Supporter (5e Class)

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Supporter[edit]

<!-Introduction Leader->[edit]

Creating a Supporter[edit]


Quick Build

You can make a Supporter quickly by following these suggestions. First, Intelligence or should be your highest ability score, followed by Dexterity and Constitution. Second, choose any background really.

Class Features

As a Supporter you gain the following class features.

Hit Points

Hit Dice: 1d8 per Supporter level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Supporter level after 1st

Proficiencies

Armor: None
Weapons: Simple
Tools: Herbalism kit and Smiths Tools
Saving Throws: Constitution, Intelligence
Skills: Any 2

Equipment

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

  • (a) 2 Handaxes or (b) 4 Javelins or (c) 1 Simple Melee Weapon
  • (a) A Light Crossbow with a bcrossbow bolt case and 20 bolts or (b) A Shortbow with a quiver and 20 arrows
  • (a) A Diplomat’s pack or (b) An Explorer’s pack or (c) A Scholar’s pack
  • Smiths Tools
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Supporter

Level Proficiency
Bonus
Skill Points Support Skills Known Features
1st +2 2 2 Support Skills
2nd +2 2 2 Support Specialty
3rd +2 3 2 <!-Class Feature3->
4th +2 4 2 Ability Score Improvement, <!-Class Feature3->
5th +3 5 3 <!-Class Feature3->
6th +3 6 3 <!-Class Feature3->
7th +3 7 3 Support Specialty Feature
8th +3 8 3 Ability Score Improvement, <!-Class Feature3->
9th +4 9 4 <!-Class Feature3->
10th +4 10 4 <!-Class Feature3->
11th +4 11 4 Support Specialty Feature
12th +4 12 4 Ability Score Improvement, Just fill me in later
13th +5 13 5 <!-Class Feature3->
14th +5 14 5 <!-Class Feature3->
15th +5 15 6 Support Speciality
16th +5 16 6 Ability Score Improvement, <!-Class Feature3->
17th +6 17 7 <!-Class Feature3->
18th +6 18 7 Support Speciality Feature
19th +6 19 8 Ability Score Improvement, <!-Class Feature3->
20th +6 20 9 <!-Class Feature3->

Support Skills[edit]

At 1st level, you are capable of performing certain skills to benefit your allies or hinder you enemies. Starting out, you know the two support skills listed below. When you gain certain Supporter levels, you gain additional support skil, as shown in the Support Skills Known column of the Supporter class. You can choose any of the support skills listed at the end of the class, provided you meet the prerequisite. Additionally, when you gain a level in this class, you can choose one of the support skills you know and replace it with another support skill you couldn’t learn before.
Skill Points: You have a number of Skill points, listed on the Supporter table. You regain all used skill points after a long rest, or an amount equal to half your Supporter level (rounded down) after a short rest. Skill points are used for your support skills.
Support Skills Ability: Intelligence is your support skill ability for your support skills, since you have to be smart with who to support.

Support skill save DC = 8 + your proficiency bonus + your Intelligence modifier


Support skill attack modifier = your proficiency bonus + your Intelligence modifier


Minor Defense

Time Used: 1 action
Range: touch
Cost: 1 skill point
Duration: 1 minute
The target gains residence to either Bludgeoning, Piercing, or Slashing for the duration.

Minor Heal

Time Used: 1 action
Range: touch
Cost: 1 skill point
Duration: 1 Instantaneous
The target regains 1d6 + your Intelligence Modifier HP.
At higher levels. You may use more support points to increase this skill’s effects. Every 1 point spent beyond the original amount increases the healing by 1d6.

Self Improvement[edit]

At level 1, choose one of the following.

Fast

Increase your speed by 10 ft.

Sturdy

When you drop to zero HP, instead of falling unconscious, make a Constitution saving throw equal to 5 + the damge dealt. On a success, you drop to 1 HP instead.

Armored

You gain proficiency in light armor and shields

Makeshift

As long as you have Smiths tools present, you can create adventuring gear and weapons during downtime, provided you have the basic materials (you can improvise, ie. a dagger could be made out of monsters tooth), and you spend 1 hour working on it for every gp it costs. Whatever you make sells for 1/10th of it’s market value.

Aware

You gains a blindsense for 10ft.

Brawler

Your unarmed strikes deal 1d4 damage + your strength modifier

Martial adept

You gain proficiency with 1 martial weapon

Student of Magic

You gain 1 cantrip of any spell list.

Darkvision

You gain darkvision

Support Specialty[edit]

At 2nd level, you chose a support specialty. Choose between Healer, Guardian, and Trickster, all detailed at the end of the class description. Your choice grants you features at level 2 and again at levels 7, 11, 15, 18.

==[edit]

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.

Healer[edit]

<!-Class feature game rule information->


<!-Class Option 1->[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Guardian[edit]

<!-Introduce this subclass here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Trickster[edit]

<!-For subclasses introduce this class option here->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

<!-Class Feature->

<!-Class feature game rule information->

Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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