specialist Style: Predator
Bato was created to fight droids and augmentations. The specialization Predator aims to achieve this principle at its core. A Batoka Predator is able to hunt and kill augmentations.
Starting when you choose this specialization at 3rd level, you become capable to stay in the blind spot of your enemy. Spend 1 Bato Point to give your next attack advantage.
At 6th level, you are able to save up energy while you are not fighting. For every 6 hours not in combat, your next successful attack gains 1d6 damage, up to a maximum of 5 stacks.
Beginning at 11th level, you can spend 2 Bato points to enhance an attack action with Reverberating Strike. The target must succeed on a Dexterity saving throw or be unable to use an augmentation of your choosing until the end of your next turn. Furthermore, the target takes 1d8 true damage regardless of the success of the saving throw. True damage can not be resisted. A Reverberating Strike sets free vibrations in your target that cause internal fractions, harming technological and organic matter alike.
At 17th level, you can spend 4 Bato points to do a Rapid Intentional Disassembly as an attack action. The target must succeed on a Dexterity saving throw with disadvantage or it gets an augmentation of your choosing permanently removed. The disassembly deals 4d8 bludgeoning damage.
Specialist Style: Spencer
The source of this specialist style is unknown, but it resembles some old films found hidden away in the archives. Many Batoka consider it a joke to the art. Nonetheless, a true Batoka Spencer just keeps the slaps coming.
Starting when you choose this specialization at 3rd level, you can spend 1 Bato point to strike your enemy with both hands as an action for a Deafening Slap. Your hands need to be empty for this attack. The target must succeed on a Dexterity saving throw or be unable to take an action or reaction until the end of your next turn. This action counts as an unarmed attack. Roll for damage accordingly. Should the target fail the saving throw, it also becomes deafened for 2 rounds.
At 6th level, you can make an unarmed strike at targets leaving your threatened area without having to spend a reaction.
Beginning at 11th level, you can spend 2 Bato points to hit a target with a single fist on the head. The target must succeed on a Constitution saving throw or be paralyzed until the end of your next turn.
At 17th level, you gain the endurance to follow up any successful attack with a Resounding Slap. The Resounding Slap counts as an unarmed attack. A successful Resounding Slap can be followed up by another Resounding Slap.
Level | Proficiency Bonus | Martial Arts | Bato points | Explosive Movement | Abilities |
---|
1 | +2 | 1d4 | - | - | Unarmored Defense, Martial Arts |
2 | +2 | 1d4 | 2 | 1 m | Bato, Explosive Movement |
3 | +2 | 1d4 | 3 | 1 m | Specialist Styles, Deflect Missiles |
4 | +2 | 1d4 | 4 | 1 m | Ability Score Improvement, Slow Fall |
5 | +3 | 1d6 | 5 | 1 m | Extra Attack, Stunning Strike |
6 | +3 | 1d6 | 6 | 1 m | Bato-Empowered Strikes, Specialist Styles Feature |
7 | +3 | 1d6 | 7 | 1 m | Evasion, Stillness of Mind |
8 | +3 | 1d6 | 8 | 1 m | Ability Score Improvement |
9 | +4 | 1d6 | 9 | 1 m | Explosive Movement Improvement |
10 | +4 | 1d6 | 10 | 2 m | Extended Immunity |
11 | +4 | 1d8 | 11 | 2 m | Specialist Styles Feature |
12 | +4 | 1d8 | 12 | 2 m | Ability Score Improvement |
13 | +5 | 1d8 | 13 | 2 m | Missile Blow |
14 | +5 | 1d8 | 14 | 3 m | Full Body Control |
15 | +5 | 1d8 | 15 | 3 m | Danger Allowance |
16 | +5 | 1d8 | 16 | 3 m | Ability Score Improvement |
17 | +6 | 1d10 | 17 | 3 m | Specialist Styles Feature |
18 | +6 | 1d10 | 18 | 3 m | Outer Thrust |
19 | +6 | 1d10 | 19 | 3 m | Ability Score Improvement |
20 | +6 | 1d10 | 20 | 3 m | Ready for War |