This class is intentionally overpowered, since it is planned to be used in a jujutsu kaisen setting only. Do not use it on normal campaigns unless if allowed.
Heavenly Restriction
Restrictions
The Heavenly Restriction only happens to living beings with phisical bodies, although even if someone meets those standards it's still extremely rare. When making a character for this class, make sure it's not one of the following creature types: An Undead, construct or elemental.
Pure Bodies
The creatures born with the Heavenly restriction have been denied the access to cursed energy or spellcasting, not having a single drop of both things. However, in exchange for that they have been blessed with an extreme phisique. Due to having no cursed technique talent, they are generally shamed by most of the jujutsu society and suffer a lot during their childhood. They tend to develop unique personalities due to the hardships they've encountered in life.
Bounded Accuracy Enforcement
When certain ability scores get too high, some effects will come into play. This occurs for ability scores over 30. Save DCs and saving throw bonuses cannot gain more than a +10 modifier from scores or other score related methods. You still benefit from those scores though. For every save bonus from a score over 10, you gain a damage reduction of 5 per modifier point over 10. Save DCs are also affected, gaining 5 points of damage per modifier over 10.
Armor class is also affected. If you have two ability scores contributing to your armor class, only one of them can have a modifier higher than +10 that is contributing to your armor class. For the other ability score, every modifier above a +10 grants a 2 damage reduction against attacks.
Proficiency bonus is also lowered if you add your proficiency bonus twice or more to something. If you would add your proficiency bonus to anything an additional time the extra proficiency bonus cannot surpass +6. If you were to add half your proficiency bonus you can only add up to +3.
Creating a Heavenly Restriction
When creating a Heavenly Rescrition, think about how were you treated because of it. Did your clan exile you? Have you been shamed for your condition by others? Did you just left everything behind to live on your own?
The Heavenly Restriction
Level | Proficiency Bonus | Martial Arts | Features | Unarmored Movement |
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1st | +2 | 1d6 | Restrained Body, Unarmored Movement, Martial Arts | 20 ft. |
2nd | +2 | 1d6 | Body Improvements, Fighting Style | 20 ft. |
3rd | +2 | 1d6 | Mindset, Battle Master | 20 ft. |
4th | +2 | 1d8 | Ability Score Improvement | 30 ft. |
5th | +3 | 1d8 | Extra Attack | 30 ft. |
6th | +3 | 1d8 | Ability Score Improvement | 30 ft. |
7th | +3 | 1d10 | Improved Body, Resistant | 40 ft. |
8th | +3 | 1d10 | Ability Score Improvement | 40 ft. |
9th | +4 | 1d10 | Weapon Specialist, Mindset Feature | 40 ft. |
10th | +4 | 1d12 | Celestial Body | 50 ft. |
11th | +4 | 1d12 | Extra Attack(2) | 50 ft. |
12th | +4 | 1d12 | Ability Score Improvement | 50 ft. |
13th | +5 | 2d8 | Mindset Feature | 60 ft. |
14th | +5 | 2d8 | Improved Fighting Style | 60 ft. |
15th | +5 | 2d8 | Semi-Perfect Body | 60 ft. |
16th | +5 | 2d10 | Ability Score Improvement | 70 ft. |
17th | +5 | 2d10 | Mindset Feature | 70 ft. |
18th | +6 | 2d10 | Extra Attack(3) | 70 ft. |
19th | +6 | 2d12 | Ability Score Improvement | 80 ft. |
20th | +6 | 2d12 | Matured Body, Extra Attack(4) | 80 ft. |
Class Features
As a Heavenly Restriction you gain the following class features.
Hit Points
Hit Dice: 1d12 per Heavenly Restriction level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Heavenly Restriction level after 1st
Proficiencies
Armor: None
Weapons: All Weapons
Tools: None
Saving Throws: Strength, Dexterity or Constitution
Skills: Choose two between the following: Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) 2 Simple Weapons of your choice or (b) 1 Martial Weapon of your choice
- (a) 1 dagger or (b) 1 Handgun
- (a) Dungeoneer's Pack or (b) Explorer's Pack
Restrained Body
Starting at 1st level, your body is simply built different than others, you have supernatural strength, speed and durability. You gain the following traits:
Supernatural Body. You gain a +2 in your Strength, Wisdom, Dexterity and Constitution scores. These same scores increase by +1 at 5th, 9th, 13th and 17th level, as well as their maximums. In addition, at every even level, you gain a +1 to your “effective” Strength, Dexterity and Constitution. Effective scores effect things which aren't attack bonuses, armor class, Save DCs or saving throw bonuses.
Supernatural Resilience. Your ac while unarmored is 10 + your Constitution modifier + your Dexterity modifier.
