Support Class (Metal Gear Supplement)
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Support[edit]
Heroes in the Background[edit]
A military operative ducks behind a corner, creeping his way along a hallway to his objective. Suddenly, the radio in his ear clicks on, "it's a trap" cries a member of his support team. One more step and a tripwire would have locked the doors shut from the outside and the room would have filled with a lethal amount of nerve gas for an entire platoon.
Supports are just as valuable as soldiers on long missions. Being trained in a wide variety of talents rather than just combat, they provide a myriad of alternative solutions.
Creating a Support[edit]
[Source] |
Are you a member of a military support team, or were you drawn into the mission by circumstances? Have you been on the battlefield before or does the thought of man killing man still frighten and sicken you? Are you loyal to your squad or do your real loyalties lie elsewhere? What does life hold for you once the mission is over?
- Quick Build
You can make a support quickly by following these suggestions. First, your Specialization's most important ability score should be your highest ability score, followed by Dexterity. Second, choose common clothes, a handgun and 12 shots, 3 rations, and 3 life medicines.
Class Features
As a Support you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Support level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Support level after 1st
- Proficiencies
Armor: Light Armor
Weapons: Simple Weapons
Tools: One set of tools of your choice
Saving Throws: Dexterity, Constitution, or Wisdom, and Strength, Intelligence, or Charisma
Skills: Any 5 skills of your choice
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Padded armor or (b) common clothes and 3 common pieces of adventuring gear
- (a) A handgun and 12 shots or (b) any simple weapon and 2 common pieces of adventuring gear
- (a) 12 common pieces of adventuring gear or (b) 6 uncommon pieces of adventuring gear
- 3 rare pieces of adventuring gear
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Support Specialization |
2nd | +2 | Hunker Down |
3rd | +2 | Diverse Knowledge |
4th | +2 | Ability Score Improvement |
5th | +3 | Support Specialization feature |
6th | +3 | Directed Effort |
7th | +3 | Diverse Knowledge (2) |
8th | +3 | Ability Score Improvement |
9th | +4 | Support Specialization feature |
10th | +4 | Hustle |
11th | +4 | Diverse Knowledge (3) |
12th | +4 | Ability Score Improvement |
13th | +5 | Support Specialization feature |
14th | +5 | Resistant |
15th | +5 | Diverse Knowledge (4) |
16th | +5 | Ability Score Improvement |
17th | +6 | Applied Experience |
18th | +6 | Diverse Knowledge (5) |
19th | +6 | Ability Score Improvement |
20th | +6 | Support Specialization feature |
Support Specialization[edit]
At 1st level, you must choose a Specialization that determines what kind of tactics you seek training in, all of which are detailed at the end of this class's description. Your Specialization of choice grants you additional features at 5th level, and again at 9th, 13th, and 20th levels.
Some support class features require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
- Your Support save DC = 10 + your Specialization's most important ability score's modifier + your Proficiency bonus
Hunker Down[edit]
At 2nd level, as an action while benefitting from half cover or three-quarters cover, you may fall prone and cause the cover to count as full cover. If you move more than 5 feet on a turn that you used this feature, you must succeed a DC 15 Constitution saving throw at the end of your turn or gain 1 level of exhaustion.
Diverse Knowledge[edit]
At 3nd 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. You gain an additional Fighting Style at 7th level, and again at 11th, 15th, and 18th level.
- 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. If you are not wielding a shield, you take half the damage the attack would have dealt.
- Improvised Fighting
You gain proficiency in improvised weapons, and you gain a +2 bonus to your attack and damage rolls with improvised weapons.
- Leadership
As an action, you may lead one creature that can see or hear you within 30 feet. Any time they make a saving throw, attack roll, or check within the next minute, they may spend your leadership before or after the roll, but not before the result is decided, to gain a bonus to the roll equal to half your proficiency bonus, rounded down. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
- Enhanced Leadership - Requires Leadership
You may use the Leadership Diverse Knowledge twice as many times, and you regain 2 uses at the end of a short rest.
