Homebrew:Scrapper: Difference between revisions

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[[file:bodyguard.jpg|right|thumb|500px]]
[[file:scrpper.jpg|right|thumb|500px]]
{{ooc note|This is an implementation of the Bodyguard subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
{{ooc note|This is an implementation of the Scrapper subclass from [[Tasha's Crucible of Everything Else]] volume 1}}
__NOTOC__
__NOTOC__
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
{{base class|fighter|blockquotestyle=width:calc(100% - 510px - 1.4em)}}
Bodyguards are highly skilled fighters that hone their skills and reflexes to recognize and react to threats swiftly, warn others of danger, and if necessary, put themselves in harms way to protect their charges.
Some fighters hone their combat skills through sheer discipline and endless hours of training. They study tactics and techniques developed by time-honored experts in the art of war, and aspire to join their ranks.


Anyone with the unflinching devotion to protect their allies can excel as a bodyguard. In the Forgotten Realms, the Masked Lords of Waterdeep often secure the services of bodyguards, as do many wealthy merchants traveling up and down the Sword Coast. In Eberron, the most famed and respected bodyguards in the Five Nations belong to House Deneith’s Defenders Guild, followed closely by distinguished members of House Medani’s Warning Guild.
You are not one of those fighters.


== Selfless Guardian ==
Scrappers learn to defend themselves on the street and in the tavern, fighting dirty and grabbing whatever’s at hand for a weapon. They’re probably grinning the whole time, too, except for when they’re spitting out teeth.
 
== Makeshift Arsenal ==
''3rd-level {{PAGENAME}} feature''
 
You gain proficiency with improvised weapons. When you deal damage with an improvised weapon, you can choose to deal an amount of damage equal to 2d4 + your Strength modifier instead of the amount normally dealt by such a weapon.
 
After dealing damage, you can deal an additional 1d4 damage if you declare that the blow has shattered, splintered, or otherwise broken the improvised weapon beyond further use. You can’t do this if the improvised weapon is a magic item.
 
At 10th level, this extra damage increases from 1d4 to 1d8.
 
== Dirty Fighting ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You have honed your reflexes to instinctively interpose yourself between your allies and danger. Whenever an ally you can see would take damage, you may move up to half your speed directly toward that ally as a reaction. This movement does not provoke opportunity attacks. If this movement brings you within 5 feet of your ally, you may choose to take the damage they would be dealt in their stead.
Only fools fight fair. You learn a few dirty tricks you can use
in combat. When you hit a creature with a melee weapon
attack, you can use one dirty trick as long as you aren’t
wielding a weapon with the Two-Handed property and
aren’t wearing heavy armor.
 
You have a number of trick points equal to twice your
proficiency bonus. When you use a dirty trick, you spend
one or more trick points, each of which deals an additional
1d6 bludgeoning damage to the target as part of the attack.
The maximum number of trick points you can spend on
a single dirty trick is equal to your proficiency bonus. You
regain all spent trick points when you complete a short
or long rest.
 
If a dirty trick requires a saving throw, the DC is equal to
8 + your proficiency bonus + your Strength modifier.


You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a short or long rest.
;Low Blow
:The target must succeed on a Constitution saving throw or fall prone if it is your size or smaller. This trick has no effect against creatures with more than two legs.
;Go For the Eyes
:The target must succeed on a Dexterity saving throw or become blinded until the end of its next turn. This trick has no effect on creatures without eyes.
;Smash Nose
:The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn. This trick has no effect on creatures without a face.