Perfect Health. You gain advantage against disease and the poisoned or envenomed conditions. In addition, you gain resistance to poison damage.
Supernatural Vision. You gain proficiency in the Perception skill, or expertise if already proficient.
Invisible. You cannot be tracked by magical means and a resource that senses the presence of Ki, energy, magic or anything of the sort doesn't work for you.
Pure Body. Your body has no traces of any kinds of mystical energy, meaning you can't multiclass or learn about magic or cursed energy, and if you already had abilities which use magic or cursed energy somehow, you lose them (Ex: You can not multiclass into the Jujutsu Sorcerer class.).
And finally, you get the choice between one of the following damage reduction features below.
Glancing Blow You can reduce bludgeoning, piercing, and slashing damage you take by your Dexterity modifier times your proficiency bonus, to a minimum of 1. When you reduce a damage source to 1, you can move up to a fourth of your speed.
Dense Musculature You can reduce bludgeoning, piercing, and slashing damage you take by your Strength modifier times your proficiency bonus, to a minimum of 1. When you reduce a damage source to 1, you can grapple or disarm the creature who caused that damage, if any, if they are within 5 feet of you.
Resilience You can reduce bludgeoning, piercing, and slashing damage you take by your Constitution modifier times your proficiency bonus, to a minimum of 1. When you reduce a damage source to 1, you can shove or shove aside the creature who caused that damage, if any, if they are within 5 feet of you.
You can take another one of these features at 7th and 10th level.
Unarmored Movement
Also at 1st level, your speed increases by 20 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain Heavenly Restriction levels, as shown in the Heavenly Restriction table.
In addition, you gain the ability to move and run along vertical surfaces and across liquids on your turn without falling during the move.
Martial Arts
Also at 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes, melee martial and simple weapons.
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You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, melee martial and simple weapons.
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You can roll a d6 in place of the normal damage of your unarmed strikes, melee martial and simple weapons. This die changes as you gain Heavenly Restriction levels, as shown in the Martial Arts column of the Heavenly Restriction table.
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When you use the Attack action with an unarmed strike, melee martial or simple 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 a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.).
Body Improvement
At 2nd level, your body is constantly growing and improving, becoming better by the day. You have a number of body points equal to your Heavenly Restriction level. These points can be used to obtain body improvements, all listed down at the Body Improvements List section. You cannot change a body improvement once chosen.
Fighting Style
At 2nd level, due to your training and constant improving body, you have a newfound ability when wielding weapons. You can choose one of the fighting styles bellow:
- Versatile Fighting. Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +2 to its check.
- Heavyweight Fighting. You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.
- Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not using Heavy Armour or a Shield.
- Lightfoot Fighter. You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
- Mounted Warrior. While you are riding a controlled mount, both you and your mount gain a +1 bonus to your AC, and you can use a bonus action on your turn to command your mount to take one action from its stat block.
- Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.
- Improvised Fighting. You are proficient in improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage die twice and take the higher damage roll. When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
- Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
- Melee Marksman. Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your ability modifier used in the attack.
- Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
- Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
- Improved Supernatural Resilience. You gain a +1 bonus to your AC while not wearing any kind of armor or shield. In addition, you can choose another fighting style at 10th level. You may change one of your fighting style during a long rest.
In addition, you can choose another fighting style at 10th level. You may change one of your fighting style during a long rest.
Mindset
At 3rd level, due to bad life experiences, you have acquired a mindset. Choose between Prideful or Vengeful, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 13th and 17th level.
Battle Master
At 3rd level, you have been training your body a lot and that made your mastery with weapons increase, even making you learn some new tricks. You learn battle maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three Battle Maneuvers of your choice. You learn two additional maneuvers of your choice at 5th, 9th, 13th, and 17th level.
Superiority Dice. You have (Proficiency Bonus x2)+4 superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. This die increases to a d10 at 10th level, and to a d12 at 17th level. Additionally, when you roll a Nat 20 on a Melee Weapon Attack, you regain 1 Superiority Die.
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Battle maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Ability Score Improvement
When you reach 4th level, and again at 6th, 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. You can't increase an ability score above your ability score limit using this feature. You may also ignore this increase to instead gain a Cursed Feat.
Extra Attack
At 5th level, you can now attack twice instead of once when you take the attack action. This increases to three times instead of twice at 11th level. It increases to four times at 18th level, and to five times at 20th level.
Improved Body
At 7th level, the longer you live the more you'll realize... your body has no limits. You gain +2 to your Strength, Dexterity and Constitution scores, was well as their maximums. You receive proficiency in Constitution or Dexterity saving throws, you cannot choose a saving throw you're already proficient with.
