Team Fortress 2 Classes

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Team Fortress 2 Based Classes

The Scout

Bonk, tough guy

Class Features

As a Scout, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Scout level
  • Hit Points at 1st Level: 6 + Constitution Modifier
  • Hit Points at Higher Levels: 4 + Constitution Modifier

Proficiencies


  • Armor: Light armor
  • Weapons: All weapons
  • Tools: One tool of your choice
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from the following: Acrobatics, Athletics, Deception, Persuasion, Sleight of Hand, Survival

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) leather armor or (b) studded leather armor
  • (a) a small medallion or (b) a worn down leather cap
  • A pouch of 10 gp
Scout Features
Level Proficiency Bonus Features Bonk Points Boost Points Speed Increase
1st +2 Speed +10ft
2nd +2 Double Jump +10ft
3rd +2 Primary Choice 1 +10ft
4th +2 Ability Score Increase 1 +10ft
5th +3 Extra Attack 2 +15ft
6th +3 Bonk 1 2 +15ft
7th +3 Capper 1 3 +15ft
8th +3 Ability Score Increase 2 3 +15ft
9th +4 2 4 +20ft
10th +4 Bleeding 3 4 +20ft
11th +4 Milkman 3 5 +20ft
12th +4 Ability Score Increase 4 5 +20ft
13th +5 4 6 +25ft
14th +5 Bleeding Improvement 5 6 +25ft
15th +5 Melee Choice 5 7 +25ft
16th +5 Ability Score Increase 6 7 +25ft
17th +6 6 8 +30ft
18th +6 Mark for Death 7 8 +30ft
19th +6 Ability Score Increase 7 9 +30ft
20th +6 Epic Scout 7 9 +30ft

Speed

At 1st level, your speed is increased by 10ft. This increases to 15ft at 5th level, 20ft at 9th level, 25ft at 13th level and 30ft at 17th level.

Double Jump

At 2nd level, you may jump twice in the air. Whenever you jump, you may jump a second time as if you were on the ground, even if you were in the air. Additionally, you may use Dexterity to calculate your jump distance instead of Strength.

Primary Choice

At 3rd level, you may choose a subclass, alongside what kind of path you shall take. You may choose from any of the following options, and you may change them over the course of a long rest:

The Potion Popper

Twice per long rest, you may spend one boost point to gain a flying speed equal to your walking speed, which lasts until the start of your next turn.

The Backslasher

Whenever you would surprise an enemy, you may multiply your proficiency bonus by however many Boost points you choose to spend and add the total to your damage roll. This decision must be made before you make an attack roll, and spent Boost points are not returned if the attack misses.

The Force of Nature

On hit, you may spend a boost point to cause that creature to make a DC Strength Saving Throw equal to the attack roll. That creature is pushed 30ft away from you and takes an additional 1d4 damage on a failure, or half as much on a success.

The Shortstop

You may spend a boost point to push any creature within 5ft of you to make a DC Strength Saving Throw equal to your Dexterity score, moving up to 20ft away from you on a failure.

The Babyface Basher

Whenever you take damage or use your Double Jump feature, you lose one boost point. Whenever you deal damage, you gain one boost point, or two if you dealt a critical hit. You may not exceed your maximum boost point limit using this feature. You may spend any number of boost points as a free action on your turn to increase your movement speed by 5ft per point spent. This effect lasts until the end of your turn.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Bonk

At 6th level, you gain access to Bonk points, which can be used in any number of ways. You may spend a bonk point as a bonus action to gain the following attributes:

  • You become immune to all types of damage
  • You have a +2 to AC
  • You cannot make actions, bonus action or reactions

This effect lasts until the start of your next turn, after which your speed is halved until the end of that turn.

Capper

At 7th level, your skills are honed to quickly get into areas, do what you can, then leave. You now have advantage on Sleight of Hand checks and a +1 to AC. Additionally, your carrying capacity is doubled.

Extra Attack

Beginning at 9th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Bleeding

At 10th level, you can make people bleed. Whenever you deal damage to a creature, you may spend a bonk point to force that creature to make a DC Constitution Saving Throw equal to your Dexterity Score. On a failure, the creature takes 1d4 unavoidable damage at the start of each of its turns. The creature may repeat the save on itself at the end of each of those turns, ending the effect on a success. Causing an enemy to bleed again gives it disadvantage on its next Bleed saving throw.

Milkman

At 11th level, you begin to produce "milk." As a bonus action, you may spend a bonk point to cover your weapon in "milk." The next attack roll you make using this weapon causes the creature to be covered in "milk." If a creature covered in "milk" is damaged, half of that damage is returned to the attacker as healing. Alternatively, as an action, you may throw the "milk" up to your thrown weapon range. All creatures within 10ft of your target must make a Dexterity Saving Throw equal to your Dexterity score, becoming covered in "milk" on a failure. Creatures covered in "milk" must spend one action to remove the "milk."

Bleeding Improvement

At 14th level, you have perfected the sharpness and lethality of your weapons. Bleed damage is increased to 1d8 instead of 1d6, and the DC is increased by 2. Additionally, if you kill a creature with bleed damage, you gain one bonk point (up to your maximum.)

Melee Choice

At 15th level, your melee weapons are enchanted. Your enchantment applies to one melee weapon of your choice. You may change your choice over the course of a long rest. You must choose from the following enchantments:

The Arcane-izer

You may use your Double Jump ability twice while in the air, allowing you to jump three times in the air. Additionally, any attacks made with this weapon while in the air have a +1 to attack and damage rolls.

The Blood Basher

Whenever you deal a critical hit using this weapon, you automatically make that enemy bleed without spending a bonk point.

The Sun on a Stick

If you attack a creature that took fire damage that round, you deal double damage.

The Fan of War

You may choose one creature to Mark for Death. Marked creatures take double damage from this melee weapon, though you deal half damage to non-marked creatures with this weapon.

The Sandman

As a bonus action, you may spend a boost point to make a ranged attack roll against a creature within 30ft of you. On a hit, that creature's speed is halved until the start of your next turn.

Mark for Death

At 18th level, you can mark creatures for death. Once per long rest, whenever you deal damage to a creature within 30ft of you, you may mark it for death. Creatures marked for death by you are vulnerable to three types of damage of your choice. If the creature had resistance to one of those damage types, the resistance is removed. Immunities are not affected. The Marked for Death effect lasts for 1d4 rounds.

Epic Scout

Whenever you are reduced to 0 HP, you may spend ten points (you may use both boost and/or bonk points) to return to full health, with a 15ft bonus to your speed, which lasts for one hour. You may not use this ability again for seven days.

Scout Subclasses

Subclasses are funny. Scout subclasses have up and downsides.

Blood Scout

Blood scouts thrive in their bleed effect.

First Blood

At 5th level, you gain your Bleed ability.

Flying Guillotine

At 9th level, you may spend a bonk point while using a ranged or thrown weapon, causing it to make its target bleed.

Alternate Bleeding

At 10th level, your Bleed damage is increased to 1d6 instead of 1d4.

Reckless Bloodlust

At 13th level, you may make a Reckless Attack as a free action. On a hit, you cause your target to bleed, but on a miss, you bleed.

Bleeding Improvement

At 14th level, your Bleed damage is increased to 1d8 instead of 1d6.

Bad Sauce

At 17th level, whenever you make a creature bleed, you also cover them in "milk" and mark them for death. The "milk" and the marked for death effects stop when the bleeding stops.

Pen Scout

Not the writing utensil.

A Real Dick

At 5th level, you may add your remaining bonk and boost points to your damage whenever you surprise an enemy.

Dive Bomber

At 9th level, you gain resistance to fall damage.

Milker

At 13th level, attackers receive three quarters of the damage dealt to creatures covered in "milk" instead of half.

Bouniful Milkman

At 17th level, your "milk" remains on your weapons until you take damage. Additionally, creatures covered in "milk" must spend an action to make a DC Dexterity Saving Throw equal to your Charisma score in order to remove the milk.

Blaster Scout

The power of range compels ye

Gunner

At 5th level, your ranged weapon range is doubled.

Trick Reload

At 9th level, you may spend a boost point to immediately reload a weapon with the loading property.

The Winger

At 13th level, you may add your Dexterity bonus to your ranged weapon damage rolls. Additionally, your jump distance is increased by 10ft and, whenever you gain a flying speed, that is increased by 10ft.

The Pretty Pocket

At 17th level, whenever you deal damage with a ranged weapon, half of that damage returns as healing. Additionally, you ignore fall damage.

Variant Bonk

At 6th level, instead of the normal Bonk ability, you may choose to use this variant rule instead. Whenever you use your Bonk ability, you instead deal double damage until the start of your next turn. However, afterwards, you are vulnerable to physical damage until the end of that turn.

The Soldier

"Maggots!"

Class Features

As a Soldier, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per Soldier level
  • Hit Points at 1st Level: 10 + Constitution Modifier
  • Hit Points at Higher Levels: 6 + Constitution Modifier

Proficiencies


  • Armor: All armor
  • Weapons: All weapons
  • Tools: One tool of your choice

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from the following: Athletics, Intimidation, Investigation, Survival

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) chain mail armor or (b) plate armor
  • (a) a pair of boots or (b) a dented helmet
  • A pouch of 10 gp
Soldier Features
Level Proficiency Bonus Features Launcher Points Army Points
1st +2 Launcher 4
2nd +2 Blast Jumping 5
3rd +2 6
4th +2 Ability Score Increase 7
5th +3 Extra Attack 8
6th +3 9 1
7th +3 Banner 10 1
8th +3 Ability Score Increase 11 2
9th +4 12 2
10th +4 Equalizer 13 3
11th +4 Rocket Specialist 14 3
12th +4 Ability Score Increase 15 4
13th +5 16 4
14th +5 Escape Plan 17 5
15th +5 Banner Improvement 18 5
16th +5 Ability Score Increase 19 6
17th +6 Disciplinary Action 20 6
18th +6 20 7
19th +6 Ability Score Increase 20 7
20th +6 Flying Rocket N/A 7

Launcher

At 1st level, you have a launcher that allows you to deal large amounts of damage. The launcher has a range of 80/320 and uses your Dexterity modifier for attack rolls. You have proficiency with using your launcher. Every time you use the launcher, you must spend a Launcher point. Launcher points are regained after a long rest. Different launchers determine what path of Soldier you shall take in future levels. (See Soldier Subclasses)

Blast Jumping

At 2nd level, you gain the ability to sacrifice health in exchange for mobility. As an attack action, you may attack yourself using your launcher and move 30ft in any direction. You have resistance to damage dealt using your launcher.

