YoRHa Troop (5e Class)
YoRHa Troop
In the desolate world, ravaged by war from millenia past, walks a figure that slays machines. A machine construct jumps out from hiding, only to be felled by a swift slash that halves it along the midriff. The sword returns to its floating position behind the figure's back, secured by fields of electromagnetic waves. The slayer kicks the head dispassionately. From higher ground comes the screech of another mad machine that leaps out. It is shot down by a floating Pod which accompanies the figure. There is only one phrase uttered of the duo's creed:
"Glory To Mankind."
Resistance in Dystopia
The YoRHa Troops are units specifically meant to combat machines and akin constructs. However, they will do their utmost to protect humankind and so will fight any threat. Each YoRHa Troop is given a Pod companion, which doubles as a mobile turret. Troop units can have special designated uses ranging from combat to reconnaissance and so forth.
Creating a YoRHa Troop
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All YoRHa troop units are meant to support the cause for humanity in their own ways. What type of unit is your YoRHa Troop? Does your unit prefer to support a main role by nerfing opponents from a range? Or does it like melee, up close and personal?
- Quick Build
You can make a YoRHa Troop quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity and then Constitution. Second, choose the Soldier background. Third, choose a specialty relating to your troop unit's specified parameters (This is mostly flavor and not mandatory).
Class Features
As a YoRHa Troop you gain the following class features.
- Hit Points
Hit Dice: 1d10 per YoRHa Troop level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per YoRHa Troop level after 1st
- Proficiencies
Armor: all armor
Weapons: simple and martial weapons
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose three from Acrobatics, Investigation, Insight, Persuasion, Perception and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) one martial melee weapon of your choice or (b) a hand crossbow with 20 bolts
- a set of fine clothes and blindfolding visors
- Fishing Tackle Kit
Level | Proficiency Bonus | Features | Pod Fire Damage |
---|---|---|---|
1st | +2 | Personal Pod | 1d6 |
2nd | +2 | A150:Vault | 1d6 |
3rd | +2 | YoRHa Troop Specialization Feature | 1d6 |
4th | +2 | Ability Score Improvement | 2d6 |
5th | +3 | P040:Maneuver, Extra Attack | 2d6 |
6th | +3 | YoRHa Troop Specialization Feature | 2d6 |
7th | +3 | Dash and Evade | 3d6 |
8th | +3 | Ability Score Improvement | 3d6 |
9th | +4 | YoRHa Troop Specialization Feature | 3d6 |
10th | +4 | A100:Decoy | 4d6 |
11th | +4 | Offensive Heal | 4d6 |
12th | +4 | Ability Score Improvement | 4d6 |
13th | +5 | Unyielding | 5d6 |
14th | +5 | YoRHa Troop Specialization Feature | 5d6 |
15th | +5 | Counter | 5d6 |
16th | +5 | Ability Score Improvement | 6d6 |
17th | +6 | YoRHa Troop Specialization Feature | 6d6 |
18th | +6 | R010:Laser | 6d6 |
19th | +6 | Ability Score Improvement | 7d6 |
20th | +6 | YoRHa Troop Specialization Feature, Self Destruct | 7d6 |
Personal Pod
No YoRHa Troop is truly alone when they have their trusty Pod companion unit! You start off your adventure with a Pod accompanying you. All Pods follow the appearance of a floating rectangular prism equipped with a blaster and small probing claws. It obeys your every command. Your Pod is in a state of constant hovering, always at least 5 feet off the ground. It cannot leave your side and must remain within 10 feet of you. When broken, it can be repaired with an 8 hour rebooting and repair session. Your Pod is capable of communicating in Common and shares your alignment.
As long as your Pod is active, any weapon you throw can be returned to your hand with a bonus action, upon hit or miss.
In battle, it rolls its own initiative and acts on its own turn. And as you gain levels in this class, your Pod attack grows in power. Your Pod has a ranged attack, allowing it to shoot bullets of energy up to 90 feet in range. It deals 1d6 Lightning damage, gaining one extra damage die every three levels.
Starting 7th level, your Pod gains the ability to assist you medically. By having your Pod expend an action, you receive a healing transmission from it, regaining XD4 hit points, where X is your Constitution modifier. After using this feature, you must complete a long rest before you may use it again.
