Contact, Survivor (5e Class)

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Contact, Survivor[edit]

last message from the UES Contact Light[edit]

“Hey, if anyone can- My name is Malik Dhillon. I was aboard the Contact Light when, oh god- The ship crashed, marooning us here. I’ve never seen anything- I’ve never seen anything like this. Monsters, terrifying monsters, coming at us from all sides. We set up a base, to try and gather up numbers... But it didn’t matter. There’s, there’s too many of them! I don’t think we can last. If anyone gets this message, please, send help to these coordinates! They’re uh, they’re embedded in the message’s frequency. They should be... I don’t think we can last much-“

-Signal echoes, UES Contact Light

Creating a Contact, Survivor[edit]


Quick Build

You can make a Contact, Survivor quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Far traveler background. Third, choose your choice of simple firearm

Class Features

As a Contact, Survivor you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light
Weapons: Firearms & Simple
Tools: One set of artisan tools and land vehicles
Saving Throws: Constitution, Dexterity
Skills: Choose 3 from Acrobatics, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Stealth and Sleight of Hand

Equipment

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

  • Any Simple weapon, Leather armour, and one set of artisan tools
  • If you are using starting wealth, you have 5d4 x 10gp in funds.

Table: The Contact, Survivor

Level Proficiency
Bonus
Items ItemPoints Features
1st +2 0 0 Profession, Unarmored Defense
2nd +2 2 2 Items
3rd +2 2 3 Scrapper
4th +2 3 4 Ability Score Improvement, Equipment
5th +3 3 5 Extra Attack
6th +3 3 6 Shrine Ritual
7th +3 3 7 Contact Drone
8th +3 4 8 Ability Score Improvement
9th +4 4 9 Nano Reconstruction
10th +4 4 10 Profession Feature
11th +4 4 11 Evasion
12th +4 5 12 Ability Score Improvement
13th +5 5 13 Radio Scanner
14th +5 5 14 Profession Feature
15th +5 5 15 Teleporter Ritual
16th +5 6 16 Ability Score Improvement, Void Cradle
17th +6 6 17 Status Nanobots
18th +6 6 18 Profession Feature
19th +6 7 19 Ability Score Improvement
20th +6 7 20 Artifacts

Profession[edit]

At 1st level, you chose a Profession. Choose between Artificer, Bandit, Captain, Commando, Huntress, Loader, Mercenary and Railgunner all of which detailed at the end of the class description. Your choice grants you features at 1st, 10th, 14th, and 18th.

Unarmoured Defense[edit]

At 1st level you have an armour class equal to 11 + your Dexterity modifier + your proficiency bonus

Items[edit]

At 2nd level you have discovered several "Artifacts" that are helpful for surviving in unusual places. these are detailed at the end of the page and are split between White (Common), Green (Uncommen), Red (Legendary), Yellow (Boss), Purple (Void), and Blue (Lunar), At 2nd level you gain two items, at 4th, 8th, 12th,16th, and 19th you gain an additional one. You also have a number of 'ItemPoints' equal to your level. these determine how strong of items you can have. They are used to 'Buy' the rarity's of your items (white-0, uncommon-3, blue-5, yellow-5, and red-7)(blues also come with a drawback, so be warned). these items can be changed during a long rest. Voids can only be obtained at 16th level through the void cradle ability.

Scrapper[edit]

At 3rd level you have figured out to scrap items and turn them into one of the same type. Once per long rest as an bonus action you may change one of the items you have selected.

Equipment[edit]

Starting at 4th level you gain access to a special type of "Artifact" called Equipment these are limited use items that are incredibly potent detailed at the of the page.

Extra attack[edit]

Starting at 5th level whenever you make the attack action you can make one additonal attack.

Shrine Ritual[edit]

At 6th level you have discovered certain rituals to activate shrines around the world. no matter where you are the rituals are Blood, Chance, Order, and Combat. Blood: Once per day you may offer 50% of you current hp and gain 5d10 gold Chance: Three times per day you can roll 1d100 on a 80 or above gain an additional item of your choice for the rest of the day Order: at the beginning of each day, you may choose up to four items to "sequence". assign a number to each one, and roll a d4. all of those items will be changed into the item corresponding to the number you rolled. (if you rolled a number without a corresponding item, roll again) Combat: Once per day you may summon 1d4 monsters whose combined CR is less than or equal to 1/4th of your level. Roll 1d100. below a 50 and they are against you. Above a 50 and they are on your side until you or your allies act aggressively to them. If you roll a 50 they are neutral unless they other wise shouldn't be.

