5e Teen Slasher

by Dael Kingsmill

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The Delinquent

The Delinquent
Level Proficiency Bonus Features
1st +2 Reckless Attack
2nd +2 Sucker Punch, Survival Instinct
3rd +2 Retaliation
4th +2 Tooth and Nail
5th +3 Won't Stay Down

Class Features

As a Delinquent, you gain the following class features

Luck Points


  • Luck Dice: 1d10 per level
  • Luck Points at 1st Level: 10 + your Constitution modifier
  • Luck Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, motorcycle leathers, simple helmets, motorcycle helmets
  • Weapons: Simple weapons, handguns
  • Tools: Thieves' tools

  • Saving Throws: Strength, Constitution
  • Skills: Choose three from Animal Handling, Athletics, Deception, Intimidation, Perception, Sleight of Hand, and Stealth

Reckless Attack

You can throw aside all concern for defence to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.


Sucker Punch

Whoever said you had to fight fair? Starting at 2nd level, when you make a successful attack roll against a creature that hasn’t taken a turn in combat yet, you may choose to treat that attack as a critical hit. Once you use this feature, you can't use it again until you finish a short or long rest.


Survival Instinct

Also at 2nd level, you're tuned in to when things nearby aren’t as they should be, giving you an edge when you react to danger. You have advantage on Initiative rolls and Dexterity saving throws against effects that you can see. To gain this benefit, you can’t be blinded, charmed, deafened, or incapacitated.


Retaliation

When you're hit you hit back! Beginning at 3rd level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.


Tooth and Nail

Your will to live lets you fight harder than ever. When you reach 4th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Won't Stay Down

You've had to fight to survive all your life, and this is no different. If you suffer an attack while your Luck has run out, you can make a DC 10 Constitution saving throw. If you succeed, you are not rendered unconscious. Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

The Freak


Class Features

As a Freak, you gain the following class features

Luck Points


  • Luck Dice: 1d6 per level
  • Luck Points at 1st Level: 6 + your Constitution modifier
  • Luck Points at Higher Levels: 1d6 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, simple helmets
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Perception, Religion, Stealth

Heebie Jeebies

People and animals are unnerved by you. You have advantage on Charisma (Intimidation) checks.

In addition, you can choose one creature within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 10 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.


Troubling Dreams

Starting at 2nd level, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


The Gift

Beginning at 3rd level, you're able to reach out to the minds of others. You can telepathically speak to any creature you can see within 60 feet of you. You don’t need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.

The Prep
Level Proficiency Bonus Features
1st +2 Heebie Jeebies
2nd +2 Troubling Dreams
3rd +2 The Gift
4th +2 The Mind of Evil
5th +3 Embrace Power

The Mind of Evil

At 4th level, you can use your gift to look through your enemy's eyes. As an action, you can begin to perceive through the senses of an evil target of your choice for 1 minute. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. You can end the effect early as a bonus action.


Embrace Power

At 5th level, you gain the ability to move or manipulate creatures or objects within 60 feet of you by thought. When you use this feature, and as your action each round, you can exert your will on one creature or object that you can see within range. You can affect the same target each round or choose a new one. If you switch targets, the prior target is no longer affected. You must maintain concentration on this feature as if you were casting a spell. Once you use this feature you can't use it again until you finish a long rest.

Creature. You can try to move a Huge or smaller creature. Make a Charisma ability check with proficiency contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward. Until the end of your next turn, the creature is restrained in your telekinetic grip.

On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.

Object. You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make a Charisma ability check with proficiency contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction.

The Geek


Class Features

As a Geek, you gain the following class features

Luck Points


  • Luck Dice: 1d6 per level
  • Luck Points at 1st Level: 6 + your Constitution modifier
  • Luck Points at Higher Levels: 1d6 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, simple helmets, paintball masks
  • Weapons: Simple weapons, stun guns, longbows
  • Tools: Toolkit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose four skills from Arcana/Engineering, History, Insight, Investigation, Medicine, Nature, and Survival

Gifted and Talented

You're an expert on your special interests. Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with toolkits. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.


