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D&D 5E First Responder (warlord/marshal/watchman)

mellored

Legend
First responders are trained to quickly react to an emergency situation. They are adept at spotting, analyzing, and coordinating a response to incoming threats. Wisdom is their primary attribute, letting them be aware of the situation. Intelligence and Charisma are good secondary attributes that help you analyze the situation and coordinating a response with others.

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Call to Adventure: First responders are brave souls who selfly put their lives on the lines for others. While many first responders start out by protecting their local area, friends, and family, they often find that what seems like a small local issue is just a symptom of something much greater. Catching a child pickpocketing, may lead the first responder to find out that their parents were taken by a necromancer, or that a dragon burnt his farm to the ground. Or an avalanche that caught some hikers, might be caused by the stirring of a beast deep below the mountain. Always ready to rush in, First Responders can quickly be caught up in an adventure.

Alignment: Nearly all first responders are good aligned, selflessly defending others. Though they can fall on all sides of the law, depending on weather they feel the need to protect the law, or protect people from the law. Though a few First Responders have develop these skills out of paranoia, or a desire to protect their themselves.
First responders often wear a uniform or have a badge of some kind, making it clear to those around them that they are there to help. They also carry axes, as they are good for getting people out of

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1d8 hit dice
Proficiencies: Medium armor, simple weapons, and rescue axe (see below).
Wisdom and Intelligence saving throw.
Perception, Healers Kits, and 3 others from diplomacy, medicine, athletics, insight, and…?

Level 1
Danger Sense: The first step in rapidly responding to danger is to be aware of it. You proficiency bonus in perception is doubled.

Emergency Aid: First responders never know when they will come to a wounded victim. They know how to get someone back on their feet long enough to get out of danger. As an action, you can expend a use of a healer's kit in order to give an unconscious person 1 hit point and stand them up. Once you use this feature, you cannot use it again on the same target until they take a long rest.

Level 2:
Overwatch: As an action, you can keep your eyes on a particular area, creature, or item. This takes concentration as if you were concentrating on a spell. This area is a number of contiguous 10’ cubes equal to your Wisdom modifier (minimum 1). If you select a creature or object, the area is 5’ around them, and stays centered on them. If you have 17 or higher Wisdom, this increase to 10’ around the target. When an ally in the area fails an attack roll, saving throw, or skill check, you can use your reaction to let them reroll the d20.


Level 3: Sub-Classes:
Battle Captain (warlord)
Paramedic (healing)
Officer of the Peace (non-lethal, nets, capture)
Guard (shields)
Fire Brigade (maybe?)
Watchmen (call to arms)
Woofers (Pets, Actually a real term)
Lifeguard (swimming)

Level 5: Rapid Response (two reactions): You gain a second extra reaction each turn. You gain a third a level 11, and a fourth at level 17.

Level 6: Always Ready: You gain advantage on your initiative check. In addition, if your not surprised, your allies are not surprised.

Level 7: Right of Way: First responders need to move fast and can't afford to let anything slow them down. Your speed is increased by 5', you are not slowed by difficult terrain, and you have advantage against any grapple or effect that would immobilize you, such as the web spell. In addition, when you take the dash action you can shout a warning, and anyone not hostile towards can immediately move 5'. Crows will part and let you pass.

Level 9: Sub-Class

Level 10: Battle Runner: You do not provoke opportunity attacks.

11: Rapid Response (three reactions):

....


Rescue Axe: First Responders developed a special and versatile axe that allows them to quickly break down doors, remove debris, and travel into dangerous areas. It has also been known to split a zombie skull on occasion. This is neither a simple or martial weapon. (Weapon Master feat)

The axe is 1 handed, light, deals 1d6 slash or piercing damage (your choice when you attack), versatile (1d10 damage), and thrown (range 20/60) with a 60’ rope attached.
If you have proficiency in the axe deals and attack an object or structure, you can add twice your level to the damage delt. You can also choose to have your axe stick into whatever it hits, being stuck strong enough to support 100 lbs per your proficiency bonus. You can use a bonus action to tug on the rope, release the axe, and bring it back to your hand. Any other creature can use a bonus action to dislodge the axe.



Multi-classing Prerequisit: 13 Wis
You gain proficency in Medium Armor, Perception, Healing Kits, and the Rescue axe.
 
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