Rugger (5e Class)
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- 1 Rugger
- 1.1 Introduction
- 1.2 Creating a Rugger
- 1.3 Class Features
- 1.4 Offensive Player
- 1.5 Defensive Player
- 1.6 Multiclassing
A rough and tumble close-range fighter with a strong team spirit
A dwarf has had too much to drink at the local tavern. He says some of the wrong things, and makes the wrong people mad. One aggressor grabs the dwarf by his shirt. Undeterred, the dwarf breaks his mug on his own head, picks up a chunk of it and cuts his opponent's face. Another opponent sneaks up on him from behind, and he is smashed by a chair the dwarf picks up. The dwarf punts the small table nearby into the third aggressor, before tackling him and punching his face into a pulp.
A human at the harbor gets in a fight with an unruly ship's captain. Though the dragonborn captain tries to use his magical breath, the human is too agile to be hit. Once he is close enough, the human tackles the captain, making them both slide into a stack of crates. They both get to their feet, and the human tears a wooden bollard right out of the ground, before going to town on the captain with it. The captain knocks the improvised weapon away, and is punted so hard that he flies off the dock and through the side of his nearby ship.
An elf and her cohorts face a young black dragon in it's lair. The dragon attacks, but the elf huddles the others all together to form a defensive shield for them all. They all lift their ranger ally into the air, so that she can rain arrows onto their opponent. Frustrated by it's failure, the young dragon tries to charge. The protective huddle disperses, and the elf charges forward, grabbing the dragon by it's head, and stopping it in it's tracks. Though she is in danger, her teammates are able to easily attack and defeat the young dragon
Ruggers are team players who overpower opponents and empower allies with their unorthodox tactics and strong spirit. Many a team can benefit from having a Rugger on their side.
Creating a Rugger
How did your character go from playing rugby to adventuring? Were they cut from their old team, or did they quit voluntarily? Were they kicked out for cheating, abusing potions or alcohol, or did they just have poor sportsmanship? Were any of those reasons legitimate? Are they training in the off-season? Or are they simply a hooligan who played rugby in their spare time and decided to put those skills to other uses?
- Quick Build
As a Rugger you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Improvised Weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, History, Intimidation, Medicine or Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Shortsword or (b) 5 Handaxes
- (a) 10 darts or (b) A sling with 20 ammo
- (a) Explorer's Pack or (b) Dungeoner's Pack
|1st||+2||Unarmed Attack, Unarmed Defense|
|2nd||+2||Team Spirit, Tackle|
|4th||+2||Ability Score Improvement|
|7th||+3||Rugger Training Feature|
|8th||+3||Ability Score Improvement|
|11th||+4||Rugger Training Feature|
|12th||+4||Ability Score Improvement|
|14th||+5||Choke on It|
|15th||+5||Rugger Training Feature|
|16th||+5||Ability Score Improvement|
|18th||+6||Rugger Training Feature|
|19th||+6||Ability Score Improvement|
Beginning at the 1st level, if you are holding no weapon your unarmed strikes deal the same amount as a monk of the same level.
Beginning at 1st level, while you are wearing no armor and are not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.
At the 2nd level, when you are within 10 feet of any ally, you and your ally gain +1 Strength. Strength increases by +1 more for every ally within 10 feet of you.
At the 2nd level, while you are moving you are able to knock down a creature that is the same size as yourself or smaller as an action. Once tackled, the targeted creature is grappled. Upon using this action, movement ends. The damage for tackling is 1d8.
At the 3rd level, you start to put your sportsman training to good use. The skills of your old team position come into play. Were you an Offensive Player or a Defensive Player? You gain features for these paths at the 3rd, 7th, 11th, 15th and 18th levels. These features are detailed at the end of this page.
Ability Score Increase
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.
At the 5th level, while you are moving, you may pass any small item to any creature you are moving past within 10 feet of yourself. Your movement does not end when you use the pass action.
