Special Forces (5e Class)

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Special Forces[edit]

Speical Forces[edit]

Creating a Special Forces[edit]


Quick Build

You can make a Special Forces quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a Special Forces you gain the following class features.

Hit Points

Hit Dice: 1d20 per Special Forces level
Hit Points at 1st Level: 20 + Constitution modifier
Hit Points at Higher Levels: 1d20 (or 11) + Constitution modifier per Special Forces level after 1st

Proficiencies

Armor: Light, Medium, Heavy armor
Weapons: All Simple Weapons, All Martial Weapons
Tools: Cartographer's tools, Smith's tools, Disguise kit, Forgery kit, Navigator's tools, Poisoner's kit, Thieves' tools
Saving Throws: Strenth, Constitution, Dexterity
Skills: History, Perception, Athletics, Intimidation, Persuasion. Choose three from Acrobatics, Medicine, Survival, Animal Handling

Equipment

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

  • (a) Rapier, Shield, and 2 daggers or (b) Shortsword and heavy crossbow
  • (a) Dungeoneer's pack or (b) Explorer's pack
  • (a) Plate or (b) chain mail or (c) Half Plate
  • (a) Disguise kit, Forgery kit, thieves' tools, Smith's tools, Poisoner's kit or (b) Cartographer's tools, Navigator's tools, Thieves' tools
  • If you are using starting wealth, you have 10d6 x 10 in funds.

Table: The Special Forces

Level Proficiency
Bonus
Features cantrips Spell Slots Spell level Number of spells known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting style, Force, Endurence 0 0 0 0
2nd +2 Spellcasting 4 4 1st 3 2
3rd +2 Tactical training, Force, Endurence, Extra Attack 4 4 1st 3 3
4th +2 Ability Score Improvement, Extra Attack 4 4 1st 4 3
5th +3 Subclass Feature, Extra Attack, Hardend Focus 5 5 2nd 4 4 2
6th +3 Force, Endurence 5 5 2nd 5 4 2
7th +3 5 5 3rd 5 4 3
8th +3 Ability Score Improvement 6 6 3rd 6 4 3
9th +4 6 6 3rd 6 4 3 2
10th +4 Force, Endurence, Extra Attack 6 6 4th 7 4 3 2
11th +4 7 7 4th 7 4 3 3
12th +4 Ability Score Improvement, Force, Endurence, Extra Attack 7 7 4th 8 4 3 3
13th +5 7 7 5th 8 4 3 3 1
14th +5 Extra Attack 7 8 5th 9 4 3 3 1
15th +5 8 8 5th 9 4 3 3 2
16th +5 Ability Score Improvement 8 8 6th 10 4 3 3 2
17th +6 8 9 6th 10 4 3 3 3 1
18th +6 9 9 6th 11 4 3 3 3 1
19th +6 Ability Score Improvement 9 9 7th 12 4 3 3 3 2
20th +6 9 9 7th 13 4 3 3 3 2


Fighting Style[edit]

You can take two fighting styles from the list below at first level.

Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense While you are wearing armor, you gain a +3 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.

Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Force[edit]

Beginning at 1st level, and again at 3rd, 6th, 10th, 12th you gain a +2 to damage rolls when you hit.

Endurence[edit]

Beginning at 1st level and again at 3rd, 6th, 10th, 12th you gain a bonus to your hit point maximum equal to 10 + Constitution modifer

Spellcasting[edit]

Beginning at 2nd level you gain the ability to cast spells. you can choose your spells from any spell list, but you cannot use any Necromancy spells. your weapon is your spellcasting focus. spell save DC= 8+double your proficiency bonus + constitution modifer Spell attack modifier= double your proficiency bonus + constitution modifer

Tatical Traning[edit]

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Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 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]

you gain the ability to attack a second time at 3rd level, a third time at 4th level, five times at 5th level six times at 10th level, seven times at 14th level.

Hardend focus[edit]

at 5th level you are immune to losing concentration on spells when you are attacked.

Bombeder[edit]

you were trained to be experienced with explosive devices.

Spells


Blast Protection

at 3rd level when you gain your specialty you gain resistance to fire, force damage from nonmagical and magical attacks. you also gain resistance to bludgeoning damage from nonmagical attacks.

Armored attack

at 3rd level when you are wearing heavy armor you can ignore the disadvantage to stealth, and you can add double your profincey bonus to your armor class

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Special Forces class, you must meet these prerequisites: 15 strenth and 15 constitution Proficiencies. When you multiclass into the Special Forces class, you gain the following proficiencies: Shield, all of the tools in the tools section, medium and heavy armor, shields

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