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Enhancer

The first Placement. Enhancers are more inclined to combat compared to the others.
hit dice: 1d10
hit points at 1st level: 10 + CON
hit points at higher levels: 1d10 + CON per level after 1st
armor proficiencies: None
weapon proficiencies: *backstory*
tools: *backstory*
saving throws: Constitution, Strength
skills: *backstory* + Athletics
starting equipment:
*backstory*
spellcasting:
Go wild with your imagination.
class features:
Unarmored Defense: While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier.
subclass options:
Ranger: This subclass specializes in ranged attacks.
Add a 1d6 Enhancement Die to damage and attack rolls with a ranged/thrown weapon. You become proficient in ranged weapons.
Second Level: +2 bonus to attack and damage rolls with a ranged weapon
Final Level: You can attack twice instead of once on your action.

Brawler: This subclass specializes in fights that are up close and personal.
Add a 1d10 Enchantment Die to damage and attack rolls while using fists or similar weapons. Unarmed attacks deal 1d6 + STR.
Second Level: Rage, can be used CON per short rest.
Final Level: Relentless Rage

Warrior: This subclass specializes in melee attacks. Add a 1d6 Enchantment Die to damage and attack rolls when using martial/simple weapons. You become proficient with melee weapons.
Second Level: Two extra actions
Last Level: You can attack twice instead of once on your action.
LevelAbilities

1
 Enchantment Die: a 1d6 die used for STR,CON and DEX based checks. Amount you have is equal to your CON per short rest. At Level 7, this increases to 1d10.

2
+2 HP

3
Access to subclasses+2 HP

4
Ability Score Improvement, +2 HP

5
Racial Awakening: You feel your body change. Hidden race attributes are unlocked. Next level of subclass unlocked. +2 HP

6
Ability Score Improvement, +2 HP

7
Improved Enhancement Die, +2 HP

8
Ability Score Improvement, +2 HP

9
+2 HP

10
Aure Awakening: The energy flows through you. You feel harder, better, faster, and stronger. Increases CON, DEX, STR scores by 2. Increases AC by 2. Unarmed attacks deal 1d10 + STR/DEX. +2 HP

11
+2 HP, Last Level of Subclass has been unlocked.

12
Ability Score Improvement, +2 HP

13
+2 HP

14
Ability Score Improvement, +2 HP

15
Overflow: You start to create energy that is too much for your body to handle. Usable once per long rest, STR, CON, DEX are multiplied by two. Gain 3d10 temporary HP. All attack and damage rolls have advantage, if there is disadvantage to rolls this removes it. Crits on 19 and 20. Lasts for 1d4 rounds. When this wears off, temporary HP disappears and you take 1d10 damage and you have disadvantage on all rolls for one turn. +2 HP

16
Ability Score Improvement, +2 HP

17
+2 HP

18
+2 HP

19
Ability Score Improvement, +2 HP 

20
Overload can be used twice per long rest. You are resistant to all damage. +2 HP

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