Recon (5e Class)

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Recon[edit]

Human dons his branded helmet, whispering a command as a magical projection appears in front of him. He whispers another command as the projection starts displaying all the notes he has taken during investigation of a lord's death. He starts to draw into the air with his hands, projection creating lines and separating quotes from the main notes as the investigator breaks down all the information he has gathered. He starts to smile as his rearrangement starts to shape out the possible lead to who the killer might be.


A dwarf in silver-gray armor focuses as inner magic starts to flow from her into the magegun she is holding. She takes a long breath and aims her magegun at the orc that was about to charge her, then presses the switch with his thumb. a red beam of death erupts from the magegun and into the ferocious orc, disintegrating him in an instant.


Wood elf dredges through the trail in the forest, following the trails left by some mystical beast. He whispers a command to his helmet as it starts to hum slightly, creating a projection in front of him with displays of multiple entries about the beast he is tracking. Analyzing the footsteps, he orders his helmet to release a pulse of magic. As it does so, an arrow appears on the projection, clearly dictating in which direction and how far away that beast is.


Indoctrinated to a specific cause[edit]

Recons are unique fighters that focus more on tactical combat and spellcasting. Provided with spellguns and gaugehelms, these warriors use advanced magical artifacts that were created through their dedication to a cause, giving them ability to channel their innate magic through them to rain hell on the enemies, sneak into places no one can, fool the unfoolable, or to root out the secrets no one dares to speak about. Their more "Technological" magic is not as powerful as full (sometimes even half) spellcasters have, but they make up for that fact with their unique spell alterations and features they can gain from tweaking their gaugehelms.


Recons are organized in groups called agencies, each agency fulfilling a role of an extremely specialized guild. Each agency has their own specific cause they pursue and their own dedication indoctrinations, allowing their recons to channel their magic in a specific way. Those indoctrinations are often called Gauntlets and they are extremely traumatizing- only few people lost in the legends have fully finished the gauntlet, most of which have fully given up on being humane and caring for themselves, only pursuing their cause.


as a warrior who serves a cause with little worry about the wellbeing of themselves and others, no one is accidentally made into a recon. Most often, they are drafted by other recons who seek out individuals with either a traumatic past that made them aligned with a specific cause or those who were born with a strong moral compass that is nearly identical to a cause. Some more dedicated individuals might even volunteer to join those agencies, especially if no god or oath of paladins let them pursue their goal.

Creating a Recon[edit]

When creating a recon, you always have to think about how-or why- is your character pursuing their cause, how did they get to the conclusion that their cause is worthy and that they have to achieve it- no matter the sacrifices. Maybe you have subjugated yourself to exterminate all evil because monsters wiped out your village, leaving you as a sole survivor. Or you might pursue a cause to bring all corrupt barons and people in power so there will be no injustice served by them.


Another question to consider is how the character was initiated into their agency. Maybe an agent found them, and offered to enlist them into their agency so the agency could train them to channel their magic for their cause. Or maybe you opened your inner potential by accident, when your dedication flared at its peak and allowed you to tap into your reserves even without an agency to guide you. Maybe you decided to volunteer as no one else could help you in achieving your goals, or you were forced to do so.


Quick Build

You can make a Recon quickly by following these suggestions. First, intelligence should be your highest ability score, followed by Either a constitution or dexterity. Second, choose the soldier, haunted one or investigator background. Third, choose scale mail if you have chosen constitution as your second main ability score, leather armor if you choose dexterity as your second main ability score and chain mail if you have split between dexterity and constitution. Depending on whenever you want to make a recon with more social skills, combat skills or exploration skills choose either deception, insight and persuasion for social skills, stealth, acrobatics and perception for combat skills and perception, investigation and acrobatics for exploration skills.


Class Features

As a Recon you gain the following class features.

