Heavenly Restriction Of Physical Prowess Image

This feat is it's own class that's meant to almost turn your character into toji fushiguro from Jujutsu Keisen, or at least give them a good chunk of his abilities while still being strong enough to be a viable class, so enjoy it because I had fun making it.

 Heavenly Restrictions are Heavenly Pacts placed on a person's body when they are born. These bindings usually refer to limitations on the human body that the person receives improved capabilities in a different capacity in exchange. For example, a Heavenly Restriction can cause a person born with no magical capability in exchange for being physically gifted. Vice versa can also occur, people with high magical capability can be born with exceptionally weak bodies. These pacts are placed upon a person at birth by God's, either as a gift or curse.

 The Heavenly Restriction is a sacred pact, permanent and irreversible. It cannot be circumvented by Wish, magical mutations, divine intervention, or any in-world effect unless your DM chooses otherwise and even then it usually comes at a cost to all involved.

 Core Heavenly Restriction Traits
Primary Ability Strength
Hit Point Die D8 per level
Saving Throw Proficiencies Strength and Constitution
Skill Proficiencies Choose 3: Acrobatics, Athletics, History, Insight, Investigation, or Stealth
Weapon Proficiencies Simple weapons and Martial weapons 
Armor Training none
Starting Equipment Choose A or B: (A) Shortsword, 2 Daggers, Healer's Kit, 50 ft hemp rope, and 10 GP; or (B) 95 GP

 

Heavenly Restriction Feature Table (Part A)

Level  Proficiency Bonus  Feature
1 +2 Unarmored Defence, Unnatural Strength, Magic Drain
2 +2 Unarmored Movement, Sixth Sense
3 +2 -
4 +2 Ability Score Improvement
5 +3 Extra Attack
6 +3 Invisible Man
7 +3 Unseen Threat, Hastened Movement
8 +3 Ability Score Improvement
9 +4 Inhuman Power, Improved Hastened Movement
10  +4 Ignored Arcana
11  +4 Pressure Breaker (One Use)
12  +4 Ability Score Improvement
13  +5 -
14  +5 Improved Inhuman Power
15 +5  Pressure Breaker (Two Uses)
16 +6 Ability Score Improvement
17 +6 -
18 +6 Timeless Physicality
19 +6 Epic Boon
20 +6 Ultimate Physicality

 

Heavenly Restriction Feature Table (Part B)

Level  Unarmored Movement  Unnatural Strength Damage
 1 - 1d6
 2 +10 ft 1d6
 3 +10 ft 1d6
 4 +10 ft 1d6
 5 +10 ft 1d8
 6 +10 ft 1d8
 7 +15 ft 1d8
 8 +15 ft 1d8
 9 +15 ft 1d8
10  +15 ft 1d8
11  +20 ft 1d10
12  +20 ft 1d10
13  +20 ft 1d10
14  +20 ft 1d10
15 +25 ft 1d10
16 +25 ft 1d10
17 +30 ft 1d12
18 +30 ft 1d12
19 +30 ft 1d12
20 +30 ft 1d12

 

Level 1: Unarmored Defence; While you aren't wearing any armor, your base Armor Class equals 10 plus your Dexterity and Constitution modifiers. You can use a Shield and still gain this benefit.

Level 1: Unnatural Strength; When you make an attack using Strength, with either a Weapon or an Unarmed Strike, and deal damage to the target, you add 1d6 to the damage roll of your weapon or unarmed strike. This bonus die increases as you gain levels in the Heavenly Restriction class (see Unnatural Strength Damage column, Feature Table Part B).

Level 1: Magic Drain; Your body cannot generate, channel, or sustain magical energy of any kind. You cannot cast spells, expend spell slots, or use any feature that explicitly relies on spells, spell slots, or magical energy. This includes, but is not limited to, Ki, Sorcery Points, Divine Sense, Pact Magic, Paladin auras, and similar abilities. At the DM’s discretion, other features may also be considered magical, with primary examples including Rage and Wild Shape. You may attune to and use magic items only if they do not require spellcasting, spell slots, or magical resources to function.

  • Multiclassing Restriction. If you multiclass into a class that grants Spellcasting, Pact Magic, or any feature that uses spell slots or magical resources, you gain none of those benefits. This restriction cannot be bypassed.

Level 2: Unarmored Movement; Your speed increases by 10 feet while you aren’t wearing heavy armor. This bonus increases when you reach certain class levels, as shown on the Heavenly Restriction Feature Table (Part B).

Level 2: Sixth Sense; You can see the outline of a creatures' soul and astral spirits due to your incredibly heightened senses. You have Blindsight with a range of 20 feet, and you have proficiency in perception if you didn't already have it.

Level 4: Ability Score Improvement; You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at class levels 8, 12, and 16. As for recommendations on what feats to take. Tough, Speedy, and Crusher are recommended.

Level 5: Extra Attack; You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Improved Sixth Sense; You have advantage on Intelligence (Investigation) checks to see through illusions, and Wisdom (Perception) checks to detect hidden creatures.

Level 6: Invisible Man; You are immune to being targeted or perceived by divination spells unless the caster succeeds on a Intelligence (Arcana) check against a DC of 10 + your Proficiency Bonus + your Constitution modifier. The caster is allowed to use their spell casting ability instead of intelligence if said modifier is higher.

Level 7: Unseen Threat; You can move through hostile creatures’ space without provoking an attack of opportunity if you haven't attacked them this turn.

Level 7: Hastened Movement; You gain a climbing and swimming speed equal to your movement speed, and you can run 20 ft across the surface of water at the cost of 10 ft of movement.

Level 9: Inhuman Power; Your damage die for Improvised Weaponry and Unarmed Strikes is increased from a d4 to a d6. In addition to that, if you land a critical hit with Improvised Weaponry or Unarmed Strikes, you can add your proficiency bonus to that damage roll.

Level 9: Improved Hastened Movement; While you aren’t wearing armor, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the movement.

Level 10: Ignored Arcana; You are treated as an object when determining how spells target and affect you, in addition to that, magical AoEs cannot affect you unless they also effect objects. So spells like Fireball, Shatter, Disintegrate, and Thunderwave can effect you, but spells like Hold Person, Charm Person, Hold Monster, and the Wall spells won't effect you. Some spells like Cone of Cold, Cure Wounds, or Haste are a "unless DM says otherwise" as those spells don't explicitly state they effect objects.

Level 11: Pressure Breaker; As a bonus action, you gain 1d10 + 2 temporary hit points and a +2 to attack rolls with strength weapons for 1 minute or until the temporary hit points are depleted. Once you use this feature, you can’t do so again until you finish a Short or Long Rest. Starting at level 15, you can use it twice before a rest but only once on a turn, and the temporary hit points gained increases to 2d10 + 2. This feature is best roleplayed as a sudden surge of adrenaline.

Level 14: Improved Inhuman Power; Your damage die for Improvised Weaponry and Unarmed Strikes is increased even further from a d6 to a d8.

Level 18: Timeless Physicality; Your remains in perfect condition so that you suffer none of the frailty of old age. You can still die of old age, however. And you now have immunity to poison damage and immunity to both the diseased and poisoned conditions.

Level 19: Epic Boon; You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fortitude is recommended.

Level 20: Ultimate Physicality; You have developed into a perfect template of human strength and resilience. Your Strength and Constitution scores increase by 4, to a maximum of 25. Additionally while at full health, you gain advantage Strength and Dexterity saving throws.

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Heavenly Restriction Of Physical Prowess Image

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