Contact Drone[edit]

At 7th level you can create a contact drone which is produced from the palm, activates, and then destroys itself. you may create three drones per day as a bonus action, that produce several different effects. From Emergency, Gunner, Healing, Incinerator, and TC-280 Prototype. they take their turn directly after you. (they cannot be destroyed by anything but themselves)(the TC-280 is an exception) Emergency: As an reaction, the drone touches a creature. that creature then regains 5d8 hp, and the drone is destroyed. Gunner: As an action you fire a volley of shots. Make an attack roll against a creature within 30ft, with a plus 5 attack bonus. on a hit, the creature takes 5d4 + 3 piercing damage, and the drone is destroyed. Healing: As an action you may heal a creature within 30ft that creature regains 3d6 hp. the drone can do this 5 times before being destroyed. Incinerator: As an action you produce a spout of flames in a 15ft cone. Each creature within the area must make a DC 18 dexterity saving throw or take 5d10 Fire damage or half as much on a success. the drone is then destroyed. TC-280 Prototype: The TC-280 Prototype has a few adjustments to the generic rules. Treat it as a creature under your control, and it requires two charges to make.

TC-280 Prototype Statblock. Large construct, unaligned

HP: 110(13d10 + 39) AC: 14 + 'your proficiency bonus'

Speed: fly 30ft (hover)

Str 15(+2) Dex 18(+4) Con 16(+3) Wis 10(0) Int 20(+5) Cha 13(+1)

Darkvision 60ft. Passive Perception 17 (+7)

understands common but can't speak

Actions:

Multiattack: the TC-280 Prototype makes 2 machine gun and 1 missile launcher attacks

Machine Gun: ranged attack, 30/60ft, + 4 + 'your proficiency bonus' to hit. On hit: 4d6 + 4 peircing damage.

Missile Launcher: ranged attack, 50/100ft, + 4 + 'your proficiency bonus' to hit. On hit: 2d6 peircing damage, and a spherical explosion with a radius of 10 ft doing 2d8 bludgeoning damage, and 2d8 + 10 fire damage.

Nano Reconstruction[edit]

Beginning at 9th level you gain passive regeneration as constructive nanobots flow through you. you regain hp equal to your proficiency bonus + 5 while not unconscious and below half of your max hp.

Evasion[edit]

Beggining at 11th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Radio Scanner[edit]

Beginning at 13th level, you can passively see where any valuable objects (objects worth 25 or more gp) are, because they are marked in a green aura. Thrice per short or long rest, you can also determine what school of magic(if any) the object belongs to, what type of object it is (wondrous, weapon, armor, etc), and what it's base value is.

Teleporter Ritual[edit]

At 15th level you have discovered a ritual that allows you to teleport. you may spend one hour during a rest to create a 10ft wide flat stone disk with two horn like protrusions. this circle functions as a Teleportation Circle, and you can teleport to it as if by the teleport spell once per long rest.

Void Cradle[edit]

Beginning at 16th level once per long rest you may sacrifice 50% of your hp and gain one void item. you cannot carry more than two types of void items at a time. they also have their own cost, shown here. (common void-2, uncommon void-5, legendary void-9)

Status Nanobots[edit]

Beginning at 17th level you have gained a new type of nanobots. Once per day you may choose one creature within 60ft. That creature must make a DC 18 constitution saving throw or be afflicted with any status effect of your choosing other than petrified or exhaustion until the end of your next turn

Critical Chance[edit]

Beginning at 18th level your attacks score a critical hit on a roll of 18-20.

Artifacts[edit]

Beginning at 20th level you have discovered an additonal item type which are truly Artifacts these items are also listed at the end of the class these items are powerful but some have a certain kickback




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.


Artficer[edit]

Herald of the house beyond

ENV Suit[edit]

At 1st level you gain an ENV suit. the suit grants you a flight speed (hover) equal to your walking speed and an AC of 10 + Dexterity + Wisdom

Bolt[edit]

At 10th level you are able to choose between Plasma and Fire bolts. you choose when you gain this feature. Plasma Bolt: you fire a bolt of plasma at a creature, making an attack. ranged attack, 60ft, Dex mod + proficiency bonus to hit. On hit, the creature takes 4d6 + Dex mod force damage. Fire Bolt: you fire a bolt of flame at a creature, making an attack. ranged attack, 60ftm Dex mod + proficiency bonus to hit. On hit, the creature takes 2d10 + Dex mod fire damage, and another 1d6 + 5 fire damage each turn for a round. The attacks count as magical for the purposes of overcoming resistances and immunity's.

Nano Weapon[edit]

At 14th level you are able to choose between Charged Nano Bomb and 'cast nano spear'(but everybody calls it Nano Spear anyway). You make the choice when you gain this feature. Charged Nano Bomb: you summon a ball of energy that you then throw at a target within range, making an attack. ranged attack, range 60ft, Dex Mod + proficiency bonus to hit. On hit, the bomb explodes, doing 5d10 force damage in a ten foot radius. Nano Spear (we are NOT calling it cast nano spear): you summon an icy spear, that you then throw at a target within range, making an attack. ranged attack, range 60ft, Dex Mod + proficiency bonus to hit. On hit, the spear freezes the enemy, doing 4d10 ice damage, and inflicting the freeze status for one round.

Freeze status.

the frozen creatures movement speed is 0, the creature cannot take actions, bonus actions, or reactions, and the creature is unaware of it's surroundings. In addition, if the creature falls below 30% of it's maximum hp, it is instantly killed.


Snap Freeze[edit]

Flamethrower/Ion surge[edit]

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