Hit Points

Hit Dice: 1d8 per Recon level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Recon level after 1st

Proficiencies

Armor: all armor
Weapons: martial melee weapons, simple melee weapons
Tools: none
Saving Throws: Intelligence, Dexterity
Skills: Choose three from the following: acrobatics, deception, investigation, insight, persuasion, perception and Stealth

Equipment

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

  • (a) Scale mail or (b) Leather armor or (c) Chain mail
  • (a) any Martial melee weapon or (b) any two simple melee weapons
  • (a) explorer's pack or (b) dungeoneer's pack or (c) diplomat's pack
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Recon

Level Proficiency
Bonus
Features Arcane charges Spellgun Magazine
1st +2 Spellgun Spellcasting 2 2
2nd +2 Gauntlet Training,Overwatch 3 2
3rd +2 Scan, Helm Personalization Option 4 2
4th +2 Ability Score Improvement 5 3
5th +3 Helm Personalization Option 6 3
6th +3 Holo-targeting 7 3
7th +3 Gauntlet Training 8 4
8th +3 Ability Score Improvement, Cover Fire 9 4
9th +4 Helm Personalization Option 10 4
10th +4 overload 11 5
11th +4 Helm Personalization Option 12 5
12th +4 Ability Score Improvement, Tactical evasion, Gauntlet Training 13 5
13th +5 Helm Personalization Option 14 6
14th +5 Threat Evaluation Sequence 15 6
15th +5 Helm Personalization Option 16 7
16th +5 Ability Score Improvement, Spellguard’s absorption 17 7
17th +6 Gauntlet Training 18 8
18th +6 Magic Assimilation 19 8
19th +6 Ability Score Improvement 20 9
20th +6 Spellish Bombardment 20 9


Spellgun Spellcasting[edit]

Your dedication to a higher cause has gifted you your own magic that compels you to do what you have set your eyes on. While this magic isn't channelable in a normal spellcasting, you have found a way to focus that inner potential into a magical device that is capable of casting spells instead of you with this magic.


beginning from first level, you know how to use spellguns- a collection of weapons that can channel your dedication as a magical spells. Upon finishing a Long or Short rest, you can magically form a spellgun, to which you automatically attune to. When you are attuned to a spellgun, you gain access to spells that the attuned spellgun can cast. You can't upcast spells casted by spellgun and you don't need to provide verbal or material components if material cost is negligible- only somatic component, which is using the spellgun. If a material component has a cost provided, you need to provide that material component in order to cast that spell from a spellgun. In addition, no one can use a spellgun that is not attuned to them and a person who is attuned to a spellgun can use an action to teleport their spellgun into their hands. Spells casted from the spellgun is considered as a normal spell for purposes of counterspell and dispel magic. Casting a spell from a spellgun takes bonus action, action on reaction depending on a spell. Spellgun can cast more than one leveled spell on a single turn when casting a spell from spellgun.


Three spellguns are listed in this description with their spells, but you (as a DM) can always come up with your own spellguns with their own unique spells.


Your class table shows how many arcane charges you get when you complete a long rest and how many arcane charges you can "load" into your spellgun until you need to reload. Arcane charges are used to cast spells from your spellgun. When you cast a spell from your spellgun, spellgun drains arcane charges from its magazine equal to casted spell's level. You can reload the spellgun to renew the spellgun magazine, which uses up an action and bonus action. You can transfer as many arcane charges as you wish into the spellgun magazine, but spellgun can't have more than spellgun's magazine size as shown in spellgun magazine column in class table.


Spellguns can have 5 special weapon properties due to their magic channeling nature: agile, extender, equalizer, arcane and expanded mag.


agile property can only be applied on a spellgun that does not have versatile, heavy or two-handed property. This property allows user make a melee weapon attack alongside casting a spell that has casting time of action from your spellgun. This attack has -2 bonus on the attack roll and you do not add your corresponding ability modifier to the damage roll.


extender applies a distant spell metamagic option to all spells casted from this spellgun, effectively doubling the max range of most spells cast from the spellgun.


Equalizer makes all targets affected by the spell cast from this spellgun to deduct half your proficiency bonus (rounded down) from their saving throw roll (to resist spell effect). If you decide to use this effect, the cast spell’s range (not Area of Effect) is halved.


extended mags allow spellgun to hold extra arcane charges equal to half your proficiency bonus rounded down.


Arcane changes all spell damage types made with this spellgun into force damage type.


Force Rifle

This spellgun focuses on casting spells that damage enemies through direct attacks (mostly). Its properties emphasize spellgun's role as a spellslinging device, able to cast farther away and without reloading for long periods of time.


