Porter (5e Class)

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Creating a Porter[edit]

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Quick Build

You can make a Porter quickly by following these suggestions. First, Strenght should be your highest ability score, followed by Dexterity or Constitution. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Features[edit]

Class Features

As a Porter you gain the following class features.

Hit Points

Hit Dice: 1d10 per Porter level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Porter level after 1st

Proficiencies

Armor: light armors
Weapons: simple weapons, simple firearms
Tools: none
Saving Throws: Strenght, Constitution
Skills: Choose 2 from Animal Handling, Athletics, Insight, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Porter

Level Proficiency
Bonus
Features
1st +2 Deft Explorer, DOOMS, Chiral Network.
2nd +2 Fighting Style
3rd +2 Porter Division, Bridge Baby
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Deft Explorer Improvement, Chiral Network Improvement
7th +3 Porter Division Feature
8th +3 Ability Score Improvement, Fleet of Foot
9th +4
10th +4 Odradek Upgrade
11th +4 Porter Division Feature
12th +4 Ability Score Improvement
13th +5 Reverse Trike
14th +5 Chiral Network Improvement
15th +5 Porter Division Feature
16th +5 Ability Score Improvement
17th +6
18th +6 Odradek Upgrade
19th +6 Ability Score Improvement
20th +6 Living Legend

Deft Explorer[edit]

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit when you reach 6th level and 10th level in this class.

Canny (1st level)[edit]

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill.

You can also speak, read, and write 2 additional languages of your choice.

Roving (5th level)[edit]

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless (10th level)[edit]

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

DOOMS[edit]

You're a sufferer of DOOMS with a Level of two. This condition allows you to perceive the presence of Beached Things, although you're not capable of locating them. In addition, you lacrimate whenever in close proximity to Chiralium.

Chiral Network[edit]

At 1st level, you gain basic access to the Chiral Network, a net which links all the cities together.

You can use the Chiral Network in the following ways:

  • Chiralgrams: you can create an image of a person or object in another place inside or within 300 ft. of the Node. The Chiralgram has the same stats as the original character but is totally incorporeal and cannot interact with physical objects.
  • Chiral Printer: you gain access to gear schematics, made avaiable by your HQ and ready to be printed in any settlement linked to the Chiral Network.
  • Structures: The Chiral Network has a fixed Bandwith and can support a limited amount of Structures. Everytime the Porter finds or build a structure, add the Structure Cost to the Chiral Bandwith.

You start the game with a basic network composed of 1d3 Nodes, 10 Bandwith and the following schematics: Ladder, Climbing Anchor, Bridges' Boots, PCC and Container Repair Spray.

At 6th level, the Bandwith increase to 20 and you gain access to the following schematics: Blood Pack, Backpack Cover, Armor Plate, Thermal Pad and Oxygen Mask.

At 14th level, the Bandwith increase to 30 you gain access to the following schematics: Smoke-emitting decoy cargo, Vog-emitting decoy cargo, All-terrain Skeleton, Floating Carrier and Power Gloves.

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.

  • Ranged Fighter. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blind sight 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. This applies also with BTs.
  • Defense. While you are wearing armor, you gain a +1 bonus to AC.
  • Dueling. 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.
  • Thrown Weapon Fighting. 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. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Close Quarters Shooter. 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.
  • Interception. When a creature you can see hits a target that is 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 simple or martial weapon to use this reaction.
  • Tunnel Fighter. 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.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8. When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Porter Division[edit]

At some point in your career, you specialize yourself in a particular job. Choose between Delivery Team, Corpse Disposal Team, Medical Team and Security Team, all detailed at the end of class description. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Bridge Baby[edit]

At 3rd level, you're given your first Bridge Baby to help dealing with BTs. Work together with the DM to create a background for the Bridge Baby, like its story, previous users, personality and so on.

The Bridge Baby has a Stress Die starting from a D12. While suffering dangerous or stressful situations, roll the Stress Die and, if you roll a 1 or 2, lower the die category by 1. If the die was a d4, then the Bridge Baby suffers from autotoxemia and cannot be further used until repaired at a settlement.

While operative and connected to the Odradek, a Bridge Baby can detect the direction and distance of the nearest BT to the user, although for every change in target, the BB must roll the Stress Die.

