hit dice:
1d10
hit points at 1st level:
10 + your constitution modifier
hit points at higher levels:
1d10 + your constitution modifier per level above 1st
armor proficiencies:
Light, Medium, Shields
weapon proficiencies:
Simple Weapons, Martial Weapons, Explosives
tools:
Land Vehicles
saving throws:
DEX & CON (STR & DEX if you choose Brawler Subclass)
skills:
Choose two from: Acrobatics, Athletics, Sleight of Hand, Handling, Nature, Survival, Medicine
starting equipment:
- Dungeoneer's Pack or Explorer's Pack
- Chain Shirt or Leather Armor, Light crossbow & 20 bolts
- Martial Weapon & shield or two Martial weapons
- Two Javelins or two daggers, or two handaxes
spellcasting:
class features:
Everytime you level up, you can swap your talent for a different one.
Talents:
Swordsman: Wielding any sword gives you +1 AC, and +2 to hit rolls with swords.
Fast Ball: You can throw anything less than 5 pounds with your bonus action (or you can choose to use your action)
Beginners Luck: Your first Ranged attack on each individual creature is made with advantage. This effect does not refresh on the same creature in a new combat
Streetfighter: While in melee range of an enemy with no weapons equipped, your ac increases by 3
Quick Thinker: You can choose to skip your next turn, and double your actions, bonus actions, & movement for the current turn. This feature recharges on a long rest.
Calm, Cool, Collected: You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
• You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Parry: If you are hit by a non-magical attack, you can use your reaction to reduce the damage by your prof + STR & DEX, this features uses are equal to your PROF bonus, and recharge on a long rest
(You must have a shield or melee weapon equipped to use this feature.
No Time: Use this feature to gain the full benefits of a short rest without spending the time or using any of your hit dice. If used in combat, it requires an action, you won't be able to act for the rest of your turn and the next one, and If you are targeted by an enemy No Time will be interrupted (Can be used once per long rest)
Cunning: You can now dash or disengage with your bonus action.
Quick Feet: if you are targeted by an opportunity attack, you can use your reaction to gain +5 AC, you can only use this feature once per long rest. At level 13 this feature becomes twice per long rest, at level 19 you no longer trigger opportunity attacks.
subclass options:
- Brawler
- Jack
- Explorer
- Tactician
Brawler
Level 3 Brawler:
Your saving throw proficiencies become STR & DEX
Gain Proficiency in Heavy Armor
Unarmed Strikes become 2d4, your unarmed strike dice goes from 2d4 to 2d6 at level 10, & 2d8 at level 18. And all melee attacks add either your str or dex (whichever is higher) to hit rolls & damage. If you have a free hand or a versatile weapon, you may use unarmed strike as a bonus action.
You are no longer proficient in Ranged weapons & weapons with the thrown property do not get the bonus. (You cannot gain feats that give proficiency in Ranged weapons unless DM allows)
Level 7 Brawler
Technique: You gain access to a variety of attacks with different effects, all of these can be used once per short rest.
At Level 7, choose one, and you gain another choice at levels 10, 15 & 18.
Everytime you gain a Title Feature, you can exchange your previous choices out for another.
Sweep: When you use your bonus action to make an unarmed strike, you can instead choose to use Sweep, kicking out the targets feet, which will knock a medium or small creature prone for a turn if they fail the Dex DC, (8+str+dex+prof)
Cleave: When making a melee attack with a two-handed weapon, you can instead use Cleave, which will attack anyone within a 15 foot wide cone up to 5 feet In front of you. If you are using a weapon with reach, the cone reaches 10 feet in front of you.
Blunt: When using a two handed weapon, instead of making a unarmed strike with your bonus action you can instead hit the enemy with the blunt side of your weapon, dealing your unarmed strike damage and Dazing a medium or small creature for two turns if they fail a Con save (8+str+dex+prof)
Dazed: This creature makes attack rolls with disadvantage, and the next creature to attack this creature makes the attack roll with advantage, if the attack is successful, the dazed effect is removed.
Counter: If you are hit by an enemy, you can use your reaction to make a melee attack against them.
Jumping Strike: You must be atleast 10 feet away from the target, you expend your bonus action, half your movement and action to jump towards the target and make a melee weapon attack (or unarmed strike), you gain advantage on this and if you hit the attack you double your damage dice.