Weapon properties: arcane, extender, heavy, two handed, expanded mag.


Spells given by this spellgun:

Cantrip: firebolt (damage type is changed into force damage)

Level 1 spells: Burning hands, Magic missile, Chromatic orb (spells are unlocked at Recon level 1)

Level 2 spells: Melf's acid arrow, Scorching ray, Shatter (Spells are unlocked at Recon level 4)

Level 3 spells: Lightning bolt, Fireball (spells are unlocked at Recon level 7)

Level 4 spells: Blight (Spells are unlocked at Recon level 10)


Pulse Rifle

This spellgun focuses on casting spells that debilitate enemies AOE spells (mostly). Its properties emphasize spellgun's role as a supportive device, able to cast spells which have higher chance to inflict their effects than normal spellcasters have, without needing to reload for a long time.


Weapon properties: equalizer, two handed, expanded mag.


Spells given by this spellgun:

Cantrip: firebolt (damage type is changed into force damage)

Level 1 spells: Ray of sickness, Tasha's hideous laughter, Grease (spells are unlocked at Recon level 1)

Level 2 spells: Blindness/Deafness, Hold person, Phantasmal force (Spells are unlocked at Recon level 4)

Level 3 spells: Hypnotic pattern, Bestow curse (spells are unlocked at Recon level 7)

Level 4 spells: Phantasmal killer (Spells are unlocked at Recon level 10)


Magegun

This spellgun focuses on casting spells that heal or boost allies or the user. Its properties emphasize spellgun's role as a both supporting and skirmisher device, able to cast healing and buffing spells while also allowing use of melee weapons and allowing melee attacks after casting spells.


Weapon properties: arcane, agile, light.


Spells given by this spellgun:

Cantrip: firebolt (damage type is changed into force damage)

Level 1 spells: Cure wounds, Magic missile, Ray of sickness (spells are unlocked at Recon level 1)

Level 2 spells: Aid, Melf's acid arrow, Blindness/Deafness (Spells are unlocked at Recon level 4)

Level 3 spells: Dispel magic, Haste (spells are unlocked at Recon level 7)

Level 4 spells: Stoneskin (Spells are unlocked at Recon level 10)

Gauntlet Training[edit]

At 2nd level, you have been provided with a specialized training program by your agency called The Gauntlet, a thinking technique to shape your magic in a unique way. chose a Gauntlet. Choose between Gauntlet of the Slaughtermaster, Gauntlet of the Dredgeseeker and Gauntlet of the Subterfuge, All detailed at the end of the class description. Your choice grants you features at 2nd level and again at 7th, 12th and 17th levels.


Overwatch[edit]

At lvl2, you have honed your reactions so much that your body aims when watching for enemy movement without you even realizing it. You gain additional reaction, which can only be used to trigger a ready action with a trigger of “when enemy moves within my line of sight” to make a cantrip attack from your spellgun, without making an actual ready action with such trigger on your turn. this reaction imposes -2 to the attack roll. If you hit the enemy with this attack, reduce their movement speed by 20 ft. You can't use this reaction to target same creature twice until start of your next turn.

Helm Specialization Feature[edit]

Your magic has sprung into existence a gaugehelm, a special helmet modified to best suit your cause, helping you out in whichever way you deem most important. Beginning from 3rd level, whenever you can create a new spellgun you can instead create a gaugehelm, which you automatically attune to. Gaugehelm confers you +1AC bonus and is considered magical. At 3rd level and again at 5th, 9th, 13th and 17th levels you can choose one Helm Specialization from this list. While you are wearing your gaugehelm, all helm Specialization features you have chosen become active, giving you their benefits. You can have conjured both spellgun and gaugehelm at the same time. Some specialization features require you to either be higher than specific recon level or have previously chosen one of the other specialization features in order to equip those specializations.


Specializations


Rage tinter- you gain +2 bonus to your intimidation checks.


Face distortion- you gain +2 bonus to your deception checks.


Voice soother- you gain +2 bonus to your persuasion checks.


Facereader- you gain +2 bonus to your insight checks.