In addition, you become immune to disease and the poisoned condition. You also become immune to poison damage.
Resistant
At 7th level, your newfound abilities and body has allowed you to resist certain area effects, such as a blue dragon’s lightning breath or a fireball spell. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Intelligence
- Intuition - Wisdom
- Ego - Charisma
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. At 14th and 20th levels, you can choose one additional saving throw.
Weapon Specialist
At 9th level, as the time passes you have learned how to use the maximum potential of your weapons. You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack. Additionally, you gain a +2 to weapon attack rolls and weapon damage rolls.
This increases to two additional dice +3 at 13th level and three additional dice and a +4 17th level.
Celestial Body
At 10th level, your body is like a divine object none shall harm, not even god itself. You cannot be targetted by the sure hit effect of a Domain Expansion, and cannot be detected by one while inside one. (Ex: If you are trapped inside a domain that forces you to make a Constitution saving throw as its sure hit, you won't have to make the saving throw.) You may also freely pass through magical barriers of any kind, suffering no ill effects for doing so. Additionally, you gain +2 to your Strength, Dexterity and Constitution scores, was well as their maximums.
This, however, doesn’t work on sure-hit effects which target objects, or creatures without cursed energy, such as Malevolent Shrine.
In addition, you gain resistance to non-magical bludgeoning, piercing, and slashing damage.
Improved Fighting Style
At 14th level, with years of training you have developed improved versions of your fighting style. Whenever you use any of your fighting styles, they give the benefits down bellow:
- Improved Versatile Fighting. Once per turn you can both attack with a versatile weapon you are wielding and grapple or shove a creature as if you replaced an attack. Such grapple or shove has a +4 to its check.
- Improved Heavyweight Fighting. You can use your weight, and the weight of your weapon, to land devastating blows. While you are wielding a heavy melee weapon, you gain a +4 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove. You may also shove people 10 ft. as opposed to 5 ft. on a successful Shove.
- Improved Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and AC so long as you are not using Heavy Armor or a Shield.
- Improved Lightfoot Fighter. You're very quick on your feet, being very refined with your weapons. While wielding a light melee weapon, you gain a +20 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.
- Improved Mounted Warrior. While you are riding a controlled mount, both you and your mount gain a +2 bonus to your AC, and you can use a bonus action on your turn to command your mount to take one action from it's stat block.
- Improved Dual Wielding. When you take the Attack action while two-weapon fighting, you can make two bonus attacks with your off-hand weapon as part of your Attack action, instead of your a single one with your bonus action, adding your ability modifier to the damage of both attacks.
- Improved Improvised Fighting. You are proficient in improvised weapons. Once per turn, when you use an object to make an improvised weapon attack, you can choose to roll the damage die three times and take the highest damage roll. When you do so, the object used to make the improvised attack is destroyed and can not be used for further attacks. You can't use this feature to destroy magical objects.
- Improved Protector. When a creature you can see hits you, or a target within 15 feet with, a melee attack, you can use a reaction to move up that creature add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon, and this movement does not provoke opportunity attacks.
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Improved Melee-Marksman. Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet. When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to a roll of your unarmed stike used in the attack.
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Improved Blind Warrior. You have blindsight with a range in feet equal to 10 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
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Improved Archery. You now gain a +3 bonus on ranged weapons attack rolls.
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Enhanced Supernatural Resilience. You gain a +3 bonus to your AC while not wearing any kind of armor or shield.
Semi-Perfect Body
At 15th level, your body is almost reaching it's peak, however know it will take a long time until you get there. You can hold your breath for twice as long, suffocate for twice as long without dropping to 0 hit points, you can go twice as long without food and water, and exhaustion from food and water deprivation takes twice as long to occur. In addition, the number of exhaustion levels required for each effect of exhaustion are doubled.
Furthermore, you can now perceive the souls of objects when effects or features call for such.
Matured Body
Finally at 20th level, your supernatural body reaches its pinnacle. Your Strength, Dexterity, and Constitution scores increase by +4 each, to a maximum of 30. Any increases left over increase your effective score instead.
Inevitable Triumph. Once per long rest, when you are reduced to 0 hit points, you can choose to remain standing with 1 hit point instead. Additionally, you gain resistance to all non-magical damage types. In addition, you gain immunity to non-magical bludgeoning, slashing and piercing damage.
Ultimate Mastery. You have mastered every aspect of combat. You gain proficiency in all saving throws and have advantage on all ability checks related to Strength, Dexterity, and Constitution.
Eternal Vigor. You cease to age past the physical prime of your race. You become immune to any effects that age you magically.