Quick Thinking

Your quick thinking allows you to act fast. You can take a bonus action on each of your turns in combat. This action can be used only to take the dash, disengage, or hide action.


Part-Time Tutor

You're good at coming up with solutions that help others. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.


Inner Workings

You understand how stuff works. You can use the bonus action granted by your Quick Thinking to make a Dexterity (Sleight of Hand) check, use your toolkit to disarm a trap, or take the Use an Object action.


Puzzle Solver

You can figure this out, you just know it! You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

The Geek
Level Proficiency Bonus Features
1st +2 Gifted and Talented, Quick Thinking
2nd +2 Part-Time Tutor
3rd +2 Inner Workings
4th +2 Puzzle Solver
5th +3 Machine Learning

Machine Learning

You know how to fix or engineer mechanical and electrical devices. To use this ability, you must have a toolkit in hand and be within 5 feet of a mechanical or electrical device. After spending one minute, give the device one of the following properties of your choice:

  • The device sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever activated by a creature, the device plays a recorded message that can be heard up to 30 feet away. You utter the message when you tinker with the device and the recording can be no more than 30 seconds long.
  • The device continuously emits your choice of an odour, a flashing light, or a nonverbal sound. The chosen phenomenon is perceivable up to 30 feet away.
  • A static visual image appears on the device's screen surface, if it has one. This can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts for one hour. As an action, you can disable the chosen property on the device early. You can engineer multiple devices, tinkering one device each time you use this feature, though a single device can only bear one property at a time. The maximum number of devices you can engineer is equal to your proficiency bonus. You regain all uses of this feature after finishing a long rest.

The Goofball

The Goofball
Level Proficiency Bonus Features
1st +2 Fluke
2nd +2 Babble
3rd +2 Make 'Em Laugh
4th +2 Bring Out the Best
5th +3 Summon Courage

Class Features

As a Goofball, you gain the following class features

Luck Points


  • Luck Dice: 1d8 per level
  • Luck Points at 1st Level: 8 + your Constitution modifier
  • Luck Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, simple helmets
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Acrobatics, Animal Handling, Deception, Performance, Persuasion, Sleight of Hand, and Stealth

Fluke

You have a habit of stumbling your way out of trouble. When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


Babble

When you reach 2nd level, you learn how to use your wit to distract and confuse others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to roll 1d6 and subtract the result from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature's damage total is announced. The creature is immune if it can’t hear you. You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you finish a long rest.


Make 'Em Laugh

Starting at 3rd level, you can use idle chit chat or diverting humour to help raise the spirits of your wounded allies during a short rest. Any friendly creatures that regain Luck points at the end of the short rest can regain an additional 1d6 Luck points, as long as they are within 30 feet of you and can hear you.


Bring Out the Best

You inspire others with your positive attitude. Beginning at 4th level, you can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Inspiration die is rolled, it is lost. A creature can have only one Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.


Summon Courage

Once you reach 5th level, you know how to keep your friends from spiralling. As an action, you can give a rousing speech or say something encouraging to your allies. Until the end of your next turn, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit and the effect ends early if you are incapacitated or silenced. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain any expended uses when you finish a long rest.

The Heart

The Heart
Level Proficiency Bonus Features
1st +2 Favoured by Fate,
Something's Not Right
2nd +2 Gentle Hands
3rd +2 Will to Live
4th +2 Hard to Kill
5th +3 Fight Back

Class Features

As a Heart, you gain the following class features

Luck Points


  • Luck Dice: 1d8 per level
  • Luck Points at 1st Level: 8 + your Constitution modifier
  • Luck Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, simple helmets
  • Weapons: Simple weapons
  • Tools: First aid kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Athletics, Insight, Investigation, Medicine, Nature, Perception, Religion, and Survival

Favoured by Fate

You just seem to get hit less than your friends. While you are wearing no armour or helmet, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.


Something's Not Right

Your instincts tell you when someone is lying or behaving suspiciously. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.


Gentle Hands

You took a first aid class once. Starting at level 2, as an action, you can use a first aid kit to restore a number Luck points equal to your level + your Wisdom modifier to a creature within 5 feet of you. When you use this feature, you can also end the stunned condition on the target creature. You can do this a number of times equal to your Wisdom modifier (minimum of 1), and you regain all uses of this feature after finishing a long rest.