Clue manipulator- you gain +2 bonus to your investigation checks.


Nightvision- you gain 30 ft darkvision. if you already have a feature that grants you darkvision, extend your darkvision range by 30 ft.


Missile tracker- when you are standing in a bright light, all ranged missile attacks made against you have -2 on their attack rolls if you can see the attacker, -1 otherwise.


Parry manual- you can use parry reaction if you are holding a melee weapon you are proficient in in your hands.


Focuser- You can use your bonus action to add +2 to all attack rolls you make until the start of your next turn.


Weave oversight- You have +1AC and +1 to your saving throws when you are targeted by a magical attack or subjected to a saving throw by a magical spell or effect.


Prerequisite Specializations


Passive shielding (Prerequisite: Level 10 Recon)- you have +1 bonus to your AC and saving throws.


Active shielding (Prerequisite: Level 15 Recon, Passive shielding)-you can use your bonus action to gain +2 bonus to your AC and saving throws until the start of your next turn.


Attention stealer (Prerequisite: Level 10 Recon, Rage tinter specialization)- twice a day, you can make your gaugehelm emit a howl that shakes everyone nearby to their bones. Every creature of your choosing within 30 ft of you must make a wisdom saving throw against your Spellgun DC. On failure, that creatures becomes frightened of you for one round. You regain all uses of this feature once you take a long or short rest.


Cloaking mechanism (Prerequisite: Level 10 Recon, Face distortion Specialization)- your gaugehelm can deploy active camouflage to hide you from your enemies by blending you into your surroundings. Once a day as a bonus action, you can activate this feature, giving you +10 to stealth checks for one hour or until you cast a spell or make an attack. While this feature is active, you can hide even when you are standing in plain sight, granted that no one is looking at you. You regain use of This feature once you take a long or short rest.


Golden voice (Prerequisite: Level 10 Recon, Voice soother Specialization)- you can push your gaugehelm into soothing overdrive, making your voice extremely appealing. Once a day as an action, you can activate this feature, giving you +10 to your persuasion or deception checks for one minute. You regain use of this feature when you take a long rest.


Full insight (Prerequisite: Level 10 Recon, Face reader Specialization)- your gaugehelm can give a jolt to its recognition protocol, temporarily boosting your ability to read into enemy weaknesses and their attempts to deceive you. Once a day as an action, you can activate this feature to gain +10 bonus to your insight checks for a minute. While this feature is active, you can use an action to force one creature within 60 ft of you that you can see to make a wisdom saving throw, DC equal to your spellgun DC. on a fail, you get a knowledge of one of the target creature’s weaknesses.


information filtration (Prerequisite: Level 10 Recon, Clue manipulator Specialization)- your gaugehelm can easily sort through all the information you posess, quickly giving you the answers you need about a specific matter you know about. You have +5 bonus on your rolls to recall information. In addition, you gain perfect memory, able to recall everything that has happened to you since you aqquired this Specialization.


Low light filter (Prerequisite: Level 10 Recon, Nightvision Specialization)- you can now order your gaugehelm to moderate all light getting to your eyes, letting you see fully through any type of darkness you encounter. As a bonus action, you can activate or deactivate the Low light filter. While the Low light filter is active, you see total darkness and bright light as dim light instead. This affect’s your darkvision (if you have any), so you do not see anything as bright light unless you possess truesight.


Magic lenses (Prerequisite: Level 15 Recon, Low light filter Specialization)- you gain 30ft truesight.


Active deflection (Prerequisite: Level 10 Recon, Missile tracker Specialization)- you can use your reaction to impose -5 bonus on one missile attack roll made against you, provided that you can see the attacker.


Passive deflection (Prerequisite: Lvl15 Recon, Active Deflection Specialization)- whenever a missile attack is made against a creature within 10 ft of you, you can impose -2 bonus on that attack roll, provided that you can see the attacker. In addition, your Active deflection feature can now be used on missile attacks that have been made against a creature within 30 ft of you, provided that you can see the attacker.


Auto parry (Prerequisite: Level 10 Recon, Parry manual Specialization)- your gaugehelm has spiked your reflexes to your pinnacle, allowing you to parry all attacks incoming with a blink of an eye. Parry reaction does not expand a reaction anymore (but you can’t use Parry reaction if you used your normal reaction to do something else).


