(SETTING NOT FULLY DEVELOPED) MC Origins: Harrier (5e Class)
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Harrier[edit]
wildrunners and arsonists, meeting a Harrier always means that something will go south soon enough. Specialized in trekking through the wilderness or at setting stuff at fire, these vagabonds can pull off a number of tricks that even the most daring thief would not have attempted to do, hunt the monsters even the most notorious slayer couldn’t find and destroy castles that armies couldn’t topple. “met the harrier, met the trouble” is one of the widespread sayings that depict what harriers mean for most of the normal folk- a headache.
Instinctive hunters, lucky destroyers[edit]
Life of a harrier is the life of an outcast. Being a harrier means that you most definitely ignore the laws of anyone that attempts to put them on you. Some harriers respond to that by being secretive, evading enforcers by sneak, subterfuge or secrecy. Other harriers decide that anarchy is the better answer and openly (and often with plenty of destruction) refuse to uphold any laws they deem unnecessary or cruel.
Creating a Harrier[edit]
When you are creating a Harrier character, think about why your character is an outcast, either because they are a smuggler or a scoundrel. Do you have a grudge against law enforcers and see them as evil, thus doing everything to cause them the problems? Or maybe you became a smuggler because the government decided to restrict access to vital supplies and you decided to sneakily help people that are suffering from this restriction? Or are you doing smuggling purely for greed, to accumulate wealth with wrong doings?
Another important question is how did your character get entangled with the crime. Why did you decide to become a harrier? Was it to take revenge on the society for how they treated you when you were young, or maybe to help your family live through the hard times and poverty?
- Quick Build
You can make a harrier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by wisdom if you want to make a character that specializes in traveling through wilderness and fighting, or make Strength your highest ability score followed by dexterity and then charisma if you want to make a character that is adept at breaking stuff and setting buildings on fire. Second, choose the street urchin background. Third, choose Martial Ranged Weapon with 20 ammunition for it if you want to attack foes from range and to fulfill a marksman role or choose Martial Melee Weapon and a shield if you want to be a skirmisher. When choosing your Melee Weapon, it is better to choose one with versatile property to utilize it in case you decide to not use a shield to deal more damage.
Class Features
As a Harrier you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Harrier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Harrier level after 1st
- Proficiencies
Armor: Light armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Woodcarver’s tools
Saving Throws: Dexterity
Skills: Choose two from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two shortswords or (b) Two simple weapons
- (a) A martial melee weapon and a shield or (b) A martial ranged weapon and 20 ammunition for it if weapon has ammunition property
- (a) Explorer’s pack or (b) Dungeoneer’s pack
- Leather armor, handaxe and woodcarver’s tools
- If you are using starting wealth, you have 5d4x10gp in funds.
NOTE: FEATURES AND PREREQUISITES 🥾🧨[edit]
Harrier has two split paths to choose from, allowing you to mix archetypal smuggler and scoundrel paths into each other to create something in between of both. Whenever you gain a level in Harrier class, you can CHOOSE EITHER SMUGGLER FEATURES (smuggler features have boot symbol 🥾 next to feature name) OR SCOUNDREL FEATURES (scoundrel features have bomb symbol 🧨 next to feature name).
You do not benefit from features from the other paths. For example, if you chose Scoundrel Path on 5th Level, you get Smashdown Feature because it is Scoundrel Feature, But not Extra Attack Feature because it is a Smuggler Feature and not a Scoundrel Feature.
Some Features have certain prerequisites to be chosen. If feature lists a Prerequisite and you do not fulfill it, YOU CAN’T CHOOSE IT. You always get to choose either Smuggler Path Feature or Scoundrel Path Feature in those instances as Prerequisites are always tied to other Smuggler Path Features or Scoundrel Path features.