The Zone: 5 turn duration (Concentration) Recharge: Long Rest
You can use this technique if you have no weapons equipped. You use your bonus action to trigger the zone, maintaining concentration on it for 5 turns. While this effect is active, your unarmed strike damage increases by one extra dice, and you gain an extra action on every turn. This effect ends if you end your turn without attacking an enemy, or you equip a weapon.
Focused: Mark, (Concentration) Duration: 5 turns, recharge: Long Rest
You may use your bonus action to mark an enemy. You gain advantage on attack rolls against that enemy and it gains disadvantage against you, but any other enemy gets advantage on you. When making an attack action against the marked creature, you make an extra attack against it. This effect ends if you do not attack the marked creature by the end of your turn, or you attack a creature other than the marked creature.
Simple Domain: (Concentration) Duration: 2 turns. You may use your action to ready your attack and hold your ground for the next two turns. Using this technique you lose your action, bonus action, reaction & movement for the next two turns, it also increases your AC by 2 for the duration. You make a free attack on every individual enemy that tries to walk in or out of your threat range. This can only be used once on each individual enemy that walks into or out of range on that turn.
Level 10 Brawler
Choose another technique.
Brute Force:
When walking into a small or medium creatures space, you can have a strength contest and if you win, you take their spot and push the creature 1 space back, if there are no available spaces adjacent, you automatically fail the strength contest.
Level 15 Brawler
Choose another technique.
You now add your STR, DEX & prof modifiers to hit dice when making melee attacks.
Resilience: At the end of your turn, if you are below 50% hp, regain 1d8 hp.
Level 18 Brawler
Choose another Technique
I Like Those Odds: When 4 or more enemies are within your threat range, you gain an extra action & Bonus Action on your turns.
All Techniques now have two uses before a short rest or long rest if specified.
Jack
Level 3 Jack:
Jack of all trades: Your abilities scores are all maxed out at 18 (+4), and you may reallocate any scores above 18 to other scores. However, you also gain two +1's to put on two ability scores of your choice.
Gain 2 cantrips of your choice from any spell list, your spellcasting modifier is prof+INT, or CHA (whichever is highest) and your spell save dc is 8 +prof + int or cha
You gain proficiency in thieves tools and 1 skill of your choice.
Level 7 Jack
Ambidextrous: If you make one type of attack (melee weapon, Ranged Weapon, or spell Ranged attack) you can use your bonus action to make a different type of attack. (For example, you can use your melee weapon attack with your action, and then fire off a cantrip with your bonus action.) You can use your equip action to swap your weapon to make an attack with another.
Utility: Gain 2 level 1 spell slots and 1 level 2 spell slot, you may learn 4 spells from any spell list.
Gain proficiency in 1 artisan tool of your choice.
Level 10 Jack
Versatile: Gain an extra bonus action, you may cast spells with your bonus action, you can still only cast one spell per turn.
Gain proficiency in Firearms
You may cast spells as rituals if they have the ritual keyword.
Gain proficiency in 1 skill of your choice.
Level 15 Jack
Master of None: Your spellslots as of now: 3 lvl1, 2 lvl2, 1 lvl3, and you may learn three more spells for a total of 7.
You also gain proficiency in 1 extra saving throw of your choice.
Level 18 Jack
You gain an extra action, and you may choose an extra Subclass from any other class to gain the benefits of.
Explorer
Level 3 Explorer:
Prepared: Gain proficiency in Perception & Investigation & add your Dex to the modifiers
You gain proficiency in firearms and tinkers tools,
You get advantage on saves against traps & AOE spells
Your pack becomes an Explorers Backpack, it contains Tinkers tools, 10 torches, 50 feet of rope, a dagger, a simple pistol & 20 ammo.
You also gain a Grappling Hook.
Grappling Hook: As long as the Grapple remains intact, you can use it freely. If it breaks, you can spend 100 gp and a short or long rest to fix it.
If you have something in your offhand, you also need your equip action to use your grappling hook.
You can use your action to Swing, Rise, or Catch.
Using your grappling hook is DM reliant, so make sure to be descriptive of your idea or use.
Swing: You can use your grappling hook to Swing yourself over gaps, obstacles, etc.