Retribution (Prerequisite: Level 15 Recon, Auto parry Specialization)- whenever you are attacked by a melee weapon attack and you manage to deflect that attack with your Auto parry feature, you also deal additional force damage back to the attacker, damage being your spellgun attack modifier (minimum of 1 damage).


Target acquisition (Prerequisite: Level 10 Recon, Focuser Specialization)- you can use an action to designate one creature you can see within 120 ft of you. for next minute, as long as you can see that creature, you have +2 on attack rolls against that creature.


Advanced targeting system (Prerequisite: Level 15 Recon, Target Acquisition Specialization)-your Target acquisition and Focuser features now add +3 to attack rolls instead of +2.


Arcane shield (Prerequisite: Level 10 Recon, Weave oversight Specialization)- on start of your turn, designate one creature you can see. until the start of your next turn, you have +2 on saving throws when resisting spell effects or magical effects that were casted/used by designated creatures and all magical attacks subtract 2 from their attack rolls if they are made against you by designated creature.


Arcanic deflection (Prerequisite: Level 15 Recon, Arcane shield Specialization)- Twice a day, whenever a creature designated by Arcane shield feature damages you with a spell attack, you can use your reaction to take reduced spell damage, then deal force damage back to designated creature. damage reduced and damage dealt is equal to your spellgun modifier. You regain all expanded uses of this feature when you finish a long rest.

Scan[edit]

Your dedication to your cause has further augmented your gaugehelm to help you on your missions, enhancing your senses for a minute. Beginning from lvl3, you can use your action to scan your surroundings, which you can do only once. For next minute, you have a bonus to your investigation, perception, insight checks and attack rolls, bonus equal to your intelligence modifier (minimum of +1). In addition, you gain advantage on perception checks to find hidden creatures. You can use this feature twice from lvl10 and thrice from lvl17 and you regain all expanded uses of this feature when you finish a long rest.

Ability Score Improvement[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.


Holo-targeting[edit]

Beginning from 6th level, you have learned how to add holographic sight to your gaugehelm to aid you with aiming your spellgun. you can use a bonus action to gain advantage on a first attack roll made with casting a spell with your spellgun this round.


Cover fire[edit]

From 8th level, your reflexes have been greatly accelerated to a degree that you can now interrupt enemy attack even before they have a chance to act on it. You gain two additional reactions, which can only be used to trigger a ready action with a trigger of “when a creature attepmts to attack or cast a spell on any other creature i can see” to make a cantrip attack from your spellgun, without making an actual ready action with such trigger on your turn. this reaction imposes -2 to the attack roll. In addition, when you manage to hit an enemy with this reaction they have to make a concentration check or be forced to forgo making one of their attacks from their multiattack/extra attack feature. Does not affect casting of a spell. You can't use this reaction to target the same creature twice until the start of your next turn.

Overload[edit]

Your spellgun has advanced beyond what was imaginable at first, allowing you to unleash more potent magic in exchange for a part of it backfiring at you. Beginning from 10th level, you can now upcast spells cast from your spellgun, but you take 4 force damage for every level spell was upcasted with this feature.


Tactical evasion[edit]

Your gaugehelm has modified your reflexes, allowing you to give a jolt of energy to accelerate your dodge sequences. From 12th level, whenever you are forced to make a dexterity saving throw to take half damage, you can use your reaction to take no damage on success and half damage on failure. In addition, you gain extra reaction which can only be used to activate Tactical evasion feature.


Threat evaluation sequence[edit]

Your magic keeps improving your gaugehelm, allowing it to collect more data when you scan your surroundings. Starting from 14th level, when you activate your scan feature you also get information about enemy monster’s or creature’s CR (If enemy has a CR) or total level (If enemy has class levels). In addition, you are told which ability score has the highest modifier and if their current hit point total is higher than your maximum hit point total.

(In case of a tie, ability score listed more left takes priority (so strength is revealed if it is tied with any other ability and intelligence is revealed if it is tied with wisdom or charisma)).


