User:Quincy/Officer (5e Class)

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Sniper[edit]

(Flavor text goes here, etc.)

Creating a Sniper[edit]

Quick Build

You can make a sniper quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom.

Class Features

As a heavy you gain the following class features.

Hit Points

Hit Dice: 1d10 per Sniper level
Hit Points at 1st level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 + Constitution modifier per Heavy level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Constitution, Charisma
Skills:

Equipment

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

  • (a)
Table:The Sniper
Class
Level
Proficiency
Bonus
Features -
1st +2 Fighting Style, Leadership (d6)
2nd +2 Battle Cry
3rd +2 Officer Archetype
4th +2 Feat
5th +3 Extra Attack, Inspiring Leadership, Leadership (d8)
6th +3 Archetype Feature
7th +3
8th +3 Feat
9th +4
10th +4 Aura of Courage, Leadership (d10)
11th +4
12th +4 Feat
13th +5 Extra Attack (2)
14th +5 Archetype Feature
15th +5 Leadership (d12)
16th +5 Feat
17th +6 Iron Will
18th +6 Archetype Feature
19th +6 Feat
20th +6 Master Sniper

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose two of the following options. You can't take a Fighting style option more than once, even if you later get to choose it again. You can choose a third option from the Fighting Style class feature at 9th level, and you can choose a fourth option from the Fighting Style class feature at 17th level.

Leadership[edit]

You can inspire others through giving tactical commands, shouting mottos and battle cries, or by recalling tales of heroism. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Leadership die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Leadership die, but must decide before the GM says whether the roll succeeds or fails. Once the Leadership die is rolled, it is lost. A creature can have only one Leadership die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Leadership die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Battle Cry[edit]

Starting at 2nd level, you can inspire those around you to take up arms. As a bonus action, you can call out to all allied creatures within 120 feet of you, making them deal additional damage on all attacks equal to your Charisma modifier (minimum of one) until the start of your next turn. Once you use your Battle Cry in this way, you must complete a short or long rest before you can do so again.

=== Inspiring Leadership At 5th level, you regain all of your expended uses of Leadership when you finish a short or long rest.

Aura of Courage[edit]

Starting at 10th level, you and friendly creatures within 30 feet of you can't be frightened while you are conscious.

Officer Archetype[edit]

Choose one:

Iron Will[edit]

At 17th level you gain proficiency in Wisdom saving throws.

Paragon[edit]

When you reach 20th level, your Charisma and Wisdom scores increases by 4. Your maximum for these scores is increased by 4.

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