- Medicine
As an action, you may attempt to heal a creature you can touch. Make a DC 16 Medicine check. If the target is below half their maximum hit points, this check DC increases to 20. On a success, the creature regains hit points equal to half your proficiency bonus, rounded down. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
- Enhanced Greater Medicine
You may use the Medicine Diverse Knowledge twice as many times, and you regain 2 uses at the end of a short rest.
- Equipment Training
You gain proficiency in a number of suits of armor, weapons, and vehicles equal to your Intelligence or Wisdom modifier.
- Technology Training
You gain proficiency in Technology, or expertise if you already have proficiency. When you make a Technology check, you may obsess over it, granting the check advantage but gaining 2 level of exhaustion immediately after.
- Mentoring
As a bonus action while you are within 5 feet of a creature that can see or hear you, you may grant them the ability to add half their proficiency bonus to one saving throw you are proficient in until the end of your next turn. You may use this feature a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
- Intimidating
As an action, you may attempt to intimidate your foes. Any creatures of your choice that can see or hear you within 30 feet of you must attempt a Charisma saving throw. On a failure, they become frightened of you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
- Torturer - Requires Intimidating
When you attempt to intimidate a creature within your reach, you may make an attack against them. If they take damage from the attack, you have advantage, otherwise you have disadvantage. While a creature is frightened of you, they must succeed a Charisma saving throw any time you ask them a question or tell you the answer to the best of their ability.
- Data Analyst
When spending a short rest, you can use that time to analyze the data from your mission so far. You deduce general information of the next part of your mission (i.e. estimates on how many enemy creatures will be present, whether a boss will likely be present, potential equipment that may be available, etc.).
- Military Analyst
As an action, you may attempt to analyze a creature or vehicle you can see within 30 feet of you. Make a DC 15 Perception check. On a success, you learn the target's DT, and any vulnerabilities, resistances, and immunities it has, as well as any other potentially helpful tips on defeating the creature or vehicle at the DM's discretion. You may use this feature once, regaining use at the end of a short rest.
- Animal Friend
As an action, you may attempt to calm a beast within 30 feet of you. Make a DC 15 Animal Handling check. On a success, the target is charmed by you, as well as any creatures of your choice that do not attempt to harm it. You may use this feature a number of times equal to your Wisdom modifier, regaining all uses at the end of a long rest.
- Infiltrator
At 1st level level, when you take the hide action on a turn that you have not moved on yet, you may drop your movement speed to 5 feet to gain advantage on Stealth checks until the beginning of your next turn.
- Impersonate - Requires Infiltrator
At 5th level, you gain proficiency in disguise kits. When spending a long rest, you can use that time to make yourself visually and audibly to one creature you spend the long rest with. If the creature is dead, you may also impersonate them biologically, making yourself indistinguishable from the creature by most identification technology (i.e. blood tests, hand prints, eye scans).
- Anti-Terror Specialist
You have advantage on Technology and Sleight of Hand checks to disarm explosives.
Ability Score Improvement[edit]
When you reach 4th level, and again at the 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.
Directed Effort[edit]
At 6th level, when you make a check as an action and fail, you may immediately retry the check as a bonus action before the effects of the failure take place. If you fail the second check as well, you gain 1 level of exhaustion.
Hustle[edit]
At 10th level, you are trained to get things done as efficiently as possible, even at the expense of your own health. You may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of your turns, but you gain 1 level of exhaustion immediately after doing so.
Resistant[edit]
At 14th level, your combat support experience allows you to better avoid certain effects, such as a grenade or missile. Choose one of the following ability scores:
- Brawn - Strength
- Evasion - Dexterity
- Endurance - Constitution
- Discernment - Wisdom and Intelligence
When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Applied Experience[edit]
At 17th level, as a bonus action, you can add half your proficiency bonus, rounded down, to any checks and saving throws you make that don't already include your proficiency bonus until the end of your next turn. You gain 1 level of exhaustion after this feature ends.