== Threat Assessment ==
== Swagger ==
''3rd-level {{PAGENAME}} feature''
''3rd-level {{PAGENAME}} feature''


You develop a talent for instinctively recognizing hostile intentions. You gain proficiency in the Insight skill if you do not have it already. Whenever you make a Wisdom ({{insight}}) check to determine whether a creature intends harm toward you or an ally you can see, treat a roll of 7 or lower on the d20 as an 8.
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
 
== Heave-Ho ==
''7th-level {{PAGENAME}} feature''
 
You can use your action to throw a creature you’re grappling. If they’re smaller than your size, you can throw them a number of feet equal to your Strength score. If they’re your size, you can throw them half that distance. If they’re one size larger than you, you throw them a number of feet equal to your Strength modifier (minimum 1 foot). The creature falls prone and takes bludgeoning damage equal to your Strength modifier, plus 1d8 bludgeoning damage for every 5 feet you threw it, rounded down. If the creature would strike an object, structure, or other creature, the struck target must succeed on a Dexterity saving throw or else take an equal amount of damage. The thrown creature then stops moving. If the struck target is the same size as or smaller than the thrown creature and fails the saving throw, it is also knocked prone.


== Vengeful Guardian ==
== Read the Room ==
''7th-level {{PAGENAME}} feature''
''7th-level {{PAGENAME}} feature''


When you use Selfless Guardian, the next attack you make before the end of your next turn that hits the creature that triggered your reaction deals an additional 1d10 damage.
You’re always expecting a fight. When you spend at least
1 minute observing your immediate environment and the
creatures in it, you learn certain details likely to be of use in
the event that violence breaks out. The environment must
be a confined space, such as a room, or an open space in an
urban setting.
 
Ask the DM up to three of the following questions, and
they must respond truthfully.
 
* Which creatures here have notable combat training or experience?
* Which creatures here are a danger to me or my allies?
* Which creatures here have more hit points than I do?
* Who’s in charge here?
* What’s useful to me here?
* What’s my best way out of here?
 
In addition, if a fight breaks out in that environment within the next hour, you have advantage on your initiative roll and can’t be surprised.


== Always Vigilant ==
== Shake It Off ==
''10th-level {{PAGENAME}} feature''
''10th-level {{PAGENAME}} feature''


You can no longer be surprised and you have advantage on initiative rolls. As a reaction when you roll initiative, you can cause one ally that can hear you and who is surprised to no longer be surprised.
While you are conscious, you can spend 1 or more trick points as a bonus action on your turn and gain 1d4 temporary hit points for each point spent this way. You can also spend 3 trick points on your turn to make a saving throw against one effect on you that a successful saving throw can end. You suffer no ill effects from failing a saving throw made in this way.


== Enduring Guardian ==
== I Could Do This All Day ==
''15th-level {{PAGENAME}} feature''
''15th-level {{PAGENAME}} feature''


When you use your Selfless Guardian feature, you immediately gain resistance to all damage until the end of your next turn, including the damage you take as part of your reaction. Additionally, when you roll initiative and have no uses of Selfless Guardian remaining, you regain one use of that feature.
If you have no trick points remaining when your turn begins, you regain 1 trick point.


== Perfect Guardian ==
== Sucker Punch ==
''18th-level {{PAGENAME}} feature''
''18th-level {{PAGENAME}} feature''


After you use your Selfless Guardian feature, until the end of your next turn, you may continue to choose to take any damage an ally within 5 feet of you would be dealt, instead of that ally.
You know it’s a fight when everyone else thinks it’s still a conversation. When you roll initiative, you can spend 3 trick points to immediately make a melee attack against one creature you can see within 5 feet of you. If the attack hits and you use a dirty trick, the creature has disadvantage on its saving throw.
 
Additionally, when you choose to take damage from an attack that hits an ally, you suffer no damage if the attack roll doesn’t equal or exceed your Armor Class.
 
Lastly, after using your Selfless Guardian feature, all of your attacks deal an additional 1d10 damage to creatures that attempted to deal damage to allies within 5 feet of you, until the end of your next turn.


[[category:homebrew fighter subclasses]]
[[category:homebrew fighter subclasses]]

Revision as of 03:47, 13 November 2023

File:Scrpper.jpg

(OOC: This is an implementation of the Scrapper subclass from Tasha's Crucible of Everything Else volume 1)

Base Class: Fighter

Some fighters hone their combat skills through sheer discipline and endless hours of training. They study tactics and techniques developed by time-honored experts in the art of war, and aspire to join their ranks.

You are not one of those fighters.

