User:Yanied/WIP/6
Drifter[edit]
You are the first line of defense for a war. The highest rankings are your master. As a soldier, you obey and shoot, slash, blast and fight your way through the hordes. By no means are you merely a foot soldier. You also double in some "special training" as ad hoc ops. No one has to know that really.
Soldier to the Bone[edit]
Always focus on combat. Fighting and winning is everything. All for one and the One for all. There's a good soldier. The mission comes first. Orders are absolute and failure may as well be death.
Creating a Drifter[edit]
Have a character that is very combat-heavy laden. Build around a personality of the like.
- Quick Build
You can make a Drifter quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity.
Class Features
As a Stellar Lieutenant you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Stellar Lieutenant level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Stellar Lieutenant level after 1st
- Proficiencies
Armor: Combat, Protective armor
Weapons: Military and Civilian weapons
Tools: One systems Proficiency, and space vehicles or one weapon system of your choice
Saving Throws: Strength, Dexterity
Skills: Choose five
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Protective skinsuit, Power Armor
- (a) Blaster Rifle and combat knife or (b) Chaining Electroblade and combat knife
- (a) Infiltration kit or (b) Spacer's kit
- (a) Scanning Pod and Erschosser or (b) Blaster Pistol
- If you are using starting wealth, you have 50 credit in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Defiant, Combat Focus, The Mission |
2nd | +2 | Sneak Attack, Spy's Expertise |
3rd | +2 | Quickness, Overpower |
4th | +2 | Ability Score Improvement |
5th | +3 | Surge |
6th | +3 | Big Weaponry, Drop On It |
7th | +3 | Dodge |
8th | +3 | Ability Score Improvement |
9th | +4 | Increased Accuracy, Houston, We Have A Problem |
10th | +4 | Skilled |
11th | +4 | Willful, Executioner |
12th | +4 | Ability Score Improvement |
13th | +5 | Sturdy, Versatile |
14th | +5 | Stride, Signature |
15th | +5 | Volunteer, Killing Machine |
16th | +5 | Ability Score Improvement |
17th | +6 | Hardened, Nothing On Me |
18th | +6 | Survive |
19th | +6 | Ability Score Improvement |
20th | +6 | Elite, War Reaver |
Defiant[edit]
Starting 1st level, You have a backup energy cell that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your level.
Once you use this feature, you must finish a short or Long Rest before you can use it again.
Combat Focus[edit]
Starting 1st level, You adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
- Defense
You gain +1 bonus to AC per level when you are wearing armor.
- Long Arm Focus
You gain a +2 bonus to attack rolls made with range weapons.
- Melee
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
- Side Arm
When using a one-handed ranged weapon and your other hand is empty, you deal an additional damage die.
- Two Weapon
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
- Unarmed
When you make an unarmed strike, add your proficiency to your damage roll.
The Mission[edit]
As a svelte assassin just as much as you are a soldier, you have all the faculties needed to carry out your missions. Starting at 1st level, You automatically succeed checks to land on your feet and take no fall damage unless you are incapacitated, paralyzed, petrified, stunned, or unconscious. You also gain proficiency in Athletics and Acrobatics checks.
Sneak Attack[edit]
Starting 2nd Level, you can take advantage of foes that are incapacitated, prone, dazed, blinded, or otherwise unaware of your presence, to do an extra 3d6 damage on an attack, once per turn. The first attack coming out of stealth will also be a sneak attack. Attacks must be executed with a finesse weapon.
This feature's damage increases by 1d6 when you reach 6th level (4d6), 11th level (5d6), and 17th level (6d6).
Spy's Expertise[edit]
Starting 2nd level, you are the expert at gathering intel. You automatically gain proficiency in the Investigation and Perception skill and double the proficiency bonus.
Quickness[edit]
Starting 3rd level, You may take the disengage, dash and hide on your bonus action instead. You also now can use your reaction to make a quick attack of opportunity on creatures who have disengaged from you and try to move out of your melee range.
Overpower[edit]
Starting 3rd level, if you might be subjected to a saving throw that is not Strength, you may instead substitute your Strength rolls for that saving throw. If you should fail the save, you may instead choose to succeed it. You may use this feature times equal to your Strength modifier, regaining use after your finish a long rest.
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.
Surge[edit]
Starting 5th level, you may you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You can use this feature the amount of times equal your Strength modifier and you must finish a short or Long Rest to regain use. You may only use this feature once on the same turn.
Big Weaponry[edit]
Starting 6th level, your attacks get more and more powerful, like your body is a weapon itself. You have advantage on your first attack on a creature.
Drop On It[edit]
Starting 6th level, you've become a more perfect assassin. Your sneak attack can now be used simply if you have advantage on the attack roll. The attack must still use a Finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
Dodge[edit]
Starting 7th level, when an attacker you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. This cannot be negated as damage reduction.
Starting 18th level, you may quarter all damage you take.
Increased Accuracy[edit]
Starting 9th level, your attacks land critical from 19-20.
Starting 16th level, your attacks land critical from 18-20.
Houston, We Have A Problem[edit]
Starting 9th level, you are adept at dealing with problems that may just pop out of nowhere. You can now expend your reaction to make a retaliatory attack on a creature that attacks you at melee range.
Skilled[edit]
Starting 10th level, you become immune to paralysis. You also gain advantage in rolls to hide yourself.
Willful[edit]
Starting 11th level, you gain proficiency in three saving throws of your choice.
Executioner[edit]
Starting 11th level, you have the ability to automatically end the insufferable lives of those prostrated before you. Using an action, you make a melee attack on a creature that is prone, paralyzed or stunned and instantly reduce their hit points to 0 on a hit. You may use this feature three times, regaining all use after finishing a long rest.
Sturdy[edit]
Starting 13th level, you gain 10 additional maximum hit points for every level higher. Also if you are hit with a melee weapon attack, you may expend your reaction to attack the attacker back.
Versatile[edit]
Starting 13th level, you may choose an additional Combat Focus. You also gain two reactions.
Stride[edit]
Starting at 14th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. All your movement speeds also double.
Signature[edit]
Starting 14 level, your style of killing leaves others quaking. when you successfully attack a creature, you may additionally try to frighten them on the same action. You may use this feature equal times your Strength modifier, regaining use after completing a long rest.
Volunteer[edit]
Starting 15th level, you gain a +2 bonus to initiative rolls. You also get advantage in attack rolls against creatures who've yet to take a turn in combat.
Killing Machine[edit]
Starting 15th level, you are relentless. Those prostrated before you in fear mean nothing but more bigs to squash. You may reduce the hit points of a creature that is prone or frightened within melee range to 0. You may use this feature once before needing to complete a long rest.
Hardened[edit]
Starting 17th level, if you would drop to 0 hit points, you can instead choose to drop to 1 hit point. You may use this feature times equal to your Strength modifier, regaining use afte you finish a long rest.
Nothing On Me[edit]
You are a creature that thrives for battle. No range can put you down. Starting 17th level, if a ranged weapon attack would hit you, you may expend your reaction to redirect the attack to another target of your choice.
Survive[edit]
Starting 18th level, you attain the pinnacle of resilience in battle. when you use Defiant, you may double the amount of hit points regained and use the feature twice before needing to complete a long rest.
Elite[edit]
Starting 20th level, you can now attack three times, instead of once when you use your action to attack.
War Reaver[edit]
You are that which thrives and kills and keeps war alive. You are immune to the magic missile spell. You also can expend one action to send a single line of pure carnage up to 360 feet, 5 feet thick, from your location in any direction you choose, dealing 12d10 psionic slash damage to all creatures within range. You must finish a long rest before using this feature again.