Specializations[edit]
Command Specialization[edit]
A command-specialized support leads their troops into battle with sound tactical ideas and a strong personality to inspire confidence. Your most important ability score is Charisma.
- Greater Leadership
At 1st level, as an action, you may lead one creature that can see or hear you within 30 feet. Any time they make a saving throw, attack roll, or check within the next minute, they may spend your leadership before or after the roll, but not before the result is decided, to gain a bonus to the roll equal to your proficiency bonus. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
- Enhanced Greater Leadership
At 5th level, you may use Greater Leadership twice as many times, and you regain 2 uses at the end of a short rest.
- Briefing
At 9th level, when spending a long rest, you can use that time to regroup with any creatures that spend the long rest with you, discussing your next plan of action. Any creatures that spent the long rest with you gain 1 briefing action until the end of their next long rest. A creature may take their briefing action at any time, including during another creature's turn, except while another creature is declaring their action. If a creature takes the Hide action as their briefing action, they may move up to their normal movement speed as part of the same action. A creature may only have 1 briefing action at a time.
- Leadership Expertise
At 13th level, you become an expert in discussion. You can choose two of the following skills to have expertise in: Persuasion, Deception, Intimidation, Investigation, or Performance.
- Commander
At 20th level, your Charisma score increases by 4, with your maximum score for Charisma increasing to 24. Additionally, when you use Leadership, you may also grant the target a briefing action, but you gain 1 level of exhaustion immediately after doing so.
Medical Specialization[edit]
A medicine-specialized support ensures all members of the unit stay in good health, even in active combat. Your most important ability score is Wisdom.
- Greater Medicine
At 1st level, as an action, you may attempt to heal a creature you can touch. Make a DC 16 Medicine check. If the target is below half their maximum hit points, this check DC increases to 20. On a success, the creature regains hit points equal to your proficiency bonus. You may use this feature a number of times equal to your Wisdom modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.
- Enhanced Greater Medicine
At 5th level, you may use Greater Medicine twice as many times, and you regain 2 uses at the end of a short rest.
- Long-Term Healing
At 9th level, when spending a short rest, you can use that time to path up your comrades. Any creatures that spent the short rest with you regain hit points and lose exhaustion as if they had taken a long rest instead.
- Surgeon
At 13th level, you gain proficiency in healer's kits. When you use Greater Medicine while wielding a healer's kit, the check DC does not increase to 20 if the target is below half their maximum hit points, and if they are at their maximum hit points you may instead cause them to lose 1 level of exhaustion.
- Para-Medic
At 20th level, your Wisdom score increases by 4, with your maximum score for Wisdom increasing to 24. Additionally, any time you cause a creature to regain hit points, you may add your Wisdom modifier to the hit points regained. While wielding a healer's kit, when you stabilize a creature, you may attempt a DC 10 Medicine check. On a success, you may use Greater Medicine on them without expending a use of said feature.
Equipment Specialization[edit]
An equipment-specialized support ensures that all equipment continues to run smoothly. Your most important ability score is Intelligence or Wisdom.
- Greater Equipment Training
At 1st level, you gain proficiency in a number of the following equal to your Intelligence or Wisdom modifier: medium armor, heavy armor, shields, martial melee weapons, martial ranged weapons, land vehicles, sea vehicles, air vehicles.
- Equipment Intelligence
At 5th level, as a bonus action while you are within 5 feet of a creature that can see or hear you, you may grant them proficiency in one item you are proficient with until the end of your next turn.