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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Banner

At 7th level, you unlock a utility banner that allows you to support yourself and your allies. You must choose one banner and may change your selection over the course of a long rest.

Battalion's Backup

Your maximum health passively increases by 10 plus your Constitution Modifier. Additionally, you may spend any number of army points to activate your banner. When active, you and all allies within 10ft of you may reduce damage taken by the amount of banner points spent multiplied by your proficiency bonus for two rounds.

The Conqueror

At the start of each of your turns, you regain an amount of hit points equal to your army point limit. You may spend any amount of army points to increase the amount of health regeneration to 1d4 multiplied by the number of army points spent. This affects all allies within 15ft of you. This lasts for two rounds.

The Buff Banner

You have a +1 to damage rolls made with your launcher so long as you have army points. You may spend any number of army points to activate this banner. When active, you and all allies may increase their damage with all attacks by 1d4 multiplied by the amount of army points spent. This lasts for two rounds.

Equalizer

At 10th level, the more injured you are, the greater your blows. You may spend an army point during an attack roll to deal extra damage, equal to half of your missing health.

Rocket Specialist

At 11th level, you improve your launcher's accuracy and damage. You have a +1 to attack and damage rolls with your launcher. Additionally, whenever you deal damage, you may spend an army point to attempt to stun the main target. The central target of the attack must make a DC 15 Constitution Saving Throw, becoming stunned for one turn on a failure. Your launcher now counts as a magical weapon.

Escape Plan

At 14th level, you have the ability to retreat when needed. You may spend an army point to add 5ft to your movement speed for every 10 hit points you have lost (rounded down.) This effect lasts for one turn.

Banner Improvement

At 15th level, you may choose two banners to be active at a time. You may swap out any banner over the course of a long rest.

Disciplinary Action

When you reach 17th level, you can respond to your allies being injured and get them out of harm's way. Whenever a creature within 30ft of you takes damage, you can spend an army point as a reaction and grant that creature 15ft of movement as a free action.

Angel of Rockets

At 20th level, you become a harbinger of death and destruction. You no longer need to spend launcher points to use your launcher.

Soldier Subclasses

Your subclass varies depending on what launcher you choose.

The Normal Launcher

This launcher deals 1d10 points of bludgeoning damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d4 points of bludgeoning damage.

Shotgun Tactics

When you reach 3rd level, you are used to dealing damage at close range. You do not have disadvantage on ranged attack rolls when you are within 5ft of your target.

Critical Rocket

At 6th level, your aim can cause your rockets to be extra lethal. You deal critical hits on a 19 when using your launcher.

Panicked Attack

Beginning at 9th level, you can make a panicked and instinctual attack. As a reaction, you may spend an army point to make an attack.

Trench Warfare

At 13th level, you can use trenches to your advantage. Your speed with digging implements is doubled, and you ignore half cover and three quarters cover when using your launcher.

Ol' Reliable

At 18th level, your launcher becomes reliable and not apt to miss. Whenever you roll a natural 1 on an attack roll with your launcher, you can spend an army point to reroll the attack roll.

The Direct Hit

This launcher deals 1d12 points of bludgeoning damage on a successful hit and has a +1 to attack and damage rolls.

Airshot

At 3rd level, you deal an additional 1d6 points of bludgeoning damage to airborne creatures.

Critical Rocket

At 6th level, your aim can cause your rockets to be extra lethal. You deal critical hits on a 19 when using your launcher.

Improved Airshot

At 9th level, you deal an additional 1d6 points of bludgeoning damage to airborne creatures.

Pinpoint Accuracy

At 13th level, you have an additional +1 to attack rolls using this weapon.

Obliterator

Beginning at 18th level, you have the ability to obliterate smaller targets. Whenever a creature that has a CR equal to one quarter of your level, you may spend a launcher point as an action to immediately reduce that creature's health to 0. The creature must not be resistant to bludgeoning damage.

The Black Box

This launcher deals 1d10 points of bludgeoning damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d4 points of bludgeoning damage. Whenever you deal damage with this weapon, you gain an amount of hit points equal to your Soldier level. However, after spending a launcher point, roll 1d4. On a 4, you lose another launcher point.

Conqueror

Beginning at 3rd level, whenever you lose a launcher point, you gain 1d4 hit points.

Overheal

At 6th level, you can go above your maximum hit point value. Healing gained using your launcher or Soldier abilities is converted to temporary hit points if your are already at your hit point maximum.

The Zatoichi

When you reach 9th level, you may regain health using your Black Box ability whenever you kill an enemy with a non-launcher weapon.

The Backup Plan

At 13th level, as a reaction, you may spend an army point to gain 2d8 hit points.

The Immovable Object

At 18th level, you may reduce all damage taken by an amount equal to your Soldier level.

The Trolldier

This launcher deals no damage, but blast jumping allows you to travel 60ft in any direction instead of 30ft.

The Market Gardener

At 3rd level, your momentum carries into your strikes. You deal double damage if you make a melee weapon attack after rocket jumping. You may not deal critical damage while using this feature.

The Mantreads

Starting at 6th level, your ability to maneuver yourself in the air heightens. You do not have to travel in a straight line while blast jumping, but instead you may move in any way you choose to.

Steel Legs

At 9th level, your legs adapt to your foolish antics whenever you take fall damage from your blast jumping. You have resistance to fall damage while blast jumping.

Improved Market Gardener

At 13th level, you may deal critical hits while market gardening.

Blast Master

Beginning at 18th level, your skill in maneuvering in the air has turned you into a flying menace. You may blast jump as a free action.

The Liberty Launcher

This launcher deals 1d8 points of bludgeoning damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d3 points of bludgeoning damage. You have one extra launcher point, and you have a +1 to attack rolls using this weapon. Additionally, self damage taken with this launcher is reduced by your soldier level.

Beginner's Blaster

Beginning at 3rd level, you are less likely to fail when using this weapon. Whenever you roll a natural 1 on an attack roll using this blaster, you may spend a launcher point to reroll the die. You must accept the second roll.

The Liberating Blast

At 6th level, your shots push creatures away. All creatures that take damage from your launcher must immediately make a DC Strength Saving Throw equal to your Strength Score. On a failure, creatures that were 5ft away from the target are pushed 10ft back from the target (or 5ft on a success) and the target is pushed 20ft away from you (or 10ft on a success).

The Quick Switch

Starting at 9th level, you may swap between weapons with ease. Once per turn, you may holster and draw a weapon as a free action.

The Reserve Shooter

When you reach 13th level, you deal extra damage to creatures pushed by your launcher. Before making an attack roll against a creature that was pushed by you on the same round, you may spend an army point to deal an additional 1d10 points of bludgeoning damage if the attack hits. You may also use this ability against airborne targets or creatures moved against their will on the same round.

The Free Bird

At 18th level, the push force of your rockets is strengthened, even against yourself. Creatures are pushed twice as far by your rockets, and your blast jump distance is increased to 45ft.

The Cow Mangler 5000

This launcher deals 1d10 points of fire damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d4 points of fire damage. This weapon counts as a magical weapon.

Charged Shot

Beginning at 3rd level, you may charge your launcher to fire deadly shots. You may spend your entire action and an extra launcher point to charge and fire your launcher. You deal 1d12 fire damage to the central target and 1d6 to all creatures within 5ft of it. Furthermore, the effects of Dispel Magic are cast within a 15ft radius of the central target until the start of your next turn.

Righteous Bison

At 6th level, you may spend a launcher point to fire a piercing beam instead of a projectile. All creatures in a 60ft line that is 5ft wide must make a DC Dexterity Saving Throw equal to your Dexterity Score. On a failure, creatures take force damage equal to 1d8 plus your Dexterity Modifier, or half as much on a success.

Efficient Ammunition Storage

Beginning at 9th level, you gain an additional launcher point.

Cow Mangler 6000

At 13th level, your charged shots also burn creatures. All creatures that take damage from your charged shot must make a DC 14 Constitution Saving Throw. On a failure, they take 1d4 points of fire damage at the start of each of their turns. This effect lasts for 1d4 rounds for the central target and half as long for all other creatures.

Force Generator

At 18th level, firing a charged shot costs the same amount of launcher points as a normal shot.

The Beggar's Bazooka

This launcher deals 1d10 points of bludgeoning damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d3 points of bludgeoning damage.

Barrage

Beginning at 3rd level, you can launch a barrage of projectiles. As an action, you may spend any number of launcher points and use the launcher a number of times equal to the amount of points spent. Each shot also has a penalty to the attack roll equal to the amount of points spent. If you choose to spend four or more launcher points, you take 1d4 points of fire damage, and you take an additional 1d4 points of damage for every launcher point above four spent at one time. Additionally, you cannot spend more than eight points on one barrage.

Botbasher

At 6th level, you have a +2 to damage rolls against constructs and objects.

Giant Buster

When you reach 9th level, you are well equipped to destroy larger foes. You have a +1 on attack rolls against creatures that are size Large or larger.

Steel Slaughterer

At 13th level, you have an additional +8 to damage rolls against constructs and objects. Additionally, you have a +1 to attack rolls against constructs and objects.

Reworked Overheat System

At 18th level, you no longer take damage when spending more than four launcher points on one barrage.

The Air Strike

This launcher deals 1d10-1 points of bludgeoning damage on a successful hit. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Strength score. On a failure, they take 1d3 points of bludgeoning damage.

Flying Menace

At 3rd level, your damage is increased whenever you are blast jumping. While blast jumping, you have a +2 to attack rolls and you deal damage to all creatures within 10ft of the central target instead of 5ft.

Killcounter

When you reach 6th level and kill a creature with this launcher, you gain one launcher point. (You may not exceed your normal launcher point limit in this way.) You may use this feature a number of times equal to your proficiency bonus per long rest.

Base Jumper

Beginning at 9th level, you may cast the effects of Feather Fall on yourself at will while in the air. This is not a magical ability and thus cannot be counterspelled.

The Market Gardener

At 13th level, your momentum carries into your strikes. You deal double damage if you make a melee weapon attack after rocket jumping. You may not deal critical damage while using this feature.

Bomb Dropper

At 18th level, your projectiles become menaces for creatures to handle. You have a +2 to damage rolls while blast jumping, your blast jump distance is increased to 45ft and you take no damage from blast jumping.

