Greatcoat (5e Class)
From D&D Wiki
- 1 Greatcoat
- 1.1 Creating a Greatcoat
- 1.2 Class Features
- 1.3 Archer
- 1.4 Duelist
- 1.5 Ring Leader
- 1.6 Multiclassing
The right hand of a dead king, greatcoats follow the moral laws of men. In recent years, they have mediated between disagreements, carried out verdicts as granted by jury, and protected those who cannot protect themselves. They are named after the iconic uniform they wear which acts as armor, pack, and bedroll.
Greatcoats are much like fighters, but give up armor and shields for attacks that do more damage with greater accuracy. They are tough enough to keep going when most would give up, and can talk their way out of fights almost as easily as they win them.
Creating a Greatcoat
- Quick Build
You can make a greatcoat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the soldier background. Third, choose a rapier and 4 daggers.
As a Greatcoat you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple and martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Animal Handling, History, Insight, Investigation, Perception, Persuasion, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- greatcoat (See below)
- (a) a rapier or (b) a longbow and 20 arrows
- (a) two shortswords or (b) four daggers
|1st||+2||Judgment, Fighting Style, Will over Body|
|4th||+2||Ability Score Improvement|
|7th||+3||Greatcoat Archetype Feature|
|8th||+3||Ability Score Improvement|
|10th||+4||Ability Score Improvement|
|11th||+4||Greatcoat Archetype Feature|
|12th||+4||Ability Score Improvement|
|13th||+5||Extra Attack Improvement|
|14th||+5||Improved Playing Cuffs|
|15th||+5||Saint's Blessing Improvement|
|16th||+5||Ability Score Improvement|
|18th||+6||Greatcoat Archetype Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Call to Arms|
At first level you begin with a greatcoat, the symbol of your authority and your namesake.
The greatcoat counts as studded leather armor and has many pockets both inside and out. These pockets are of various sizes and carry tools for nearly any situation. Wearing it during a rest does not cause exhaustion.
You know your coat intimately and are used to finding what you need when you need it. Using your object interaction, you may select any item you have stored within your coat and use it without needing to search for it. In addition, any attempt to pick a pocket of your greatcoat is made with disadvantage.
As an object interaction, you may remove from one of your pockets, any piece of adventuring gear (see phb page 150) worth less than 10 gp except for ammunition or a class specific item. You may not use this again until you have completed a long rest after either putting the item back, or using up the item.
Please be practical when considering reusability. For example, caltrops are likely reusable, but if used to flee a monster lair, you need not go retrieve them.
A new greatcoat can be commissioned if yours is lost or destroyed, requiring leather and bone worth 100gp.
As a bonus action, you may judge an intelligent creature which you can see. It must have a language and have broken some moral or legal law/code. As part of this bonus action, you may declare a duel to the death against the target creature. During the duel you gain a bonus to attack and damage equal to half your proficiency bonus (rounded down).
If the judged creature gives up, declines to fight, or chooses to flee the duel, you win the duel and the judged creature makes all rolls with disadvantage until completing a long rest.
If another creature threatens (flanks, attacks, or in any way molests or interferes with) either contestant in a duel, they also make all rolls with disadvantage until completing a long rest.
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.
You gain a +2 bonus to attack rolls made with ranged weapons.
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.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of your offhand attack(s).
Will over Body
You have trained past the point of exhaustion for so long that you hardly notice it now. You are always treated as though you are affected by one level of exhaustion less than you actually have.
- Hard Candy
As a bonus action, you may consume a hard candy from your greatcoat. Reduce your exhaustion level by 1 and gain temporary hit points equal to your maximum hit points. For one hour, you must use your strength modifier for any attack roll. After an hour, you may once again use dexterity when applicable, you lose all temporary hit points, and gain 3 levels of exhaustion. You may not use this ability again until you have completed a long rest.
Starting at 2nd level, you may use the bone inlay in the cuffs of your greatcoat as melee weapons which deal 1d4 bludgeoning damage and have the light and finesse properties.
If you are using both cuffs (or are unarmed, but wearing your greatcoat), and are hit by a melee attack, you may use your reaction to attempt a block. To do so, roll an attack. If your attack roll (after modifiers) is equal to or greater than your opponent's, you successfully block the attack.
Starting at 14th level, you may also use this when hit by a ranged attack as long as you are not surprised. A successful block grants you another reaction.
