The Dropper
| Level | Proficiency Bonus | Features | Unarmored Movement |
|---|---|---|---|
| 1st | +2 | Bind Item, Unarmored | +10ft |
| 2nd | +2 | Expertise, Ponderosity | +10ft |
| 3rd | +2 | Improvement | +10ft |
| 4th | +2 | Improvement | +10ft |
| 5th | +3 | Extra Attack | +15ft |
| 6th | +3 | Improvement | +15ft |
| 7th | +3 | Improvement | +15ft |
| 8th | +3 | Improvement | +15ft |
| 9th | +4 | Improvement | +20ft |
| 10th | +4 | Improvement | +20ft |
| 11th | +4 | Extra Attack | +20ft |
| 12th | +4 | Improvement | +20ft |
| 13th | +5 | Improvement | +25ft |
| 14th | +5 | Improvement | +25ft |
| 15th | +5 | Improvement | +25ft |
| 16th | +5 | Improvement | +25ft |
| 17th | +6 | Extra Attack | +30ft |
| 18th | +6 | Improvement | +30ft |
| 19th | +6 | Improvement | +30ft |
| 20th | +6 | Professional Dropper | +30ft |
Class Features
As a Dropper, you gain the following class features.
Hit Points
Hit Dice: 1d10 per dropper level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 7) + your Constitution modifier per dropper level after 1st
Proficiencies
Armour: Shields
Weapons: None
Tools: Choose any two
Saving Throws: Strength Intelligence
Skills: Choose any four
Bind Item
At 1st level, you have the ability to spend 1 minute placing a mark upon and bind yourself to a single object soul and all. With this object, you can teleport to or summon it at will as a bonus action or reaction. When you summon it you can either immediately equip it or drop it within 40 feet of you. You can teleport to or summon the item no matter the distance so long as you remain within the same plane as the object.
You gain the two following abilities to use your marked item:
Drop: Any targets that are in the same place that you drop your item at must make a Dexterity Saving Throw (8 + your Proficiency Bonus + your Strength and Intelligence Modifiers). A target takes a number of d10's worth of bludgeoning, piercing, or slashing damage depending on the object per 100 pounds that the object weighs, minimum of 1d10 and are knocked prone on a failed save, or half as much damage on a successful one. Regardless, creatures within the original area that the object was dropped on are moved in a direction of their choice just outside of the objects area.
Strike: You can strike a creature with your marked object while it's equipped. You're Proficient with any item you've currently marked and the marked object uses your Strength and Intelligence Modifiers for its attack and damage rolls and uses a number of d8's of bludgeoning, piercing, or slashing damage depending on the object per 100 pounds that the object weighs, minimum of 1d8 for it's damage rolls.
You can only mark one object and the weight of the marked object cannot exceed your carry weight and must be able to be push dragged or lifted by you at it's heaviest.
Additionally, the object can be a weapon, a vehicle, or something inert but movable such as a boulder or statue. If the object is a weapon, it becomes magical, unbreaking, and has infinite ammunition. If the object is a vehicle it has infinite fuel, becomes immune to all damage, and repairs any damage prior done to it. If the object is something inert, it becomes immune to all damage and immovable by anyone but you.
Unarmored
Also at 1st level, while you are not wearing any armor you gain the following benefits as shown below:
Unarmored Defense: Your Armor Class equals 10 + your Dexterity modifier + your Intelligence modifier. You can use a shield and still gain this benefit.
Unarmored Movement: Your speed increases by 10 feet while you are not wearing armor. This bonus increases when you reach certain dropper levels, as shown on the Dropper table.
You can use this movement to move along vertical surfaces and across liquids on your turn without falling during the move.



Expertise
At 2nd level, choose four of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Ponderosity
Also at 2nd level, thanks to your unique abilities to carry the burden of a object of your choice, you've gained unique strength. You gain a swimming and a climbing speed equal to your movement speed, your jump distance is multiplied by half your level (rounded up), you have advantage on Constitution saving throws to avoid Exhaustion. Also you count as two sizes larger when determining your weaponry, carrying capacity and the weight you can push, drag, or lift.
Improvement
When you reach 3rd level, and again at every level shown on the table, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1.
Using the "optional" feats rule, you can forgo taking this feature to take a feat of your choice instead. However unlike other classes, you can take the same feat multiple times.
Extra Attack
At 5th level, you can attack twice instead of once, whenever you take the attack action. Moreover, you can cast one of your cantrips in place of one of those attacks if you know a cantrip that requires an action to cast.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.
Professional Dropper
At 20th level, you gain the ability to mark two objects of your choice instead of one and are nor longer restricted by the planes when teleporting to or summoning your marked objects. Additionally, you gain True Sight that allows you to see normally in dim light and darkness and you cannot be charmed or frightened.