A150:Vault
When you reach 2nd level, your jump distance is tripled. You automatically succeed checks to land on your feet and take no fall damage unless you are incapacitated, paralyzed, petrified, stunned, or unconscious. You also gain proficiency in Athletics and Acrobatics checks. If you already have proficiency in either of those skills, you may double your proficiency.
YoRHa Troop Specialization Feature
At level 3, your troop unit can choose a specialization, or role, in the troop dynamic. Choose from the Attacker, Brawler, Canceller, Defender, Executioner, Gunner, Healer, Machinist, Operator and Scanner Models.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
P040:Maneuver
Pods can be fragile things, which is why you're partners. They do decent chiseling and you can block the hits. When you reach 5th level, if your Pod should be attacked, you can expend a reaction and reduce your hit points by the value your Pod would have taken instead. If the attack is an Area of Effect attack, then you reduce your hit points in addition to whatever damage may be dealt to you separately. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
Extra Attack
Beginning at 5th level, when you take the attack option, you may attack twice
Dash and Evade
Starting at 7th level, you may expend your bonus action to disengage and dash in addition.
A100:Decoy
When you reach 10th level, you can expend an action to gain 4d10 temporary hit points. You may use this feature a number of times equal to your Constitution modifier, regaining all uses when you finish a long rest.
Offensive Heal
Attacking foes at a melee range can allow you to siphon some energy. Starting at 11th level, as an action, you can make a melee weapon attack against a living creature, dealing force damage equal to 1d20 + your Strength modifier on a hit. You regain hit points equal to the amount of damage dealt. If this feature kills the creature, you double the hit points gained from using this feature. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
Unyielding
When you reach 13th level, if you drop down to 0 hit points, you can instead choose to drop down to 1 hit point. You may use this feature once, regaining all uses when you finish a long rest.
Counter
What's a good soldier without counter tactics? Starting at 15th level, when you are hit by an attack, you may use your reaction to make a melee weapon attack against that creature.
R010:Laser
When you reach 17th level, you can expend one action to command your Pod to do the following: It will expend its action to shoot a concentrated beam in a 60 feet long line, five feet wide, in a direction you choose. The creatures within the area of effect must attempt a Dexterity saving throw against DC 10 + your Strength modifier. This beam deals 6d6 lightning damage on failure and half the damage die on success. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
Self Destruct
It's more noble to take down your enemies with you than retreat. That's the purpose of this suicide tactic. When you reach 20th level, you may use an action to reduce your hit points to zero and create a small, concentrated explosion with your Pod. All creatures within 10 feet of you take 12d10 force damage.
Attacker Model
You are an archaic model who hasn't lost its touch for battle. Your specialty is the Berserk mode, which comes at a heavy cost.
- Berserk
Starting at 3rd level, you may expend a bonus action to enter Berserk mode. While in Berserk mode, you deal double the damage die and take double any damage dealt to you. Your movement speed is doubled and you are immune to paralysis and stun. This feature lasts 2d4 turns after activation. You may use this feature three times, regaining all uses after you finish a long rest.
- Dash Attack
Starting at 6th level, you may expend a bonus action to dash and attack on the same turn.
- R050 Spear
You can charge up your weapon for a strike deadly to Constructs. When you reach 9th level, choose a target and make a melee weapon attack against them. Upon success, the creature takes an 3d10 lightning damage. This damage increases to 4d10 at 18th level. Construct creatures are paralyzed upon hit. You may use this feature equal times your Strength modifier, regaining use when you finish a long rest.
- Extra Attack
When you reach 14th level, you can attack thrice, instead of twice, whenever you take the attack action on your turn.
- Resist
Starting 17th level, if you should fail a Strength save, you may instead succeed it. You must use complete a long rest before using this feature again.
- Undiscarded
Despite being an older model, you're not out of the game. It's given you the will to survive no matter what. Starting at 20th level, you gain advantage in death saving throws and proficiency in the survival skill. Your proficiency bonus for them doubles if you are already proficient in them.
Brawler Model
You specialize in the nitty gritty combat, up close and personal. You smash and slice enemies without a moment's hesitation.
