Supporter (5e Class)

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Not every adventure desires to be a hero. Some find their fulfillment and glory from helping others to succeed on their tasks, leading them to victory. Supporters are wise masters, dedicated squires, cheerful companions, that selflessly throw themselves into danger, with no desire for the spotlight. They want the conquests and rewards like any other dungeoneer, but unlike most, they don't look for personal fame, and rather stay in the shadows, fighting from the sidelines.

Creating a Supporter[edit]

When creating a supporter, determine the reasons why you choose to help others, sometimes in detriment of your own wellbeing. Some supporters chose this path for religions reasons, being from creeds that value humility and charity. Others just abhor the idea of fame, rather acting upon their own values while staying mostly anonymous, being happy when someone else gains the credit for those deeds.

Quick Build

You can make a Supporter quickly by following these suggestions. First, Intelligence or should be your highest ability score, followed by Dexterity and Constitution. Second, choose the Guild Artisan background.

Class Features

As a Supporter you gain the following class features.

Hit Points

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


Armor: Light armor
Weapons: Simple weapons
Tools: Herbalism kit and one artisan tool of choice
Saving Throws: Constitution, Intelligence
Skills: Choose any three


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

Table: The Supporter

Level Proficiency
1st +2 Helpful, Encouraging Words
2nd +2 Support
3rd +2 Method of Support
4th +2 Ability Score Improvement
5th +3 Coordinated Effort, Resting Camp
6th +3 Method of Support
7th +3 Continued Help
8th +3 Ability Score Improvement
9th +4 Supportive Aura
10th +4 Improved Resting Camp
11th +4 Method of Support
12th +4 Ability Score Improvement
13th +5 Collective Accomplishment
14th +5 Collective Encouragement
15th +5 Superior Resting Camp
16th +5 Ability Score Improvement
17th +6 Method of Support
18th +6 Support Specialty Feature
19th +6 Ability Score Improvement
20th +6 Source of Assistance


Starting at 1st level, you can take the Help action as a bonus action. You can be within 30 feet of your ally, instead of 5 feet, to help it, but you and the target must be able to both see and communicate with each other.

Encouraging Words[edit]

On the direst moments, you can give an ally moral aid. As a reaction when the target of your aid makes an attack roll, ability check or saving throw and is a viable target for the Helpful feature, you can allow that creature to make the roll at advantage.

You can use this feature a number of times equal to a third of levels you have in this class (rounded down, minimum once). Once you spend all your uses of this feature, you can't do it again until you finish a long rest.


Starting at 2nd level, you can better support your allies. You develop special help techniques called support techniques.

Support Dice

Your willingness to help whenever possible is represented by the amount of support dice you have. You have four dice when you first learn this feature, gaining an additional one at 5th, 9th, 13th and 17th levels.

Support Die Size

Your support die is a d8. It grows to a d10 at 9th level and to a d12 at 13th level.

Supportive Techniques

Everyone helps in their own way. You know three support techniques when you gain this feature. You learn an additional one at 5th, 9th, 13th and 17th levels.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th,14th, 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.

Coordinated Effort[edit]

At 5th level, you gain a special additional reaction once in each of your rounds. Whenever an ally within 30 feet hits a creature with a weapon attack, you can use that reaction to make an attack of your own against the same target.

Resting Camp[edit]

Also at 5th level, you know how to prepare a comfortable and safe rest to your allies. Whenever you take a short or a long rest, you can prepare a camp. The camp cover an area of 30-foot radius, and takes 10 minutes to set up. While inside the camp, you and your allies gain a +5 bonus to Wisdom (Perception) checks.

In addition, a short rest inside a camp can take 30 minutes to complete. After a creature benefit from this feature, it can't do it again for the next 8 hours, nor can that creature benefit from a short rest for the two hours.

