User:ZarHakkar/The Drifter (5e Class)
The Drifter[edit]
Creating a Drifter[edit]
Above: Drifter ready to take on the titans. |
- Quick Build
You can make a drifter quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Intelligence. Second, choose the hermit background. Third, choose the leather armour, 4 daggers, Solid Light,Energy Pistol, and a red cape.
Class Features
As a Drifter you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Drifter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Drifter level after 1st
- Proficiencies
Armor: Light and Medium armour.
Weapons: Solid Light
Tools: Herbalism kit
Saving Throws: Dexterity and Intelligence.
Skills: Choose 3 from Acrobatics, Arcana, History, Investigation, Medicine, Perception.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) leather armor or (b) scale mail
- (a) A black cape or (b) A red cape
- Solid Light
- Energy Pistol
- 4 daggers
Level | Proficiency Bonus |
Max Drifts | Max Drift Range | Features |
---|---|---|---|---|
1st | +2 | 1 | 15ft | Drift, Binded Weapon, Energy Weapons |
2nd | +2 | 1 | 15ft | Drift Training |
3rd | +2 | 1 | 25ft | Advanced Drifting |
4th | +2 | 1 | 25ft | Ability Score Improvement |
5th | +3 | 2 | 25ft | Chain Drifting |
6th | +3 | 2 | 25ft | Drift Training Feature |
7th | +3 | 2 | 35ft | Healing Specialist |
8th | +3 | 3 | 35ft | Ability Score Improvement, Weapon Upgrade |
9th | +4 | 3 | 35ft | Sprint |
10th | +4 | 3 | 35ft | Drift Training Feature |
11th | +4 | 3 | 35ft | Charge Attack |
12th | +4 | 4 | 35ft | Ability Score Improvement |
13th | +5 | 4 | 35ft | Distorted Image |
14th | +5 | 4 | 35ft | Drift Training Feature |
15th | +5 | 5 | 45ft | Advanced Drifting |
16th | +5 | 5 | 45ft | Ability Score Improvement |
17th | +6 | 5 | 45ft | Healing Kit |
18th | +6 | 6 | 45ft | Drift Training Feature |
19th | +6 | 6 | 45ft | Ability Score Improvement |
20th | +6 | unlimited | 45ft | Ultimate Drifter |
Drift[edit]
At 1st level you have gained the ability to travel through space in a series of movement. As a bonus action on your turn you may use this feature to teleport up to your maximum drift range. This feature can be used a number of times per turn equal to your max drifts. Drifting cannot be used while your character is touching water or falling. Opportunity attacks can be triggered if you teleport away from a hostile creature.
Binded Weapon[edit]
At level 1 when you choose this class if you do not have a Solid Light you must spend 10 minutes creating one. Once you have a Solid Light you cannot get rid of it, even by magical means. If Solid Light were to be destroyed by magic (such as the wish spell) it will be returned and restored back to you after 2 minutes of concentrating. Solid Light is always in reach for you and you can summon it to you hand at will. All melee weapon attacks not made with Solid Light have disadvantage.
Other than being a normal longsword, Solid Light scales as displayed on the drifter class. Additionally Solid Light sheds a bright light within 10ft and dim light for an extra 15ft.
Energy Weapons[edit]
These Energy Weapons were found by the drifter. These are the drifter main ranged weapons. They come in three types: The pistol, shotgun and railgun, all of which use destruction to charge themselves. If a creature tries to use the weapon but it is not attuned to it, the weapon will not function.
Pistol 2 bullet part to fire. Range(40/150). Attacks: Make an attack roll against a creature you can see within range. Hit: deal 1d6 + your Dexterity modifier.
All of the stats can change depending on what class the drifter chooses. All attacks follow the same range rules (disadvantage is past the first number and automatic miss if passed the second).
Destruction To Energy Whenever you use Solid Light to damage a hostile creature gain 1 bullet part. Bullet parts cap at 10. The ammo system for the energy weapons are all linked so they all share the same amount of bullet parts.
Drift Training[edit]
At 2nd level, you have adapted a fighting style and choose to increase your proficiency with it. Choose between Elite Ranger, and Master Swordsman detailed at the end of the class description. Your choice grants you features at level 2, 6, 10, 14 and again at level 18.
Advanced Drifting[edit]
At your 3rd level you were giving enough energy to be able to drift further. Your maximum drifting range increases by 10ft, and again level 7 and 15. The max drifting range table shows this.
Ability Score Improvement[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.
Chain Drifting[edit]
At level 5 you have gathered enough power to be able to drift twice as often. After you use your bonus action to drift if you have not exceeded the limit of drifts per turn (shown on the max drifts table) you must make an Intelligence saving throw with the DC 5 + the number of drifts this turn. If you pass the save you regain your bonus action and can use drift again. If you fail the save you cannot use drift until the start of your next turn.