- Two Weapon Fighting
You aren't called 'Battle Model' for nothing. You can be pretty bad-ass with a variety of weapons at hand. Beginning at 3rd level, you can fight with a different weapon in each hand, as long as it does not have the two-handed property. You can make one extra attack each round with the second weapon, expending your bonus action. The second weapon may only use your proficiency bonus if you are proficient in it and has the Light property.
- R040 Blade
At 6th level, you can make life hell for those foolish enough to engage you at a close range. Using an action, you swing your weapon and can make a series of blades sweep around you with a range of 5 feet. Each creature within range, other than you, must succeed on a Dexterity saving throw or take 2d8 force damage. You may use this feature a number of times equal to your Strength modifier, regaining all uses at the end of a long rest.
- Swift Slash
Starting 9th level, if you use Dash and Evade, you may expend your reaction to make an attack at any creature within melee range of your location after you finish dashing. You may use this feature equal times your Dexterity modifier before needing to complete a long rest.
- Auto-Avoid
At 14th level, you are entirely attuned to the movement and strikes of opponents in battles. No attack rolls have advantage against you while you're not incapacitated.
- Auto-Avoid+
At 17th level, if an attack would hit you, you may use your reaction to cause the attack to miss instead. Using this feature also forces the creature who would have hit you to end their turn. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Finisher
At 20th level, your attacks now critical hit on a 19-20. When you roll a critical hit, you may reroll any damage dice that result in a 1.
Canceller Model
Also known as a Cleaner, you are the unit in charge of disrupting enemy tactics.
- Purge Element
You can nullify the effects of some elemental attacks made by enemies. Beginning at 3rd level, you can project an anti-element field up to 15 feet from your location with an action. Choose one damage type from acid, cold, fire, lightning, necrotic, radiant, or thunder. Until the end of your next turn, all creatures within your field have resistance to damage of the chosen type. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Purge MAG
Magic can be annoying at the hands of the enemy. That's why it's your job to negate it. At 6th level, by expending an action, you can place yourself or one creature you can touch under the effects of "Antimagic Field". If you choose to place the effects on a creature other than yourself, you must maintain direct physical contact with the creature for the duration of the effect. You can dispel this feature with a bonus action. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Purge Pod
Starting 9th level, when you use P040:Maneuver, you may make a Strength save before you take any damage for your pod. The DC is equal to half the damage dealt, or 15, whichever is higher. Upon success, you take no damage. On failure, take the damage as normal.
- Purge ATK
At 14th level, you've gotten pretty good at messing with your enemies. Now you can really mess with their attacks. Expending an action, you can designate a creature within 60 feet of you, including yourself. Any attacks against the target now roll with a disadvantage. You can dispel this feature with a bonus action. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Purge Self
Beginning 17th level, you can select up to five creatures you can see within 120 feet and end up to one condition affecting each creature of your choice. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Purge Damage
Beginning at 20th level, you have the power to nullify damage to allies completely. By using an action, you may designate up to three friendly creatures within 30 feet. For the duration of the round, they are considered under the effects of the Invulnerability spell. You may use this feature three times, regaining all uses when you finish a long rest.
Defender Model
You are an archaic unit in charge of erecting protective measures for allies.
- A060 P Shield
At 3rd level, you now have the ability to erect a barrier around you and nearby allies. By expending an action, you erect a barrier around you and two other creatures of your choice within 10 feet of your location. You all gain +5 bonus AC for the duration of one round. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- Armored
Beginning at 6th level, your body is hardened from battle experience. You permanently gain +2 to your AC.
- Brute Shield
A shield must have some teeth. Beginning 9th level, when a creature fails a melee attack roll against you, you may force them to try and succeed a Strength saving throw, DC being your AC + your Strength modifier. On failure, they take force damage equal your AC. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- Counter Barrier
Beginning at 14th level, you have the ability to make a barrier which can reflect some damage back on attackers. By expending an action, you erect a field around one creature of your choice within 30 feet. Until the end of your next turn, the target gains +10 bonus AC. If a creature should attack the target while the protective field is active, the target can choose to make a Strength (Athletics) check as a reaction. The number rolled by the target is dealt as damage back to the attacking creature. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- Sturdy
Beginning 17th level, your maximum hit points increase by 10.
