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Jock


Hit Points

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

Proficiences

Armor: Medium armor
Weapons:
Tools:
Saving Throws: Dexterity, Strength
Skills: Choose two from Acrobatics, Athletics, and Intimidation

Overview & Creation

Jocks are strong and agile, but not very smart. Or nice. Very rarely will you find a jock with the good alignment.


Class Features

You have disadvantage on any intelligence checks.


Starting Equipment

You start with the following equipment:
(a) A hockey stick or (b) A baseball bat
(a) A mess kit or (b) climber's kit
A backpack with equipment of your choice that fits your class (to be approved by DM).


Subclass Options

Hockey
On the ice hockey players are terrifying, off the ice they're cracking a cold one with the boys. You have resistance to cold damage and difficult terrain doesn't affect you if it is winter. If you are wielding a hockey stick as a weapon you can roll your attack with advantage.
Cheerleader
Used to being tossed around and stronger than they appear, cheerleaders are good fighters as well as support. You have advantage on your acrobatics and performance checks. You can also use your cheer ability to give inspiration identical to bardic inspiration.


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