At DM discrection, a Porter can suffer from a feedback where he or she lives one of the memories of the BB as his or her own.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fleet of Foot[edit]

Starting at 8th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

Odradek Upgrade[edit]

Starting at 10th level, either a technician or yourself had dampened in the inner workings of your Odradek, greatly improving his capabilities.

At 10th level, you can use your Odradek to project an holographic camouflage. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Reverse Trike[edit]

At 13th level, you have been bestowed with a small vehicle to help you carrying your cargo. The Reverse Trike statblock is detailed below and follows the rules for Self-Propelled Vehicles.

Porter Divisions[edit]

Delivery Team[edit]

A unit that deals with the preparation, sorting and collection of various cargo which the porters, both internal and private, will then deliver to the various destinations. They wear the Standard Issue Bridges Suit of blue color, with sleeves covered with a protective layer, hat or cap and protective headphones.

Delivery Training[edit]

Starting at 3rd Level, you increase your Carrying Capacity die by 1 category. Additionally, when you pick up Lost Cargo, the DM rolls twice on the Destination table and you choose which roll to keep.

Topographical Scanner[edit]

Starting at 7th level, your Odradek is equipped with a Topographical Scanner, showing you the best route across difficult terrain.

You can use an action to ask the DM one of the following:

  • the position of all Lost Cargo within a mile.
  • the best route to overcome an obstacle of your choice (like traverse a river, climbing a mountain, etc.)
  • the position of eventual Structures, Ladders or Climbing Anchors left by other Porters.

After using this feature twice, you need to finish a long rest before you can use this feature again.

Protect the Cargo[edit]

Starting at 11th level, as soon as you lose your Cargo due to water currents, attacks or falls, you can pass a Dexterity saving throw to catch one piece of Cargo of size up to M for every 10 in the result of the saving throw (0 if the result is 1-9, 1 if the result is 10-19, 2 if the result is 20-29 and so on). Then you need to finish a long rest before you can use this feature again.

Cicada MC-2000[edit]

At 17th level, you're assigned with a Cicada MC-2000, an all-terrain truck capable of storing great amount of Cargo. The Stats for the Cicada MC-2000 are detailed here.

Corpse Disposal Team[edit]

A fiels unit that mainly deals with the recovery, delivery and disposal of dead body, or suicidal victim, to the nearest incinerator before the body begin necrosis, so to avoid voidouts. The color scheme of the Standard Issue Bridges Suit is mainly orange, with the protection zones of the knees, elbows and shoulders white, there is also a strip with the colors of Bridges. On the right shoulder there is the Bridges logo and on the left arm there is a black band with the identifying name of the team.

Body Bag[edit]

You are one of the few Porters to deal with delivery and disposal of corpses through a special type of Cargo: the Body Bag.

Starting at 3rd level, you can carry one such bag in your backpack, together with 2 S Cargo or 1 M Cargo. The corpse can then be disposed at the nearest Incinerator or Tar Pits.

Failure in disposal within 48 hours of human characters will result in the corpse becoming a Beached Thing and causing a Voidout.

Due to Body Bags being considered hazardous Cargo, you have the following limitations while carrying a Body Bag:

  • You cannot store Body Bags inside Private Lockers or Shared Lockers.
  • You cannot enter Private Rooms while carrying a Body Bag and no Truck can be placed in the Garage while it has a Body Bag inside.
Necrosis-Dampening Field[edit]

Starting at 7th level, you are equipped with a Necrosis-Dampening Field, which allows Body Bags you carry to go on Necrosis within 72 hours instead of 48.

Corpse-Disposal Cooperation[edit]

Starting at 11th level, you can leave corpses at a Friendly Outpost, where the local Corpse Disposal Team will take it.

Cicada MC-2000[edit]

At 17th level, you're assigned with a Cicada MC-2000, an all-terrain truck capable of storing great amount of Cargo. The Stats for the Cicada MC-2000 are detailed here.

Medical Team[edit]

A unit that focuses on medicine and medical treatment inside the Bridges Isolation Ward near the Knot Cities. The color scheme of medical lab coat is mainly bright red, with bandana and medical mask with the same color, a black Bridges logo is on the right shoulder. There are also members with the Standard Issue Bridges Suit, albeirt with the same color scheme.

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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