- Anti-Element Barrier
At 20th level, you expend an action to protect up to two creatures within 30 feet of you with a special elemental resistant barrier. Choose two damage types from acid, cold, fire, lightning, necrotic, radiant, or thunder. Until the end of your next turn, the targets have immunity to damage of the chosen types. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
Executioner Model
You are a unit built like the Brawler but better so you can overpower even allies.
- N.I.E.R. field assistance
At 3rd level, you have become proficient in the use of your N.I.E.R field. As long your Pod is active you can wield two-handed weapons as one-handed and heavy weapons as light
- Betrayer
Beginning at 6th level, you can easily get the head jump on the unsuspecting. You have advantage on attack rolls against any creature you surprised.
- Pursuit
Starting 9th level, people cannot run from you no matter how they try. When a creature disengages from you, you may use your reaction to make a melee weapon attack against them, rolling with disadvantage.
- R020 Mirage
Your enemies can only see the illusion of you missing. Beginning at 14th level, if you should miss a melee weapon attack, you can choose to have that attack hit instead. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- A090 Split
When you dodge, it's like your afterimage stayed still while you hack away. Beginning 17th level, you can retaliate perfectly. If a melee attack should miss against you, you may attack one more time in addition to Counter when using your reaction.
- R100 Guillotine
At 20th level, you have the ability to automatically end the insufferable lives of those prostrated before you. Using an action, you make a melee attack on a creature that is prone, paralyzed or stunned and instantly reduce their hit points to 0 on a hit. You may use this feature three times, regaining all use after finishing a long rest.
Gunner Model
You are a model meant to attack foes from afar.
- Hawkeye
At 3rd level, you have eyes better than most. You are proficient in perception checks. Your proficiency bonus doubles for any ability check you make that uses Perception.
- Snipe
Beginning at 6th level, you may double your proficiency bonus when attacking with ranged martial weapons and add 1d4 damage to your attacks made with ranged martial weapons.
- Reload Charge
Starting 9th level, when you take the disengage action, if your equipped ranged weapon requires ammunition, you can reload the weapon, needing no action on your part.
- Barrage Shot
Beginning at 14th level, you may expend your action to have your Pod attack on your turn in addition to its own.
- Sureshot
Beginning 17th level, your expertise in ranged heavy weaponry is unsurpassed. You gain double the advantage in attack rolls where you are using a two-handed ranged weapon.
- Hold the Fort
The Gunner holds fast and provides cover for allies to move. Beginning at 20th level, you may expend a bonus action to reduce your hit points by 3d10. Choose up to 3 creatures within 30 feet of your location. They each gain 1d10 temporary hit points. Using your action on the same turn, you may deal 1d6 damage to up to 5 creatures of your choice within 90 feet of your location. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
Healer Model
You specialize in the healing of team members. You're pretty much required.
- A120 Repair
Starting at 3rd level, you can provide medical treatment to those you wish. Using an action, you may have a creature within 5 feet of you regain 1d8 hit points. The healing increases by 1d8 for each level above 3rd. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Material Transfer
Beginning at 6th level, you can designate up to six creatures within 120 feet of you. A telepathic healing wave passes through them to restore 2d10 hit points. The healing increases by 1d10 for every two levels above 9th. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Pod Heal
Starting 9th level, you may expend an action and have your pod gain 1d10 temporary hit points. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Rescue
Starting at 14th level, you can save allies from the brink of death. By using an action, you can tend to one unconscious creature with 0 hit points within 5 feet of your location. The creature regains 1d10 hit points and becomes conscious.
- Self Empowered
Starting 17th level, you may use an action to touch a creature of your choice. You reduce your hit points to 0 and fully restore the creature's hit points.
- Mechanical Heart
At 20th level, you gain the ability to grant others a preemptive fighting chance. You can designate up to four creatures within 30 feet of you. They gain 3d10 temporary hit points. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
Machinist Model
You inflict status effects and nerfs on foes, making them easier picks for your party. When you're not fiddling with opponent components, you are helping to better your team tactics.
- Emergency Maintenance
When allies fall in battle, it's your duty to stabilize them for further treatment. Starting 3rd level, by expending an action, you can have a living creature within 5 feet and with 0 hit points become stable.
- Check up
At 6th level, your eyes are trained to find how things work. You gain proficiency in the investigation and arcana skills. Your proficiency bonus for them doubles if you are already proficient in them.