The Pyromaniac

Class Features

As a Pyro, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Pyro level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 5 + Constitution Modifier

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All weapons
  • Tools: Two tools of your choice

  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from the following: Athletics, Acrobatics, Deception, Intimidation, Investigation, Performance, Sleight of Hand, Survival

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) chain mail armor or (b) breastplate
  • (a) an oxygen tank or (b) a gas mask
  • A pouch of 10 gp
Pyro Features
Level Proficiency Bonus Features Afterburn Damage Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Fire Retardant Suit 2 1
2nd +2 Spellcasting 2 1
3rd +2 Afterburn 1d4 2 2 1
4th +2 Ability Score Increase 1d4 2 2 1
5th +3 Extra Attack 1d6 3 2 2 1
6th +3 1d6 3 2 2 1
7th +3 Airblast 2d4 3 3 2 1 1
8th +3 Ability Score Increase 2d4 3 3 2 1 1
9th +4 2d6 3 3 2 2 1 1
10th +4 Gas Grenade 2d6 3 3 2 2 1 1
11th +4 Thermal Thruster 2d6+2 3 3 2 2 2 1 1
12th +4 Ability Score Increase 2d6+2 3 3 2 2 2 1 1
13th +5 3d6 3 3 2 2 2 1 1 1
14th +5 Powerjacked 3d6 3 3 2 2 2 1 1 1
15th +5 Backscratched 3d6+2 3 3 2 2 2 2 1 1 1
16th +5 Ability Score Increase 3d6+2 3 3 2 2 2 2 1 1 1
17th +6 Flaring Smite 4d6 3 3 2 2 2 2 1 1 1 1
18th +6 4d6 3 3 2 2 2 2 1 1 1 1
19th +6 Ability Score Increase 5d6 3 3 2 2 2 2 1 1 1 1
20th +6 Hellfire Maniac 5d6 3 3 2 2 2 2 1 1 1 1

Fire Retardant Suit

At 1st level, you have resistance to fire damage and ignore afterburn from other Pyros.

Spellcasting

Starting at 2nd level, you have access to various spells. Whenever you are of the available level, you may learn any of the following spells:

Absorb Elements

Aganazzar's Scorcher

Ashardalon's Stride

Branding Smite

Burning Hands

Conjure Elemental

Conjure Minor Elemental

Continual Flame

Create Bonfire

Delayed Blast Fireball

Faerie Fire

Fire Bolt

Fire Shield

Fire Storm

Fireball

Flame Arrows

Flame Blade

Flame Strike

Flaming Sphere

Heat Metal

Hellish Rebuke

Immolation

Incendiary Cloud

Investiture of Flame

Melf's Minute Meteors

Meteor Swarm

Prismatic Spray

Prismatic Wall

Produce Flame

Pyrotechnics

Sacred Flame

Scorching Ray

Searing Smite

Summon Elemental

Wall of Fire

You may not know or use any other spells unless granted to you by another class, feat or magic item.

Afterburn

Beginning at level 3, your weapon attacks leave creatures burning. Once per turn, whenever you deal damage with a weapon attack or deal fire damage, you may choose to set one of the damaged creatures on fire. The creature must make a DC Constitution Saving Throw equal to 10 or half of the damage it took, whichever is higher. On a failure, the target is set on fire. Creatures with afterburn take 1d4 fire damage at the start of each of their turns. Burning creatures cannot benefit from the Invisible condition and have disadvantage on Stealth checks. Additionally, burning creatures have disadvantage on skill checks. At the end of each of their turns, burning creatures can repeat the saving throw (maximum of DC 20) at the end of each of their turns, ending the Afterburn effect on a success. Creatures automatically succeed if they are at least partly in water, the exact amount of which can be decided by the DM.

Additionally, you may choose a subclass.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Airblast

At 7th level, you can push projectiles and creatures away using a compressed burst of air. Twice times per long rest, as a reaction, all creatures must make a DC Strength Saving Throw equal to your Spell Save DC. Creatures are pushed back by 30ft on a failed save, or half as much (15ft) on a success. Object under 5lbs automatically fail the saving throw and any projectiles with momentum have their momentum reversed. Larger objects are only pushed back 15ft and larger projectiles or spell projectiles simply halt mid air. You have no effect on objects that are heavier than your strength score plus your constitution score.

Gas Grenade

Beginning at 10th level, you have the ability to summon a cloud of gas anywhere within 60ft of you. This cloud has a 10ft radius. Any creature in the gas cloud must make a DC Dexterity Saving Throw equal to your Spell Save DC. Creatures that fail the saving throw are "gassed." Whenever a gassed creature takes damage, it is subject to afterburn. Gassed creatures may repeat the saving throw at the end of each of their turns, ending the effect on a success. Creatures must make the saving throw whenever they first enter the cloud, whenever they start their turn in the cloud, or if they are in the cloud whenever it is summoned. The cloud lasts for three rounds. If any fire damage is dealt in the cloud, an AoE that deals fire damage overlaps with the cloud or any creatures take damage in the cloud, all creatures in the cloud take fire damage equal to your afterburn damage. You may use this ability once per long rest.

Thermal Thruster

Starting at 11th level, you have a freaking jetpack. Well done. Twice per long rest, as an action, you gain a flying speed of 80ft until the end of your turn.

Powerjacked

At 14th level, you may become powerjacked at any time. While powerjacked, your movement speed increases by 15ft. However, while powerjacked, you take an additional 1d4-1 damage per hit die from every attack.

Backscratched

At 15th level, since you take so much damage as a close combat warrior, you must make the most from healing. Whenever you heal yourself magically through potions or magic items, the amount of healing you gain is doubled.

Flaring Smite

Starting at 17th level, your ability to take advantage of burning creatures is increased. You deal extra damage equal to your afterburn damage whenever you attack a burning player.

Hellfire Maniac

At 20th level, you are as deadly and demented as a demon from the Hells. Creatures must attempt to save against afterburn whenever you deal fire damage, and all creatures have disadvantage against attempting the save. Additionally, whenever you reach 0 HP, you explode in a fiery maelstrom. All creatures within 30ft of you must make a DC 20 Dexterity Saving Throw, dealing 10d12 fire damage on a failed saving throw or half as much on a success. All creatures that take damage suffer from afterburn. Afterwards you become unconscious.

Pyro Subclasses

"Mmph Mmph"

The Stock

F2P Gaming

The Flamethrower

At 3rd level, as an attack action, you may make a melee magical attack. The attack uses your dexterity score to hit and you are proficient with this attack. You deal fire damage equal to twice your afterburn dice. After dealing damage in this way, the target must also make a saving throw, or suffer afterburn on a failure.

Shotgun Tactics

When you reach 6th level, you are used to dealing damage at close range. You do not have disadvantage on ranged attack rolls when you are within 5ft of your target.

Panicked Attack

Beginning at 9th level, you can make a panicked and instinctual attack. As a reaction, you may make an attack, but creatures set on fire by you do not take afterburn damage that turn.

The Reserved Shooter

At 13th level, you have the ability to punish those pushed away by you. You may choose to deal extra damage equal to your afterburn die whenever you attack a creature that was airblasted by you on the same round. You may also use this ability against airborne targets or creatures moved against their will on the same round. You may use this ability a number of times equal to your proficiency bonus per long rest.

Wider Nozzle

At 18th level, your flamethrower ability's range is increased to a 20ft cone.

Assassin Pyro

Backburner

At 3rd level, as an attack action, you may make a melee magical attack. The attack uses your dexterity score to hit and you are proficient with this attack. You deal fire damage equal to twice your afterburn dice. After dealing damage in this way, the target must also make a saving throw, or suffer afterburn on a failure.

Health Dropper

When you reach 6th level, whenever you attack a spellcaster, you deal extra damage equal to your Pyro level to that spellcaster.

Airblast Exchange

Starting at 9th level, whenever you surprise a target with your flamethrower, your weapon dice are doubled. However, you may only airblast once per long rest instead of twice.

Flightmaster

At 13th level, whenever you use your Thermal Thruster ability, you do not take fall damage. Additionally, you may choose to land on a creature, making a strength-based melee attack roll against that creature. If you hit, you deal damage to that creature equal to the fall damage you would have taken. Additionally, after using your Thermal Thruster ability, you may use one more attack action.

Sneaky Menace

At 18th level, you deal triple the weapon dice damage whenever you surprise an enemy using your flamethrower.

Combo Pyro

"Brainless is too brainless"

The Degreaser

At 3rd level, as an attack action, you may make a melee magical attack. The attack uses your dexterity score to hit and you are proficient with this attack. You deal fire damage equal to twice your afterburn dice. After dealing damage in this way, the target must also make a saving throw, or suffer afterburn on a failure.

Swapper

When you reach 6th level, you may swap weapons as a free action. Additionally, you may make a Degreaser attack as a free action.

Flare Jumper

Beginning at 9th level, you have the ability to explode your way across distances. Whenever you deal fire damage against yourself, you may move up to 5ft in any direction as a free action for every 4 points of fire damage you took (maximum of 120ft) Difficult terrain, gaps or holes do not affect you while moving in this way.

Extinguisher

At 13th level, you extinguish your enemies...for a price. Whenever you hit with a melee attack against a burning creature, you may choose to end the afterburn effect on that creature to deal critical damage. The attack may not set the creature on fire again. If a creature is gassed, you automatically deal critical damage against it with melee attacks.

The Bing Soy

At 18th level, your greatest weakness is circumvented. You can breathe underwater for up to an hour. Additionally, you deal critical damage with melee attacks against creatures that are gassed or covered in water.

Far from God Pyro

"W+M1"

The Phlogistinator

At 3rd level, as an attack action, you may make a melee magical attack. The attack uses your dexterity score to hit and you are proficient with this attack. You deal fire damage equal to twice your afterburn dice. After dealing damage in this way, the target must also make a saving throw, or suffer afterburn on a failure.

The Critical Menace

Beginning at 6th level, an ungodly ability is unlocked. After dealing an amount of fire damage with your Phlogistinator equal to 15 times your level, you may spend a bonus action to deal critical damage on all spells and weapon attacks until the end of your next turn. You may use this ability once per long rest.

Scorchshot

At 9th level, your ranged weapon attacks that deal fire damage or inflict afterburn have a +1 to attack rolls.

Metalmelter

When you reach 13th level, you are exceptional at destroying and burning those that normally cannot be burned. You ignore resistance to fire damage and you ignore abilities that would turn fire damage into healing, instead halving your damage. You may add a +2 to damage rolls against constructs and objects.

Demonspawn

At 18th level, you have regressed to W+M1. Attack rolls with your flamethrower automatically hit if you have an available target.

The Pybro

Engineer pet

The Flamethrower

At 3rd level, as an attack action, you may make a melee magical attack. The attack uses your dexterity score to hit and you are proficient with this attack. You deal fire damage equal to twice your afterburn dice. After dealing damage in this way, the target must also make a saving throw, or suffer afterburn on a failure.

