User:Quincy/Spotter (5e Class)
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Spotter[edit]
As the rogue eavesdropped on the mans conversation, The man smiled, and said "I can see you completely fine, You've failed to hide". The rogue looked at the man in shock, And realized that he has found a spotter - The Book of Spotters, A book that represents the fame of various spotters.
A spotter is a person that is very much needed in wars, As what their name is intended, They spot out high priority targets or even a conspicuous thief in a crowd
What does it take to be a spotter?[edit]
To be a spotter, One must be trained in the art of remembering, They have to remember everyones face. They have to have perfect vision to spot out enemies from a distance. Spotters are also very tactical on the field, And must be intelligent to see what enemies are worse to face. Spotters main abilities are to mark enemies out, And people with higher skills can branch out to do things such as detecting a persons movement before they do it, Seeing from extremely far distances and even pinpointing people out while in submerged magical darkness.
Why would you want to be a spotter?[edit]
Spotters gain abilities that are very well appreciated in teams, And tend to work better in teamwork
TLDR:
Do you want to:
- Help support your teammates by marking enemies out?
- Point at peoples flaws and laugh at them?
- Show the enemies weak points and get your teammates to attack them?
- Be a really awesome battle detective?
- Find out who stole your sweetroll? (very sorry for the elder scrolls joke)
Then choose this class!
Creating a Spotter[edit]
How did you become a spotter?, Did you start at early age?, or started recently?. Were you trained by a mentor?, Or did you self train yourself through reading?. After training, What did you become?, A Navigator?, Militia?.
- Quick Build
To make a spotter fast, You will need to invest in high amounts of wisdom and dexterity, and moderately invest in charisma. Its best to take your time when making a spotter, because different things can work in different situations
Class Features
As a Spotter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Spotter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Spotter level after 1st
- Proficiencies
Armor: Light armor, Medium armor
Weapons: Simple weapons, Longbows, Shortbows, Rapiers, Shortsword and Kukri (If available, Add pavise shield)
Tools: Climbers Kit
Saving Throws: Wisdom, Dexterity
Skills: Choose 2 out of Perception, Stealth, Acrobatics, Athletics, Insight, Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) Studded Leather Armor
- (a) Longbow with 20 Arrows or (b) Light Crossbow with 20 Bolts
- (a) Kukri or (b) Rapier
- (a) Magnifying glass or (b) Climbers Kit
Two Daggers, Spyglass and an explorers pack
Level | Proficiency Bonus |
Features | Spot point Maximum |
---|---|---|---|
1st | +2 | Mark 1/day, Spot Weakness,Spot Points | 3 |
2nd | +2 | Blindsight | 3 |
3rd | +2 | Spotter Path | 4 |
4th | +2 | Ability Score Improvement, Mark 2/day | 4 |
5th | +3 | — | 5 |
6th | +3 | Improved Mark 1/day, Spotter Path Rank 2 | 5 |
7th | +3 | Mark 3/day | 6 |
8th | +3 | Ability Score Improvement | 6 |
9th | +4 | Spotter path Rank 3 | 7 |
10th | +4 | Mark 4/day | 7 |
11th | +4 | — | 8 |
12th | +4 | Ability Score Improvement, Improved Mark 2/day Spotter Path Rank 4 | 8 |
13th | +5 | Mark 5/day | 9 |
14th | +5 | — | 9 |
15th | +5 | Spotter Path Rank 5 | 10 |
16th | +5 | Ability Score Improvement, Mark 6/day | 10 |
17th | +6 | — | 11 |
18th | +6 | Improved Mark 3/day | 11 |
19th | +6 | Ability Score Improvement, Mark 7/day | 12 |
20th | +6 | Master Spotter, Spotter Path Rank 6 | 12 |
Spot Points[edit]
As starting as a spotter, You gain spot points, Spot points affect certain abilities like Spot Weakness, Your spot point maximum increases every 2 levels, And can be regained once per long rest.
Spot Weakness[edit]
Spot Weakness shows a weakness in an enemy's armour, Or stance, To use spot weakness, You must spend 2 Spot points and must be within 60ft of them. Spotting their weakness makes all attacks made by you attack their flatfooted AC instead of their normal AC.
Mark[edit]
Mark is one of the Spotters main abilities, When Marking an enemy, They can be seen if they are in a range of 60ft around you or teammates, And cannot flank, Become invisible or use stealth checks (e.g. Hide in Plain sight) until the mark ends or if the spotter loses sight of him for 3 turns, The mark ends in 1d4 rounds and can be increased by another 1d4 if 1 spot point is used. To mark an enemy, You must be able to see them and it takes a Standard Action to Mark.
Improved Mark[edit]
You harness your ability to mark, And increase it to something much more, When you use improved mark, You mark out and point out everything that the person could possibly do. You give the effects of mark, And any attacks made on the person are rolls with advantage.
Blind sight[edit]
From your training, you've gained some better senses, When blind, You can sense living humanoids or living objects 10ft in front of you. This class ability does not stack with racial abilities.
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 you 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.
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Spotter Path[edit]
At level 3, You hone your skills into a specific area, pick one tree from below.
Spotter Path: Path of the Dungeon Dweller[edit]
If you want to be a faster spotter, Go into dungeons and point hidden items, It is best that you choose the path of the Dungeon Dweller, Their main abilities are to find enemies in the dark
- Rank 1: Darkvision
At the 3rd level, You gain 60ft dark vision, All dim light becomes bright light and darkness becomes dim light, this does not stack with racial darkvision
- Rank 2: Sense of fortune
At the 6th level, You can sense items on the ground from 10ft away
- Rank 3: Faster Mark
At the 9th level, You can use 2 spot points to turn a mark into a bonus action.
- Rank 4: Dungeon Sense
At the 12th level, You can use 3 spot points to find traps below a DC 20 in a 30ft radius
- Rank 5: Supernatural Dark vision
At the 15th level, You gain Supernatural dark vision 30ft, Which allows you to see through magical darkness. This does not stack with racial abilities
- Rank 6: Improved Dungeon Sense
At the 20th level, You can use 6 spot points to find hidden passageways, Hidden doors and Hidden traps in a 60ft radius
Spotter Path: Path of the Detector[edit]
If you want to be able to have abilities to predict what someone is going to do next, The Path of the Detector is for you. The path of the Detector is for Spotters that want to predict an enemy's movement, Point out their flaws and Show their teammates all of the marked ones weaknesses.
- Rank 1: 360
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Spotter Path: Path of the Sniper[edit]
If you want to be an amazing marksman, The Path of the Sniper is for you. The Path of the Sniper is for Spotters that want to spot enemies from extremely far distances (e.g. 200ft), Spot someone in crowds or even learn precision at its finest.
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Multiclassing[edit]
Prerequisites. To qualify for multiclassing into a Spotter, you must meet these prerequisites: 15 Dexterity, 15 Wisdom, Spotter trainer or "The Book of Spotter Training"
Proficiencies. When you multiclass into a Spotter, you gain the following proficiencies: Perception, Investigation