Courser Ver. 1.0 (Unfinished)

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2/21/2019 Courser | GM Binder

Courser ver. 1.0 (Unfinished)

N
ight has arrived once again. The sun has
fallen, and the hunt has begun. You arrived
at dusk, hoping to find the man responsible
for this so called "blood transfusion", a
procedure said to cure one from any
disease, but at a price. Gold in hand, you
walk into the building. Clutter litters the
floor, books piled high beyond sight. The door keeper closes
and locks the door behind you, slinking into a room on the left
after gesturing to the stairway ahead. You walk forwards, and
up the staircase. Inside you meet a man bound to a
wheelchair, a pale white beard covering his face. He motions
to the table, recently cleaned and prepped for another person.
You climb on top of the table, and the old man asks for your
signature on a piece of parchment. You sign, and the lights
dim. Your eyes grow heavy, and the man coughs a sinister
chuckle, as you feel the needles dig into your skin.
Class Features
Hit Dice: 1d10 per courser level
Hit Points at 1st level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per courser level after 1st
Proficiencies
Armor: Light armor
Weapons: Martial weapons, Trick weapons, light crossbows
Tools: Tinker’s tools, one other tool of your choice
Saving Throws: Dexterity, Wisdom
Skills: Choose three from Acrobatics, Arcana, Athletics,
Insight, Investigation, Nature, Religion, Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) a hand crossbow, or (b) a light crossbow
(a) padded armor, or (b) a shortsword
tinker’s tools, a trick weapon, 20 bolts, and an
explorer’s pack

1
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2/21/2019 Courser | GM Binder

Courser
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Trick Weapons, Courser's Workshop — — — — — —
2nd +2 Covenant 2 2 ─ — — —
3rd +2 Courser's Flask 3 3 ─ — — —
4th +2 Ability Score Improvement 3 3 ─ — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Covenant Feature 4 4 2 — — —
7th +3 Trick Weapon Improvement 5 4 3 — — —
8th +3 Ability Score Improvement, Insight 5 4 3 — — —
9th +4 Flame Paper 6 4 3 2 — —
10th +4 Covenant Feature 6 4 3 2 — —
11th +4 ─ 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —
13th +5 Trick Weapon Upgrade 8 4 3 3 — —
14th +5 Covenant Feature 8 4 3 3 1 —
15th +5 Bolt Paper 9 4 3 3 1 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 Great One's Insight 10 4 3 3 2 1
18th +6 Trick Weapon Mastery 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Courser's Dawn 11 4 3 3 3 2

Trick Weapons Courser's Workshop


A courser is gifted a Trick Weapon, a weapon that can be At 1st level, you are able to connect with the safe haven of the
altered in some way to change up the fight. As a bonus action, coursers. When settled inside of a town, you can choose to be
you can trigger the alteration of the weapon, and vice versa. transported to a personal dimension when you sleep. When
Over a period of time, a Courser can improve these trick inside of the workshop, you can reacquire your trick weapon if
weapons when within the Courser's Workshop. A Courser can lost, interchange a trick weapon or any other equipment you
only have one trick weapon at a time. Only a Courser can use acquire from the workshop, and benefit from a long rest once
a Trick Weapon proficiently. There are two base trick weapons returned. You are the only inhabitant of the workshop, and no
any courser can use: other creature can enter.
The Rude Cleaver: Covenant
The Rude Cleaver is by default in its one handed form. In Starting at 2nd level, you study the runes of a particular
its one handed form, it deals 2d4 damage and has a reach covenant: Corruption, Radiance, Hunter, Impurity, Beast's
of 5ft. As a bonus action, you can transform the Rude Embrace, or Milkweed, each of which are detailed at the end
Cleaver into its two handed form. You must have a free of the class description. Your choice grants you features at
hand to transform the Rude Cleaver. In its two handed 2nd level and again at 6th, 10th, and 14th.
form, the Rude Cleaver deals 1d6 damage, and has a reach
of 10ft. This trick weapon has the finesse property.
The Courser's Axe:
The Courser's Axe is a two handed trick weapon, and by
default is in its primary form. In its primary form, it deals
1d8 damage and has a reach of 5ft. In its secondary form,
The Courser's Axe deals 1d6 damage, has a reach of 5ft,
and if the attack roll is a critical success, knocks prone the
target if they are one size larger than the user or less.