Will to Live

When things are truly dire, you always manage to pull yourself together. Upon reaching 3rd level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.


Hard to Kill

You're tougher than you look. Beginning when you reach 4th level, when you take damage you can use your reaction to halve the damage. You can do this a number of times equal to your proficiency modifier, and you regain all uses when you finish a long rest.


Fight Back

Someone has to do something! At 5th level, you can deal an extra 3d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Once you use this feature you cannot use it again until you finish a long rest.

The Jock

The Jock
Level Proficiency Bonus Features
1st +2 Star Athlete
2nd +2 Fighting Spirit
3rd +2 Competitive Edge
4th +2 Second Wind
5th +3 The Best Defence

Class Features

As a Jock, you gain the following class features

Luck Points


  • Luck Dice: 1d10 per level
  • Luck Points at 1st Level: 10 + your Constitution modifier
  • Luck Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, sports padding, simple helmets, sports helmets
  • Weapons: Simple weapons
  • Tools: None

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Persuasion, and Stealth

Star Athlete

Baseball

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.

Basketball

You double your proficiency bonus on attack rolls you make with thrown weapons.

Boxing

Your unarmed strikes can deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit.

Cheerleading

You double your proficiency bonus on Dexterity (Acrobatics) checks and you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your level.

Football

While you are wearing armor and a helmet, you gain a +2 bonus to AC.

Soccer

You have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Swimming

You gain a swim speed equal to your walking speed and your Con modifier is doubled for the purposes of resisting suffocation.

Track

Your base speed increases by 10 feet and you gain a +2 bonus to Initiative rolls.

Wrestling

When you have a creature grappled you may choose whether that creature uses Strength (Athletics) or Dexterity (Acrobatics) to escape the grapple.


FIghting Spirit

You can reroll a Strength, Dexterity, or Constitution saving throw that you fail. If you do so, you must use the new roll. You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.


Competitive Edge

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again.


Second Wind

You have a limited well of stamina that you can draw on to rally and keep yourself going. You can use a bonus action to give yourself a number of temporary Luck points equal to 1d10 + your level. Once you use this feature, you must finish a long rest before you can use it again. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.


The Best Defence

You can attack twice, instead of once, whenever you take the Attack action on your turn.


The Prep


Class Features

As a Prep, you gain the following class features

Luck Points


  • Luck Dice: 1d8 per level
  • Luck Points at 1st Level: 8 + your Constitution modifier
  • Luck Points at Higher Levels: 1d8 + your Constitution modifier per level after 1st

Proficiencies


  • Armor: Light armour, simple helmets
  • Weapons: Simple weapons, stun guns
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Animal Handling, Deception, Insight, Intimidation, Performance, and Persuasion

Social Currency

People know you even when you don't know them. When you make a Charisma (Intimidation), a Charisma (Deception), or a Charisma (Persuasion) check, you can roll an additional 1d6 and add the result to the ability check. You can do this a number of times equal to your proficiency bonus and regain all uses of this feature when you finish a long rest.


Whatever

Do you look like you care? You have advantage on saving throws against being charmed or frightened.


Catch Me If You Can

Beginning at 2nd level, you're ready to cut and run at a moment's notice. Other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.


Self Defence

You're not a helpless as people might think. Starting from when you reach 3rd level, when a creature you can see moves within 5 feet of you, you can use your reaction to make one melee attack against the creature. Additionally, you may roll 1d6 and add the result to the attack roll and, if the attack hits, to the weapon’s damage roll. Once you use this feature, you can’t use it again until you finish a long rest.

The Prep
Level Proficiency Bonus Features
1st +2 Social Currency, Whatever
2nd +2 Catch Me If You Can
3rd +2 Self Defence
4th +2 Hey You!
5th +3 Vicious Mockery

Hey You!

Hey, Ugly! Over here! As a bonus action on your turn, you can attempt to goad one creature within 30 feet of you into attacking you. The target must make a Wisdom saving throw (the DC equals 10 + your Proficiency bonus + your Charisma modifier). On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. The creature is immune if it can’t hear you. Once you use this feature, you can’t use it again until you finish a long rest.