Calling Mask🧨[edit]
As a scoundrel, you have created a special mask that serves as your calling card, as a persona that hides your true identity. When you choose this feature at 1st level, you gain a Calling Mask, which has deep emotional ties with you. Not having this mask on your person imposes a -2 penalty on every ability check, attack roll or saving throws you make until you retrieve your Calling Mask. Calling Mask is perfectly shaped to fit your head and has a form that makes it impossible to remove it without spending significant time (1 minute) while you are not resisting and ten times longer if you are actively struggling. If you ever lose your Calling Mask, you can recreate it by carving it out from 1 pound of wood, using woodcarver’s tools and spending 10 minutes to do so.
While you are wearing this mask, you add double your charisma modifier to all Intimidation and Insight checks you make if your charisma modifier is not negative but you do not add your charisma modifier to Persuasion or Deception checks if your charisma modifier is positive. If the creature you are talking to knows the deeds and considers the person wearing this mask (AKA you) as a strong threat, you have advantage on all Insight and Intimidation checks against that creature but disadvantage on all Persuasion or Deception checks against that creature.
When you reach 10th level, whenever you make an Insight or Intimidation check while wearing the mask you also roll your instinct die and add number rolled to the check.
Instinctual Scoundrel🧨[edit]
When you choose this feature at 1st level, wearing your Calling Mask starts to give you a huge boost to your confidence, allowing your instincts to kick in as your body gets the signal that it is go time. You gain proficiency in Strength saving throws. Choose four skills from this list: Athletics, Acrobatics, Insight, Intimidation, Stealth and Sleight of Hand. Whenever you make an ability check with any of your chosen skills, you can roll your instinct die and add number rolled to the check. You can use this feature number of times equal to your charisma modifier (minimum of 1) and you regain all expended uses when you finish a short or long rest.
Your instinct die changes as you gain levels in this class, as shown in the Instinct Die column of the Harrier table.
Natural Explorer🥾[edit]
You have adapted to two particular types of natural environment through your smuggling operations, so you are familiar with the whims of that environment and know how to survive and travel through these terrains with little effort. When you choose this feature at 1st level, you choose two of the terrain types as your favored terrains: Arctic, Coast, Desert, Forest, Grassland, Mountain, Swamp or the Underdark. When you make an Intelligence or Wisdom check related to your Favored Terrain, your proficiency bonus is doubled if you are using a skill you are proficient in. While traveling for an hour or more in your Favored Terrain, you gain the following benefits: Difficult Terrain Doesn’t slow your group’s travel. Your group can’t become lost except by magical means. Even when you are engaged in another activity while traveling (such as foraging, navigating or tracking), you remain alert to danger. If you are traveling alone, you can move stealthily at a normal pace. When you forage, you find twice as much food as you normally would. If your group is attempting to move sneakily, you add your wisdom modifier to your group’s combined stealth roll to avoid detection.
When you reach 10th level, you choose one additional Favored Terrain type, and you also consider Urban Areas as your Favored Terrain type.
Instinctual Smuggler🥾[edit]
Your experience in small scale smuggling has given you uncanny instincts vital in completing your operations with minimal risks, both in and off inhibited areas. You gain proficiency in Wisdom Saving Throws. When you make an Intelligence, Dexterity, Strength or Wisdom check related to your Favored Terrain or to manipulate common natural plants and objects in your Favored Terrain, you can roll your instinct die and add number rolled to the check if you are using a skill you are not proficient in. When you make a Deception, Insight, Stealth or Sleight of Hand check, you can roll your instinct die and add number rolled to the check. You can use this feature number of times equal to your wisdom modifier and you regain all expended uses when you finish a short or long rest.
Your Instinct Die changes as you gain levels in this class, as shown in the Instinct Die column of the Harrier table. You can use this feature on the same check twice if you fulfill both prerequisites listed in this feature. For example, Attempting to hide in your favored terrain can activate this feature twice if you are not proficient in stealth.
Fighting Style🥾🧨[edit]
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
Archery: you gain +2 bonus to attack rolls you make with ranged weapons.
Defense: while you are wearing armor, you gain +1 bonus to AC.
Dueling: when you are wielding a melee weapon in one hand and no other weapons, you gain +2 bonus to damage rolls of that weapon.
Two-Weapon Fighting: when you engage in two weapon fighting, you can add your ability modifier to the damage roll of the second attack.
