User:Quincy/Nazi

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Nazi[edit]

Nazi Background[edit]

In 1921, the Nazi party rose to power. The Nazi's blamed Jews and Marxists for Germany’s problems and espoused the concept of an Aryan “master race.” This lead to WWII and the Nazi party ultimately losing power in Germany.

In 1940 the Nazi party started development on "futuristic" weapons and experimenting with matter from another world. This ultimately lead to your knowledge of foreign weaponry and your ability to jump through time.

With the fall of Nazi Germany beginning in 1945, they started sending soldiers through time to try and save their values and power, this is how you end up here.

A Nazi is meant to be played as a Human (5e Race) with the Hitler Youth (5e background) background, but if your DM allows, a Nazi can be played with any race and background.

Creating a Nazi[edit]

nazi_cmap_2_by_seth_l0k1.jpg
By: seth_l0k1


Quick Build

You can make a Nazi quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma or Constitution. Second, choose the Hitler Youth (5e background) background.

Class Features

As a Nazi you gain the following class features.

Hit Points

Hit Dice: 1d10 per Nazi level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Nazi level after 1st

Proficiencies

Armor: Light, Medium Armor
Weapons: Simple Melee, Modern, Futuristic Weapons
Tools: Alchemist’s supplies,Tinker’s tools,Thieves’ tools
Saving Throws: Dexterity and Charisma
Skills: Pick three from Persuasion, Intimidation, Stealth, or Sleight of Hand.

Equipment

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

Table: The Nazi

Level Proficiency
Bonus
Features
1st +2 <!-Class Feature1->
2nd +2 <!-Class Feature2->
3rd +2 <!-Class Feature3->
4th +2 Ability Score Improvement
5th +3
6th +3
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4
11th +4
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5
16th +5 Ability Score Improvement
17th +6
18th +6
19th +6 Ability Score Improvement
20th +6

<!-Class Feature->[edit]

<!-Class feature game rule information->

<!-Use semi-colons for subheaders->

<!-Subclass Feature->[edit]

<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->

Ability Score Increase[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.

<!-Class Feature->[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

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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