True Will Whenever you take damage, you can reduce it by your Wisdom modifier times your proficiency bonus to a minimum of 1. If you reduce a source of damage to 1, you can make a weapon attack against that source of damage, so long as you are capable of attacking it as normal.
Prideful
You take great pride in your strength as a Heavenly Restricted creature, wanting to show off to this world full of sorcery that a Primate can beat anyone.
Sorcerer Hunter
At 3rd level, you have grown a prideful stance against sorcerers, mocking them by saying things like they lost against a primate. You have become a sorcerer hunter, making you gain the following benefits:
- When a creature within 5 feet of you casts a spell or uses a Cursed technique, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell or a Cursed technique, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells or Cursed techniques cast by creatures within 5 feet of you.
- You may make one additional attack on the attack action if it's against a creature who has spellcasting or cursed energy.
Fighter's Drive
At 9th level, you have a will to fight that drives you beyond your limits, making you go further than what you could normally do for a moment. On your turn, you can take an additional action.
This may only be used once per short or long rest. You can use this two times per short or long rest but only once in the same turn at 18th level.
No... Everything's Okay
At 13th level, due to being experienced with killing sorcerers, dealing with their techniques has become an easy task for you. Whenever you are targetted by a spell or technique attack roll or saving throw, you learn how it works and adapt to it. After adapting to it, you may choose to gain advantage on the saving throw or make the attack roll be with disadvantage.
The Primate Won!
At 17th level, no matter who they are, no matter what are their tricks, you can win. Once per round, you can make one of your attacks you hit do critical damage.
In addition, whenever you reduce a creature to 0 hit points you gain temporary hit points equal to your level.
Vengeful
People have wronged you in the past, and despite that your body has healed from the damage they caused, the scars in your heart won't ever heal.
Unstoppable Rage
At 3rd level, you are filled with a deep hatred filled by vengeance, making you ignore everything and let anger consume you. As an bonus action you may enter your rage state if you're not wearing heavy armor, gaining the following benefits:
- You have advantage on Strength checks and Strength saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
- You have resistance to bludgeoning, piercing, and slashing damage.
- You deal one additional dice of damage whenever you score a critical with a melee weapon.
Your rage state lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage state on your turn as a bonus action.
You can rage a number of times up to your proficiency bonus, and you recover all uses upon taking a short or long rest.
Furthermore, while raging, 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.
Bloodlust
At 9th level, you have immense bloodlust for those who have wronged you, even making it your personal task to hunt them down. As a free action for 1 minute, you may choose one creature within your sight range that has damaged you or an ally. Your weapon attacks against that creature crit on a 19-20, deal one additional dice of damage, and whenever you score a critical you may knock them prone.
You may use this feature a number of times equal to your proficiency bonus, and you recover all uses upon taking a long rest.
Immense Anger
At 13th level, your rage is growing deeper, making you feel almost invincible. When you enter your rage, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws, and may reroll one of your Strength checks or saving throws once per round.
- You have resistance to bludgeoning, piercing, and slashing damage.
- When you take bludgeoning, piercing or slashing damage, you take an amount less damage equal to your proficiency bonus.
- You deal two additional dice of damage whenever you score a critical with a melee weapon.
Follow Your Wrath
At 17th level, you learned that nothing but your hatred against those that wronged you matters, and no one will stop you from going after them. When you enter your rage, you gain the following benefits:
- You have advantage on Strength checks and Strength saving throws, and may reroll two of your Strength checks or saving throws once per round.
- When you make a melee weapon attack using strength, you gain a bonus to the damage roll equal to triple your proficiency bonus.
- You have resistance to all damage other than psychic.
- You gain a further damage damage reduction equal half your level(rounded down). This damage reduction applies to all damage types.
- You deal three additional dice of damage whenever you score a critical with a melee weapon.
Body Improvements List
Strength Improvements
You can have a number of these improvements equal to your Strength modifier.
Superhuman Might
1 body point, 15 Strength
Your strength is beyond that of even trained martial artists. You count as one size larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift.
Monstrous Might
Superhuman Might, 1 body point, 9th level, 24 Strength
Your body strength is increasing by the second, you could even be called a monster at this point. You now count as two sizes larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift. In addition, your martial arts die increases by 1 dice, applying after die tier increases.
Godly Might
Monstrous Might, 1 body point, 17th level, 30 Strength
You are the pinnacle of strength, some even consider you as athletic as a greek god. You now count as three sizes larger for the purposes of grappling, shoving, disarming, and the weight you can carry, push, drag or lift and your martial arts die increases by 1 dice again, applying after die tier increases. In addition, you now deal twice as much damage to structures and objects.