Homewrecker

When you reach 6th level, you can fix and repair magic items. Once per long rest, whenever a magic item within 5ft of you is suppressed or deactivated due to an antimagic effect, you may choose to negate the suppression effect.

Firetracker

At 9th level, creatures cannot benefit from being invisible when suffering from afterburn. Additionally, creatures that attempt to stealth while effected by afterburn have a penalty to stealth equal to your proficiency bonus. Furthermore, you are proficient in Perception checks. If you had proficiency, you have expertise. If you had expertise, you had advantage. If you had advantage, you have a +4 to Perception.

Sentinel

At 13th level, you gain the Sentinel feat.

Offense Obliterator

Beginning at 18th level, you have the ability to cripple an oncoming attacker. Whenever you take damage, you can use your reaction to attack that creature (if you have range) assuming you have an attack that can reach that creature. Additionally, if the creature takes damage from this, you may choose to force that creature to make a DC Strength Saving Throw equal to your Strength, Dexterity or Constitution scores, with the creature being pushed back by 30ft on a failure, or half as much on a success. When pushed in this way, you deal an additional 1d6 damage.

The Demolitions Expert

Ka-BOOM!

Class Features

As a Demoman, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Demoman level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 5 + Constitution Modifier

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: All weapons
  • Tools: Two tools of your choice

  • Saving Throws: Dexterity, Constitution
  • Skills: Choose two from the following: Arcana, Athletics, Acrobatics, Animal Handling, Intimidation, Investigation, Nature, Survival

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) chain mail armor or (b) breastplate
  • (a) a pair of worn boots or (b) a black leather hat
  • A pouch of 20 gp
Demoman Features
Level Proficiency Bonus Features
1st +2 The Demolisher's Cookbook
2nd +2 Bomb Lobber
3rd +2 Subclass Feature
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Stickybombs
7th +3 Blast Jumping
8th +3 Ability Score Increase
9th +4 Subclass Feature
10th +4 Custom Bombs
11th +4 Custom Stickybombs
12th +4 Ability Score Increase
13th +5 Subclass Feature
14th +5 Boomstrike
15th +5 Extra Attack
16th +5 Ability Score Increase
17th +6 Extender
18th +6 Subclass Feature
19th +6 Ability Score Increase
20th +6 Explosive Arsenal

The Demolisher's Cookbook

At 1st level, you can easily make and construct bombs. You have proficiency in tools used to construct any sort of explosive. Additionally, the gold and time you spend making explosives is halved. Additionally, you can make the following item:

Grenade

Cost: 50gp

Weight: 2lb

Range: Thrown, all creatures within a 10ft radius must make a DC 15 Dexterity Saving Throw. On a failure, creatures take 2d6 fire damage, or half as much on a success.

Bomb Lobber

When you reach 2nd level, your range for thrown weapons is doubled. Additionally, you do not have disadvantage when attempting to make a thrown weapon attack against a creature within 5ft.

Subclass

You may choose your subclass.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stickybombs

At 6th level, you can create sticky bombs. When thrown, these bombs stick to surfaces and creatures and remain until detonated by you as an attack action. Each sticky bomb deals two less points of damage.

Blast Jumping

Starting at 7th level, you have the ability to use the power of your explosives to fly great distances. Whenever you take damage from an instantaneous area of effect attack, you may choose to move up to 30ft away from the center of the attack, in any direction.

Custom Bombs

At 10th level, you have a variety of bombs that you can make:

Iron Bomb

Cost: 50gp. Weight: 4lbs. Range: Thrown, all creatures within a 5ft radius must make a DC 16 Dexterity Saving Throw. On a failure, creatures take 2d6 fire damage, or half as much on a success. Creatures have a -1 to this saving throw.

Lock and Loader

Cost: 50gp. Weight: 1.5lbs. Range: Twice thrown range, all creatures within a 10ft radius must make a DC 18 Dexterity Saving Throw. On a failure, creatures take 2d8 fire damage, or half as much on a success. If there is not a creature at the center of this bomb's area of effect, the effect fails.

Loose Cannonball

Cost: 60gp. Weight: 3lbs. Range: Thrown, one target. Hit: 1d6 bludgeoning damage, and the target must make a DC 13 Constitution Saving Throw or have its speed reduced by 10ft until the end of its next turn. This bomb pierces the first target it hits. Whenever it reaches the end of its range, or any time before then, you may force it to explode, causing all creatures within a 10ft radius to make a DC 15 Dexterity Saving Throw, taking 2d6 fire damage on a failure or half as much on a success.

Smoke Bomb

Cost: 20gp. Weight: 2lbs. Range: Thrown. Creates a cloud of smoke within a 15ft radius of the center. Smoke lasts for 1d4+1 rounds unless removed by magical means or wind.

Molotov

Cost: 15gp. Weight: 2lbs. Range: Thrown, all creatures within a 5ft radius must make a DC 15 Dexterity Saving Throw. On a failure, creatures take 1d4 points of fire damage at the start of each of their turns. Creatures may repeat this save at the end of each of their turns, ending the effect on a success.

Additionally, all bombs deal double damage.

Custom Stickybombs

At 11th level, you have a variety of sticky bombs that you can make:

The Resistance

Cost: 30gp. Weight: 1lbs. Range: Thrown. When detonated, all creatures within a 10ft radius must make a DC 16 Dexterity Saving Throw. On a failure, creatures take 2d6 points of fire damage, or half as much on a success. You may choose to not detonate all deployed sticky bombs at once. However, you may not detonate sticky bombs on the same turn that you deployed them.

The Quickie Bomb

Cost: 40gp. Weight: 2lbs. Range: Thrown. When detonated, all creatures within a 10ft radius must make a DC 16 Dexterity Saving Throw. On a failure, creatures take 2d4 points of fire damage, or half as much on a success. You deal double damage to constructs.

The Sticky Jumper

Cost: 10gp. Weight: 0.5lbs Range: Thrown. When detonated, all creatures within a 10ft radius must make a DC 15 Strength Saving Throw. On a failure, creatures are pushed 20ft away from the center, or half as much on a success. You may use this to activate your Blast Jumping feature. When you do, your blast jump distance is doubled.

Additionally, all sticky bombs deal double damage.

Boomstrike

Starting at 14th level, you have the ability to attach explosives to your melee weapons. Once per long rest, whenever you make a melee attack roll, you may choose to use a bomb centered on the target. This activates your Blast Jumping feature.

Extra Attack

Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Extender

At 17th level, you may choose to triple your melee and thrown attack ranges. You may do this a number of times equal to your proficiency bonus per long rest.

Explosive Arsenal

When you reach 20th level, your bombs deal one extra hit die of damage. Additionally, the cost and time needed to make bombs is halved again. Furthermore, whenever a creature fails its Dexterity Saving Throw when targeted by one of your bombs by 5 or more, you deal two additional hit dice of damage.

Demo Subclasses

Bombonomicon

Spooky

Spellblaster

At 3rd level, you have access to the Wizard spell list as if you were a 2nd level wizard. For every two levels above 3rd you have in the Demolitions Expert class, you gain access to the Wizard Spell list as if you were a wizard of one level higher (i.e. when you reach 5th level, you may access wizard spells as if you were a 3rd level wizard, at 7th level, you may cast wizard spells as if you were a 4th level wizard, etc.)

Your spellcasting focus is a spell book.

Magical Missiles

When you reach 9th level, you have the ability to infuse spells and potion effects into your bombs. By combining a spell scroll or potion with 20gp worth of resources, you can create the following item:

Arcane Destroyer

Cost: Varies. Weight: 2lbs. Range: Thrown. Activates the imbued spell as if the target was the center of the spell. If a potion was imbued into this bomb, all creatures within 10ft must make a DC 15 Dexterity or Constitution Saving Throw, becoming affected by the potion's normal affects on a failure as if they had drank the potion. Creatures may choose to fail this save.

Haunted Book

Beginning at 13th level, your spell book gains ghostly bomb magic. When you cast a spell that takes up an action, you may spend a bonus action to throw one of your bombs.

Explosive Death

At 18th level, your book fights on whenever you cannot. When you reach 0 HP, you may use your book as an ally that fights for you, even if you are unconscious or dead. The book counts as a tiny construct that can cast all of your available spells. It has a hover speed of 30ft, AC 17 and has half of your maximum health. If it reaches 0 HP, it becomes a normal book for one month.

If you die or if you otherwise command it to, your book can explode. All creatures within 30ft of your book must make a DC 20 Dexterity Saving Throw, taking 10d8 fire damage on a failure or half as much on a success. Afterwards, your book is destroyed and disintegrated.

Explosives Expert

Normal

An Errant Twitch

At 3rd level, whenever you throw one of your bombs, you may choose to give all creatures within your bomb's blast radius a -2 to their saving throw against that bomb. After each use of this feature, roll 1d12. On a 1, the bomb explodes in your hand, making you the center of the bomb's explosion.

Not One of You is Going to Survive This

When you reach 9th level, whenever you use your sticky bombs, you may choose to double their radius. You must roll 1d12 at the start of each of your turns for every bomb deployed in this way. On a 1, the sticky bomb prematurely and immediately explodes.

An Unhappy Bloody End

At 13th level, whenever you kill a creature with one of your bombs, you can create a nasty affect. Twice per long rest, whenever you kill a creature with one of your bombs, you may choose from one of the following effects:

Kaboom

The bomb explodes again.

Poisonous Gas

The bomb releases a small cloud of gas. All creatures within 5ft of the cloud must make a DC Constitution Saving Throw equal to the DC Dexterity Save of the bomb. Creatures that fail this save become poisoned, being able to repeat the save on themselves at the end of each of their turns, ending the effect on a success.

Bloody Shrapnel

All creatures within 20ft of the killed creature must make a DC 15 Dexterity Saving Throw. On a failure, they take 2d4 points of piercing damage.

Crits on Kill

Your next bomb deals critical damage.

Ol' Brimstone

All creatures within 15ft of the killed creature must make a DC 15 Constitution Saving Throw. On a failure, they take 1d4 points of fire damage at the start of each of their turns. Creatures may repeat the save at the end of each of their turns, ending the effect on a success.

A Good Demoman

At 18th level, your bombs deal one extra hit die of damage, the saving throws on each bomb is increased by 3 and your thrown range is increased by 10ft.

Demoknight

Demoknight tf2

Charging Shield

When you reach 3rd level, you can charge ahead. As a bonus action, you must choose one of the following abilities to equip. You may change your selection after a long rest.

The Charging Targe

You may move up to 30ft in a straight line. If you make a melee attack immediately after moving 20ft or more using this ability, you may deal an extra amount of damage equal to your proficiency bonus plus your strength bonus. If you make a melee attack immediately after moving the full 30ft using this ability, the damage dice are doubled. A critical hit (as with a natural 20) overrides these damage bonuses. You have resistance to fire damage until the end of your turn. You may use this ability a number of times equal to your Constitution Bonus (minimum of one).

The Splendid Screen

You may move up to 30ft in a straight line. If you make a melee attack immediately after moving 20ft or more using this ability, you may deal an extra amount of damage equal to your proficiency bonus plus your strength bonus. If you make a melee attack immediately after moving the full 30ft using this ability, the damage dice are doubled. A critical hit (as with a natural 20) overrides these damage bonuses. You may use this ability a number of times equal to your Constitution Bonus plus one (minimum of two).

The Tide Turner

You may move up to 30ft. If you make a melee attack immediately after moving 20ft or more using this ability, you may deal an extra amount of damage equal to your proficiency bonus plus your strength bonus. A critical hit (as with a natural 20) overrides this damage bonus. If you take damage while charging (such as from an attack of opprotunity), the charge ends. You may use this ability a number of times equal to your Constitution Bonus (minimum of one). Whenever you get a melee kill, you regain one use of this feature.

Bladed Arsenal

When you reach 9th level, you may choose from one of the following benefits. You may change your choice over the course of a long rest:

The Headtaker

Whenever you get a melee weapon kill, you gain one soul point. Souls accumulate according to the following table:

Souls Gained
Souls Bonuses
1 Add your Constitution Bonus to Maximum Health
2 Add your Constitution Bonus to Maximum Health, +5ft to your movement speed
3 Add your Constitution Bonus to Maximum Health
4 Add your Constitution Bonus to Maximum Health, +5ft to your movement speed
5 +2 to melee damage rolls
6+ No additional bonuses

You lose all souls after a long rest or if you switch off of this benefit.

The Samurai

Whenever you get a melee kill, you gain an amount of health equal to the health that the killed creature had. Additional health is converted to temporary hit points, which drain at a rate of 1d8 hit points per round.

The Charger

Your charge distance is increased to 45ft. Your double damage bonus now activates when you travel 40ft or more. Additionally, on a melee weapon kill, you gain one additional use of your charge ability.

The Rust Blade

You may, once per turn, destroy one of your bombs to gain one use of your charge ability.

The Skullcutter

You may add your proficiency bonus to your melee damage rolls. Additionally, you deal critical damage when you roll a 19 on attack rolls.

Charging Boots

Beginning at 13th level, your charge distance increases by 5ft. Furthermore, you gain one use of your charge ability whenever you get a melee kill. Additionally, you may add your proficiency bonus to your maximum health.

You may also "trimp" whenever you charge, which allows you to move at great distances. Whenever you charge into a slope, you may use your Blast Jump ability.

Extra Attack

At 18th level, you can attack four times, instead of three times, whenever you take the Attack action on your turn, so long as two or more of those attacks are melee weapon attacks.

Heavy Weapons Guy

Pootis

Class Features

As a Heavy, you gain the following class features.

Hit Points


  • Hit Dice: 1d12 per Heavy level
  • Hit Points at 1st Level: 12 + Constitution Modifier
  • Hit Points at Higher Levels: 7 + Constitution Modifier

Proficiencies


  • Armor: All armor, shields.
  • Weapons: All weapons
  • Tools: Two tools of your choice

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from the following: Athletics, Animal Handling, History, Intimidation, Insight, Nature, Survival.

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) plate armor or (b) chainmail
  • (a) an ammunitions bandolier or (b) cook's utensils
  • A pouch of 10 gp
Heavy Features
Level Proficiency Bonus Features Lunchbox
1st +2 Greatweapon
2nd +2 Stalwart
3rd +2 Subclass Feature
4th +2 Ability Score Increase
5th +3 Extra Attack
6th +3 Meat Shield
7th +3 Sandwiches 1
8th +3 Ability Score Increase 1
9th +4 Subclass Feature 1
10th +4 Knockback Rage 2
11th +4 Living Tank 2
12th +4 Ability Score Increase 2
13th +5 Subclass Feature 3
14th +5 Unarmed Combat 3
15th +5 Extra Attack 3
16th +5 Ability Score Increase 4
17th +6 Spinebreaker 4
18th +6 Subclass Feature 4
19th +6 Ability Score Increase 5
20th +6 Indestructible 5

Greatweapon

At 1st level, you handle weapons of great proportion. You may choose one weapon in your inventory. This weapon has the two-handed and heavy properties. Additionally, this weapon deals one extra hit die of damage.

Stalwart

Beginning at 2nd level, you are tougher and more durable. You automatically succeed saving throws made against being pushed against your will.

Subclass

At 3rd level, you may choose a subclass.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fighting Style

When you reach 6th level, you gain a Fighting Style of your choice. In addition, you have access to these four Heavy Fighting Style Options.

Ambush Tactics

You have proficiency in Stealth rolls. In addition, whenever you surprise a creature, you may add a +2 to your initiative.

Steel Titan

When attacking, you may choose to have a -1 on the attack roll to gain a +5 damage bonus.

Ring of Fire

Whenever you make a ranged attack roll, all hostile creatures within 5ft of you must make a DC Dexterity Saving Throw equal to your Constitution Score, taking 1d4 points of fire damage on a failure.

Crippler

Whenever you deal critical damage to a creature, its speed is halved and it becomes vulnerable to unarmed attacks until the end of its next turn.

Lunchbox

At 7th level, you can make lunch. You may spend a lunchbox point to gain one of the following effects. You must spend your entire turn to eat your lunch, and you cannot take any type of action on the same turn as eating lunch. You regain lunchbox points after a long rest. Alternatively, you may spend a lunchbox point to heal a creature within 15ft by 1d8 hit points.

Sandwich

You gain hit points equal to your Constitution Score.

Banana

You gain hit points equal to half of your Constitution Score. After eating, roll 1d4-1. On a 1, do not spend a Lunchbox point.

Chocolate Bar

You gain hit points equal to half of your Constitution Score. After eating, you regain 1d4 hit points a number of times equal to your Constitution Modifier.

Steak

For the next 1d6 rounds, you may add your Constitution Modifier and your proficiency bonus to your unarmed strike damage.

Knockback Rage

Starting at 10th level, you may rage, adding power to your blows. Once per long rest, you may enter a rage, which grants you resistance to nonmagical bludgeoning, piercing and slashing damage. Additionally, whenever you deal damage to a creature, that creature must make a DC 15 Strength Saving Throw, being knocked back 10ft on a failure, half as much on a success, or double if you dealt critical damage.

This effect lasts for 1d6 rounds.

Living Tank

At 11th level, you become a living tank. As a reaction, whenever you take damage, you may reduce the amount of damage by (Your Constitution Modifier)d4. You may use this ability a number of times equal to your Constitution modifier (minimum of one).

Unarmed Combat

When you reach 14th level, your unarmed offense is lethal. You may add your Constitution Modifier to your attack and damage rolls (damage stacks with the Steak). Additionally, you may use your fists with Two Weapon Fighting as if they were light weapons.

Spinebreaker

Starting at 17th level, your blows brutally wound your enemies. Whenever you push an enemy back using your Knockback Rage, if that creature fails a saving throw, it gains one level of exhaustion and falls prone.

Indestructible

At 20th level, you are an immovable object. Once per long rest, whenever you take damage, you may use a reaction, and any damage you take is immediately recovered. However, if you would take enough damage to instantly reduce you to 0 HP, the effect ends before you are hit. This effect lasts until the end of your next turn.

Heavy Subclasses

Subclasses

Stock Heavy

Normie

Old Reliable

At 3rd level, you gain a +1 bonus to either your Strength or Constitution scores.

Shotgun Tactics

When you reach 9th level, you are used to dealing damage at close range. You do not have disadvantage on ranged attack rolls when you are within 5ft of your target.

Family Business

At 13th level, you can opt out of making one powerful attack and make two weaker attacks. Once per turn, you can choose to use an attack action to make two attacks. These attacks have a -5 to their damage rolls.

Crits on Kill

Beginning at 18th level, you gain a potent ability. Whenever you get a melee weapon kill, all attacks that hit creatures deal critical damage until the end of your next turn.

The Brutish Beast

Warrior's Spirit

Starting at 3rd level, your unarmed combat encourages you to fight aggressively. Whenever you deal damage using an unarmed attack, you gain 1d4 hit points. Additionally, your unarmed attacks deal 1d4 additional points of damage.

Improved Rage

At 9th level, whenever you rage, you have resistance to all types of damage, and you deal an additional 1d4 points of bludgeoning damage while raging.

Reckless Rage

When you reach 13th level, you may make Reckless Attacks.

Powerful Hits

At 18th level, the power of your blows increases exponentially, causing you to deal double damage with your unarmed attacks.

Hoovy

Poot

POW! Haha!

Starting at 3rd level, once per long rest, you may use an action to make a ranged unarmed attack against a creature up to 30ft away. If you hit, you deal force damage equal to your unarmed strike damage multiplied by your Heavy Weapons Guy level. This damage ignores resistances and immunities.

Holiday Punch

At 9th level, whenever you hit a surprised enemy with an unarmed attack, that creature must make a DC Constitution Saving Throw equal to your Constitution Score. On a failure, that creature is forced to laugh and is stunned until the end of its next turn.

This ability also activates whenever you land a critical hit using an unarmed attack.

Improved Lunchbox

Beginning at 13th level, you may use your Lunchbox ability as an action.

Killbind

When you reach 18th level, you have the ability to kill and reanimate yourself. You may, as a free action, reduce yourself to 0 HP. Whenever you do so, all creatures within 15ft of you must make a DC Constitution Saving Throw equal to your Constitution score. Creatures are knocked unconscious and reduced to 0 HP on a failure. Afterwards, you must make a DC Constitution Saving Throw equal to your own Constitution Score. On a success, you are returned to your previous hit point value, but on a failure, you fail two death saving throws.

Fat Scout

Shotgun Tactics

Starting at 3rd level, you are used to dealing damage at close range. You do not have disadvantage on ranged attack rolls when you are within 5ft of your target.

Double Hop

At 9th level, you can double jump...ish. Whenever you jump, you may jump a second time as if you were on the ground, even if you are in the air. However, you use Dexterity to jump instead of Strength.

