Dungeon Situational – Player Class
As promised a while back, it’s time to bring back Dungeon Situational; a weekly series where I present content designed for Dungeons & Dragons 5th edition, but broadly adaptable for other editions and systems.
This week, as promised in a previous article, I will be creating five levels of a new class that reflects a few minor grievances and absences I find in the D&D class system. None of the material is play-tested, so if you try out this class or any of the class features please do let me know how it goes. At the bottom of the article you can also vote on what you’d like me to create next week.
For now, introducing the first five levels of…
A Halfling weaves through a crowd of brutes, each treble her height. She leaves each one with a freshly bleeding wound.
Mid-duel, a Drow forces his opponent’s blade aside and looses a crossbow bolt over their shoulder, before resuming the swordplay.
As the boats come grinding ashore, a pair of human twins clash axes in a salute, before charging the invading force.
Fast moving dervishes, skirmishers, scoundrels, and scouts; Reavers are light on their feet and fight from the edges, moving from opponent to opponent quickly, or isolating and hampering the efforts of each enemy in turn. They might be pirates who learned how to improvise in a scrap; Military scouts who mastered combat outside of a regiment; Or lone swordsmen, more at home with beating unfavourable odds.
From a gameplay standpoint, the Reaver is designed to utilise and expand upon reaction options, so that time spent between turns in combat are peppered with more and more damage, combined with interference to the actions of your opponents.
As a reaver you have the following class traits:
Hit Dice: 1d10 per reaver level.
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per reaver level after 1st
Armour: Light armour, medium armour, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Dexterity, Charisma
Skills: Choose three from Acrobatics, Athletics, Deception, Intimidation, Investigation, Perception, Persuasion, Stealth, and Survival
|1||+2||Fighting Style, Mobile Combatant (1d4)|
|4||+2||Ability Score Improvement|
You choose a fighting style in a similar manner to the fighter, paladin, or ranger. You may choose Archery, Dueling, Protection, or Two Weapon Fighting, in addition to the following options:
Polearm: While you are wielding a glaive, halberd, or pike, you may make an opportunity attack against a creature that moves into a space within 5 ft. of you.*
Shoot and Stab: If you hit a creature with a melee attack, you can make a ranged attack as a bonus action without the disadvantage imposed by having a creature adjacent to you. If you choose a different creature than the one you hit, apply your ability modifier to the attack’s damage roll.
If you move 15 ft. of your movement speed on your turn, your next attack will deal an additional 1d4 damage of a damage type dealt by the weapon. The damage increases to 2d4 when you reach level 7, and 3d4 when you reach level 14.
Your movement cannot easily be impeded. Starting at 2nd level your movement is not impeded by difficult terrain so long as you do not start your movement within the terrain, and you ignore mundane obstacles 3 ft. tall or lower.
You are prepared for anything the chaos of the battlefield might bring. At 3rd level you may choose 2 more ways to use your reaction. You can choose another option at 7th, 10th, and 15th levels. Some of the options call for a saving throw. The DC for the saving throw is equal to 8 + your choice of your strength or dexterity modifiers + your proficiency modifier.
Close: When a creature you can see moves, you can move up to 10 ft. towards it. If you end this movement adjacent to that creature, you can make an attack against it, but you do not add your ability modifier to the attack’s damage unless that modifier is negative.
Cover: When a creature you can see makes an opportunity attack, you can make an attack against it, but you do not add your ability modifier to the attack’s damage unless that modifier is negative. If the attack hits, the creature makes its opportunity attack with disadvantage.
Deflect: When a creature makes an attack against you and you are wearing a melee weapon or shield, you can impose disadvantage on the attack.
Interfere: When a creature within 30 ft. of you attempts to cast a spell you can move 10 ft. If you end this movement adjacent to the spell caster it must succeed on a saving throw based on its spellcasting ability, or the spell fails.
Manoeuvre: When an creature you can see ends its turn, you can move up to half your speed.
Shot: When another creature you can see ends its turn and you are wielding a ranged weapon, you can make a ranged attack, but you do not add your ability modifier to the attack’s damage unless that modifier is negative.
Withdraw: When a creature moves within 5 ft. of you, you can move 10 ft. This movement provokes opportunity attacks.
Ability Score Improvement
This works the same as every other class. At 4th level, pick a feat or up your stats.
Your reflexes hone ever further. Starting at 5th level you can take two reactions per turn.
Future Advancement For The Reaver
The class may further develop abilities that prevent its movement from being inhibited, such as advantage to saving throws like dexterity, checks to escape restraints and grapples, and powers that further their skirmishing capabilities and run circles around its opponents. Already you can see some of the advancement options listed that increase damage and reaction abilities.
I added more options for future Dungeon Situational articles during the hiatus, and now you get to choose next week’s title.
Legendary actions that can turn a bog standard creature into something unique and terrifying; spells with a twist that make them uniquely yours; and a shop, including content, owner, and secrets.
*Note that this is distinct from the wording of the Polearm Master feat, making it less potent. Aside from the fact that it still makes the feat worth taking, it still increases the potency of your opportunity attacks, which specifically target creatures leaving your reach, rather than entering it.