Destructive Force
Godly Might, 2 body points, 20th level, 40 Strength
You learn to apply your godlike strength better into your strikes, creating thunderous shockwaves. When you hit a creature with a weapon attack using strength, compare the attack roll result to the AC of every creature of your choice within 20 feet of the target other than the target. If the attack roll would hit, you deal half the damage of the attack(rounded down) to the creatures that were hit.
Strong Leap
1 body point, 15 Strength
Your leg strength has become truly monstrous. Whenever you jump, you can triple your jump height or distance.
Strength Technique
2 body point, 20 Strength, 5th level
Upon selecting this body improvement, you gain 1 Body or Taijutsu Cursed Feat of your choice with prerequisites you meet and ones that include Strength as apart of those prerequisites.
You can take this body improvement multiple times however you can only select at certain levels in this class. These levels are 1st, 5th, 11th, and 17th level.
Speed Improvements
You feel like you could probably win against a special grade in a race due to how fast you are now.
You can have a number of these improvements equal to your Dexterity modifier.
Sonic Speed
1 body point, 15 Dexterity
Your speed has been increased dramatically. On your turn(no action required) you can double your movement speed. In addition, you can take the Dash action as a bonus action. However, if you use this feature, you must end your turn either not being in initiative or with a hostile creature within your reach. If you cannot, you cannot use this feature.
Sight Speed
Requires Sonic Speed, 1 body point, 9th level, 24 Dexterity
You have become so fast, people blink and you're already in front of them. When you use Sonic Speed, your movement speed doubles once again, and opportunity attacks against you are made with disadvantage due to your speed.
Light Speed
Sight Speed, 1 body point, 17th level, 30 Dexterity
You have become faster than people can even perceive, seemingly approaching even the speed of light. When you use Sonic Speed, movement speed doubles again, and creatures cannot perceive you moving, thus creatures can’t take reactions in response to your movement, unless they have blindsight.
Hypersonic Reflexes
1 body point, 15 Dexterity
You gain an additional reaction. You can also use your reaction to grant yourself advantage on a Dexterity check you make.
Lighting Reflexes
Requires Hypersonic Reflexes, 2 body point, 9th level, 24 Dexterity
You gain one more reaction to your total. You may also use your reaction to gain advantage on checks based on an ability score you choose from the following; Intelligence, Wisdom, and Charisma when you gain this body improvement. This choice cannot be changed later on.
Durability Improvements
You're like a wall that cannot be moved, not even the hardest of blows will bring you down.
You can have a number of these improvements equal to your Constitution modifier.
Hardened Skin
1 body point, 15 Constitution
Your skin has hardened, becoming more akin to bone. You gain +4 maximum hit points per level that you have, and you gain +4 more for every level you gain thereafter.
Iron Skin
Hardened Skin, 1 body point, 9th level, 24 Constitution
Your skin has further hardened, becoming more like steel than flesh. You gain +2 more maximum hit points per level, and you take 3 less damage from non-magical bludgeoning, piercing, and slashing.
Adamantine Skin
Iron Skin, 2 body points, 17th level, 30 Constitution
Your skin has even further hardened, becoming more like adamantine. You add your constitution modifier an additional time when calculating your maximum hit points per level, and the damage reduction you gained from Iron Skin now applies to all bludgeoning, piercing, and slashing damage.
Mind Improvements
Your body has been increased both physically and mentally.
You can have a number of these improvements equal to your Wisdom modifier.
Minor Precognition
1 Body point
You have a minor sense of how to read your opponents, giving you a small advantage in battle. You gain a +5 to your passive perception, and unseen attacks are not rolled with advantage against you.
Medium Precognition
Minor Precognition, 1 Body Point, 9th level
Your precognition is getting better, now being able to even predict what your opponents will do. You cannot be surprised while conscious, and you have advantage in any Dexterity saving throws of attacks you can see, such as traps or spells. You can't receive this benefit if you're blinded, deafened or incapacitated.
Major Precognition
Medium Precognition, 1 Body Point, 17th level
Your precognition has evolved to the point you're almost seeing the future. Once per round, when a creature targets you for an attack you can use your reaction to force all of their attack rolls against you to be made with disadvantage for that round. In addition, once per round you can give yourself advantage against one saving throw.
Minor Enhanced Senses
1 Body Point
You do not need to have your eyes open to see, your instincts are enough. You have blindsight to a range of 30ft. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Medium Enhanced Senses
Minor Enhanced Senses, 1 Body point, 9th level
Your senses have been enhanced even more, your insincts have been getting better. Your blindsight increases to a range of 60ft. In addition, you gain 30ft. of tremorsense.
