Law Enforcement | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Law Enforcement

Ability Score Increase
STR +2, Choose to +1 to DEX, WIS, INT, or CHA
Wealth, Reputation and Supply
WEA +2, SUP +1
Speed Modifier
+10
Skill Proficiencies
Persuasion, Athletics, Acrobatics, Your choice between, Deception, Intimidation, or Stealth
Weapon & Armor Proficiencies
Archaic Simple Weapons, Personal Weapons, Explosive Weapons, Light and Medium Armor, Shields, Martial Arts
Tool Proficiencies
Civilian Vehicles
Languages
4 of your choice
Equipment
Uniform, handcuffs, ID badge, baton, taser, pepper spray

FEAT: City Protector

You can travel through a city twice as fast as you know all the hidden paths and back alleys through a city. In addition, you move through the towns always on high alert, prepared to respond to any threats should they appear. You have advantage on Charisma and Wisdom (Insight) checks made to interact with the citizens from a place you have lived for more than 1 week.

FEAT: Academy Training

Choose two of the following abilities from the same table.

Academy Training: Urban

Roll the Dice
1Superior Agility - Your movement speed increases in 10 feet, and gain a climbing and swimming speed equal to your movement speed. In addition, whenever you take the Dodge action, you can make an attack using a bonus action. At 5th tier, you can attack twice as a bonus action after taking the Dodge action.
2Marksmanship - You score a critical hit on a roll of 19 or 20 on ranged weapon attacks. This bonus increases to 18-20 on the 7th tier.
3Duck and Dodge - You can quickly evade danger. Ranged weapon attacks made against you while in cover are made at disadvantage, and you have advantage on Dexterity saving throws to avoid effects that target an area.
4Idle Shooting - If you haven't moved on your turn, you can make your next ranged attack until the end of this turn with advantage. Your movement speed is then reduced to 0 until the end of this turn.
5Sharp Eyed - You can see at a range of 1000 feet as if you were at 100 feet of that place, if the area is not totally obscured. In addition, you have advantage on Wisdom (Perception) checks that rely on sight.
6Sharpshooter - Once per turn when you roll a 9 or lower on the d20 on a ranged weapon attack roll, you can choose a 10 instead. At 8th tier you can apply this to all ranged weapon attacks.

Academy Training: Rural

Roll the Dice
1Survivalist - You add twice your proficiency bonus in Wisdom (Survival) checks and you always know which way is north. In addition, you can spend 1 minute to make a reconnaissance of an area of 1000 feet. On the end of the minute, make a Wisdom (Survival) check against a DC of 15. On a success, for the next 24 hours, you have advantage on Wisdom (Survival), Dexterity (Stealth) and Wisdom (Perception) checks made on that area, and on attack rolls made in the next combat within that period, for 1 minute, inside the area. On a failure, you can't make this check on the same general area for the next 24 hours.
2Honed Senses - Your eyes and ears are always aware of your surroundings. You have advantage on Wisdom (Perception) checks while you don't have another creature within 30 feet of you. In addition, whenever you roll a 9 or lower on a Wisdom (Perception) check, you can choose a 10 instead.
3Close-Quarters Combat - You can handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll. In addition, if you hit a creature within 5 feet of you with an attack on your turn, that creature can’t take reactions until the end of this turn.
4Improved Senses - You can detect dangers way before they can cause any harm to you. You can concentrate your senses in your surroundings (1000 feet) for 1 minute. After that minute, for 1 hour, whenever you add your Wisdom modifier to your initiative rolls and Dexterity saving throws, and you can sense any hostile creature within 60 feet. You can also recall with precision anything you have seen within the past month.
5Lucky - You are extremely apt in wandering trough wild areas and in using survival tactics. you gain a pool of survival dice equal to your Intelligence modifier + your proficiency bonus. Your survival dice is a d6, but its size increases as you gain levels in this class: 1d8 (5th tier), 1d10 (7th tier) and 1d12 (8th tier). After spent, you regain your survival dice after finishing a long rest. See Bellow ...
Quick Reaction. You can spend one survival dice when rolling initiative, adding the result to the total initiative. You can also spend one dice to modify the initiative of an ally able to hear you, using a reaction.
Skilled Wilder. You can spend one survival dice to modify the result of an Intelligence (Nature), Wisdom (Survival or Perception) and Dexterity (Stealth) check you make. You can also modify the result of the check made by an ally, using your reaction.
Endurance. You can spend one survival dice and add to Constitution checks and saving throws made to avoid the effects of exhaustion, death saving throws, disease and poison.
Survival Master. At 7th tier, when a creature benefit from your Quick Reaction feature, it can take one additional action on its first turn of combat. In addition, whenever you spend a survival dice on your Skilled Wilder feature, the number rolled on that dice becomes a bonus to that check for the targeted creature, lasting for 1 hour. Moreover, when using Endurance, you gain temporary hit points equal to the number rolled on the dice + your Constitution modifier.
Commando. At 9th tier, you regain your uses of your Survival Dice after finishing a short or a long rest.

Academy Training: Cavalry

Roll the Dice
1Rider - You gain proficiency in Wisdom (Animal Handling) checks, and advantage on Wisdom (Animal Handling) to control a mount. In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
2Charger - You can take the Dodge action as a bonus action (or as a reaction, if you can already dodge using your bonus action). In addition, while controlling a mount, you can use your bonus action to cause that mount to Dash.
3Stabilize - You are extremely adapted to the shakiness of horseback riding, correcting your aim and stabilizing your body. Whenever you have disadvantage on an Dexterity check, saving throw or Dexterity based attack roll, you can use your reaction to not have disadvantage.
4Moving Strikes - When you make an attack after moving at least 20 feet, you score a critical hit on a 19-20. On a critical, you add 2 x your Tier to the damage roll.
5Ferocious Charger - You can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
6Victory Charge - If you move at least 20 feet before making an attack, you have advantage on your attack roll.

Created by

BreePeterson.

Statblock Type

Element 133 Occupation

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