Flanker (Public Safety Supplement)

Flanker

Frail Assassins

The Flankers are specialized in killing a target with one quick blow, generally ending things before the victim even realizes it. They have high offensive capabilities, but due to their frail nature they must attack with caution, always making sure that they don't get noticed or hit.

Creating a Flanker

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A Flanker alongside its contracted devil, source

When creating a Flanker, ask yourself the following questions; Why did you became a Flanker? Did you just had a liking for killing? Were you pulled to this life by family? Do you work for the governement?

Quick Build

You can make a Flanker quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma.

Class Features

As a Flanker you gain the following class features.

Hit Points

Hit Dice: 1d6 per Flanker level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Flanker level after 1st

Proficiencies

Armor: none
Weapons: Simple Weapons, Martial Weapons
Tools: One artisan’s tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose three from the following: Acrobatics, Athletics, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Stealth, Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 1 Katana or (b) 2 Simple Weapons
  • (a) 1 Martial Weapon and a Handgun or (b) 2 Martial Weapons
  • (a) Dungeoneer's pack or (b) Explorer's pack

Table: The Flanker

LevelProficiency
Bonus
Sneak AttackFeatures
1st+21d6Devil’s Contract, Sneak Attack, Flanking Specialization
2nd+21d6Cunning Action
3rd+22d6Uncanny Dodge
4th+22d6Ability Score Improvement
5th+33d6Extra Attack
6th+33d6Flanking Specialization (2)
7th+34d6Resistant
8th+34d6Ability Score Improvement
9th+45d6Quick Reflexes
10th+45d6Flanking Specialization (3)
11th+46d6Extra Attack (2)
12th+46d6Ability Score Improvement
13th+57d6Trained Evasion
14th+57d6Ability Score Improvement
15th+58d6Elusive
16th+58d6Ability Score Improvement
17th+69d6Extra Attack (3)
18th+69d6Flanking Specialization (4)
19th+610d6Ability Score Improvement
20th+610d6Untouchable

Devil’s Contract

Starting at 1st level, like many others, you can make contracts with devils. However, you know how to make them beneficial on an equal level. You start out with one devil contract of your choice, which you must discuss with your gm to organize its benefits and payments.

You can have a number of devil contracts up to your Flanker level + your Charisma modifier (minimum of 1).

Sneak Attack

Also at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Flanker table.

Flanking Specialization

Also at 1st level, you have specialized in one form of taking advantage of your opponent’s weakness. You choose one of the specializations detailed at the end of the class description. Your choice grants you features at 1st level, 6th, 10th and 18th level.

Cunning Action

At 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

Uncanny Dodge

At 3rd level, you have learned how to dodge at the last moment, barely saving yourself. Whenever an attacker that you can see hits you with an attack, you can use your reaction to halve the total damage.

At 5th level, this feature can now also be used against Dexterity saving throws. At 11th level, this may be used for any line and cone saving throws.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 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.

Extra Attack

Starting at 5th level, you can attack twice, instead of once, when you use the Attack action during your turn. The number of attacks increases to three when you reach 11th level, and to four when you reach 17th level.

Resistant

At 7th level, training your body has allowed yourself to become able to resist certain area effects. Choose one of the following ability scores to receive a benefit:

You can only choose the option associated with a certain ability score if you have a 16 or higher in that ability score. If none of your ability scores are at or above 16 you may only choose the one that is your highest, or any of your highest in the case of a tie. When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You can choose another saving throw at 11th, and then another at 17th level.

Quick Reflexes

At 9th level, your quick mind allows you to dodge much quicker than your peers. You can now also take the Dodge action by using the Cunning Action feature.

Trained Evasion

At 13th level, you have been training your dodging skills, becoming basically a pro dodger. Whenever you take the dodge action, you now gain advantage on all saving throws but Constitution for its duration.

Elusive

At 15th level, it is extremely hard to gain the upperhand against you, as you are very evasive. No attack rolls have advantage against you while you’re not incapacitated.

Untouchable

Finally at 20th level, you have truly become untouchable, almost nothing in this world can bring you any harm. Whenever you roll less than a 10 on a saving throw you are proficient in or have the Resistant feature applying to it, you may treat it as if you have rolled a 10 instead. Additionally, non-magical weapon attacks automatically miss against you if you are under the effects of the dodge action.

Flanking Specializations

Assassin

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An assassin ready to attack at any moment, source

The Assassin specialization focuses on being in close range with your opponents, while some believe this to be dangerous due to the frail nature of flankers they have enough maneuverability to handle themselves.

Specialized Sneak Attacks

You have specialized in melee weapons, with those being your comfort zone. Whenever you attack with a melee weapon (that meets the requirements of the Sneak Attack feature) and use the sneak attack feature, the damage die tier of the feature increases by one, turning the d6 into a d8.

Close Combatant

Starting at 1st level, you are very proficient when it comes to fighting within close range, being able to dodge and evade even in such a dangerous position. You add your proficiency bonus to your AC while unarmored.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Acrobat

At 6th level, you are comparable to a monkey to those who watch your acrobatic prowess in battle. Whenever you use the Cunning Action feature, you have advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn. Also, whenever you hit a creature with a melee weapon attack roll you don’t generate opportunity attacks from that creature until the end of your turn.