Rise: You can grappling hook a surface vertically above you, and reel it in to reach that height. You can hang indefinitely, unless you use an action to unhook or the surface is disturbed. The grappling hook can support a weight total of 450 pounds.
Catch: You can hold your action to ready your grappling hook to catch an object no heavier than 10 pounds.
Level 7 Explorer
Adventurer: You gain exhaustion at half the speed of everyone else, You also are immune to being surprised.
Due to your experience traveling the world,
you also gain a climbing speed of 30.
Parachute: Once per short rest, use: Action
While falling, you can use your action to unleash your parachute. While the parachute is active, you gain a glide speed of 15 feet, and you descend 5 feet every 6 seconds. You can maneuver the parachute to head in a direction or increase your falling rate by aiming down.
The Parachute is about 10 feet wide and 10 feet tall (when you are attached). It has 10 HP and is weak to Lightning, fire, ice, Thunder & acid & immune to poison & psychic. Once you land, you can spend a turn detaching & storing it in your Explorers backpack. If you try to walk with your parachute out, your movement is reduced to 10 feet. If the parachute hits 0 hp while it is released, you will begin to fall much faster (250 feet per round, and take half the fall damage you would from the height you were at. You can spend a short or long rest fixing your parachute at the cost of 50gp. When you take a short rest, if your parachute is unharmed you can re set it up to be used again.
While gliding, you can still attack, melee attacks while gliding have disadvantage and Ranged attacks have a -3 to hit.
Level 10 Explorer
Magic Map: Recharges on Long Rest:
When entering any kind of enclosed structure, dungeon, castle, etc. You may use an action to use your magical map to reflect the layout of the place you are in. The layout will be simple, showing walls and open areas. If something is magically sealed or protected, you won't be able to map it out.
Unbreakable: You gain a 2nd bonus action, and now you can deploy your grappling hook or parachute using a bonus action.
You also lose any subtractions or disadvantage when attacking while in the air.
Level 15 Explorer
Glider: You have finally managed to creature a compact, personal glider. It fastens to your clothes and can be deployed at anytime using a bonus action.
You gain 30 feet of glide movement while it is active, and you drop at 2.5 feet every 6 seconds. It's supreme maneuverability allows for precise and extreme movement, allowing you to safely send yourself 30 feet straight towards the ground.
It can be retracted at anytime with no cost.
Deployable Parachute:
You have reconfigured your parachute to be able to shot and attached to other creatures or objects. You can use your action to make a Ranged Weapon attack to fire a small hand cannon that shoots out the parachute pack, when it successfully hits a target, it latches on and deploys the parachute.
If you lose the deployable parachute, it can be remade with 2 pounds of cotton, 5 feet of hemp rope, & 50 gold.
Level 18 Explorer
You gain advantage on all Athletics, Acrobatics, & Sleight of Hand checks.
Tactician
Level 3 Tactician:
Gain proficiency in Persuasion or Intimidation.
you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. maneuvers enhance an attack, you can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Gain proficiency with one artisans tool of your choice
Level 7 Tactician:
Know your enemy: Starting at 7th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
Strength score
Dexterity score
Constitution score
Armor Class
Current hit points
Total class levels, if any
Rimwalker class levels, if any
At Level 15, you instead can choose four things, and you gain three more options:
Intelligence Score
Wisdom Score
Charisma Score
Level 10 Tactician:
Improved Combat Surperiority: your superiority dice turn into d10s. At 18th level, they turn into d12s.
Level 15 Tactician:
Know Your Enemy Upgrade
Relentless: Starting at 15th level, when you roll initiative and have no superiority dice remaining, you regain 1 superiority die
Level 18 Tactician:
You gain advantage on Persuasion & Intimidation checks during combat.
Improved Combat Surperiority Upgrade.
Level | Abilities |
---|
1 | Choose a Talent |
2 | No Time, Cunning |
3 | Choose a Title |
4 | Ability Score Improvement |
5 | Extra Attack |
6 | Ability Score Improvement |
7 | Title Feature |
8 | Ability Score Improvement |
9 | Quick Feet |
10 | Title Feature |
11 | Extra Attack |
12 | Ability Score Improvement |
13 | Quick Feet + |
14 | Ability Score Improvement |
15 | Title Feature |
16 | Ability Score Improvement |
17 | +1 Talent |
18 | Title Feature |
19 | Quick Feet + |
20 | Extra Attack |