2
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder

Courser's Flask Ability Score Improvement


At 3rd level, you obtain a silvered flask, filled with a thick When you reach 12th Level, you can increase one ability score
crimson liquid. As an bonus action, you can consume a of your choice by 2, or you can increase two ability scores of
Courser's Flask and restore 1d6+2 health. At level 3, you have your choice by 1. As normal, you can't increase an ability score
3 swigs of the flask. The flask is refilled after a short or long above 20 using this feature. If your DM allows the use of feats,
rest. The amount gained from a flask increases by one die and you may instead take a feat.
the amount able to drink increases by two swigs at 5th
courser level, 11th courser level, and 17th courser level. Trick Weapon Upgrade
Ability Score Improvement At 13th level, you have developed even more knowledge of
your trick weapons and how to improve upon them. Your trick
When you reach 4th level, you can increase one ability score of weapons gain an additional +1 to attack rolls and damage
your choice by 2, or you can increase two ability scores of your rolls, and can be infused with one of the following effects:
choice by 1. As normal, you can't increase an ability score
above 20 using this feature. If your DM allows the use of feats, Fast.
you may instead take a feat. Your trick weapon has been modified to respond rapidly to
your motions. Instead of a bonus action to transform, you
Extra Attack can choose to use your reaction instead.
Bloodied.
Beginning at 5th level, you can attack twice, instead of once, Through killing countless enemies, you gain a cruel liking
whenever you take the Attack action on your turn. to making your targets suffer. As a bonus action, you can
apply an acid to your trick weapon for a turn. If an enemy is
Covenant Feature hit, they take an additional 1d6 acid damage. If no enemy is
At 6th level, you gain a feature from your covenant. struck by the trick weapon, you take the damage instead.
You can only apply this acid three times per short or long
Trick Weapon Upgrade rest.
Smart.
By 7th level, you have developed the knowledge to improve Your weapon is almost a part of your body, you control it as
upon your trick weapons. Your trick weapons gain a +1 to if the weapon is an extension of yourself. You gain
attack rolls and damage rolls. advantage on the first attack roll you make per turn with
your trick weapon.
Insight
When you reach 7th level, you can see more clearly than Covenant Feature
before. You gain expertise in either the survival skill or the At 14th level, you gain a feature from your covenant.
insight skill, and cannot be surprised from any attack.
Bolt Paper
Ability Score Improvement By 15th level, you stumble across another lost item within the
When you reach 8th level, you can increase one ability score of workshop. As a bonus action, you can now apply either bolt or
your choice by 2, or you can increase two ability scores of your fire paper to your weapon. Bolt paper acts the same as fire
choice by 1. As normal, you can't increase an ability score paper, but instead of fire damage the additional damage is
above 20 using this feature. If your DM uses the optional lightning instead.
Feats, you can instead take a feat.
Ability Score Improvement
Fire Paper When you reach 16th Level, you can increase one ability score
At 9th level, you stumble upon new equipment in the of your choice by 2, or you can increase two ability scores of
workshop. As a bonus action, you can apply fire paper to your your choice by 1. As normal, you can't increase an ability score
trick weapon, adding an additional 1d10 fire damage to your above 20 using this feature. If your DM allows the use of feats,
trick weapon damage. You have three uses of this fire paper you may instead take a feat.
that are refreshed after a long rest. The damage increases by
1d10 at 14th courser level and 18th courser level. The effect Great One's Insight
lasts for one round.
At 17th level, you can now see what the madman sees. As an
Covenant Feature action, you can inflict maddening images upon the weak,
either charming or inflicting 10d6 psychic damage upon an
At 10th level, you gain a feature from your covenant. enemy that is below half health. You can only use this feature
once per long rest. If you decide to inflict the psychic damage
upon an enemy, you take a quarter of the damage dealt.

3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder

Trick Weapon Mastery Reiterpilasch.