- Maintenance
At 9th level, when spending a short rest, you can use that time to ensure your equipment is running perfectly. Choose a number of weapons, armor, or vehicles you can touch during the short rest equal to your Intelligence or Wisdom modifier to maintain. Maintained armor sets have their armor penalty reduced by 2 until the first time the wearer takes damage, maintained weapons gain a +1 bonus to damage rolls until their first reload, which does not cost any action if it does not have the long reload property and can be done as a bonus action if it does, and maintained vehicles regain hit points equal to twice your proficiency bonus + your Intelligence modifier.
- Enhanced Maintenance
At 13th level, maintained weapons gain a +2 bonus to attack and damage rolls instead of a +1 bonus to damage rolls, and maintained armor sets gains a +2 bonus to DT.
- Armorer
At 20th level, your Intelligence and Wisdom scores increase by 2, with your maximum score for Intelligence and Wisdom increasing to 22. Additionally, when weapons or armor would lose the effects of Maintenance from reloading or taking damage, they keep its effects for 1 minute.
Technology Specialization[edit]
A technology-specialized support is specialized in creating and manipulating technology. Your most important ability score is Intelligence.
- Greater Technology Training
At 1st level, you gain expertise in Technology. When you make a Technology check, you may obsess over it, granting the check advantage but gaining 1 level of exhaustion immediately after.
- Skills Intelligence
At 5th level, as a bonus action while you are within 5 feet of a creature that can see or hear you, you may grant them proficiency in one skill you are proficient with until the end of your next turn.
- Create
At 9th level, when spending a long rest, you can use that time to cobble together a piece of equipment, assuming you have the relevant materials with you. At the end of the long rest, you may attempt a DC 20 Technology check. On a success, you gain a common piece of adventuring gear or an incomplete item of a higher rarity. Uncommon items take 2 successes to complete, Rare items take 3 successes to complete, Very Rare items take 4 successes to complete, Legendary items take 5 successes to complete, and Special Rarity items can not be created in this way. Checks to continue working on an item require a DC 24 Technology check instead.
- Enhanced Create
At 13th level, if you obsess over a Technology check caused by the Create feature and do not fail by 3 or more, you do not gain a level of exhaustion. You may use this feature once, regaining use at the end of a long rest you do not use this feature on.
- Inventor
At 20th level, your Intelligence score increases by 4, with your maximum score for Intelligence increasing to 24. Additionally, you may use Invent to create Special Rarity equipment. Special Common items take 5 successes, Special Uncommon items take 10 successes, Special Rare items take 20 successes, Special Very Rare items take 40 successes, and Special Legendary items take 80 successes.
Trainer Specialization[edit]
A trainer-specialized support ensures that all soldiers remain in optimal condition mentally. Alongside a good medic, they can make a soldier near-unstoppable. Your most important ability score is Charisma.
- Greater Mentoring
At 1st level, as a bonus action while you are within 5 feet of a creature that can see or hear you, you may grant them proficiency in one saving throw you are proficient in until the end of your next turn. You may use this feature a number of times equal to your Charisma modifier, regaining all uses at the end of a long rest.
- Enhanced Greater Mentoring
At 5th level, you may use Greater Mentoring on a creature who is proficient in the chosen saving throw, granting them expertise instead of proficiency.
- Training
At 9th level, when spending a short rest, you can use that time to train with any creatures that spend the long rest with you instructing them. These creatures lose 1 level of exhaustion and gain a pool of training points equal to your Charisma modifier. Any time they roll a d20, they may spend training points to increase the roll itself by an equal amount to a maximum of 20 before or after rolling, but not after the result has been declared, though increasing the roll to 20 does not cause a critical hit. Creatures lose their training points at the end of a short rest.
- Leadership Expertise
At 13th level, you become an expert in discussion. You can choose two of the following skills to have expertise in: Persuasion, Deception, Intimidation, Investigation, or Performance.
- Master
At 20th level, your Charisma score increases by 4, with your maximum score for Charisma increasing to 24. As a bonus action, a creature with training points you granted them may spend 5 training points to gain the effects of Greater Mentoring without being within 5 feet of you or you using any action or uses.
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