Bouncer (5e Class)
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- 1 Bouncer
You are cold. You are still.
A Stone-Faced Fortress
You are bouncer.
Creating a Bouncer
Why did you become a bouncer? Why are you going on an adventure?
- Quick Build
You can make a Bouncer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Urchin background.
As a you gain the following class features.
- Hit Points
Armor: Light, Medium, Heavy
Weapons: Simple, Martial
Saving Throws: Constitution, Strength
Skills: Choose three from athletics, stealth, sleight of hand, investigation, insight, survival, perception, intimidation, and deception.
You start with the following equipment, in addition to the equipment granted by your background:
- Chain mail
- two martial weapons
- sunglasses (spellcasting focus)
- explorer's pack
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
While you are not wearing armor and not holding a shield, your AC equal 10 + your Dexterity modifier + your Constitution modifier.
Starting at 1st level, you can stand up to any kind of punishment. If you end your turn without using any of your movement, you gain +2 AC and temporary hit points equal to half your Bouncer level (minimum of 1). These benefits last until the start of your next turn, or until you move or fall prone.
Thief of Magical Secrets
Starting at 2nd level, you have figured out how to tap into the well of magic that everyone else uses. Choose three 1st level spells from any spell list. You gain an additional spell at 5th level, another at 11th, and one more at 17th. Whenever you gain a level in this class, you can exchange one spell with any other spell, as long as that spell's level is less or equal to half your Bouncer level (rounded up). You have spell slots equal to the number of spells you have. These slot are at the level of the highest level spell you could obtain at your Bouncer level. You may cast any of your known spells using a spell slot. Only one spell is available to cast a spell that is the same base level as your spell slot. You regain all expended spell slots and the ability to cast a maximum level spell at the completion of a long rest.
Spell attack bonus = your proficiency bonus + your Wisdom modifier
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
At 2nd level, you have the visage of a steel wall. Any creature has disadvantage on any insight check against you. In addition, you can make yourself completely unreadable in combat. As a bonus action, you can choose one creature that you can see. That creature has disadvantage on the next melee attack roll it makes against you.
At 3rd level, you chose a Bouncer Archetype. Choose between Fortress or Classy, both detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th level, 10th level, and 14th level.
Ability Score Increase
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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the attack action on your turn.
You are an unyielding mass of flesh and steel.
Starting at 3rd level, you can use an action to gain temporary hit points equal to half your Bouncer level + your Constitution modifier. These last until the start of your next turn. At 5th level, when you gain Extra Attack feature, you can replace any number of your attacks with a use of this feature. If you use this feature two times in the same turn, you gain double the amount of temporary hit points you would normally get.
At 6th level, whenever a creature within 5 feet of you is targeted by an attack you can use your reaction to become the new target of that attack.
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- <!-Class Feature->
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You are essentially a combination of the greatest aspects of skilled hitmen and powerful warriors.
At 3rd level when you choose this archetype, choose two skills you are proficient in. You can add your proficiency bonus twice when using those skills.
Starting at 6th level, you can strike with pinpoint accuracy, and deadliness. When you are using a ranged weapon, you don't have disadvantage when attacking at a long range. In addition, a creature that ends its turn without using any movement takes additional damage from your weapon attacks until the start of their next turn equal to 4d6 × your proficiency bonus. This extra damage is only dealt if you are hidden from the target.
- Keen Sense
Starting at 10th level, you have developed the ability to detect any creatures movements. Whenever your Power Stance feature is activated, you know the exact location of any creature within 30 feet of you until the end of your next turn. In addition, you may use your action to lock onto a creature that you can see. When you do this, the next weapon attack that you make until the end of your next turn. against that creature becomes a critical hit if that attack hits. If you take 15 or more damage in a single hit while you are using this feature, you must succeed a Constitution saving throw with DC equal to the damage dealt, or this feature fails to work.
- Feature name
Starting at 14th level,
You must be willing to devote your life to the cause.
Prerequisites. To qualify for multiclassing into the Bouncer class, you must meet these prerequisites: 13 Constitution.
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: