+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+8 | Dexterity | |
+1 | Constitution | |
+0 | Intelligence | |
+7 | Wisdom | |
-1 | Charisma |
+8 | Acrobatics | DEX | |
+4 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+1 | Athletics | STR | |
-1 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+0 | Investigation | INT |
+4 | Medicine | WIS | |
+0 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Unarmed Strike | +8 | DEX | 1d6+5 | bludgeoning | |
Bare fists or kicks | |||||
Schmitt Mag-Revolver | +8 | DEX | 1d8+5 | piercing | |
Ranged (36/72 m), Loading (6), .357 Magnum, Light, Two-Handed | |||||
Metal bat | +8 | DEX | 1d6+5 | bludgeoning | |
One-Handed, Simple, Light | |||||
Halligan bar | +8 | DEX | 1d6+5 | bludgeoning | |
One-Handed, Simple, Light | |||||
Halligan bar | +4 | STR | 1d8+1 | bludgeoning | |
Two-Handed, Simple, Light | |||||
Circus Tamer's Bullwhip | +8 | DEX | 2d6+1d4+5 | Slashing, Thunder | |
Melee, Weapon, Martial, Light, Finesse, One-Handed, Reach |
Level 1 in Bato
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Have a vision of your impending doom
On your turn, you can use your Bonus Action to activate your Droid-Combatmode. In case you loose consciousness or after 30 seconds (5 rounds) your Droid-Combatmode ends. You can willfully end Droid-Combatmode with another Bonus Action. On level 1 you can enter Droid-Combatmode 2 times per Long Rest. With level 10 you become able to enter Droid-Combatmode 2 times per Short Rest. While you are in Droid-Combatmode you:
Level 1 in Bato
You gain the following benefits while you are unarmed or wielding only augmentation weapons, which are integrated into your body and any simple melee weapons that don't have the two-handed or heavy property, and you aren't wearing armor or wielding a shield:
Levels | Martial Arts |
---|---|
1-4 | 1d4 |
5-10 | 1d6 |
11-16 | 1d8 |
17-20 | 1d10 |
Level 2 in Bato
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. (Bato Level equals Bato Points) 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
Level 2 in Bato
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.
Level 2 in Bato
You can spend 1 Bato point to take the Dodge action as a bonus action on your turn.
Level 2 in Bato
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.
Level 2 in Bato
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.
Level 3 in Bato, Specialist Style: Predator
You become capable to stay in the blind spot of your enemy. Spend 1 Bato Point to give your next attack advantage.
Level 3 in Bato
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.
Level 4 in Bato
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.
Level 5 in Bato, Level 5 in Fighter
You can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 5 in Bato
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.
Level 6 in Bato
Your unarmed strikes count as lightning for the purpose of overcoming resistance and immunity to nonlighting attacks and damage.
Level 6 in Bato, Specialist Style: Predator
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.
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Weapon
Common
Melee, Weapon, Simple, Light, One-Handed A simple bat made out of metal. Quite durable. Can be modified.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Bludgeoning | 1 m |
Cost: 25.000 Eurodollars
Weight: 1 kg
Homebrew
Tool
Uncommon
Melee, Weapon, Tool, Simple, Light, Versatile (d6/d8) A Halligan bar (also known as a Halligan tool or Hooligan tool) is a forcible entry tool used by firefighters. Grants advantage on checks regarding breaking into things. Deals double damage against doors.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 / 1d8 | Bludgeoning | 1 m |
Cost: 200.000 Eurodollar
Weight: 2,5 kg
Homebrew
Firearm
Common
Pistol, Simple, Ranged, Loading, .357 Magnum, Light, Two-Handed Magazine Size: 6 (each D8 counts as one shot) Special Actions:Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d8 | Piercing | 36/72 m |
Cost: 100.000 Eurodollar
Weight: 0,8 kg
Homebrew
Ammunition
Common
Deals 1d8 damage when used with a compatible weapon.Type | Damage | Damage | Range |
---|---|---|---|
None | 1d8 | Piercing | 36/72 m |
Cost: 100 Eurodollar
Weight: 0,05 kg
Homebrew
Futuristic
Common
Augmentation, Integrated This augmentation permanently alters the composition of your muscle tissue. It is necessary for the Bato class. Artificial Muscles do not count to augmentation limits. It increases your carry capacity by 10 kg.
Cost: 100.000 Eurodollar
Homebrew
Futuristic
Uncommon
Restores 2d5+2 hit points. One-time Use. A target can only take up to 5 B-B-Booster per long rest. B-B-Booster is your every day health boost on the go. With a similar form to an insulin injection, B-B-Booster administers a small amount of specialized nanites into the target's body. Works on organic species like humans as well as on droids.
Cost: 25.000 Eurodollar
Weight: 0,25 kg
The statblocks of your class features
Homebrew
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.