Daredevil
The fearless Daredevil risks life and limb to perform death-defying acts. When you need a stunt person, an extreme sports enthusiast, or someone with the know-how to stage a dangerous-looking spectacle or to succeed at a stunt that no one else in their right mind would even attempt, then call on the Daredevil.
The Daredevil can perform physical stunts and vehicle stunts, understands the magic of moviemaking, and is tough enough to take on a dangerous stunt, succeed at the stunt - and survive.
Select this advanced class if you want your character to excel at risk-taking and understand how to push the limits of possibility.
The Daredevil
Level | Features |
---|---|
3rd | Parkour, Adrenaline (4d8) |
7th | No Fear, Adrenaline (5d8) |
10th | Suck it Up, Adrenaline (5d10) |
15th | Push it Real Good, Adrenaline (6d10) |
18th | Willful Ignorance, Adrenaline (6d12) |
Class Features
As a daredevil, you gain the following class features.
Hit Points
- Hit Dice: 1d10 per daredevil level
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per daredevil level
Parkour
At 3rd level, you gain the following benefits:
- Your speed increases by 10 feet.
- Standing up from prone costs 5 feet of movement instead of half your movement.
- Difficult terrain costs 1 foot of movement less per 1 foot moved.
- When you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Adrenaline
At 3rd level, you gain a set of abilities that are fueled by special dice called adrenaline dice.
Adrenaline Dice. You have four adrenaline dice, which are d8s. An adrenaline die is expended when you use it. You regain all of your expended adrenaline dice when you finish a long or short rest.
You gain another adrenaline die at 7th level and one more at 15th level.
Using Adrenaline Dice. You can expend adrenaline dice to gain a number of different benefits:
- When you make a check that allows you to apply your proficiency in Acrobatics, Animal Handling, Athletics, Perception or Performance, you can expend one adrenaline die to bolster the check. Add half the number rolled on the adrenaline die (rounding up) to your check. You can use this ability before or after making the ability check, but before any of the effects of the ability check are applied.
- When you make a Strength, Dexterity, or Constitution saving throw, you can expend one adrenaline die to push through. Add half the number rolled on the adrenaline die (rounding up) to the saving throw. You can use this ability before or after making the saving throw, but before any of the effects of the saving throw are applied.
- When you make a weapon attack against a creature, you can expend one adrenaline die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
No Fear
At 7th level, your blatant disregard for personal safety reaches infectious levels.
You and any allies with 5 feet of you have advantage on any saving throw that would cause them to become frightened.
Suck it Up
Starting at 10th level, you can focus yourself to occasionally shrug off injury.
When you take damage, you can use your reaction to expend an adrenaline die. Reduce the damage received by the adrenaline die plus your Constitution modifier.
Push it Real Good
At 15th level, you have become accustomed to pushing yourself passed your limits at the expense of your personal health.
When you have no adrenaline dice left, can spend a bonus action to regain an adrenaline die. When you expend this adrenaline die, you gain a level of exhaustion.
Willful Ignorance
Beginning at 18th level, you are able to forge on despite the most grievous of injuries, for a time.
As a bonus action, you can gain a number of temporary hit points equal to half your hit point maximum. These temporary hit points last for 10 minutes. At the end of this duration, you take damage equal to half your hit point maximum and gain a level of exhaustion.
After you use this ability, you can’t use it again until you finish a short or long rest.
Bodyguard
The Bodyguard makes security their specialty. They knows how to keep someone safe and how to provide personal protection to the utmost degree. The Bodyguard can be more than a security specialist, however. They might be part private detective, part hired muscle. They might serve as a driver or other personal aide, in addition to being ready at all times to offer protection to the client they watch out for.
The Bodyguard has the ability to avoid trouble, and when trouble can’t be avoided, they can protect a client through a variety of other means.
Select this advanced class if you want your character to excel at security and safekeeping, both from a tactical perspective and through the use of whatever level of force is required.
The Bodyguard
Level | Features |
---|---|
3rd | Additional Proficiency, Fighting Style, Harm's Way |
7th | Situational Awareness, Single Out |
10th | Counter, Neutralise |
15th | Blanket Protection |
18th | One-Man Barricade, Harm's Way (resistance) |
Class Features
As a bodyguard, you gain the following class features.
Hit Points
- Hit Dice: 1d12 per bodyguard level
- Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bodyguard level
Additional Proficiency
When you take this advanced class at 3rd level, you gain proficiency with all armour.
Fighting Style
When you take this advanced class, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.
Close-Quarters Shooter
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Additionally, you have a +1 bonus to attack rolls on ranged attacks.
Defence
While wearing armour, you gain a +1 bonus to AC.
Duelling
When you are wielding a weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must have at least one free hand or be wielding a shield.
Harm’s Way
At 3rd level, when a creature makes an attack against an ally who is within 5 feet of you, you can use your reaction to redirect the attack to you. If the attack hits you, you take the damage and effects as normal. If the attack misses you, it also misses your ally. The attack is made
Additionally, you gain an additional reaction which can only be used for this feature.
At 18th level, if an attack redirected to you hits you, you have resistance against that attack’s damage.
Situational Awareness
Starting at 7th level, you add your proficiency bonus to your initiative rolls. In addition, you can always move and take actions and reactions on the first round of combat, even if you’re surprised.
Target Focus
At 7th level, you can focus your offensive efforts on a single creature to minimise the threat they pose.
As a bonus action, you may select one creature you can see. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious. Additionally, that creature has disadvantage on attack rolls against targets other than you for the duration.
Once you have used this ability, you cannot use it again until you have finished a short or long rest.
Counter
At 10th level, you are able to strike quickly in response to an attack. When a creature misses you with an attack, you can use your reaction to make a single attack against that creature.
Neutralise Target
Beginning at 10th level, while a creature is grappled by you, they have disadvantage on attack rolls and Dexterity saving throws and their AC is reduced by 2.
Blanket Protection
Starting at 15th level, you can take command and call out instructions to your allies to keep them safe.
As a bonus action, select up to six allies within 60 feet of you who can see or hear you. Each creature has advantage on Dexterity saving throws, and a +2 bonus to AC for 1 minute.
You must finish a long rest before you can use this ability again.
One-Man Barricade
You excel at defending narrow passages, doorways, and other tight spaces.
Starting at 18th level, as a bonus action you can enter a defencive stance that lasts until the start of your next turn. While in your defencive stance, you can make opportunity attacks and use your Harm's Way feature without using your reaction, and you can use your reaction to make an attack against a creature that moves more than 5 feet while within your range.
Additionally, while in your defencive stance, you provide three-quarters cover to allies behind you rather than half cover.
Credits
Document and contents by Dylan Richards (Reddit: u/Altavus , Tumblr: decision-paralysis, Blogger: Decision Paralysis)
Source Material
"d20 Modern" role-playing game by Wizards of the Coast.
Built heavily upon "d20 Modern 5e Conversion" by Edward Wilson.