Vicious Mockery

Starting at 5th level, you know exactly what you can say that will sting the most. You unleash a string of insults at a creature you can see within range. If the target can hear you, it must succeed on a Wisdom saving throw (the DC equals 8 + your Proficiency bonus + your Charisma modifier) or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of your next turn. You can use this feature a number of times equal to your Charisma modifier and regain all uses when you finish a long rest.

Modern Weapons
Name Damage      Weight   Properties
Simple Melee Weapons
Baseball bat 1d8 bludgeoning 2 lb. Two-handed
Frying pan 1d4 bludgeoning 1 lb. Versatile (1d6)
Hammer 1d4 bludgeoning 2 lb. Light, thrown (range 20/40)
Heavy flashlight 1d6 bludgeoning 4 lb. Versatile (1d8), special
Knife 1d4 slashing 1 lb. Finess, light, thrown (range 20/60)
Scissors 1d4 piercing 1 lb. Finesse, light
Wood axe 1d8 slashing 4 lb. Two-handed
Simple Ranged Weapons
Molotov 2d6 fire 1 lb. One use (range 20/40), special
Slingshot 1d4 bludgeoning 1 lb. Ammunition (range 30/60), loading, two-handed
Specialised Melee Weapons
Chainsaw 2d12 slashing 10 lb. Heavy, two-handed, difficult
Machete 1d10 slashing 2 lb. Finesse
Stun gun 2d4 lightning 1 lb. Finesse, light, recharge 5-6, special
Specialised Ranged Weapons
Hand gun 2d6 piercing 3 lb. Ammunition (range 80/150)
Hunting rifle 2d8 piercing 4 lb. Ammunition (range 150/300), heavy loading, two-handed,
difficult
Longbow 1d8 piercing 1 lb. Ammunition (range 100/200), heavy, two-handed
Shotgun 2d10 piercing 4 lb. Ammunition (range 15/60), heavy, loading, two-handed,
difficult

Weapon Properties

Many weapons have special properties related to their use, as shown in the Modern Weapons table.


Difficult. Attacks made with a difficult weapon are made with disadvantage unless the attacker is proficient with that weapon.

Special Weapons

Weapons with special rules are described here.


Heavy flashlight. The heavy flashlight can be used to shed bright light in an 80 foot cone and dim light for an additional 20 feet.



Molotov. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.


Stun gun. On a hit, the target must make a DC 14 Constitution saving throw or be stunned until the end of its next turn.

Modern Armour
Name Armour Class (AC)  Weight   Stealth
Light Armour Weapons
Denim 11 + Dex modifier 1 lb.
Paintball body armour 12 + Dex modifier 2 lb.
Medium Armour
Motorcycle leathers 13 + Dex modifier (max 2) 2 lb.
Sports padding 14 + Dex modifier (max 2) 4 lb. Disadvantage
Heavy Armour
Kevlar 15 + Dex modifier 8 lb.
Simple Helmets
Bike helmet +1 1 lb. Disadvantage
Construction helmet +1 1 lb. Disadvantage
Specialised Helmets
Motorcycle helmet +3 5 lb.
Paintball mask +1 1 lb.
Sports helmet +2 3 lb.

Specialised Helmets

When a character wears a specialised helmet with which they are not proficient, that character has disadvantage on Wisdom (Perception) checks and cannot hear creatures further than 10 feet away from them.

Survival Tools

First aid kit. A simple, portable first aid bag, packed with bandages and disinfectants useful for treating injuries.

Flashlight. The flashlight can be used to shed bright light in a 60 foot cone and dim light for an additional 20 feet.

Painkillers. As an action, you may swallow the painkillers to gain 1d4 + 1 temporary Luck points.

Thieves' tools. Typically this is a compact fabric kit containing a set of lock picking tools, a file, and wire cutters.

Toolkit. A metal box containing a set of screwdrivers, wire strippers, pliers, and electrical tape.


Survival Tools
Item Weight
First aid kit 2 lb.
Flashlight 1 lb.
Painkillers
Thieves' tools 1 lb.
Toolkit 5 lb.