Major Enhanced Senses
Medium Enhanced Senses, 1 Body point, 17th level
Your senses have reached their peak. Your blindsight increases to a range of 120ft and your tremorsense range increases to 60ft. You gain advantage in Wisdom (Perception) checks involving hearing.
Tactical Mind
1 Body Point
Your heightened senses have given you an even greater battle sense. You gain 2 additional Superiority Die, and whenever you roll a superiority die, you can reroll it and take either result.
Cunning Tactical Mind
Tactical Mind, 1 Body Point
Your tactics has been further enhanced by judicious use of your enhanced senses. You gain 2 additional Superiority Die. Additionally, whenever you roll a Superiority Die, you can roll 3 dice and take any result of your choice.
Battle Manuevers
You may only use one maneuver per attack, check, or saving throw. If a maneuver grants an additional attack, the additional attacks granted cannot have maneuvers applied to them.
You must be at the appropriate level or higher to choose a maneuver. You may change out your known maneuvers whenever you take a long rest.
If a maneuver deals additional damage as part of an attack, that damage isn’t multiplied upon landing a critical hit.
Minor Manuevers
3rd Level
Agressive Sprint
As a bonus action on your turn, you can expend one Superiority Die to draw upon your battle fury and move up to your full walking speed toward a hostile creature that you can see.
In addition, you can make a single melee weapon attack at the end of this movement.
Arresting Strike
When you hit a target with a weapon attack, you can expend one Superiority Die and force it to make a Dexterity saving throw. On a failure, it takes bonus damage equal to one roll of your Superiority Die and its speed is 0 until the start of your next turn.
Disarming Attack
When you hit a creature with a weapon attack, you can expend an Superiority Die to force it to make a Strength saving throw. On a failed save, it takes additional damage equal to one roll of your Superiority Die, and it drops one item of your choice that it is currently holding on the ground at its feet.
Body Strength
When you make a Strength or Constitution ability check you can expend a number of Superiority Dice (up to your proficiency bonus), roll those dice, and add the result to your ability check.
Feint
As a bonus action, you can expend one Superiority Die to feint, forcing a creature that can see you within 15 feet to make a Wisdom saving throw. On a failed save, you have advantage on your attacks against it until the end of your current turn.
5th Level
Throw Person
As an action, you can expend one Superiority Die and touch one creature at least one size smaller than you and attempt to throw it. It must succeed on a Strength saving throw or be thrown at a space that you can see within your strength modifier * 10 feet. A creature can willingly choose to fail this Strength saving throw.
If the creature lands in an unoccupied space it falls prone. But, if it hits another creature, that creature must succeed on a Dexterity saving throw or take bludgeoning damage equal to one roll of your Superioty Die + your Strength modifier.
If a feature causes you to count as one size larger for your carrying capacity or the size of targets you can grapple, you also count as one size larger for the creatures you can throw.
Bulwark Stance
As a bonus action, you can expend a Superiority Die to enter an immovable stance that lasts until you move from the space. Each time a creature attempts to grapple, move you against your will, or move through your space while you are in this stance it must first succeed on a Strength saving throw. On a failed save, you can instantly grapple it or knock it prone.
Pocket Sand
As a bonus action, you can expend a Superiority Die to attempt to blind a creature with debris. A creature you can see within 10 feet must succeed on a Constitution saving throw or take piercing damage equal to one roll of your Superiority Die and become blinded until the beginning of your next turn.
Bloodthirsty Charge
As an action, you can spend a Superiority die to move up to your speed, and choose any number of creatures that were within your reach for the move. Make one weapon attack, and compare it to the ACs of all of the creatures. They take damage as normal if they would be hit, adding one roll of your Superiority die to the total. A creature can take damage only once per use of this maneuver.
Thunderous Blow
When you hit a creature with a melee weapon attack, you can expend a Superiority Die to empower your attack with immense force. The creature must succeed on a Strength saving throw or take additional damage equal to a roll of your Superiority Die and be knocked back in a straight line number of feet equal to 5 times your Strength modifier. Creatures more than one size larger than you have advantage on their saving throw. Any features which make you count as larger for the purposes of grappling and shoving also make you count as larger for the purposes of this maneuver.
Unnatural Fortitude
Whenever you are forced to make a Strength, Dexterity, or Constitution saving throw you can expend an Superiority Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Quick Counter
When a creature you can see misses you with a melee attack, you can use your reaction to expend an Superiority Die and make a single melee weapon attack against your attacker. On hit, you add one roll of your Superiority Die to your damage roll.
Strong Throw
In place of an attack, you can expend an Superiority Die to throw an object that you are holding at a target you can see within 60 feet. The target must succeed on a Dexterity saving throw or both the object and target take bludgeoning damage equal to one roll of your Superiority Die + your Strength modifier.