The reiterpilasch is by default in its rapier form. In its
By 18th level, you have grown to master your trick weapon of default form, the reiterpilasch deals 1d8 piercing damage
choice. Your trick weapons gain another +2 to attack rolls and and is considered a finesse weapon. When transformed,
damage rolls, and your previous infusion is now improved as the reiterpilasch attaches the courser's Bloodtinge weapon
well: to the bottom, allowing the user to perform a follow up
shot against the target when hit. The courser still must
Faster. make an attack roll if the Bloodtinge weapon requires it,
Your trick weapon is now as fast as your thoughts. You can otherwise the follow up attack is a free action. The
transform your trick weapon with a free action now. reiterpilasch deals 1d6 piercing damage in this form.
Bloodier.
You have grown used to the acid that eats away at your Bloodsilver
flesh. You are now immune to acid damage, and your acid When you acquire this covenant at 2nd level, you gain a
remains on your weapon for three rounds instead of one. resource called Bloodsilver. Bloodsilver is what those that
Smarter. memorize the Rune of Corruption use to shoot at their targets
You have grown attached to the feel of your weapon, and it from afar. At 2nd level, you have 5 bloodsilver, which are
has grown attached to you. You can no longer be disarmed replenished at a long rest.
forcefully, and your weapon now can be thrown at a target
as an action, gaining a range of 30/60ft. Your weapon Bloodtinge
automatically returns to you after being thrown at no cost At 2nd level, you find a strange device within the workshop.
of an action. Once you select this covenant, you are able to choose from
two rifles within the workshop:
Ability Score Improvement
Bloodied Rifle.
When you reach 19th Level, you can increase one ability score The bloodied rifle is an offhand weapon able to fire off a
of your choice by 2, or you can increase two ability scores of shot as a bonus action. It requires no action to reload, and
your choice by 1. As normal, you can't increase an ability score consumes a bloodsilver to fire. If a target has attacked and
above 20 using this feature. If your DM allows the use of feats, missed, you can use a reaction to fire off a quick shot at the
you may instead take a feat. target. If the target is hit, the next attack used against it is
given advantage. The bloodied rifle has a range of
Courser's Dawn 30ft/60ft, and deals 1d6 piercing damage.
At 20th level, you are free from the nightmare at last. The next Courser's Blunderbuss.
time you die, you awaken in your workshop. You are given The Courser's blunderbuss is an off hand weapon able to
another chance at life, hopefully making the most out of it. You fire off a spread of shrapnel towards an enemy as an
can choose to reawaken. If you do, you lose a character level, action. The shot is spread in a 10ft cone, and damages all
but are able to reattain it. You cannot gain another level into that are within range. It requires a bonus action to reload,
courser, but are free to choose from any other class. and consumes a bloodsilver to fire. Any creature caught in
the attack must make a strength saving throw versus the
Covenants user's dexterity modifier. If the creature fails the saving
throw, they are knocked back 5ft. The range of the
Once a courser has built their link with the Courser's blunderbuss is a 10ft cone, and deals 1d4 piercing damage
Workshop, the courser can choose to memorize one of the six to all targets in the cone.
Covenant Runes of the workshop. Each rune grants a
different set of features, trick weapons, and abilities to the Bone Dust Bullets
courser that has claimed allegiance to it. When you reach 6th level, you develop a technique to increase
the umph of your bullets. As a bonus action, you can apply
Rune of Corruption Bone Dust to the bullets in your reserve, increasing all
damage done with the Bloodtinge weapon by one die. You also
The Rune of Corruption binds the courser to the Red Queen, increase the reserves of your bloodsilver by two.
a blood heretic turned deity. A courser who binds themselves
to the Rune of Corruption often is masochistic, or at the least
blood drunk.
Additional Trick Weapons
Those that take this covenant at 2nd level are given access to
two additional trick weapons.
Rakuyo.
The rakuyo is by default in its duel-wielding form. In its
default form, the rakuyo deals 1d8 slashing at a range of
5ft. Also, the courser can use a bonus action to make
another attack action against an enemy while in this form.
When transformed, the rakuyo instead deals 1d10 slashing
and 1d6 necrotic, but can no longer attack with a bonus
action, and must be held in two hands.

4
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
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are property of Wizards of the Coast. ©Wizards of the Coast LLC.
2/21/2019 Courser | GM Binder

