Breakbound Class

Overview

A warrior who channels overwhelming physical force through massive weapons. Breakbound strikes carry explosive impact, but their bodies strain under the weight of their own power.

Main Stat

Strength (STR)

🛡️ Armor & Weapons
🎯 Saving Throws
  • Armor: Light, Medium, or Heavy

  • Weapons: Simple + Martial

  • Shields: Not proficient

  • Strength

  • Constitution

❤️ Hit Points
  • Starting HP: 20

  • Level 1 HP: 1d10 + CON modifier

  • HP per Level: 1d10 + CON modifier

🧮 Proficiency Bonus
🪓 Starting Armor Class
  • Levels 1–4: +1

  • Levels 5–8: +2

  • Levels 9–10: +3

  • Base AC: 12 + DEX modifier

🧭 Common Activities

Breakbounds often:

  • Lift or swing impossible weapons

  • Shatter obstacles with brute force

  • Use slow but devastating strikes

  • Break stances, shields, or armor

  • Stand as physical powerhouses in melee

🔥 Level-Up Gains (General)
💥 Level 1 Starting Feature

Each level gives:

  • More HP

  • +1 new Rite

  • Ability Score Increases at Levels 4 & 8

  • Proficiency increases at Levels 5 and 9

Impact Swing

Unleash a heavy, force-infused melee strike.

  • On a successful Attack or Rite, you may choose to deal a bonus +1d4 force damage if you are in melee range

  • This produces cracks in the ground

🔮 Breakbound Rites
🔱 Breakbound Rite List (Choose 1 at each level)

Breakbound Rites are physical techniques powered by overwhelming strength.

Rite Test:

d20 + STR modifier + Proficiency Bonus vs DC 12

Level 1 Rites

Power Smash - A heavy overhead blow adding +1d8 bludgeoning to weapon damage; chance to knock prone on hit.

Shockwave Step - Leap 10 ft and slam, dealing 1d6 force in a 5-ft radius.

Armorbreaker - Passive - Your melee attacks ignore 2 points of armor (-2 AC check).

Force Lash - Send a burst of compressed air in a 15-ft line for 1d6 force damage.

Weight of Will - Passive - Gain +2 to STR Rite Tests.

Cleaving Momentum - Passive - When you drop an enemy to 0 HP, make one extra melee attack.

Level 3 Rites

Kinetic Guard - Gain +4 AC until your next turn.

Breakpoint - Choose your next Attack, Damage or Rite to roll with advantage. This can not be stacked.

Collapsing Strike - A slow but overwhelming smash dealing 3d6 bludgeoning.

Unchained Blow - A devastating melee strike adding +2d10 damage to weapon damage; you take 5 self-damage afterward.

⚔️ Unique Class Mechanic

Break Force

When you hit with a melee attack, you may deal +2 extra damage.
If you do, you take 1 self-damage (unreducible).