Wrecker: When you are holding a melee weapon with a two-handed or versatile property, you can treat yourself as if you are wielding it with two hands even when you are holding it with one hand, allowing you to make melee weapon attacks with said weapon. When you do so, melee attacks against other creatures imposes -5 penalty on your attack rolls. Attacking Structures or Objects do not impose this penalty.
Arsonist🧨[edit]
When you choose this feature at 2nd level, you learn how to carve a piece of wood in a specific manner so it burns much hotter than it normally would, and you learn how to shape it in a way to utilize it better in combat. You can spend 10 minutes while using woodcarver’s tools on two torches or on 2 pounds of wood to create Enhanced Torch. Enhanced Torch Sheds bright light on 60 feet and dim Light on additional 60 feet while it is lit, but it only burns for 30 minutes. While you are wielding this torch, on your turn you can use a bonus action to make an attack with this torch, provided that your other hand is not occupied by an object that weighs more than 5 pounds or a weapon with heavy property. Enhanced Torch is a Simple Melee Weapon that has Light and Thrown (30/60ft) properties and deals 1d4+2 fire damage on hit if it is lit or 1d4 bludgeoning damage if it is not lit. You are considered proficient in Enhanced Torch attacks. Hitting a flammable object with a lit Enhanced Torch ignites a struck object.
Bushmoving🥾[edit]
When you choose this feature at 2nd level, you learn how to utilize cutting weapons more effectively to move through barriers created by stems, vines or similar composition. As a bonus action on your turn, you can use a melee weapon that you are holding in your hands and that deals slashing damage to gain one of the following benefits:
- You ignore difficult terrain created by plants, both magical and non magical, and you make saving throws against such environmental hazards with advantage. You keep this benefit until the end of your current turn, as long as you keep hold on the weapon you used to gain this benefit.
- You free yourself from one grappling or restraining effect, provided that you are grappled or restrained by magical or non magical plants.
Danger Sense🧨[edit]
When you choose this feature at 3rd level, you passively take in all the information about everything hazardous around you, giving you an increased chance to dodge from harmful effects if you can anticipate them. WHen you are subjected to a Dexterity Saving Throw from an effect that you can see, you gain advantage on that saving throw. You must not be blinded or deafened to gain this benefit.
Enhanced Senses🥾[edit]
When you choose this feature at 3rd level, your senses grow much more acute, allowing you to use your other major senses to your advantage. You gain 5 ft blindsense, and as an action on your turn you can use your hearing or smell to locate hidden creatures within 30 ft of you, making an active perception check. You can’t use hearing to locate hidden creatures with this feature if you are deafened and you can’t use smell to locate hidden creatures with this feature if you have moved more than half your walking speed on this turn, you are submerged in a liquid or something is impeding your smell. If you use smell in order to attempt to detect a hidden creature with this feature, all your movement speeds are halved until the end of your current turn.
True Environmental Hazard🧨[edit]
prerequisite: Arsonist🧨 Feature
When you choose this feature at 4th level, you become a danger to the poor nature around you. You deal quadruple damage against non-magical, non-sentient plants when you attack them with your Enhanced Torch, and fire produced from your Enhanced Torch spreads twice as fast as normal fire.
Trekker🥾[edit]
prerequisite: Trekker🥾 Feature
When you choose this feature at 4th level, your normal movement speed increases by 5 feet. In addition, you gain either 25 feet climbing speed or 25 feet swimming speed, your choice.
Ability Score Improvement 🥾🧨[edit]
When you reach 4th level, and again at 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. As normal, you can't increase an ability score above 20 using this feature.
You gain this Feature regardless of which Harrier Path you choose at 4th, 8th, 12th, 16th and 19th levels.
Smashdown🧨[edit]
prerequisite: True Environmental Hazard🧨 Feature
When you choose this feature at 5th level, all your melee weapon attacks made against objects or structures deal double damage. In addition, when you hit a creature with a melee weapon attack, you reduce their AC by your Proficiency Bonus until start of your next turn as your strong blow staggers them slightly.
