Heavenly Restriction

Heavenly Restriction
LevelProfFeaturesDmg DiceUnarmored Movement
1+2Restrained Body, Unarmored Movement, Martial Artsd620
2+2Body Improvements, Fighting Styled620
3+2Ideald620
4+2Ability Score Improvementd630
5+3Extra Attackd830
6+3Ability Score Improvementd830
7+3Improved Body, Resistantd840
8+3Ability Score Improvementd840
9+4Weapon Specialist, Mindset featured840
10+4Celestial Bodyd850
11+4Extra Attackd1050
12+4Ability Score Improvementd1050
13+5Ideal featured1060
14+5Improved Fighting Styled1060
15+5Demigod’s Figured1060
16+5Ability Score Improvementd1070
17+6Ideal featured1270
18+6Extra Attackd1270
19+6Ability Score Improvementd1280
20+6God of War, Extra Attackd1280

Hit Points

Hit Dice: 1d12 per Heavenly Restriction level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Heavenly Restriction level after 1st


Proficiencies

Armor: None
Weapons: All weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from 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 or (b) any martial melee weapon
  • (a) one Dagger or (b) a handgun
  • An explorer’s pack and four javelins

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, Dexterity and Constitution scores. These same scores increase by +1 at 5th, 9th, 13th and 17th level. In addition, your ability score limit is increased to 25. At every level you gain after 1st, your ability score maximum increases by 1.
  • Supernatural Resilience. Your ac while unarmored is 10 + your Constitution modifier + your Dexterity modifier.
  • Perfect Health. You gain advantage against disease and the poisoned conditions.
  • Supernatural Vision. You gain proficiency in the Perception skill, or expertise if already proficient.
  • 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.

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 and martial weapons.

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and martial weapons.
You can roll a d6 in place of the normal damage of your unarmed strike or martial weapon. This die changes as you gain Heavenly Restriction levels, as shown in the Martial Arts column of the Heavenly Restriction table.
When you use the Attack action with an unarmed strike or a martial weapon on your turn, you can make one unarmed strike or weapon attack 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 Improvements
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:

  • Archery (PHB). You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting (TCE). You have blindsight with a range of 10 feet. 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.
  • Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting (PHB). When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Grappler. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Protection (PHB). When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

Ideal
At 3rd level, due to bad life experiences, you have acquired a ideal. 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.


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 +4 to your Strength, Dexterity and Constitution scores. You receive proficiency in 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 resistant 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.

This increases to two additional dice at 13th level and three additional dice at 17th level.


Celestial Body
At 10th level, your body is like a divine object none shall harm, not even god itself. You cannot be targeted 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.

This, however, doesn’t work on sure-hit effects which target objects, or creatures without cursed energy, such as Malevolent Shrine.


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 Archery (PHB). You gain a +3 bonus to attack rolls you make with ranged weapons.
  • Improved Blind Fighting (TCE). You have blindsight with a range of 30 feet. 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.
  • Improved Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +3 bonus to damage rolls with that weapon.
  • Improved Great Weapon Fighting (PHB). When you roll a 1,2, or 3 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1, 2, or 3. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Improved Grappler. At the start of each of your turns, you can deal 1d6 bludgeoning damage to one creature grappled by you.
  • Improved Interception (TCE). When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d12 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
  • Improved Protection (PHB). When a creature you can see attacks a target other than you that is within 10 feet of you, you can use your reaction to impose disadvantage on the attack roll.
  • Improved Two-Weapon Fighting (PHB). When you engage in two-weapon fighting, you can add your ability modifier+1 to the damage of the second attack.
  • Improved Tunnel Fighter (UA). As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. These attacks have a +1.

Demigod’s Figure
At 15th level, your body is almost reaching its peak, however now 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.


God of War
Finally at 20th level, your supernatural body reaches its pinnacle. Your Strength, Dexterity, and Constitution scores increase by +4 each, these scores now have a limit of 44. You also gain the following benefits:

  • 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.