At 11th level, the range of this Maneuver becomes 120 feet.
Medium Manuevers
These maneuvers are especially powerful, and mentally taxing. Once one is used, you require a short rest to use that maneuver again, even if you have the superiority dice to use it.
9th Level
Ground Slam
In place of an attack, you can expend Superiority Dice (up to your proficiency bonus) and strike the ground at your feet, forcing all creatures in an adjacent 20-foot cube to make a Dexterity saving throw. On a failed save, they take bludgeoning damage equal to two rolls of your Superiority Die for each Superiority Die you spent + your Strength modifier and are knocked prone. On a success, they take half as much damage and don't fall prone. Objects in this area take the maximum amount of damage.
Moreover, the area of the 20-foot cube becomes difficult terrain until a creature takes 1 minute to clear it.
Speed Focus
As a bonus action, you can expend one Superiority Die to enter a heightened state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- You gain a +2 bonus to your Armor Class.
- You have advantage on Dexterity saving throws.
- You gain an additional action on each of your turns. It can only be used to take the Attack (one weapon attack only), Disengage, Hide, Search, or Use an Object action.
Supernatural Will
Whenever you are forced to make an Intelligence, Wisdom, or Charisma saving throw you can expend a Superiority Die, roll it, and add the result to your saving throw. You can do so after you roll the d20, but before you know if you succeed or fail.
Concussive Blow
When you hit a creature with a melee weapon attack, you can expend a Superiority Die to empower your attack and force it to make a Constitution saving throw. On a failed save, the target suffers the effects below until the beginning of your next turn:
- Its speed becomes 0, and it can speak only falteringly.
- It has disadvantage on attack rolls and ability checks.
- It has disadvantage on Dexterity saving throws.
- Attack rolls against it have advantage.
Redirect
When a creature you can see misses you with a melee attack, you can use your reaction to expend a Superiority Die and force it to attack another creature of your choice within range of its attack. If the redirected attack hits its new target, it deals additional damage equal to one roll of your Superiority Die.
Unnerving Strike
When you hit a creature with a melee weapon attack, you can expend a Superiority Die to send it reeling. It must succeed on a Wisdom saving throw or it must subtract 1d4 from all ability checks, attack rolls, and saving throws it makes for the creature's next turn
13th Level
Staggering Blow
When you hit a creature with a melee weapon attack, you can expend Superiority Dice (up to your proficiency bonus) to strike with legendary power, dealing additional damage equal to two rolls of your superiority die for each superiority die spent, and forcing it to make a Wisdom saving throw. On a failed save, for 1 minute, it has disadvantage on all attack rolls, ability checks, and saving throws, and it cannot take reactions. On a success, it suffers no additional effects.
The creature can make a Wisdom saving throw at the end of each of its turns, ending the effect of this Maneuver on a successful save. When they make this saving throw, a creature can spend an amount from their RCT pool equal to your strength modifier times your proficiency bonus to forgo making the saving throw and automatically succeed instead.
Disorienting Blow
When you hit with a creature with a melee weapon attack, you can expend a Superiority Die to strike with great force, dealing additional damage equal to two rolls of your Superiority Die and it must succeed on a Wisdom saving throw or suffer the following effects for 1 minute:
- Its speed is halved and it cannot take reactions.
- Its Armor Class is reduced by 2.
- It has disadvantage on Dexterity saving throws.
- On its turn it can only take an action or a bonus action.
- It cannot make more than one attack during its turn, even if a feature would allow it to make multiple.
- If the creature attempts to use a cursed technique, or a cursed feat or feature that consumes cursed energy, which takes an action to perform, roll a d20. On an 11 or higher, the ability doesn’t take effect until the creatures next turn, and the creature must use its action on that turn to complete the action. If it can’t, the ability is wasted.
It can make a Wisdom saving throw at the end of each of its turns, ending these effects on a success. When they make this saving throw, a creature can spend an amount from their RCT pool equal to your strength modifier times your proficiency bonus to forgo making the saving throw and automatically succeed instead.
Forced Adrenaline Rush
As a bonus action, you can expend Superiority Dice (up to your proficiency bonus) to enter a heightened state of physical performance which you must concentrate on as if you were concentrating on a spell. You gain the benefits listed below:
- Whenever you make a Strength or Constitution check, you can treat a roll of 9 or lower on the d20 as a 10.
- You count as one size larger for the purposes of your carrying capacity and the size of creatures that you can grapple.
- Both your long and high jump distances double, even if that distance would exceed your remaining movement.