You can’t impose this penalty on the same creature more than twice, even if you hit the same creature twice with your melee weapon attacks within a single turn.
Extra Attack🥾[edit]
prerequisite: Trekker🥾 Feature
When you choose this feature at 5th level, you can attack twice, instead of once, when you take an attack action on your turn.
Escapist🧨[edit]
prerequisite: Arsonist🧨 Feature
When you choose this feature at 6th level, you learn how to swiftly escape from dangerous situations to avoid being caught. You can use your bonus action on your turn to take either a Dash Action or a Disengage Action. When you use Dash Action on your turn, you add your charisma modifier to your Athletics and Acrobatics checks and contests and Strength and Dexterity Saving Throws until end of your current turn.
Cauterize🧨[edit]
prerequisite: Arsonist🧨 Feature
When you choose this feature at 6th level, you learn how to “safely” burn your staggering injuries to stop their straining effect on you, allowing you to remain on your feet for longer. You can use your bonus action to cauterize your wound with a lit torch, Enhanced Torch or other flaming object you are holding in your hand. If you do so, you regain hit points equal to the number rolled on your Instinct Die plus Your Charisma modifier. You can’t regain hit points beyond your half your hit point maximum with this feature. You can use this feature twice and you regain all expended uses when you finish a long rest.
Terrainer🥾[edit]
prerequisite: Trekker🥾 Feature
When you choose this feature at 6th level, you increase your normal walking speed by 10 feet and your increase your climbing and swimming speeds by 35 feet.
Predator’s Instincts🥾[edit]
prerequisite: Trekker🥾 Feature
When you choose this feature at 6th level, you hone your instincts to assist you in hunting other creatures. When you make a check in order to track a creature inside your Favored Terrain, you roll your Instinct Die and add number rolled to the check. In addition, when you make an attack roll against creatures that you are hidden from, you roll your Instinct Die and add number rolled to the attack roll.
Danger Awareness🧨[edit]
prerequisite: Danger Sense🧨 Feature
When you choose this feature at 7th level, Whenever you have advantage on your Dexterity Saving Throw or you have gained Danger Sense Feature’s benefit on this Dexterity Saving Throw, you roll your Instinct Die and add number rolled to the Saving Throw.
Heightened Awareness🥾[edit]
prerequisite: Heightened Senses🥾 Feature
When you choose this feature at 7th level, you gain 15 feet blindsense as long as you are able to hear or smell. You should not be submerged in liquid, your smell must not be hindered and you must not move more than half your normal walking speed on your turn to gain this benefit using smell, and you must not be deafened to gain this benefit using hearing. While you have this benefit, when you make an active perception check to find hidden creatures within your blindsense range you roll your Instinct Die and add number rolled to the check.
Defiance🧨[edit]
prerequisite: Calling Mask🧨 Feature
When you choose this feature at 8th level, It becomes exceptionally hard to attack you mentally while your mask is giving you its confidence. While you are wearing your Calling Mask, when you are forced to make a Wisdom Saving Throw you can roll your Instinct Die and add number rolled to the Saving Throw. Additionally, you can use this feature to expend a reaction when you take a psychic damage to roll your Instinct Die and reduce psychic damage taken by number rolled on your Instinct Die. You can use this feature number of times equal to your Charisma Modifier, and you regain all expended uses when you finish a long rest.
Nighthawk🥾[edit]
prerequisite: Natural Explorer🥾 Feature
When you choose this feature at 8th level, your eyes adapt to dark and low light environments, allowing you to see nearly perfectly in the night and to see through natural phenomena. You treat non magical darkness as dim light and dim light as bright light. In addition, You ignore every phenomena that lightly obscures the area, allowing you to see through them without hindrance.
Heat the Blade🧨[edit]
prerequisite: Smashdown🧨 Feature
When you choose this feature at 9th level, when you are holding a melee weapon in your hands and you have lit Enhanced Torch in your other hand or stowed on your belt, you can expend your reaction to heat up one of the melee weapons you are holding with your hand. Weapons that were heated up by this feature deal additional fire 1d6+1 fire damage. You can maneuver and saveguard lit Enhanced Torch on your belt so it does not burn you. You can light your Enhanced Torch using a bonus action, without using fire or spark to start the flame.