- Figure Out
Starting 9th level, when you investigate mechanisms, traps or general workings of an object, you can choose to automatically succeed the check and figure everything out about how the thing works and how you may use or replicate its functions and structures. You may use this feature once, regaining use after completing a long rest.
- Improvement
At 14th level, you can better prep allies for battles ahead by tuning them up a bit. By expending an action, you may choose up to three creatures you see within 60 feet and have them gain +5 bonus AC for one round and 2d10 temporary hit points. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Fixer Downer
Starting 17th level, you can weaken enemy defenses. By expending one action, you may designate up to three creatures within 120 feet of your location you can see. The creatures now have disadvantage in one type of saving throws of your choice. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Interference
At 20th level, you now can wreak havoc on enemies by inflicting a status effect on them. Using an action, you create a field of jarring white noise 30 feet around you. All creatures in range must make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency bonus). On a failed save, you can choose to inflict them with paralysis, prone or stun condition. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
Operator Model
You support team members through buffing the skills of allies.
- Data Transfer
You can help a with coordinating and strategizing efforts by relaying info to allies. At 3rd level, you can telepathically communicate with a friendly creature up to 120 feet away for up to 1 minute. You may break this line of communication with a bonus action. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses when you finish a long rest.
- Support ATK/DEF
At 6th level, you can designate up to three creatures within 120 feet of you. They gain an advantage in attack rolls and they gain +2 AC for 1d4 rounds. You may use this feature three times, regaining all uses when you finish a long rest.
- Network Transfer
Your coordination helps others with their tasks. Starting 9th level, when you use Data Transfer, the creature you communicate with gains advantage in all skill checks for the duration of the telepathy.
- Volt
At 14th level, you gain the ability to weaken enemy resistance against your Pod. By expending an action, you render all creatures within a 60 foot radius vulnerable to lightning damage for 2d4 rounds. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses after you finish long rest.
- Net Transfer
Starting 17th level, you gain the ability to grant up to 3 creatures you can see within 60 feet proficiency in one type of saving throw of your choice by expending an action. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses at the end of a long rest.
- Emergency Code B Conversion Danmaku
When you reach 20th level, you have been repurposed to include some offensive abilities in your repertoire. By expending an action, you may create 5 spheres of energy. Each sphere deals 1d10+1 force damage and has a range of 120 feet. Each sphere hits a creature of your choice you can see within range. The darts all strike simultaneously and you can direct them to hit one creature or several. You may use this feature a number of times equal to your Strength modifier, regaining all uses after you finish a long rest.
Scanner Model
You gather intel and use your hacking abilities to better help support your team members.
- A170 Scanner
You have pretty good eyes, enhanced to be able to scan things. At 3rd level, you can choose one object within 90 feet to look at and focus on with an action. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead choose to look at a creature, you learn what spells, if any, are currently affecting it. You may use this feature a number of times equal to your Dexterity modifier, regaining all uses after a long rest. This feature is not considered magical when determining whether or not it can be affected by anything that targets magic spells.
- View Hack
Using your superior scan abilities coupled with the brain of a hacker, you can easily pinpoint weak spots of opponents. At 6th level, you may expend a bonus action to have your next attack automatically be a critical hit. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- Scan Hack
Your scan can also hack a bit. Starting 9th level, when you use A170 Scanner on an object and find it has magical properties, you may expend a bonus action to hack and copy one of those properties and imbue it onto another object of your choice. This is a very weak link however and the imbued object only retains the fabricated copy of the magical properties for Xd6 seconds, X being your Dexterity modifier.
- Source Hack
With your hacking and scan abilities, you gain access to the weaknesses of your opponent's defenses. At 14th level, you can expend an action and, for the next three rounds, you attack with advantage against all creatures within 60 feet of you. You may use this feature a number of times equal to your Strength modifier, regaining all uses when you finish a long rest.
- Counter Hack
Starting 17th level, you can choose up to 3 creatures you can see within 120 feet of your location. Those creatures now roll with disadvantage in attack and initiative rolls. You may use this feature three times, regaining all uses at the end of a long rest.
- Balance Hack
Starting 20th level, you can expend an action to hack up to 3 enemies within 10 feet of your location. The targets' AC becomes 5 until your next turn. You may use this feature three times, regaining all uses at the end of a long rest.
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