Additionally, you gain proficiency in either Acrobatics or Athletics. If you are already proficient, you gain expertise in the skill instead.

Refined Weapons Manship

At 10th level, you have refined your swordplay, making a failure turn into a success in the middle of combat. Once per turn when you miss a melee weapon attack roll, you can roll it again with advantage.

You can do this a number of times equal to your Dexterity modifier (minimum of once). You regain all uses after taking a short or long rest.

Multiple Sneak

At 18th level, you have mastered the art of exploiting a foe’s distractions in combat. You can now make two sneak attacks per turn instead of one.

Shadow Contractor

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A shadow contractor with dolls created by her contract behind her, source

The Shadow Contractor specialization focuses on having good relationships with devils, utilizing them as tools to achieve your means. They almost never fight themselves, staying behind.

Specialized Sneak Attacks

Different from other flankers, you do not specialize in a weapon of some kind for your sneak attacks, but in devil attacks. Whenever you make an attack roll with a contract, you can add your Sneak Attack die on a hit if it meets the feature’s requirements.

If you somehow turn yourself into a devil, your natural weapon or devil power attack rolls also benefit from this.

Favorite Devil

Starting at 1st level, you have a very good relationship with a specific devil, being friends with them. You must choose which devil is it at character creation and with GM’s discretion.

You have advantage on all Charisma checks but Intimidation against said devil, and they are willing to help you as much as they can. The cost of their contracts will also be reduced (GM’s discretion).

If your devil dies, or for some reason your good relationship ends, you can choose another devil to become your favorite devil. You must have spent at least 1 hour with said devil in order to do that.

Devil Knowledge

At 6th level, due to your connection with many devils, you have gained lots of knowledge about them. You have advantage on Wisdom (Survival) checks to track devils, or in Int checks to recall information about them.

Also, you can as an action make an Wisdom (Insight) check against a devil you can see within 60 feet of you, with the DC being 20 -1 per 100 fear levels they have. On a success, you know exactly what devil it is and part of their powers. If you succeed by 3 or more, you gain knowledge about all of their powers.

Devilish Resistance

At 10th level, the time you have spent alongside devils made you become an expert at resisting their effects. If you know what devil powers a devil has and their level is lower than your own, you have advantage on their Devil Power saving throws.

Friends From The Other Side

At 18th level, you have truly sold your soul to the devils, now becoming practically one of them. You have advantage on Charisma checks with all devils, and they are willing to help you as long as it meets their interests (unlike the Favorite Devil). The cost of their contracts will also be reduced, but not as much as it would with Favorite Devil (GM’s discretion).

Shooter

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An unamed shooter aiming for their target, source

The Shooter specialization focuses on utilizing ranged weapons to not only cause great harm to opponents, but to also affect their movement and overall ability to fight.

Specialized Sneak Attacks

You have specialized in ranged weapons, with those being your comfort zone. Whenever you attack with a ranged weapon and use the sneak attack feature, the damage die tier of the feature increases by one, turning the d6 into a d8.

Steady Aim

Starting at 1st level, you can concentrate with your weapon for a moment to increase your chances at hitting your attack. As a bonus action, you give yourself advantage in the next ranged weapon attack roll you make on the current turn. You can use this bonus action only if you haven’t moved on your current turn, and after using it your movement speed is reduced to 0.

Focused Shots

At 6th level, you have learned that the more you wait to shoot the better the quality of the shot. When you use the Steady Aim feature and don’t make any ranged weapon attack rolls, you can choose to enter a state of concentration where your movement speed is reduced to 0. For the duration, you are concentrating as if you were concentrating on a spell. You can keep concentrating for up to a number of rounds equal to your proficiency bonus, if those rounds have passed and you haven't done anything you lose the bonuses.

If you make a ranged weapon attack while concentrating, it ends the concentration but it gains one of the following Focused Shots benefits of your choice:

Improved Aim(2 rounds). You add half your proficiency bonus (rounded down) to the attack roll.

Increased Damage(3 rounds). If the attack is benefiting from sneak attack, the sneak attack die tier is increased by one (d8 -> d10).

Maximized Damage(4 rounds). If the attack is benefiting from sneak attack, the sneak attack die tier is increased by two (d8 -> d12).

Explosive Blow(5 rounds). On a hit, the attack is considered a critical.

Limb Blower(6 rounds). You do not receive a penalty on your attack rolls for targeting limbs.

Weakness Exploitation

At 10th level, you’re always aiming for your opponents weak spots. Your ranged weapon attacks score a critical on a 19-20.

This increases to 18-20 at 17th level.

True Aim

At 18th level, your aim is beyond human, with the possibility of you missing being below 0. When attacking with a ranged weapon, you ignore cover. Also, if a creature hasn’t moved this round, you have advantage on your first ranged weapon attack roll against them.


Multiclassing

Prerequisites. To qualify for multiclassing into the Duelist class, you must meet these prerequisites: 14 or higher Dexterity score

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