Continued Help[edit]

At 7th level, whenever you take the Help action to aid a creature on an attack or check, and the creature fail the check, the next time the creature attempt an attack against the same target or the same check, until the end of its next turn, the creature retains the Advantage.

Supportive Aura[edit]

At 9th level, you exude an aura of support. All creatures of your choice in a 10-foot radius gain advantage on saving throws against the charmed or frightened condition.

In addition whenever a creature in that area fails a saving throw, you can spend a support die as a reaction to add the result of the die to the roll of that creature.

Improved Resting Camp[edit]

When you reach the 10th level, your resting camp makes your allies braver and willing to protect their safe place. The area within 1 mile of the resting camp have the following properties for any creature you choose to take part of these benefits:

  • When you make an Intelligence or Wisdom check related to your Resting Camp area, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
  • Hostile creatures have disadvantage on Wisdom (Survival) and (Perception) checks to find the camp, and on Dexterity (Stealth) checks to approach the camp unnoticed.
  • Members of the camp foraging in the area find twice as much food as they normally would.
  • Members of the camp add your Support die to their initiative rolls and damage rolls. This doesn't expend the die.
  • Any creature that completes a short rest in the camp gain temporary hit points equal to a roll of your support die. This doesn't expend the die.

Collective Accomplishment[edit]

When you reach the 13th level, you rejoice in helping others to achieve their goals. Whenever a creature rolls a 20 on the d20 and succeed on an Attack or Ability Check, you regain all your Support Dice.

Once you benefit from this feature, you can't use it again until you finish a long rest.

Collective Encouragement[edit]

At 14th level, when you support an ally, other allies become inspired by their success. Whenever you spend a support die to aid a creature, you can use your reaction to aid another creature using the same technique, without spending an additional die. Both creatures must be within the technique's distance.

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

Superior Resting Camp[edit]

At 15th level, your resting camp can fully restore the energy of your allies when they spend a night there. Up to four creatures that completes a long rest inside your camp gain the benefits of heroe's feast.

Source of Assistance[edit]

Finally at 20th level, your supportiveness seems to be endless, increasing the more your allies need you. If you have no support die left, whenever you use your Helpful action on an ally and that ally succeed on the attack roll or ability check, you regain a die.

Method of Support[edit]

Magical Method[edit]

Magical supporters, as the name implies, use magical means to help their allies. They learn a couple of white magic spells, that can heal, empower or protect their allies, from both divine and arcane sources.

Tactical Caster Spellcasting
Siege Warrior
—Spell Slots per Spell Level—
1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

You learn two cantrips of your choice from the supporter spell list. You learn an additional supporter cantrip of your choice at 10th level.
Supporter cantrips are any cantrips that don't cause damage, nor target hostile creatures, and have a range different than self.
Spell Slots
The Magical Method Spellcasting table shows how many spell slots you have to cast your supporter spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You know three 1st-level supporter spells of your choice. These spells can't be taken from any spell list, but can't require an attack roll, nor can't these spells cause damage or be active on hostile creatures, and have a range different than self.
The Spells Known column of the Magical Method Spellcasting table shows when you learn more supporter spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace one of the supporter spells you know with another spell of your choice from the supporter spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Intelligence is your spellcasting ability for your supporter spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a supporter spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Spellcasting Focus

You can use an Arcane Focus as a spellcasting focus for your supporter spells.

Magical Source

When you reach the 6th level, you can use your dedication to support as fuel for your magic. You can spend two support dice as a bonus action to regain a 1st-level spell slot. For each two additional support dice spent, you regain a spell slot one level higher.

Aura of Support

Also at 6th level, whenever you must cast a Supporter spell with a range of touch, you can cast using your Helpful distance instead.

Magical Coordination

At 11th level, whenever you use your Action to cast a spell, you can allow the target of your Helpful bonus action to make an attack with a weapon using its reaction.

In addition, whenever you are concentrating on a spell that targets a friendly creature, that creature benefits from your Helpful feature, once in each of its turns, without requiring your bonus action.