Blood Debt Vermin Crusher


By 10th level, you feel the bloodsilver calling to you. As an At 6th level, you start to see Vermin more clearly. When
action, you can replenish your supply of bloodsilver by talking to a creature for 10 minutes, you can determine if their
inflicting damage upon yourself. For every bloodsilver you alignment is evil. Also, you are always able to see any creature
wish to resupply, you take 1d4 damage. declared as Vermin, and have advantage on attack rolls
against them.
Boon of the Red Queen
At 14th level, a boon is found within the workshop. You can Steeleblood Tonic
now choose to take with you a more powerful Bloodtinge When you reach 6th level, the strange liquid inside of your
weapon; The Everlust. flask grows sweet in taste. When you use the flask, you can
add your wisdom modifier to your AC. This effect lasts for a
The Everlust. minute. You can use this feature once per short or long rest.
The Everlust is a single shot rifle, requiring a bonus action
to reload. The Everlust draws from the power of the user. Gloryseeker
When the user reloads the weapon, they can choose to By 10th level, the death of Vermin empowers you. When you
take 1d6 damage per additional damage die wanted, to a slay a target declared as Vermin, you can use a free action to
maximum of 5 additional damage dice. The Everlust deals declare another enemy as Vermin. Also, when you slay a
1d10 piercing damage by default. Vermin, you receive double your level and your wisdom
modifier in health instead.
Rune of Impurity Boon of the League
At 14th level, a boon is found within the workshop. You can
The Rune of Impurity is a misnomer, for those that bind now choose to take with you a trick weapon fit for killing
themselves to this rune seek to purge the lands of vermin. A Vermin; The Whirligig Saw.
courser who binds themselves to the Rune of Impurity is often
elegant, well mannered and humble. They consider The Whirligig Saw
themselves to be emissaries of The League, an overarching The Whirligig Saw is one of cruelest weapons used by
alliance that pledges themselves to cleanse the realm. coursers. This weapon is a finesse weapon in both forms.
The saw is by default in its one handed form. In its default
Additional Trick Weapons form, the Whirligig Saw deals 1d12 slashing damage and
Those that take this covenant at 2nd level are given access to has a reach of 5ft. As a bonus action, you can transform the
two additional trick weapons. weapon into its two handed form. In its two handed form,
the saw deals 1d10 bludgeoning damage against enemies
Cane Whip. not declared to be vermin. However, if the target is
The Cane Whip is a collapsible, long reach weapon. In its declared as Vermin, the saw deals an additional 2d6
default form, it is similar to a longsword. When in its slashing damage. The transformed form of the saw also
default form, the weapon deals 1d8 slashing damage. As a has a 5ft reach. If the target is declared as Vermin and dies
bonus action, you can attack again in its transformed state. to the saw, you can immediately perform another attack
In its transformed state, the weapon deals 2d4 damage, against any enemy in range as a bonus action.
has a reach of 10ft, and is considered a finesse weapon.
Fulgur. The fulgur is similar to a maul in its default form,
although it is only one handed. In its default form, it deals
1d8 bludgeoning damage. As a bonus action, you can Rune of Radiance
transform the weapon into its two handed form. In this Those that commit themselves to the Rune of Radiance live by
form, the fulgur deals 1d8 lightning damage, but cannot be an oath, and oath that binds them to Purity, self sacrifice, and
effected by Flame Paper (This does not apply to Bolt eventual martyrdom for their cause. The coursers who
Paper) . Every time the fulgur is transformed, an arc of memorize the Rune of Radiance follow the teachings of The
lightning hits the enemy last hit by it, dealing 1d8 King of Crows, a legendary courser of centuries past.
additional lightning damage. This number increases by
1d8 at 5th level (2d8) , 11th level (3d8) , 14th level (4d8) , Additional Trick Weapons
and 17th level (5d8) . Those that take this covenant at 2nd level are given access to
Honorbound
two additional trick weapons.
By 2nd level, you have embodied the spirit of honor when Wheel of Crows.
fighting. As a bonus action, you can declare a target as The Wheel of Crows is a two handed heavy weapon. In its
Vermin, binding its attention to you. The target has default form, the wheel deals 1d8 bludgeoning damage and
disadvantage on attacks against your allies, but advantage on has a reach of 5ft. As a bonus action, you can trigger the
attacks against you. This effect lasts for an hour. When a wheel's transformed state. In its transformed state, the
Vermin is killed, you regain hit points equivalent to your wheel instead deals 1d4 bludgeoning and 1d6 poison
courser level + your wisdom modifier. damage. The wheel also has double proficiency for attack
rolls and damage rolls in this form.

5
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2/21/2019 Courser | GM Binder
Saint's Greatblade.
The Saint's Greatblade in its default form is similar to a
one handed longsword. In its default form, the greatblade
deals 1d8 slashing damage. Using a bonus action, the
greatblade attaches to its oversized sheath, turning into
effectively a greatsword. The greatblade when transformed,
it 1d6 slashing damage and 1d4 radiant damage, and has
an increased critical hit range of 19 on the attack roll.
Purify Soul
At 2nd level, you can purge a soul of lies and corruption. As an
action, you can use this feature to Purify a creature in one of
three ways;
Flames of Purity. Deal 2d6 radiant damage to up to 3
creatures within 30ft of the caster. The damage increases
by 1d6 at 6th, 10th, and 14th level.
Purify Thoughts. Cast calm emotions on a single creature
within 120 feet. The DC is 8 + your wisdom modifier +
your proficiency bonus.
Radiant Charm. Inflict the Charm condition on a single
creature, no matter if they are hostile or not. The amount
of creatures you can Charm is increased by 1 at 6th, 10th,
and 14th level.
You can use this feature once per short rest.
Mark of Martydom
By 6th level, you have realized the strength your sacrifices
gives to others. Whenever you take damage, as a reaction you
can choose to expel a burst of radiant light, dealing 1d8
radiant damage to all of your enemies, and 1d8 healing to all
of your allies within 10ft of you. If a creature that is effected by
the radiant light is undead, they receive no healing / 2d8
radiant damage instead. You can use this feature twice per
short rest.
Blessing of Light
When you reach 10th level, your drive to purge the world of
corruption has seeped into your strikes. As a bonus action,
you can now apply radiant light to your weapon, which deals
1d10 radiant damage to the target if the attack hits.
Boon of the Crow King
At 14th level, a boon is found within the workshop. A
greatsword made of pure radiance, fit for those that devote
themselves to the cause. The name of this mythical blade; Eye
of the Eclipse.
Eye of the Eclipse

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