The effects last for 10 minutes for each Superiority Die spent as part of this Maneuver, and end early if you are incapacitated
Perserverence
When you take damage from a source you can see, you can expend Superiority Dice (up to your proficiency bonus) to reduce the incoming damage. For each Superiority Die you expend you roll three Superiority Dice, adding your Constitution modifier to the total of all the dice. You reduce the damage by the total.
If the total rolled exceeds the amount of damage, you gain temporary hit points equal to the remaining amount.
Strength of the Colossus
Strength of 27 As a bonus action you can expend Superiority Dice (up to your proficiency bonus) to enhance your strength to mythic levels, though you must concentrate on this Manuever's effect as if you were concentrating on a spell. For 10 minutes, or until you lose concentration, the amount of weight you can push, drag, pull, or lift is multiplied by the amount in the table below:
Superiority Dice Total Weight:
Without Dice 30 x Strength score
1 50 x Strength score
2 100 x Strength score
3 150 x Strength score
4 200 x Strength score
5 250 x Strength score
6 300 x Strength score
For each size category you are above Medium for the purposes of carryweight, the amount of weight you can move as part of this maneuver is doubled.
For example, a Medium-sized Heavenly Restraint user with 27 Strength could expend 3 Superiority Dice to use this maneuver, multiplying their 27 Strength by 150, to lift up to 4,050 pounds. If they were Large(or counted as large), they would double this weight to 8,100 pounds.
When this maneuver ends, you must succeed on a DC 25 Constitution saving throw or suffer a number of levels of exhaustion equal to the number of Superiority Dice you spent, to a maximum of 5 levels.
17th Level
Unbreakable
Constitution of 30 When you take damage that would reduce you to 0 hit points, even if that damage would kill you outright, or if you would die without taking damage (such as through power word kill), you can spend Superiority Dice (up to your proficiency bonus) and instead fall to 1 hit point. For each Superiority Die you spent, you roll three Superiority Dice, and you gain temporary hit points equal to the total rolled.
Otherworldly Focus
As a bonus action, you can expend one Superiority Die to enter a legendary state of focus which you must concentrate on as if you were concentrating on a spell. For 1 minute, or until you lose concentration, you gain the following benefits:
- You gain 50 temporary hit points. If any of these remain when the effects of this Maneuver end, they are lost.
- You have advantage on any weapon attacks you make.
- Once per turn when you hit with a weapon attack, you deal bonus damage equal to one roll of your Superiority Die.
- You gain a bonus to Strength, Dexterity, and Constitution saving throws equal to one roll of your Superiority Die.
- When you take the Attack action on your turn, you can make one additional weapon attack as part of that action.
Major Manuevers
Major Maneuvers are feats of godlike physical prowess, only relegated to the 4th tier. Once you use a Major Maneuver, you cannot use that Major Maneuver again until you finish a long rest. Furthermore, once you use a Major Maneuver, you cannot use any other Major Maneuvers until you finish a short or long rest.
17th Level
Instant Multi-Strike
When you take the attack action, you can replace an attack and expend a number of Superiority Dice (up to your proficiency bonus) and flourish a melee weapon then vanish. Choose up to five targets that you can see within 30 feet and make one melee weapon attack against each one.
On a hit, each target takes damage of your weapon's type equal to three rolls of your Superiority Die for each Superiority Die you spent + either your Strength or Dexterity modifier.
You then appear in an unoccupied space of your choice you can see within 5 feet of one of the targets of this Maneuver.
Cataclysmic Slam
When you take the attack action, you can replace an attack and expend Superiority Dice (up to your proficiency bonus) to strike the ground with mythic power. A shockwave of thunderous force erupts from you, forcing all creatures within 30 feet to make a Constitution saving throw. On a failure, they take bludgeoning damage equal to three rolls of your Superiority Die for each Superiority Die you spent + your Strength modifier and are knocked prone, and on a success, they take half as much damage and don't fall prone. Objects in this area take maximum damage.
The area becomes difficult terrain, and a creature can use its action to clear one 5-foot square of this difficult terrain.
Vorpal Strike
When you hit a creature with a melee weapon attack, you can expend Superiority Dice (up to your proficiency bonus) to strike it with lethal force in an attempt to behead the creature.
It takes additional damage of your weapon's type equal to two rolls of your Superiority Die for each Superiority Die you spent.
If the damage from this weapon attack reduces the target's remaining hit points to an amount lower than your Heavenly Restriction level + your Strength or Dexterity score, you cut off one of the creature's heads. If the creature cannot survive without the lost head, it is instantly killed. Creatures that don't have, or don't need a head are immune to this effect.
Multiclassing
You cannot multiclass into this class, you must start in it and multiclass it out.