Spellguard’s absorption[edit]

Beginning from 16th level, you have learnt how to channel your dedication to a cause into a shield of force, creating a superior barrier that can protect you from nearly anything when you are about to falter while absorbing the blow back into you. As a reaction to taking damage from a magical source (a spell or other magical effect) that reduces you to 0 hit points, you can instead fully negate taken damage and heal health equal to your proficiency modifier. You can use this reaction twice and you regain all uses of this feature once you take a long rest.


Magic assimilation[edit]

You have learned how to steal magic from enemies that you interrupted. Starting from 18th level, when your attack causes a creature to lose a concentration on a spell, you steal that spell, becoming able to cast that spell from your spellgun for 1 hour. In addition, when you hit an enemy casting a spell using the Cover fire feature, they also have to make a concentration check, on failure forcing them to lose their spell.

You can cast a stolen spell once before it disappears.


Spellish bombardment[edit]

Your weapon has been tuned up to its maximum, allowing you to unleash a blizzard of spells from your spellgun. From 20th level, once a day you can use your action to activate Spell bombardment, allowing you to cast up to 4 spells with casting time of one action or bonus action in a single action. Other spellgun casting limits still apply, such as being unable to cast spells if spellgun magazine does not have enough charges. You regain use of this feature once you finish your long rest.

Gauntlet of the Slaughtermaster[edit]

Nicknamed as deathguard, slaughtermaster recons specialize in destroying everything and everyone in their path. Augmenting their spellguns to operate without manual manipulation, these recons can simultaneously wield their melee weapons alongside using their transformed spellguns to channel both magic and strength into destruction.


Shardification

Upon initiating into this gauntlet, you learn how to focus your spellgun into a more compact form called the spellshard, allowing you to use your spellgun with voice commands instead of directly operating it. Beginning from 2nd level, you can now use a bonus action to transform your spellgun into a spellshard. spellshard has the same spells and properties as the original spellgun but loses two handed, versatile and heavy properties and gains agile property. You can hold your spellshard in your hand, or you can release it (action) to float around you, still allowing you to cast spells through it but using a vocal component instead of somatic component. Spellshard is a magical item, so it can’t be destroyed by normal means.


Combat Spellshard

Your gauntlet training has attuned you further with use of your spellshard, allowing you to use it even without thinking about it. starting from 7th level, while spellshard is floating around you it gains an action and a bonus action, which you can use to cast spells from the spellshard. You can’t use your own actions or bonus actions to cast spells from spellshard if it is floating around, but you can use your reaction to cast spells when your ready action triggers. Concentration spells casted by your spellshard requires you to concentrate on the spell.


Bloodspill

Your martial prowess increases alongside your ability to channel your magic, allowing you to make more attacks more quickly. Beginning from 12th level, you can now make two attacks when you use attack action instead of one. In addition, you can now use bonus action to make one attack with a weapon you are holding in your hands.


Their demise

Your magic has been fully tuned in with your physical might, allowing you to overextend your body with your own magic to blink in and out of existence while delivering extremely quick attacks. From 17th level, whenever you make a melee weapon attack with the weapon you are holding in your hands, you can use 1 arcane charge to teleport 30 ft towards another creature of your choice that you can see. In addition, if you can’t make any more attacks with your action or bonus action, you can use 2 arcane charges after teleporting with this feature to make a weapon attack against one creature of your choice that you can see. damage type for this attack is changed to force and you deal additional 1d10 force damage with this attack. You can’t use this feature to teleport to or attack the same creature twice in the same turn.


Gauntlet of the Dredgeseeker[edit]

normally called sentinels, dredgeseeker recons dedicate their lives to hunting and finding beasts and monsters no one else dares to. Adept at using locating magic and able to augment their magic when striking against unaware enemies, anyone hunted by dredgeseeker has a great reason to be terrified.


Predator

Your gauntlet training has enhanced all of your visual senses, increasing your ability to track other creatures in the wilderness. When you reach 2nd level, you gain proficiency in survival and perception skills if you don’t have those proficiencies already. In addition, whenever you make a perception or survival check, you can add your intelligence modifier (minimum of +1) to the check total. Intelligence modifier is also added to passive perception and passive survival.