Scrappers learn to defend themselves on the street and in the tavern, fighting dirty and grabbing whatever’s at hand for a weapon. They’re probably grinning the whole time, too, except for when they’re spitting out teeth.

Makeshift Arsenal

3rd-level Scrapper feature

You gain proficiency with improvised weapons. When you deal damage with an improvised weapon, you can choose to deal an amount of damage equal to 2d4 + your Strength modifier instead of the amount normally dealt by such a weapon.

After dealing damage, you can deal an additional 1d4 damage if you declare that the blow has shattered, splintered, or otherwise broken the improvised weapon beyond further use. You can’t do this if the improvised weapon is a magic item.

At 10th level, this extra damage increases from 1d4 to 1d8.

Dirty Fighting

3rd-level Scrapper feature

Only fools fight fair. You learn a few dirty tricks you can use in combat. When you hit a creature with a melee weapon attack, you can use one dirty trick as long as you aren’t wielding a weapon with the Two-Handed property and aren’t wearing heavy armor.

You have a number of trick points equal to twice your proficiency bonus. When you use a dirty trick, you spend one or more trick points, each of which deals an additional 1d6 bludgeoning damage to the target as part of the attack. The maximum number of trick points you can spend on a single dirty trick is equal to your proficiency bonus. You regain all spent trick points when you complete a short or long rest.

If a dirty trick requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength modifier.

Low Blow
The target must succeed on a Constitution saving throw or fall prone if it is your size or smaller. This trick has no effect against creatures with more than two legs.
Go For the Eyes
The target must succeed on a Dexterity saving throw or become blinded until the end of its next turn. This trick has no effect on creatures without eyes.
Smash Nose
The target must succeed on a Wisdom saving throw or be unable to take reactions until the start of its next turn. This trick has no effect on creatures without a face.

Swagger

3rd-level Scrapper feature

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Heave-Ho

7th-level Scrapper feature

You can use your action to throw a creature you’re grappling. If they’re smaller than your size, you can throw them a number of feet equal to your Strength score. If they’re your size, you can throw them half that distance. If they’re one size larger than you, you throw them a number of feet equal to your Strength modifier (minimum 1 foot). The creature falls prone and takes bludgeoning damage equal to your Strength modifier, plus 1d8 bludgeoning damage for every 5 feet you threw it, rounded down. If the creature would strike an object, structure, or other creature, the struck target must succeed on a Dexterity saving throw or else take an equal amount of damage. The thrown creature then stops moving. If the struck target is the same size as or smaller than the thrown creature and fails the saving throw, it is also knocked prone.

Read the Room

7th-level Scrapper feature

You’re always expecting a fight. When you spend at least 1 minute observing your immediate environment and the creatures in it, you learn certain details likely to be of use in the event that violence breaks out. The environment must be a confined space, such as a room, or an open space in an urban setting.

Ask the DM up to three of the following questions, and they must respond truthfully.

  • Which creatures here have notable combat training or experience?
  • Which creatures here are a danger to me or my allies?
  • Which creatures here have more hit points than I do?
  • Who’s in charge here?
  • What’s useful to me here?
  • What’s my best way out of here?

In addition, if a fight breaks out in that environment within the next hour, you have advantage on your initiative roll and can’t be surprised.

Shake It Off

10th-level Scrapper feature

While you are conscious, you can spend 1 or more trick points as a bonus action on your turn and gain 1d4 temporary hit points for each point spent this way. You can also spend 3 trick points on your turn to make a saving throw against one effect on you that a successful saving throw can end. You suffer no ill effects from failing a saving throw made in this way.

I Could Do This All Day

15th-level Scrapper feature

If you have no trick points remaining when your turn begins, you regain 1 trick point.

Sucker Punch

18th-level Scrapper feature

You know it’s a fight when everyone else thinks it’s still a conversation. When you roll initiative, you can spend 3 trick points to immediately make a melee attack against one creature you can see within 5 feet of you. If the attack hits and you use a dirty trick, the creature has disadvantage on its saving throw.