Officer

Homebrew

Officer

Core Officer Traits
Primary Ability Charisma and Intelligence
Hit Point Die 1d8
Saving Throw Proficiencies Wisdom and Intelligence
Skill Proficiencies Choose 4: Athletics, Acrobatics, Survival, Perception, Investigation, Persuasion, Deception, Intimidation, Insight, Stealth
Weapon Proficiencies Simple Weapons, Rapier and Firearms
Tool Proficiencies Cartographers Supplies
Armor Training Light Armor and Shields
Starting Equipment A Rapier, a Snaplock Pistol or Hand crossbow, Padded Armor and a Dungeoneering Pack

A leader skilled in planning, commanding and rallying troops in battle. You might be an Officer in the army trained in tactics, an accomplished crime boss skilled at inspiring his thugs or a freedom fighter that always has a plan ready for the right cause.   Allies benefit from their tactical insight and leadership. They lend buffs, protection and can let allies use their reaction to attack or move.
Becoming a Officer...
As a Level 1 Character:
Attack At Will: Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.
Move! You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.
Intelligent Defense: You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.
As a Multiclass Character:
Attack At Will: Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.
Move! You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.
Intelligent Defense: You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.

You gain a d8 Hit Die, proficiency with Light Armor, Medium Armor, Shields, Simple Weapons, Rapier and Firearms.
Class Features
Level Proficiency Bonus Class Features Weapon mastery
1 +2 Attack At Will, Move!, Intelligent Defense 2
2 +2 Tactical Analysis 2
3 +2 Subclass 2
4 +2 Ability Score Improvement 2
5 +3 Extra Attack, Expertise 3
6 +3 Taunt the Enemy, Do not Falter! 3
7 +3 Subclass Feature, Perfectionist 3
8 +3 Ability Score Improvement 3
9 +4 Extra Reaction 4
10 +4 Inspiring Speech 4
11 +4 Subclass Feature, Reliable Expertise 4
12 +4 Ability Score Improvement 4
13 +5 Commanding Presence 5
14 +5 Battlefield Commander 5
15 +5 Move and take cover! 5
16 +5 Ability Score Improvement 5
17 +6 Subclass Feature 6
18 +6 Booming Voice 6
19 +6 Epic Boon 6
20 +6 Grand Speech 6
Level 1: Attack At Will
Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll.

Level 1: Move!
You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed.

Level 1: Intelligent Defense
You can add your Intelligence bonus as your Initiative and AC bonus if higher than your Dexterity. If you are Unarmored then you add both your Dexterity and Intelligence Modifier to your AC.

Level 2: Tactical Analysis
You can use a Bonus action to learn a number of attributes of a creature equal to your Proficiency Bonus from the list below:
  • One Ability Score
  • Attack bonus
  • Hit points
  • Armor Class
  • Damage vulnerabilities, immunities or resistances
  • Condition immunities
Level 3: Officer Subclass
You gain a Officer subclass. For the rest of your career, you gain each of your subclass’s features that are of your Officer level or lower.

Level 4: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 8, 12, and 16.

Level 5: Extra Attack
You can attack twice instead of once whenever you take the Attack action on your turn.

Level 5: Expertise
Choose 2 skills to become an expert in. You double your Proficiency Bonus for this chosen skill.

Level 6: Taunt the Enemy
By using a Bonus Action or Reaction you can yell at an enemy that can understand you and they make a Charisma Saving Throw DC8 + Proficiency Bonus + Charisma Modifier. On failure, the next Action, Bonus Attack, Saving Throw or Reaction they make is with Disadvantage. If they already made an Attack they're forced to re-roll the Action, Bonus Action, Saving Throw or Reaction.

Level 6: Do not Falter!
By using a Bonus Action or Reaction you can encourage one of your allies when they make a Saving Throw and they can add your Charisma Bonus to the roll.

Level 7: Perfectionist
You re-roll ones on Skills you are Proficient with.

Level 8: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer levels 12, and 16.

Level 9: Extra Reaction
You gain an extra Reaction per turn.

Level 10: Inspiring Speech
At the start of battle, you shout encouragements or make a rousing speech. You give Heroic Inspiration to a number of Allies equal to your Charisma Bonus.

Level 11: Reliable Expertise
You can no longer roll below a 10 on Ability Checks you have Expertise in.

Level 12: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Officer level 16.

Level 13: Commanding Presence
You add your Proficiency Bonus to any Officer Abilities that add your Charisma Bonus to rolls.