Healing Specialist[edit]
At 7th level healing potions you use are twice as effective.
Weapon Upgrade[edit]
At 8th level Solid Light's stats become more powerful. Its damage dice becomes 4d8 slashing and 4d10 slashing when holding it with two hands (versitile).
Sprint[edit]
Starting at level 9 your walking speed increases by 25 ft.
Charge Attack[edit]
At level 11 a strange power helps increase the damage potential for Solid Light. On your turn you can use your action to use this feature. When this feature is used you may gain a charge point. While you have a charge point your speed is halved, you can't make bonus actions or reactions and you have resistance to bludgeoning, piercing and slashing damage. If you have a charge counter instead of gaining a charge point you could instead use your action to unleash the charge. Unleash the charge If use this feature make an attack roll with Solid Light on each hostile creature within 15ft of you. If you have 2 or more charge points you have advantage on the attack roll and if the attack hits it is treated as a critical hit in terms of damage. If you have more than 4 charge points you deal 30 damage times the amount of charge points you have. If you have 7 charge counters you immediately use unleash the charge. After you unleash the charge or become incapable of attacking, all of your charge points disappear.
Distorted Image[edit]
At 14th level you have harnessed you power of drifting and use it so you appear in multiple places at once. Any attack made against you has disadvantage, additionally when you use Dash Action, opportunity attacks are not triggered when you teleport away.
Healing Kit[edit]
At level 17 you have become more self reliant and realize that others are not all ways going to have your back. On your turn you can spend an action to heal a quarter of your hit point maximum. Once this feature is used it can't be used again until you take a long rest.
Ultimate Drifter[edit]
At 20th level you have become a master of your drifting ability increasing you reflexes and knowledge. Your Dexterity and Intelligence ability scores increase by 6 and so does the maximum limit for them. You have an unlimited number of drifts. Also whenever you use drift and then make an attack you gain advantage on the attack roll.
Elite Ranger[edit]
The drifter fires a mass of bullets that instantly shred through the weaker goblins.
- Increased Ammo
At 2nd level when you choose this subclass all of your Energy Weapons increase in ammo capacity. Your bullet part cap is increased by 10 making it 20. Also every weapon requires 1 less bullet part to work.
At 6th level you gain access to the shotgun. The shotgun requires 4 bullet parts to fire. Range(20/50). Attacks: Make 3 attack rolls against a creature you can see within range. Hit: deal 1d8 + your Dexterity modifier per attack. The shotgun is one of the Energy Weapons.
At 10th level You gain access to the railgun. The railgun requires 3 bullet parts to fire. Range(100/400). Attacks: Make an attack roll against all creatures within a 3ft wide line starting at you and ending at the max range. Hit: 2d6 + your Dexterity modifier. The railgun is one of the Energy Weapons.
- Extra Ranged Attack
At 14th level you have modified your weapons to be able to shoot faster. When you take the attack action while using an Energy Weapons you may attack twice instead of once.
- Power Up
At 18th level you have charged your Energy Weapons up to their full potential. All of your Energy Weapons gain an additional 5d12 force damage and they push their targets 30 feet backwards. If a hostile creature hits a wall or an object in this way they take and additional 5d6 bludgeoning damage.
Master Swordsman[edit]
The drifter lunges forward with his sword pushing the hobogoblin off of the castle.
- Reflection
Starting when you choose this subclass at level 2 you can use your reaction on a ranged attack against you. Roll an amount of d4s equal to your level and add your Dexterity modifier to the total. If this number is equal to or exceeds the damage that would have been dealt to you make an attack roll against the attacker with the same bonuses.
- Extra Melee Attack
At 6th level you can attack twice, instead of once, whenever you use your attack action to make a melee attack with Solid Light on your turn.
- Dash Attack
At 10th level whenever you would use your bonus action to drift you can instead make an attack Solid Light against all creatures between you and the drift location with a width of 3 ft. If an attack hits it is counted as a critical hit for damage purposes. You then teleport to the end of the drift cancelling any opportunity attack against you. Once you use this feature you can't use it again until you finish a short or long rest rest.
- Push Back
When you reach level 14 as an action you can use drift to move towards a hostile creature. The target must succeed on a Dexterity saving throw (DC = Dexterity modifier + 8 + your proficiency bonus. If the target fails the save it takes 2d12 force damage and gets pushed 30ft away. If the creature hits an object or a wall it takes an additional 5d6 bludgeoning damage.
- Power Increase
At level 18 Solid Lights power increases again for the last time. Its normal damage dice will be 8d10 normally and 8d12 when using two hands (versitile).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the drifter class, you must meet these prerequisites: You must have at least 15 Dexterity and 15 Intelligence. You must be proficient in longswords.
Proficiencies. When you multiclass into the drifter class, you gain the following proficiencies: Choose 2 from Acrobatics, Medicine, History, Perception.
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