Insightful Strikes🥾[edit]
prerequisite: Extra Attack🥾 Feature
When you choose this feature at 9th level, once on each of your turns you can add a wisdom modifier to any weapon attack roll you make. You must choose to use this feature before you roll for the attack.
Unstoppable🧨[edit]
When you choose this feature at 11th level, whenever you fail a Dexterity or Strength Saving Throw that would restrain you, grapple you or knock you prone, you can treat the d20 roll result as if you have rolled a 20. Once you do so, you can’t use this feature again until you finish a long rest.
You can use this feature twice between long rests starting from 15th level and thrice between long rests starting from 19th level.
Indomitable🥾[edit]
When you choose this feature at 11th level, you can reroll a Saving Throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest. You can use this feature twice between long rests starting from 15th level and thrice between long rests starting from 19th level.
Blazing Star🧨[edit]
prerequisite: Heat the Blade🧨 Feature
When you choose this feature at 13th level, your body has endured enough of your fiery personality to start hardening up against burning effects. You gain resistance to fire damage. In addition, when you use your Heat the Blade Feature, additional fire damage is increased to 2d6+2 fire damage.
Shadow Stalk🥾[edit]
prerequisite: Insightful Strikes🥾 Feature
When you choose this feature at 13th level, you learn how to fully disappear into the darkness, even from the creatures who can see in the dark. When you are hiding in total darkness, you can use an action to become invisible. You stay invisible until you cast a spell, make an attack roll or you enter a brightly lit area.
Athletic🧨[edit]
When you choose this feature at 14th level, you gain expertise in athletics and proficiency in Strength Saving Throws.
Steel Will🥾[edit]
When you choose this feature at 14th level, you gain advantage on Wisdom Saving Throws against being Frightened or Charmed.
Bulwark🧨[edit]
prerequisite: Athletic🧨 Feature
When you choose this feature at 17th level, you can ignore two-handed property on any melee weapons you are holding in your hand. You can use this feature to treat versatile weapons you are wielding in one hand to treat them as if you were wielding them with two, giving you higher damage die. You can engage in Two Weapon fighting if you are holding two separate non-heavy weapons in each hand.
Iron Discipline🥾[edit]
prerequisite: Steel Will🥾 Feature
WHen you choose this feature at 17th level, you can no longer be frightened or charmed. In addition, you now add double your Proficiency Bonus to your Wisdom Saving Throws.
Manic🧨[edit]
When you choose this feature at 18th level, when you hit a creature or an object or a structure with a melee weapon attack, you can gain one level of exhaustion to turn that hit into a critical hit. You can’t use this feature when you have 2 or more levels of exhaustion.
Feral🥾[edit]
When you choose this feature at 18th level, while your hit points are reduced below 40 hit points or third of your hit point maximum (whichever is lower), once on each of your turns whenever you deal damage with a weapon attack you can deal extra damage with that attack. Extra damage is equal to d12 and damage type is the same as weapon damage type.
Total Destruction🧨[edit]
prerequisite: Manic🧨 Feature
When you choose this feature at 20th level, when you score a critical hit against an object or a structure, this attack’s damage dice are considered to roll maximum possible numbers.
Animalistic Brutality🥾[edit]
prerequisite: Feral🥾 Feature
When you choose this feature at 20th level, you can use your Feral Feature indefinitely on every attack you make, both on and off your turns.
Multiclassing[edit]
Proceed with caution when you allow players to multiclass into this class as it was not designed to be multiclassed, and might lead to unfair advantage in and out of combat for the PC’s.
Prerequisites. To qualify for multiclassing into the Harrier class, you must meet these prerequisites: Dexterity 13, Strength 13, Wisdom or Charisma 13
Proficiencies. When you multiclass into the Harrier class, you gain the following proficiencies: Light armor, Shields, Simple Weapons, Martial Weapons, Woodcarver’s tools.
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