Bonk Sandwich

At 13th level, you may spend a lunchbox point to gain the following benefits:

  • You become immune to all types of damage
  • You have a +2 to AC
  • You cannot make actions, bonus action or reactions

This effect lasts until the start of your next turn, after which your speed is halved until the end of that turn.

"Extra Attack"

Beginning at 18th level, you can attack four times, instead of three times, whenever you take the Attack action on your turn.

Engineer

Solves problems

Class Features

As an Engineer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Engineer level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 5 + Constitution Modifier

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Four tools of your choice

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from the following: Acrobatics, Athletics, Animal Handling, Arcana, History, Investigation, Insight, Perception, Survival.

Equipment

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

  • (a) any ranged martial weapon or (b) any melee martial weapon
  • (a) leather armor or (b) studded leather armor
  • (a) a builder's helm or (b) a pair of goggles
  • A pouch of 15 gp
Engineer Features
Level Proficiency Bonus Features Metal Capacity
1st +2 Sentry, Metal 200
2nd +2 Repair Tool 200
3rd +2 Weapon Augmentations 200
4th +2 Ability Score Increase 200
5th +3 Extra Attack 200
6th +3 Dispenser 300
7th +3 Level 2 Buildings 300
8th +3 Ability Score Increase 300
9th +4 Subclass Feature 300
10th +4 Teleporters 300
11th +4 Short-Circuit 400
12th +4 Ability Score Increase 400
13th +5 Subclass Feature 400
14th +5 Wrangler 400
15th +5 Level 3 Buildings 400
16th +5 Ability Score Increase 500
17th +6 Disposable Sentry 500
18th +6 Subclass Feature 500
19th +6 Ability Score Increase 500
20th +6 Geargrinder Engineer 500

Metal

Starting at 1st level, you have a metal system. Metal is used to upgrade, repair and use buildings such as your sentry. You can convert certain objects into metal. One pound of metal, wood or other construction material, or one silver is equivalent to one metal point. You may not gain more metal than your metal capacity allows. Ammunition such as a single bullet or arrow equates to ten metal points.

Sentry

At 1st level, you have the ability to spawn a sentry. It takes an action to spawn a sentry, and any building, and is constructed by the end of your turn. Buildings must be placed within 5ft of you. Sentries automatically attack the closest hostile creature. Sentries have one action, a speed of 0ft, AC 14, and an amount of health equal to three times your Engineer level. The sentry has a +3 to hit, a range of 120ft and deals 1d8 points of piercing damage. All buildings have immunity to psychic and poison damage. Sentries cost 130 metal to construct. Sentries have ten shots before being unable to attack anymore. When destroyed, sentries drop 1d8 times 10 metal points worth of scrap metal.

You can pick up buildings and carry them. Buildings are two handed and heavy, and when redeployed, buildings take one full round to construct and activate.

Repair Tool

When you reach 2nd level, you may create a tool designed to repair your buildings. You may cast Mending as an attack action using this tool. If Mending is cast on one of your buildings from this tool, it regains 2d6 health and gains five rounds. Repairing and reloading a building using the repair tool costs 25 metal. The target must be within 5ft of you in order to use your repair tool.

Weapon Augmentations

At 3rd level, you may augment a weapon of your choice, which grants you access to a subclass.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Dispenser

At 6th level, you have a new type of building: a dispenser. Dispensers have an AC 14, 0ft of movement, and an amount of health equal to three times your Engineer level. All allied creatures within 10ft of the dispenser regain 1d4 hit points at the start of each of their turns and when they first enter within 5ft of the dispenser. Dispensers also magically generate one piece of tiny ammunition of the creature's choice that can be used for a handheld weapon.

Dispensers cost 100 metal to construct. You may not build another dispenser until you destroy the current dispenser. Destroyed buildings drop 1d8 times 10 metal points worth of scrap.

Level Two Buildings

When you reach 7th level, you can upgrade your buildings. Whenever you use your Repair Tool, you can use your repair tool to place metal into upgrading the building. Whenever you use your repair tool to heal the building and you do not heal it up to its maximum health, or heal it up to its exact maximum health, you do not put any metal into upgrading it. If you heal the building and the health it gains exceeds its maximum health, you place 15 metal into upgrading it, and if you use your repair tool while it has its maximum health, you place 25 metal into upgrading it. Once you place 200 metal into upgrading a level one building, it upgrades to a level two building. Level Two buildings have the following differences:

  • Level Two Sentries have a +2 to AC and health equal to five times your Engineer level. Sentries also deal 2d8 points of piercing damage.
  • Level Two Dispensers have a +2 to AC and health equal to five times your Engineer level. Sentries also deal 2d8 points of piercing damage. Additionally, health and ammunition gain from dispensers is doubled.

Teleporters

Starting at 10th level, you unlock two new buildings: a teleporter entrance and a teleporter exit. Teleporters cost 50 metal to construct and 200 metal to upgrade to level two. When you have both the entrance and exit built, you may teleport from the entrance to the exit, even if either teleporter is in a different plane of existence. After a teleportation, both teleporters take thirty seconds to recharge. If you would teleport onto a space currently occupied by a creature or object, either that creature/object is pushed 5ft away or you are teleported 5ft away.

Both teleporters upgrade at the same time, and you do not need to upgrade both buildings to level them up.

Level two teleporters recharge after three rounds.

Short Circuiting

At 11th level, you unlock a potent ability. You may augment one weapon of your choice, which gains the following abilities:

  • As an attack action, you may fire five beams of energy up to 60ft away. Your attack roll bonus is based off of your Intelligence modifier plus your proficiency bonus. Each beam deals 1d4 points of force damage, and you spend 5 metal points per beam.
  • As a reaction, you may fire a ball of energy, which travels 30ft in any direction of your choice. The ball has a diameter of 15ft, and all creatures in its path must make a DC 16 Dexterity Saving Throw, taking 2d6 points of force damage on a failure. Nonmagical projectiles and spells of 5th level or lower that travel this path are deleted. This action costs 60 metal points.*

Wrangler

When you reach 14th level, you can take manual control of your sentry. You may enter Wrangler mode as a bonus action. In Wrangler mode, you may use an attack action to make your Sentry attack. While in this mode, your Sentry has resistance to all forms of damage. After you exit Wrangler mode as a free action, or are incapacitated, the Sentry is inactive until the end of your next turn.

While Wrangled, your Repair tool only heals and repairs your sentry by half the usual amount.

Level Three Buildings

Beginning at 15th level, you can upgrade your buildings even further. Whenever you use your Repair Tool, you can use your repair tool to place metal into upgrading the building. Whenever you use your repair tool to heal the building and you do not heal it up to its maximum health, or heal it up to its exact maximum health, you do not put any metal into upgrading it. If you heal the building and the health it gains exceeds its maximum health, you place 15 metal into upgrading it, and if you use your repair tool while it has its maximum health, you place 25 metal into upgrading it. Once you place 200 metal into upgrading a level two building, it upgrades to a level three building. Level Three buildings have the following differences:

  • Level Three Sentries have an additional +2 to AC and health equal to seven times your Engineer level. Sentries also deal 2d8 points of piercing damage and 1d10 points of fire damage. Additionally, all creatures within a 5ft radius of the target must make a DC Dexterity Saving Throw equal to your Intelligence Score. They also take 1d10 points of fire damage, or half as much on a success.
  • Level Three Dispensers have a +2 to AC and health equal to seven times your Engineer level. Sentries also deal 2d8 points of piercing damage. Additionally, health and ammunition gain from dispensers is doubled.
  • Level Three Teleporters recharge after one round.

Disposable Sentry

At 17th level, you can place down a secondary, temporary turret. You do not need to destroy your main sentry in order to place this down. This turret acts the same as and costs the same amount as a level one sentry, with the following changes:

  • Disposable sentries can begin attacking immediately after being placed down.
  • You cannot heal or resupply ammunition to disposable sentries in any way, even with your Repair Tool.
  • Disposable sentries cannot be Wrangled.
  • Disposable sentries are automatically destroyed if they are reduced to 0 HP or if they run out of ammunition.
  • Disposable sentries do not drop any metal.

Geargrinder Engineer

Starting at 20th level, your sentries decimate the masses. Your Sentry gains an Extra Attack, allowing it to make two attack actions per turn. Furthermore, your dispenser's range is doubled, and your teleporters can act as both entrances and exits.

Engineer Subclasses

The Stock (No Augmentations)

"Yippekeeyah-heeyapeeah-kayoh!"

Shotgun Tactics

When you reach 3rd level, you are used to dealing damage at close range. You do not have disadvantage on ranged attack rolls when you are within 5ft of your target.

Panicked Attack

Beginning at 9th level, you can make a panicked and instinctual attack. As a reaction, you may spend an army point to make an attack.

Jag

Beginning at 13th level, you may choose to use your Repair Tool as a free action. You may do this as many times per long rest equal to your Intelligence modifier.

Fast Hands Engineering

Starting at 18th level, once per long rest, you may choose to carry as many buildings as you like at once, placing them down whenever you want. Buildings placed in this way immediately activate. Once you pick up to three of your buildings, you may not pick up another until you place all of your buildings first again.

The Turtle

"Perfectly Balanced"

Rescue Ranger

Starting at 3rd level, you may attach various augmentations to a ranged weapon that allow you to fire repair bolts. Ammunition from your weapon is considered magical and, if you attack your buildings with your augmented weapon, you heal the sentry a number of hit points equal to the amount of damage it would have taken (damage bonuses from abilities such as sneak attack, feats such as sharpshooter, or spells do not apply).

Tough Buildings

At 9th level, your buildings maximum health increases by an amount equal to 8 + your Constitution Modifier + your Intelligence Modifier + your Wisdom Modifier.

Structural Savior

Beginning at 13th level, as a reaction to your sentry being targeted by an attack roll, you may spend 100 metal to teleport your sentry away into your arms, allowing you to carry and redeploy it.

Deleter

When you reach 18th level, your Short Circuit beams are free and the Short Circuit Orb metal cost is reduced by half.

Battle Engineer

"Actually Fun Engineer Gameplay"

Frontier Justice

Starting at 3rd level, your sentry counts its kills. Whenever your sentry is reduced to 0 HP and destroyed, your augmented weapon gains a number of charges equal to however many kills your sentry got before being destroyed. You spend a charge whenever you make an attack roll with this weapon. If a charged attack roll hits, you deal one additional hit die of damage. Your augmented weapon may only have a maximum of 15 charges. If you are knocked unconscious or killed, you lose all charges.

Pistol Whipper

At 9th level, whenever you are making a ranged weapon attack, you can attack creatures that are 30ft farther away without having disadvantage on the attack roll.