At the 3rd level, you chose an archetype. Choose between archer, duelist, and ring leader, all detailed at the end of the class description. Your choice grants you features at 3rd and again at 7th, 11th, and 18th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 10th, 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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.
Starting at 13th level, you can attack thrice, instead of twice, whenever you take the Attack action on Your Turn.
Starting at 6th level, you may spend at least one minute praying to the saint(s) of your choice. This grants you one blessing; a single die roll which allows you to roll 3d20 and keep the highest among them. This overrides any disadvantage or advantage you may have. You may not use this again until you have completed a long rest.
Starting at 15th level, this grants two such die rolls after praying.
Any unused blessings are lost after taking a long rest.
Starting at 9th level, you may use a weapon attack to knock a weapon or another item from a target's grasp. Make an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
If you win the contest, the defender drops the item. A disarmed opponent may not take the disengage action until they have drawn or picked up a weapon. If the disarmed opponent chooses to pick up the weapon or draw a two-handed weapon within your reach, they grant you an attack of opportunity.
Starting at 17th level, you roll to disarm with advantage. If both rolls hit, you may choose to break the weapon. You may only break a weapon that has lower rarity than your own. If a disarmed opponent chooses to pick up a weapon or draw a weapon without the finesse property while within your reach, they grant you an attack of opportunity.
Call to Arms
At 20th level, you may use a bonus action to pass judgment on a group of 2 or more intelligent creatures that you can see. They must have a language and have broken some moral or legal law/code or support a leader who has. For a number of rounds equal to your Charisma modifier, you and your allies have advantage when attacking members of the judged group.
If a judged creature gives up, declines to fight, or chooses to flee the encounter, that creature makes all rolls with disadvantage until completing a long rest.
You may not use this again until you have completed a long rest.
Once you choose the Archer subclass at 3rd level, you may re-roll ranged attack rolls of 1 or 2. You must use the new result.
- Take Aim
Starting at 7th level, you may reduce the number of attacks you can make using your attack action by one. If you do, you gain advantage on your next ranged attack this turn. If you already have advantage, you may instead add your proficiency bonus to your attack roll twice instead of once. If you score a critical hit when using Take Aim, add your proficiency bonus to the damage.
- Deadly Accuracy
Starting at 11th level, you may now re-roll ranged attack rolls of 1 through 4. You must use the new roll.
- The King's Arrow
Starting at 18th level, you may use your attack action to make a single ranged attack up to four times your maximum weapon range. If your target is within your normal maximum weapon range, you do not have disadvantage. You do not need to see your target. This attack ignores all cover except full cover.
You may not use this again until you have completed a long rest.
<!-Introduce this class option here->
- Improvement Critical
Once you choose the Duelist Archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.
- Dueling Style
At 7th level, you gain an a bonus based on the combat style you chose at Greatcoat level 1:
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you get a +2 bonus to attack rolls made with that weapon.
Two-Weapon Fighting: When you use a bonus action to attack with your offhand weapon, you may make two attacks with it instead. Both attacks add your ability modifier to damage.
You may not have both dueling styles even if you have both combat styles.
- Superior Critical
Starting at 11th level, your weapon attacks score a critical hit on a roll of 18 through 20.
- The King's Blade
At 18th level, you gain a bonus or ability based on the combat style you chose at Greatcoat level 1:
Dueling: You may use your attack action to make a single melee attack against an opponent you have judged. You may not roll this attack with advantage, but if it hits, you deal 10x your weapon's damage to the target.
You may not use this ability again until you have completed a long rest.
Two-Weapon Fighting Style: When you use your bonus action to make an attack with an offhand weapon, you may make three attacks with it instead. Add your ability modifier to the damage of each attack.
Must be lawful
Starting at 3rd level, you may reroll attack rolls of 1 or 2. You must use the new result.
Starting at 7th level, your hard candy also removes the unconscious, paralyzed and stunned conditions, as well as 2 levels of exhaustion. You may give it to another instead of taking it yourself, and you may not use it again until completing a short or long rest.
- Improved Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 19 or 20.
- The King's Heart
Starting at 18th level, your bonus to attack and damage vs a judged creature is equal to your proficiency bonus. If you win a duel, you roll Charisma checks with advantage until you have taken a long rest.
Prerequisites. To qualify for multiclassing into the Greatcoat class, you must meet these prerequisites: Dexterity 13