Courier 6 (5e Class)
Courier 6[edit]
When their route passed near Goodsprings they were ambushed by Benny, the rogue leader of the Chairmen, and a hired group of Great Khans. The Courier was knocked out during the attack, and while unconscious had the platinum chip stolen from them. While the Courier was unconscious, they were moved to the Goodsprings Cemetery, and regained consciousness soon after the Khans had finished digging a grave to bury them in. Benny then gave a brief speech to the Courier, blaming their fate on bad luck, then shot them in the head twice in an attempt to murder them. They were then buried in the grave the Khans had prepared, but survived long enough for Victor, a Securitron under Mr. House's control, to come and dig them out. They were operated on by Doc Mitchell, the resident doctor of Goodsprings, who then monitored the Courier's recovery over the following days. A man that can survive a bullet to the brain and keep walking. Willing to go to hell and back just to get revenge. A people person if they decide that they want to be. but at the end of the day THAT CHECKER SUIT FUCK WILL DIE.
Class Features
As a Courier 6 you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Courier 6 level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Courier 6 level after 1st
- Proficiencies
Armor: All armors, shields
Weapons: Simple Weapons, martial weapons
Tools: Tinker's tools, Thieves tools, Disguise kit
Saving Throws: Dexterity, Strength
Skills: Choose four from the following: Athletics, Insight, Intimidation, Investigation, Perception, Persuasion and Deception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) Studded leather
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) shortbow and 20 Arrows
Level | Proficiency Bonus |
Features | Rage Damage |
---|---|---|---|
1st | +2 | Bite The Bullet, Fighting Style | 0 |
2nd | +2 | Second Wind, Action Surge (x1) | 0 |
3rd | +2 | Revenge | 2 |
4th | +2 | Ability Score Improvement | 2 |
5th | +3 | Extra Attack, Fast Travel | 3 |
6th | +3 | Ability Score Improvement, endurance, Heighten Senses | 3 |
7th | +3 | No Rest for the Wicked, Leaded mind | 4 |
8th | +3 | Ability Score Improvement | 4 |
9th | +4 | Blood Thirsty | 4 |
10th | +4 | Deathless Nature, Hunter's Intuition | 5 |
11th | +4 | Extra Attack(2) | 5 |
12th | +4 | Ability Score Improvement | 5 |
13th | +5 | Indomitable Will | 5 |
14th | +5 | Ability Score Improvement | 6 |
15th | +5 | Master of Weapons, Fearless | 6 |
16th | +5 | Ability Score Improvement | 6 |
17th | +6 | Brutal, Extra Attack(3) | 6 |
18th | +6 | Wasteland Adapted | 6 |
19th | +6 | Ability Score Improvement | 6 |
20th | +6 | Wasteland Traveler | 7 |
Bite The Bullet[edit]
- You have advantage on death saving throws.
Fighting Style[edit]
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 (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.
- Defense (PHB). While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- 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. You must be wielding a shield.
- Superior Technique (TCE). 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.
- Thrown Weapon Fighting (TCE). You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
*In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage 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.
- Unarmed Fighting (TCE). Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.
*At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
- Close Quarters Shooter (UA). When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
- Mariner (UA). As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.
- 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.
Second Wind[edit]
Level 2. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. 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.
Action Surge[edit]
level 2. You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Revenge[edit]
Level 3.
- When you make a melee weapon attack, you gain a bonus to the damage roll that increases as you gain levels as shown in the Rage Damage column.
- When you reach this level you get a choice of one of the following resistances bludgeoning, piercing, or slashing damage
Extra Attack[edit]
Level 5. You can attack twice with a melee or range weapon(no spells), instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Fast Travel[edit]
Level 5. On each of your turns you can take a bonus action to Dash. This allows you to get around the fight quicker.
Endurance[edit]
Level 6. Your speed increases by 15 feet for all the walking you are doing.
Heighten Senses[edit]
Level 6. Your instincts are so honed that you have advantage on initiative rolls
No Rest for the Wicked[edit]
Level 7. You find little need for rest. By spending 4 hours doing light activity you gain the benefits of a full rest.
Leaded Mind[edit]
Level 7. You can use your action to end one effect on yourself that is causing you to be charmed or frightened. twice per day till you do a long rest.
Blood Thirsty[edit]
Level 9. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Deathless Nature[edit]
Level 10. You have escaped death, a fact represented by the following benefits:
- You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest
Hunter's Intuition[edit]
Level 10.Whenever you make a Wisdom (Perception) or a Wisdom (Survival) check, you can roll a d6 and add the number rolled to the total ability check.
Indomitable Will[edit]
Level 13. Your will and resolve in your cause has made you almost immune to attacks against your mind. You gain proficiency in Charisma saving throws, resistance to psychic
Master of Weapons[edit]
Level 15. Your weapon becomes an extension of you and moves almost supernaturally in your hands, darting, changing direction and even seemingly becoming a rigid object as it moves through the air. You are the master of your space and as a bonus action while wielding a weapon you can enter a defensive stance that gives you +2 AC and lasts until the start of your next turn.
Fearless[edit]
Level 15. You gain advantage on intimidation and expertise, with 6 additional expertise in skills of your choice.
Brutal[edit]
Level 17. You can roll 3 additional weapon damage die when determining the extra damage for a critical hit
Wasteland Adapted[edit]
Level 18. You have resistance to all bludgeoning, piercing, and slashing damage.
Wasteland Traveler[edit]
Level 20. You embody the power of the wasteland. Your Dexterity and strength scores increase by 4. Your maximum for those scores is now 24.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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