Police Officer (JJBA Supplement)

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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Fighter class and City Guard (5e Background) background, and as such does not follow traditional CR.

Police Officer[edit]

Medium humanoid, lawful neutral


Armor Class 14 (chain shirt)
Hit Points 13 (2d10 + 2)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +2, Dex +1, Con +3
Skills Athletics +4, History +2, Investigation +2, Perception +3, Stealth +1
Senses passive Perception 13
Languages Any one language
Challenge 2 (450 XP)


Chain Shirt. The officer has a damage threshold of 7, and they have disadvantage on Stealth checks.

Calm Precision. The officer gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls.

Defense. While the officer is wearing armor, you gain a +1 bonus to AC.

Action Surge (1/Short or Long Rest). On their turn, the officer takes an additional action and bonus action.

ACTIONS

Handgun. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded as a bonus action after 12 shots.

Taser. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Must be reloaded as an action after 1 shot. If the target took damage, they must attempt a DC 15 Constitution saving throw. On a failure, they are paralyzed until the end of their next turn. On a success, they are stunned until the end of their next turn. Creatures that are resistant to lightning damage have advantage on this saving throw, and creatures that are immune to lightning damage are immune to this effect.

Second Wind (1/Short or Long Rest). As a bonus action, the officer regains 7 (1d10 + 2) hit points.


Police officers are tasked by local governments to handle criminal activity, often through direct force.

Variant: SWAT

Special Weapons and Tactics units are trained in the use of military equipment to deal with situations beyond the abilities of typical police including terrorism, crowd control, hostage situations, and narcotics raids. While some SWAT officers are equipped with shotguns, sniper rifles, and grenades, most gain the following actions:

Submachine Gun. Ranged Weapon Attack: +5 to hit, range 60/600 ft., one target. Hit: 8 (2d4 + 3) piercing damage 1d4 times. Must be reloaded as a bonus action after 8 shots.

Riot Shield. As a bonus action, the officer gains a +2 bonus to their damage threshold.

Variant: Pre-Automatic Police Officer

Prior to the invention of semiautomatic firearms, police officers wielded revolvers and clubs of various designs. A pre-automatic police officer loses their handgun and taser actions and gain the following actions.

Revolver. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 12 (2d8 + 3) piercing damage. Must be reloaded as an action after 6 shots.

Club. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.



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