Superior Supportive Magic

At 17th level, you can choose a 5th and a 6th-level spells from your chosen spell list. You learn both spells, and can cast each once, without spending a spell slot, nor wasting material components.

Once you do so, you can't do it again until you finish a long rest.

Martial Method[edit]

Martial supporters are sidekicks, squires and right-hand men that fight alongside their allies, with no desire for the spotlight, striving to lend a helping hand to the party members and adventuring companions.

Combat Ready

Starting at 3rd level, you gain proficiency with medium armor, martial weapons and shields.

Defensive Stance

At 3rd level, you can really protect the targets of your help. You can use a bonus action to enter in the defensive stance. For 1 minute, you gain the following benefits:

  • Any creature within 5 feet target by your Helpful feature have resistance to bludgeoning, slashing or piercing damage until the end of its turn, unless it leaves the space within 5 feet of you.
  • As a reaction, you can reduce the damage of any attack taken by a creature within 5 feet of you by half.
  • Whenever you use a support die when the Defensive Stance is active, you gain temporary hit points equal to the number rolled on the die.

Once you use this feature, you can do it again until you finish a long rest. You gain one additional use of this feature at levels 7th, 13th and 19th.

Combat Aura

Starting at 6th level, while Defensive Stance is active, any friendly creature in a 10-foot radius can add a bonus equal to your proficiency bonus to their damage rolls with weapon attacks for the duration.

Improved Coordination

At 11th level, whenever you use your special Coordinated Attack reaction, you can attack twice, rather than once.

Attack Advice

At 17th level, whenever the target of your Helpful feature hit a creature with an attack, it can add your Support Die to the damage, without spending it, as long as you have at least one support die left.

Supportive Techniques[edit]

Escape Plan

When you take the Help action on an ally, you can spend one supportive die to allow that ally to escape an enemy. On its next turn, the target can take the Disengage action using its bonus action and have its movement speed increased by 10 feet.

In addition, roll the die. Your target gains the number rolled in temporary hit points.


You can distract an enemy, affording just enough time for an ally to step back. When an ally is hit by a melee weapon attack, you can use your reaction and spend a support dice to reduce the damage taken by the number rolled on the die.

Your target can then move up to 10 feet using its reaction, without provoking opportunity attacks.

Point Weakness

If both you and an ally are within 5 feet of a hostile creature, you can detect a weak spot and advice an that ally how to attack it, using your bonus action and spending a support die. On its turn, if the ally hit that hostile creature with a melee weapon attack, the creature must succeed on a Constitution saving throw (reduced by the number rolled on the die). On a failure, that creature is stunned until the end of your next turn.

Cutting Word

When a friendly creature within 30 feet would be hit by an attack, you can use you reaction to distract the attacker, and add your support die to the creature's AC against that attack, potentially causing the attack to miss.


You can make a Medicine (Wisdom) check as a bonus action on a creature within 5 feet, spending a support dice, if you have a healer's kit on hand. This spends an use of the healer's kit. The target regains a number of hit points equal to the number rolled + your Wisdom modifier. If the creature is poisoned, you can choose to end that condition instead of restoring hit points.

Correcting the Strike

When a creature you helped to attack fail the attack roll, you can spend a support dice to allow that creature to reroll the attack. On a hit, you add the number rolled on the support die to the result of the attack.

Lend a Hand

Whenever a friendly creature falls prone within 5 feet of you can use your reaction and spend a support dice to cause that creature to get up, without spending movement. You can also use this on your turn if you are within 5 feet of a prone allied creature, using a bonus action.

Your ally is encouraged by the kindness of this act, gaining temporary hit points equal to the number rolled in the support die.


When you are within 5 feet of an ally that is grappled or restrained, you can spend a support die to reroll the saving throw or ability check against the effect restraining or grappling them, adding the superiority die to the result.


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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