Level 14: Battlefield Commander
You and your allies make Initiative Checks with Advantage and add your Charisma Modifier to the Roll. Two allies can swap Initiative.

Level 15: Move and take cover!
Replaces the Move! ability. You can use your Bonus Attack or Reaction to allow an ally to move up to their Movement speed. They gain Resistance to Ranged and Spell Attacks until the start of their next turn.

Level 16: Ability Score Improvement
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.

Level 18: Booming Voice
Once per Short Rest, you can rally all allies that can hear you. They can move up to their Movement speed and use their Reaction to make a Weapon Attack. They gain Resistance to Ranged and Spell Atacks until the start of their next turn.

Level 19: Epic Boon
You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Combat Prowess is recommended.

Lever 20: Grand Speech
At the start of combat, you give a grand speech inspiring all allies that can hear you. They get Heroic Inspiration and make their next Attack Roll with Advantage and can choose to succeed one Saving Throw before or after they roll until the end of combat.
Subclasses




 

Homebrew

Tactician

Class: Officer

You studied and excel at combat tactics. Maneuver your allies in battle and give them bonuses.
Features
Level 3: Tactical Maneuver
As a Reaction you can let an ally take their turn early. They cannot take their turn when they have already had one this round.

Level 3: Tactical Combat
You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their Attack Rolls, Damage Rolls or Saving Throws but can add the bonus only once per round. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.

Level 7: Teamwork
You direct your allies to work together. Use your Bonus Action or Reaction and select two allies, they can use their Reaction to make a Weapon Attack and they can add your Intelligence Modifier to the Attack Roll and if they hit they add an additional d6 to the Damage Roll.

Level 7: Improved Tactical Combat
Your Tactical Combat Die becomes a d6.

Level 11: Tactical Awareness
You and your allies cannot be Surprised and each ally makes their first Attack with Advantage.

Level 11: Supreme Tactical Combat
Your Tactical Combat Die becomes a d8.

Level 17: Master Tactician
You become a Master of tactics and can arrange any battlefield to your will. At the start of a new round you and your allies can swap Initiative and determine the turn order.

Level 17: Epic Tactical Combat
Your Tactical Combat Die becomes a d10.
 
Strategist

Class: Officer

You excel at planning and can strategize so you and your allies choose the best path to their goal.
Features
Level 3: Strategize
You excel at making a plan to handle any situation. Once per day you can spend 10 minutes to create a plan to achieve an objective and you can involve your allies. You and your allies can add your Proficiency Bonus + Intelligence Modifier to any tools, skill or ability checks and Saving Throws when executing the plan.

Level 7: Logistics
You improve the way the party moves their gear and organizes their supplies. On a Short Rest, you and your allies can choose to recover a Limited Class Ability or Spell slots equal to your Intelligence Modifier.

Level 11: Scouting
You can take 10 minutes to inspect the lay of the land and find the best way to move through with Stealth. You and your allies add your Intelligence Modifier to any Stealth Checks made when you're in the area.

Level 17: Master Strategist
While executing a plan you and your allies can choose to succeed a number of Ability Checks equal to your Intelligence Modifier.
 

Homebrew

Equestrian

Class: Officer

You've trained as a noble cavalry commander and are adapt at commanding your forces from a mount.
Features
Level 3: Mounted Officer
You've trained your mount to work with you when you're in combat. Choose a Beast of CR 1/2 or lower of one size smaller than you. It uses your Intelligence Modifier and Proficiency Bonus for their Attack and Damage Rolls and has Hit Points equal to 4 times your Officer Level. Your mount acts on your Initiative can move and make Attack Rolls. You can command your mount to Attack, Disengage or Dash with your Bonus Action. To get these benefits you must be riding your mount and can't have the Incapacitated condition.
When you acquire a new mount or lose your mount you'll have to spent a week in downtime to train a new mount.

Level 3: Advanced Training
You can train your mount to perform actions on certain triggers. For example, you can train it to bring you to a party member when you're incapacitated or have it wait for you until you whistle. You can have a number of triggers equal to your Intelligence Modifier.

Level 7: Commanding View
When you are mounted the range of your Officer Abilities increases by 15 ft.

Level 11: Heroic Mount
At the start of your turn when you're riding your mount you give your mount Heroic Inspiration if it doesn't have it already.

Level 17: Master Rider
When mounted you no longer trigger Opportunity Attacks when moving out of melee range. Any Weapon Attacks you make when riding against creatures smaller than your mount Critical Hit on a 19 - 20 and your mount gains an extra Action.

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