Gunslinger

Beginning at 13th level, instead of building a sentry, you build a mini-sentry. Mini-sentries are similar to a Level one sentry, with the following changes:

  • You may create and deploy your mini sentry as a bonus action.
  • You may not upgrade your mini sentry.
  • Your mini sentry costs 100 metal to make.
  • Your mini sentry may begin taking actions by the end of your turn.

Additionally, your Repair tool has the following changes:

  • Your Repair Tool may act as a fully functioning prosthetic arm or, if you do not have any missing arms, a third arm that acts just like your normal arms.
  • Whenever you make an attack roll with your Repair tool, every third successful hit with it is a critical hit.
  • Your repair tool adds twice the metal to your buildings' upgrade meters.

Furthermore, your maximum health increases by an amount equal to your Engineer level plus your Constitution modifier plus your Intelligence modifier.

War Machine

When you reach 18th level, your buildings become machines of war. When your sentry deals damage to a creature, it pushes it 5ft away. Furthermore, your dispensers drain health and ammunition from hostile creatures by the same amount as it would heal and resupply ally creatures.

Ninjaneer

Funny spot

The Metal Exchange

Starting at 3rd level, your augmented weapon costs metal points to use equal to three times your Engineer level. If you do not have the sufficient metal, then you cannot use your weapon. Whenever you deal damage with your augmented weapon, you gain metal points equal to the amount of damage dealt.

Eureka Effect

At 9th level, your repair tool allows you to reach strange spots. As an action, you may create a portal spot, which is magical and intangible. Your portal spot may be dispelled by magic of a 5th level or greater. As an action, as long as you have your repair tool, you and one creature of your choice within 5ft of you is teleported to either your portal spot or your teleporter exit. You do not need to have a teleporter entrance in order to teleport to your teleporter exit or your portal spot. Furthermore, your teleporters automatically activate once you deploy them, assuming the other teleporter is active as well. Teleporters also only cost 100 metal to upgrade one level.

Pistol Whipper

Beginning at 13th level, whenever you are making a ranged weapon attack, you can attack creatures that are 30ft farther away without having disadvantage on the attack roll. Furthermore, your sentry's range is increased to 30ft.

Telefrag

When you reach 18th level, your teleporters become lethal weapons. Whenever you or an ally creature teleports to one of your teleporters and there is an object or creature on that teleporter, that object or creature that is on that teleporter takes 10d10 force damage. If it survives, it is pushed 5ft away.

Medic

"E spam"

Class Features

As a Medic, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Medic level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 5 + Constitution Modifier

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons
  • Tools: Two tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose one from the following: Acrobatics, Animal Handling, Arcana, History, Investigation, Insight, Perception, Religion, Survival. You also have proficiency in Medicine, and you may use Intelligence for medicine checks.

Equipment

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

  • (a) any ranged simple weapon or (b) any melee simple weapon
  • (a) leather armor or (b) studded leather armor
  • (a) medical equipment or (b) a small toy resembling a dove or vital organ
  • A pouch of 20 gp
Medic Features
Level Proficiency Bonus Features Medigun Dice
1st +2 Medigun 1d4
2nd +2 Health Regeneration 1d4
3rd +2 Overheal 1d4
4th +2 Ability Score Increase 1d4
5th +3 Extra Attack 3d4
6th +3 Ubercharge 3d4
7th +3 Bloodsucker 3d4
8th +3 Ability Score Increase 3d4
9th +4 Vital Saw 3d8
10th +4 Improved Health Regeneration 3d8
11th +4 Solemn Vow 3d8
12th +4 Ability Score Increase 3d8
13th +5 Overdose 3d12
14th +5 Medical Melody 3d12
15th +5 Crusader's Cross 3d12
16th +5 Ability Score Increase 3d12
17th +6 Ubersaw 5d12
18th +6 Superior Health Regeneration 5d12
19th +6 Ability Score Increase 5d12
20th +6 Angel of Death 5d12

Medigun

At 1st level, you have access to a device that allows you to heal your teammates. As an action, one creature within 15ft of you gains hit points equal to your Medigun dice. If your target's speed is higher than yours, your speed increases to match theirs. You cannot target unconscious or dead bodies, but you have advantage on medicine checks made to tend to unconscious creatures.

Health Regeneration

Beginning at 2nd level, at the start of each of your turns, you gain hit points equal to half your Medicine Modifier (minimum of one).

Overheal

Starting at 3rd level, your medigun dice converts to temporary hit points. Once your medigun target reaches its maximum health, you can convert the remaining health to temporary hit points. You may also target a creature with its full health and grant it temporary hit points equal to your medigun dice. You cannot target a creature or increase its temporary hit points above half of its maximum hit points.

Temporary hit points given in this way are drained at a rate of your medigun dice halved.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Ubercharge

At 6th level, you unlock a potent ability. You may modify your medigun to grant it a special ability, allowing it to charge up a unique defense. Whenever your medigun's ubercharge meter reaches a certain level, you may choose a target to ubercharge. You must not move further away than 30ft from your ubercharged target at all, and you cannot be more than 15ft away from your ubercharged target for more than one round. You may activate your ubercharge on a target as a free action or reaction. You also gain the benefits of your ubercharge whenever you use your ubercharge. You lose all ubercharge points whenever you are knocked unconscious or killed.

The Stock Charge

Every time you use your medigun, you gain two charges. Every time you use your medigun on a target with temporary hit points, you gain one charge.

You may gain no more than 80 charges. You may spend all 80 points to activate your ubercharge. Your ubercharged target is immune to all damage and conditions for two rounds.

The Quick-Fix

Every time you use your medigun, you gain two charges. Every time you use your medigun on a target with temporary hit points, you gain one charge.

You may gain no more than 72 charges. You may spend all 72 points to activate your ubercharge. Your ubercharged target recieves healing equal to triple your medigun dice at the start of each of its turns. Both you and your target are also immune to all conditions.

You also gain the following benefits:

  • You may use your medigun as an attack action.
  • Whenever the last creature you healed moves, you may choose to mirror their movements.
  • All temporary hit points given using your medigun is reduced by half.
The Critical War

Every time you use your medigun, you gain two charges. Every time you use your medigun on a target with temporary hit points, you gain one charge.

You may gain no more than 60 charges. You may spend all 60 points to activate your ubercharge. Your ubercharged target deals critical damage for the next two rounds.

The Vaccinator

Every time you use your medigun, you gain three charges. Every time you use your medigun on a target with temporary hit points, you gain one charge.

Whenever you use your medigun on a creature, that creature gains resistance to one damage type of your choice until you use your medigun on a different creature.

You may gain no more than 80 charges. You may spend 20 charges to activate your ubercharge. Instead of granting your medigun target a resistance, you may grant your ubercharge target immunity to one damage type of your choice. You may change the immunity type once per turn. Furthermore, whenever your ubercharged target treats critical hit as normal hits. This ubercharge lasts for two rounds.

All temporary hit points given using your medigun is reduced by one quarter.

The Mann Medicine

Every time you use your medigun, you gain two charges. Every time you use your medigun on a target with temporary hit points, you gain one charge.

You may gain no more than 40 charges. You may spend 10 points to activate your ubercharge. Your ubercharged target and all targets within 15ft have a +5 to AC. You may also spend 20 ubercharge points and target a corpse to reanimate it.

Bloodsucker

Starting at 7th level, before you make an attack roll, you may call a Bloodsucker shot.

When you call a Bloodsucker shot, you lose the health regeneration that you gained this round. If the attack hits, you gain health equal to double your normal health regeneration.

Vital Saw

At 9th level, whenever you are knocked unconscious, you do not lose your ubercharge points. Instead, you retain one charge for every successful melee attack roll you have hit since you last fell unconscious (maximum of 10)

Improved Health Regeneration

When you reach 10th level, your health regeneration is doubled.

Solemn Vow

At 11th level, once per hour, you may learn the current hit point value of a creature you can see.

Overdose

Beginning at 13th level, your speed increases by 5ft for every 20 ubercharge points you have.

Medical Melody

Starting at 14th level, you have a strange ability. You gain proficiency with one musical instrument of your choice. As an action, you may play this instrument. While doing this, all allied creatures within 30ft of your choice gain hit points equal to half of your medigun dice.

Crusader's Cross

When you reach 15th level, you may choose to use a ranged weapon as a healing option. Before you make an attack roll with a ranged weapon, you may choose to convert the damage that the weapon would deal into healing.

Ubersaw

At 17th level, you have a new way to charge your uber quickly. Whenever you deal damage with a melee weapon, you gain 20 ubercharge points.

Superior Health Regeneration

Starting at 18th level, your health regeneration is doubled once again.

Angel of Death

When you reach 20th level, you become a medical savior and a massacring savant. You may add your medicine bonus to attack, damage and medigun rolls.

Sniper

"Bot"

Class Features

As a Sniper, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per Sniper level
  • Hit Points at 1st Level: 8 + Constitution Modifier
  • Hit Points at Higher Levels: 5 + Constitution Modifier

Proficiencies


  • Armor: Light armor, shields
  • Weapons: Simple weapons, martial ranged weapons
  • Tools: Two tools of your choice

  • Saving Throws: Dexterity, Wisdom
  • Skills: Choose one from the following: Acrobatics, Athletics, Investigation, Insight, Perception, Sleight of Hand, Stealth, Survival.

Equipment

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

  • (a) any ranged martial weapon or (b) any melee simple weapon
  • (a) leather armor or (b) hide armor
  • (a) traveler's pack or (b) an explorer's pack
  • A pouch of 10 gp
Sniper Features
Level Proficiency Bonus Features Headshot Damage Focus Points
1st +2 Headshot 1d6
2nd +2 Outback Ranger 1d6
3rd +2 Subclass Feature 2d6
4th +2 Ability Score Increase 2d6
5th +3 Extra Attack 3d6
6th +3 Subclass Feature 3d6
7th +3 Jarate 4d6 1
8th +3 Ability Score Increase 4d6 1
9th +4 Razorback Defense 5d6 2
10th +4 Danger Shield 5d6 2
11th +4 Cozy Camping 6d6 3
12th +4 Ability Score Increase 6d6 3
13th +5 Subclass Feature 7d6 4
14th +5 Tribal Shiv 7d6 4
15th +5 King of Kings 8d6 5
16th +5 Ability Score Increase 8d6 5
17th +6 Bushwacker 9d6 6
18th +6 Subclass Feature 9d6 6
19th +6 Ability Score Increase 10d6 7
20th +6 Long Ranged Assassin 10d6 7

Headshots

At 1st level, your headshots deal lots of damage. Whenever you deal critical damage with a ranged attack roll, you add your Headshot Damage to the damage roll.

