Field Specialist (5e Subclass)

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Field Specialist[edit]

Fighter Subclass A Field Specialist warrior is a professional who possesses specialized knowledge and skills in a particular field and applies these in practical, wherever he is need. The role of a Field Specialist warrior can vary widely depending on his speciality. They bring deep knowledge of specific equipment, events, or techniques related to their field. This might involve spying a threat, performing rescue work and battle healing, or put their mastery with weapons up to work. Field Specialists warriors typically work outside the milice's walls, traveling to different locations where their expertise is needed. This kind of warriors take orders for their higher. Travelling until the mission place, in remote locations, or in the field, hence the name.


Mention Old or Retired Warrior dutties

Field Experience

What is your Field? At lvl 3

Shared Experience

Great at sharing their knowledge. At lvl 7

Knewer of Most

Advantages of travelling so much. At lvl 10

Master of the Field

You are unbeatable on your field. At lvl 15


BLOWGUN MASTER

Poisoner's Kit competence

Whenever you finish a short or long rest you may alter up to a number of Needles equal to twice your proficiency bonus, twice that amount in a long rest, as part of that rest. To do so, you need at least 5 gp worth of materials that you can find foraging at least 2 hours on a natural environment or buying them on a shop. For each Needle you modify, you may choose which Special Needle you are creating among the Modified Needles List (Some of them require you to use a Poisoner's Kit). The effectiveness of the Modified Needles ends whenever you finish a long or short rest.

Modified Needles List

· Sleep Needle Require: Poisoner's Kit Whenever you hit a creature with this Needle you may choose not to do damage. If you do, the creature is unaware that they had been hit by an attack. A creature hit by the Sleep Needle falls deep asleep passed a number of hours equal to half that creature's Constitution modifier (rounded down), a minimum of 1 minute. And that creature become inmune to this effect for the next 24 hours.

· Corrosive Needle Require: Poisoner's Kit Add a number of d8 equal to half your proficiency bonus(rounded down) of acid damage.

· Rage Needle Require: Poisoner's Kit Whenever you hit a creature with this Needle you may choose not to do damage. If you do, the creature is unaware that they had been hit by an attack. A creature hit by the Rage Needle will be drown by an intense raging feeling passed a number of hours equal to half that creature's Inteligence modifier (rounded down), a minimum of 1 minute. The goaded creature become wildered for 1 minute, attacking the closer creature to them, running away if they fall down half their hit points total. And that creature become inmune to this effect for the next 24 hours.

· Stimulant Needle Whenever you hit a creature with this Needle you may choose not to do damage. If you do, the creature is unaware that they had been hit by an attack. Until the end of that creature's turn. They gain adventage on the next d20 they roll using Strength, Dexterity or Intelligence.

· Jagged Needle Add a number of d4 equal to your proficiency bonus minus 1 of slashing damage.

· Thin Needle Whenever you make an attack roll with this Needle, you may twice your proficiency bonus for the attack roll. Add a d4 piercing damage to the damage.

· Ink Needle Whenever you hit a creature with this Needle you may choose not to do damage. If you do, the creature is unaware that they had been hit by an attack. During the next minute, once each second, the needle let a dyed drop fall, sliding by the clothes or skin, likely reaching the ground.

· Sentient Neddle Whenever you hit a creature with this Needle you may choose not to do damage. If you do, the creature is unaware that they had been hit by an attack. Though, they may still be able to see the smoke if the needle vanish. When this needle touches something magical or something affected by magic, the needle turns into smoke. The color of the smoke indicates the magical school of the thing touched.


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