At the 6th level, while you are moving you may use an action to punt any item or creature in your path. The item punting distance is 20 feet. If the size of any creature is small or smaller, you may punt them 10 feet away for 2d4 bludgeoning damage. Your movement ends when you use the punt action.
At the 9th level, you have learned how to handle enemy creatures that are not natural. Your unarmed strikes count as magical for the sake of overcoming resistance. In addition, the damage die for your unarmed strikes increases to 2d8.
At the 10th level, you fall victim to some bad habits. If you consume alcohol during battle, you gain +2 Strength, -1 Dexterity, -10 ft of movement speed, and you now roll criticals on 18-20 for 2 turns.
At the 13th level, you are able to unleash a shout that raises the spirits of any friendly creature within 30 feet of yourself that can hear you. The affected allies gain 2d6 temporary health and are cured of being frightened or charmed. You may use this feature 3 times, and regain expended uses upon completing a short or a long rest.
Choke On It
At the 14th level, you have learned how to make use of the items in your environment. You no longer have disadvantage when using improvised weapons, and critical strikes with improvised weapons do twice as much damage than normal.
Oi! Oi! Oi!
At the 17th level, your team spirit has grown profoundly. You may now choose to be proficient in combat against 2 different humanoid or goblinoid races of your choice.
At the 20th level, you show why you were once the greatest player on your team. Your Strength and Dexterity increase by 4 for a maximum of 24 of each.
You once played a position that was meant to plow into the thick of things. Offensive Players aren't afraid to get up close and personal, and destroy the defenses of opponents.
- Oggie! Oggie! Oggie!
At the 3rd level, your team spirit has grown. You are now proficient against 2 non-humanoid or goblinoid races of your choice.
- Power Tackle
At the 7th level, you have honed your ability to bring down opponents. You are now able to knock down opponents one size larger than yourself, and successfully grapple them when you use the tackle action. The damage for this feature increases to 1d12 bludgeoning damage. In addition, your movement does not end when you use this feature, and you may continue to slide into other enemies for 1d6 bludgeoning damage.
- Power Punt
At the 11th level, you have practiced your punting to perfection. You can now punt creature that are the same size as you for a distance of 10 feet, and creatures smaller than you for a distance of 20 feet. The damage for this action increases to 2d6. Your movement still ends when you use this action.
- Tear It Down
At the 15th level, your rowdy antics have been put to good use. You now have advantage when breaking through a breakable wall, object or structure.
At the 18th level, you have better learned how to avoid damage from enemy creatures. During an area of effect attack, such as a blue dragon's lightning breath or a Fireball spell, you are allowed to make a Dexterity saving throw, and take no damage if you succeed on the saving throw, and only half damage if you fail.
Back in the day, you played a position meant to protect others. Defensive Players know that if one team member goes down, you all go down. They dedicate themselves to keeping others safe.
- Defensive Spirit
At the 3rd level, your Team Spirit feature now grants an additional +1 Dexterity and +1 Constitution.
At the 7th level, you have learned a powerful defensive technique. When you are within 5 feet of a friendly creature, you may join together and move as one powerful unit. Your AC increases +5 for every additional creature that joins the scrimmage.
- Up Ya Go
At the 11th level, you have learned how to utilize a teammate's power during a scrum. As an action, during a scrimmage you may lift one teammate into the air to let them attack. This tactic provides advantage against large creatures. Upon using this action, the collective AC during the Scrimmage decreases -5.
- Stop 'Em Cold
At the 15th level, you have learned tactics against oncoming opponents. As a reaction, when a creature passes within 10 feet of you, you may block the path of the creature as long as they are one size larger than yourself, or smaller.
At the 18th level, your reflexes have increased exponentially. You now have the ability to catch non-magical projectiles out of the air upon making a Dexterity saving throw, as a reaction.
Prerequisites. To qualify for multiclassing into the Rugger class, you must meet these prerequisites: Strength 14, Dexterity 12
Proficiencies. When you multiclass into the Rugger class, you gain the following proficiencies: Improvised Weapons, Unarmed Combat