Outback Ranger

Starting at 2nd level, you are more well adapted for sniping enemies on the battlefield. Your ranged weapon range is doubled and your normal range is doubled. Furthermore, you have a +1 to ranged attack and damage rolls and deal critical damage whenever you roll a 19.

Subclass

At 3rd level, you may choose a Subclass.

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.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Jarate

Starting at 7th level, you may spend a Focus point as a bonus action to cause all creatures in a 15ft radius up to 60ft away to make a DC Dexterity Saving Throw equal to your Dexterity score. On a failure, creatures become coated in Jarate. While coated, creatures take extra damage from all sources equal to your Sniper level plus your Dexterity Modifier. Creatures covered in Jarate may make the save at the end of each of their turns, ending the effect on a success. You regain Focus Points after one long rest.

Razorback Defense

Beginning at 9th level, once per long rest, whenever you are targeted by a surprise attack or sneak attack, you may use a reaction to gain a +5 to AC until the start of your next turn.

Danger Shield

At 10th level, you gain resistance to fire damage.

Cozy Camping

When you reach 11th level, you may spend a Focus point to gain the following benefits for the next 1d4 rounds:

  • +1d4 hit points at the start of each of your turns.
  • You ignore disadvantage on ranged attack rolls.
  • +1 to ranged attack rolls.
  • Advantage on saving throws made to resist being moved against your will.

Tribal Shiv

Starting at 14th level, whenever you deal damage with a melee weapon, your target must make a DC 15 Constitution Saving Throw. On a failure, it takes 1d4 damage at the start of each of its turns, needing to repeat the save at the end of each of its turns until it succeeds.

King of Kings

Beginning at 15th level, if you are below half of your maximum health, you gain a +5 damage bonus to all damage rolls.

Bushwacker

At 17th level, whenever you make a melee weapon attack roll against a creature covered in Jarate, you may add your headshot damage to the damage roll.

Long Ranged Assassin

When you reach 20th level, you become a paragon of far away decimation. You gain the following benefits:

  • +1 to ranged attack rolls.
  • You no longer have disadvantage whenever shooting a ranged weapon long range.
  • You deal critical damage whenever you roll an 18.

Sniper Subclasses

Its a good job mate

Hitscan

Nice shot

Scope In

At 3rd level, you can scope into your ranged attacks. Whenever you may choose to Scope In as a free action, your movement speed is reduced to 0ft, but you have a +2 to all ranged weapon attack rolls. This effect lasts until the end of your turn.

Sniper Ballad

When you reach 6th level, you may choose one of the following benefits:

The Stock

You have a +1 to ranged weapon attack and damage rolls.

The City Sleeper

Enemies you deal headshot damage to must make DC Dexterity Saving Throw equal to your Dexterity score. On a failure, creatures become coated in Jarate. While coated, creatures take extra damage from all sources equal to your Sniper level plus your Dexterity Modifier. Creatures covered in Jarate may make the save at the end of each of their turns, ending the effect on a success.

The Bargain

Whenever you kill a creature with a headshot, you gain a +1 to ranged weapon attack rolls, up to +4. This resets after a short or long rest.

The Heatmaker

You may spend a focus point to gain an extra action. While in this state, you can only make ranged weapon attacks and you must be Scoped In.

The Machine

Ranged attacks pierce, allowing you to hit multiple enemies if they are in a straight line. Otherwise, attack rolls act the same.

The Classic

Whenever you scope in, your speed is reduced by half instead of to 0ft.

Crikey

At 9th level, whenever you deal damage equal to your proficiency damage times your Sniper level with ranged attacks, once per long rest, you may spend a bonus action to gain a damage bonus equal to your Sniper level plus your Dexterity Modifier.

Explosive Headshots

Beginning at 13th level, whenever you deal headshot damage, all creatures within 15ft of the headshotted creature that you choose must make a DC Dexterity Saving Throw equal to the headshot damage dealt to the headshotted creature (maximum of 25). On a failure, creatures take an amount of damage equal to your headshot dice halved.

Quickscope

When you reach 18th level, you may spend a focus point before making a ranged weapon attack roll to automatically deal headshot damage if the attack hits, regardless of what you rolled.

Huntsman

*Lucksman

Archer

Starting at 3rd level, you have a +1 to attack and damage rolls when using a shortbow, longbow or crossbow, and you are proficient with all bows.

Bleed

Beginning at 6th level, whenever you hit a headshot, your target must make a DC 15 Constitution Saving Throw. On a failure, it takes 1d4 damage at the start of each of its turns, needing to repeat the save at the end of each of its turns until it succeeds.

Fire Arrows

At 9th level, you may spend a Focus point to set your arrow on fire. Your next shot deals an extra 2d6 points of fire damage.

"Stab, stab, stab!"

Starting at 13th level, before you begin your turn, you may force a creature within 5ft of you to make a DC Dexterity Saving Throw equal to your Dexterity score. On a failure, the creature is stunned. You may make a melee attack roll afterwards and, on a hit, you may add your headshot damage to the damage roll. This may stack with other abilities that allow you to deal headshot damage with melee attacks.

Lucksman

When you reach 18th level, whenever you make an attack roll using a bow and you roll a natural 1, you may reroll the attack roll. You may reroll in this way once per turn. Additionally, you may spend a Focus point to reroll an attack roll using a bow.

The Spy

Pornography

Class Features

As a Spy, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per Spy level
  • Hit Points at 1st Level: 6 + Constitution Modifier
  • Hit Points at Higher Levels: 4 + Constitution Modifier

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, rapiers.
  • Tools: Three tools of your choice

  • Saving Throws: Intelligence, Charisma
  • Skills: Choose three from the following: Acrobatics, Athletics, Deception, History, Investigation, Insight, Persuasion, Performance, Sleight of Hand, Stealth, Survival

Equipment

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

  • (a) any ranged simple weapon or (b) any melee weapon
  • (a) leather armor or (b) studded leather armor
  • (a) a balaclava or (b) a lighter
  • A pouch of 30 gp
Spy Features
Level Proficiency Bonus Features Cloak Meter Backstab Dice Saboteur Points
1st +2 Cloak 3 2d12
2nd +2 Disguise Kit 3 2d12
3rd +2 Backstab 3 3d12
4th +2 Ability Score Increase 3 3d12
5th +3 Sapper 4 4d12
6th +3 Enforcer 4 4d12
7th +3 Stranger 5 5d12
8th +3 Ability Score Increase 5 5d12
9th +4 Trickstab 5 6d12 1
10th +4 Your Eternal Reward 6 6d12 1
11th +4 Big Earner 6 7d12 1
12th +4 Ability Score Increase 6 7d12 2
13th +5 Spycicle 7 8d12 2
14th +5 Dead Ringer 7 8d12 2
15th +5 Ambassador 7 9d12 3
16th +5 Ability Score Increase 7 9d12 3
17th +6 Conniver 8 10d12 3
18th +6 Diamondback 8 10d12 4
19th +6 Ability Score Increase 8 11d12 4
20th +6 Unseen Terror 8 11d12 4

Cloak

At 1st level, you have the ability to disappear and appear in moments. As a bonus action, you may spend a cloak point to turn invisible. You must spend one point every turn. If you are unable to spend a point, or if you want to turn visible again as a bonus action, you may turn visible. You are unable to attack or cast spells while invisible in this way. You gain one cloak point after one minute.

Disguise Kit

Starting at 2nd level, you may cast Disguise Self at will. If you attack an enemy or cast a spell, the spell ends.

Backstab

Beginning at 3rd level, whenever you hit an attack against a surprised creature with a melee weapon attack, you may add your backstab dice to the damage roll.

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.

Sapper

At 5th level, you may sap and destroy magic items and constructs. When you are within 5ft of a construct, magic item, electrical machine or other forms of device (determined by your DM), you may attempt to sap it. If it can move, it must make a DC Constitution Saving Throw equal to your Intelligence Score. On a failure, it is sapped. While sapped, constructs take 2d6 lightning damage (which ignores resistances and immunities) per turn. This damage increases to 3d6 at 9th level, 4d6 at 14th level and 5d6 at 19th level.

Magic items that are sapped do not have any magical benefits and are treated as nonmagical objects. Sapped magic items can be unsapped with a successful DC 15 Tinker's Tool Check. After being unsapped, magic items remain nonmagical for 1d4-1 rounds (minimum of 0).

Enforcer

Starting at 6th level, you deal an additional 2d4 damage whenever you are disguised.

Stranger

When you reach 7th level, whenever you deal damage, you may gain one cloak point. You may use this ability a number of times equal to your Intelligence Modifier per long rest.

Trickstab

At 9th level, you may spend a Saboteur Point as a bonus action to surprise an enemy.

Your Eternal Reward

Beginning at 10th level, whenever you get a backstab, you may spend a cloak point to instantly disguise as your target. Additionally, after getting a Your Eternal Reward backstab, you do not lose your stealth.

Big Earner

At 11th level, whenever you backstab, you gain one cloak point and you gain 10ft of movement until the end of your turn.

Spycicle

Starting at 13th level, whenever you take fire damage, once per long rest, you become immune to fire damage for one round and resistant for fire damage for the next round. In those two rounds, you are also immune to Faerie Fire and other effects made to track you while invisible or stealthing.

Dead Ringer

At 14th level, you may spend a bonus action to activate your dead ringer. You cannot cloak or use your other spy abilities while dead ringing. If you take damage while your dead ringer is active, you become Invisible. While invisible after your dead ringer is triggered, you have resistance to all forms of damage and +10ft to your speed.

After taking damage while dead ringing, you create an illusory clone that fakes your death, deceiving your enemies into thinking that you died.

After you take damage with your dead ringer activated, you lose half of your cloak points and must spend one cloak point per turn.

Ambassador

Beginning at 15th level, whenever you get a critical hit, you deal an additional 2d4 damage.

Conniver

Starting at 17th level, whenever you get a backstab kill, you may spend a Saboteur point to gain hit points equal to the remaining hit points of your target. If the amount of health you would exceed your maximum hit point value, you gain temporary hit points equal to the remaining health.

Diamondback

When you reach 18th level, whenever you get a backstab, you gain one charge. You must spend a charge each time you make an attack roll. If you hit, you deal an additional 4d4 damage. You may have no more than ten charges at a time.

Unseen Terror

At 20th level, you have the following benefits:

  • While cloaked, you become intangible. Hostile creatures do not count as difficult terrain while cloaked.
  • If a non-artifact is sapped for three rounds, it is permanently destroyed.
 

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