Supreme ambusher

You have learned how to use your innate magic to hide well and how to use it to strike even stronger from hiding. Beginning from 7th level, you gain proficiency in stealth skill if you didn’t have that proficiency already and you can add intelligence modifier (minimum of +1) to the check total. In addition, when you make a spellgun spell attack against a creature that can’t see you or you are hidden from, you deal additional 1d10 force damage if you hit. Extra damage increases to 2d10 force damage when you reach 12th level and to 3d10 force damage when you reach 17th level.


Seeker’s sense

You have formed a magical knack of finding creatures you have designated as ones that you seek. Starting from 12th level, you can, once a day, cast Locate animal or plants and Locate creature Spells without expanding a spell slot. You regain the ability to cast spells from this feature when you finish a long rest.

In addition, you gain expertise in perception and survival skills.


Tracker dart

Your dedication to hunting monstrosities has allowed you to channel your magic into a sort of tracking dart that emanates excess magic, allowing you to keep track of the being you hit with this dart for a while. Beginning from 17th level, whenever you hit a creature with a firebolt cantrip attack from your spellgun, you can forgo dealing damage with that hit and instead force hit creature to make a charisma saving throw against your spellgun DC. On a failure, the target creature becomes tracked by you. Unless a tracked creature enters a zero-magic zone, the target creature can’t hide from you, and you know their exact location if you are on the same plane of existence as the tracked creature or you know on which plane of existence the tracked creature currently resides in. You can use this feature once a day and you regain use of this feature when you finish a long rest.


Gauntlet of the Subterfuge[edit]

also known as unspoken, subterfuge recons are extremely adept in getting what they want through manipulations. Whatever is the goal- convincing the guard to let them through the gates, instigating a revolt from a protesting crowd, or leaching information from a corrupt bureaucrat- subterfuge recon will do the job, and will do it without anyone noticing his handiwork.


Deceiving looks

Your training has allowed you to channel your magic to disguise you in your own way, allowing you to conceal your signature items- spellguns and gaugehelms. Starting from 2nd level, you can cast Disguise self without expending a spell slot or providing any components, but you can only target yourself with this casting. In addition, you gain proficiency in performance, deception and persuasion skills if you don’t have proficiencies in them already and you can add your intelligence modifier (minimum of +1) to the check total.


Mastermind’s tongue

You have been granted access to hidden knowledge of special speech patterns, allowing you to attempt hypnotizing people with magic. When you reach 7th level, you learn friends cantrip and can cast it without providing any components to the casting. You can also expand 2 arcane charges to cast Suggestion and Charm person spells at 2nd level, without expanding a spell slot or requiring any components during casting. To cast these spells, you need to be talking with the target creature(s) for at least a minute before you can cast this spell.


Unnoticeable manipulator

You have perfected your speech patterns, allowing you to channel your mind-altering magic without the risk of the targeted creature noticing your manipulations. Beginning from 12th level, every spell that influences a target creature through changing their ways of thinking (such as friends cantrip or suggestion spell) are no longer detectable, leaving the targeted creature unaware that you tried to influence them with magical means. All spell effects that trigger with a creature becoming aware that you tried to influence them does not activate either as the affected creature does not know that you have attempted to do so.


Lying reality

As you push your magic to its pinnacle, you become able to alter other being’s state of mind, changing reality they have previously experienced. When you reach 17th level, you learn Modify memory and Dream spells and you can cast these spells by expanding 10 arcane charges, not requiring you to expand a spell slot or to provide components for casting. To cast modify memory with this feature, you must be talking with the target creature for at least 10 minutes. Target creature remains conscious and can speak but is magically compelled to remain still and listen to what you speak. When you cast Dream with this feature, you must be touching the target creature with your hand, otherwise the spell fails. Only you can be the messenger and target perceives the dream as if they have awoken in reality, responding to any event that you throw at them just as they would respond to it if that event actually happened. After the spell ends, the target remembers their dream as a dream that he thought to be reality, unaware that you have been the real architect of their dreams.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the recon class, you must meet these prerequisites: Intelligence 15

Proficiencies. When you multiclass into the recon class, you gain the following proficiencies: All armor, Martial melee weapons, Simple melee weapons.

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