Quartermaster

All successful adventurers know the value of teamwork, but none value it more than the Quartermaster. These supportive Fighters strive to help their allies reach their full potential in combat. Putting the needs of their companions before their own, Quartermasters keep their comrades in top condition.  

Down to Earth

3rd-level Fighter (Quartermaster) Feature

You gain proficiency with cook's utensils, land vehicles, and Animal Handling, and whenever you make an ability check that uses one of these three proficiencies, you a bonus to your roll equal to one roll of your Exploit Die.  

Quartermaster Exploits

3rd-level Fighter (Quartermaster) Feature

You learn certain Exploits at the Fighter levels noted in the table below. They don't count against your total number of Exploits Known and can't be switched upon gaining a level.
Fighter LevelExploit
3rdfirst aid, rustic intuition
5thexposing strike, immovable stance
9thdaring rescue

Rations

3rd-level Fighter (Quartermaster) Feature

You are able to prepare potent morsels of food that keep your allies in peak condition. At the end of a long rest, you can use cook's utensils to prepare a number of Rations equal to your Constitution modifier from the list at the end of this subclass.   As a bonus action, a creature can eat a prepared Ration or feed it to a creature within 5 feet. Consuming a Ration ends any current Ration effects on that creature. Any Rations you have prepared become inert at the end of your next long rest.   As an action, you can expend an Exploit Die to prepare an additional Ration of your choice, though you don't regain that Exploit Die until that Ration is eaten. You can eat a Ration or feed it to a creature as part of the action used to create it.
Quartermaster Rations
Below are the Rations available to Quartermaster Fighters. If a Ration has a Fighter level prerequisite, you can prepare the Ration at the same time you meet the prerequisite level.   A creature can only be under the effect of one Ration at a time, eating another ration ends any previous Ration effects.

Fortifying Ration

Prerequisite: 3rd-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Strength, Dexterity, or Constitution. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throws it makes with the chosen ability score.   At 10th level, the duration of the effect increases to 1 hour.  

Invigorating Ration

Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature regains hit points equal to 1d10 + your Constitution modifier (minimum of +1).   At 10th level, this Ration restores an additional 1d10 hit points, and any hit points it regains that exceed its hit point maximum become temporary hit points.  

Revitalizing Ration

Prerequisite: 3rd-level Fighter (duration, instantaneous)
Upon consumption, the creature ends one of the following conditions currently affecting it: Blinded, Deafened, Poisoned, or it can reduce its current Exhaustion level by 1.   At 10th level, this Ration can also cure the Charmed, Frightened, Paralyzed, and Stunned conditions.  

Stimulating Ration

Prerequisite: 3rd-level Fighter (duration, instantaneous)
This Ration must be consumed as part of a short rest. Upon consumption, the creature gains advantage on its rolls for all Hit Dice it chooses to expend during that short rest.   At 10th level, consuming this Ration allows the creature to treat any Hit Dice it expends during that short rest as the maximum possible result instead of rolling.  

Limbering Ration

Prerequisite: 5th-level Fighter (duration, 1 minute)
Upon consumption, the creature's speed increases by 10 feet.   At 10th level, in place of increasing the creature's speed, the creature can take the Dash action as a bonus action.  

Thickening Ration

Prerequisite: 5th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to either bludgeoning, piercing, or slashing damage (its choice).   At 10th level, consuming this Ration grants it resistance to bludgeoning, piercing, and slashing damage.  

Engorging Ration

Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature grows by one size category, for example, from Medium to Large. While the creature's size is increased in this way, its reach increases by 5 feet, it has advantage on Strength checks and saving throws, and any melee weapon attacks it makes deal a bonus 1d4 damage.   At 10th level, the duration of the effect becomes 1 hour.  

Heightening Ration

Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature chooses either Intelligence, Wisdom, or Charisma. For the duration, the creature can add your Constitution modifier (minimum of +1) to any ability check or saving throw it makes with the chosen ability score.   At 10th level, the duration of the effect increases to 1 hour.  

Warding Ration

Prerequisite: 7th-level Fighter (duration, 1 minute)
Upon consumption, the creature gains resistance to acid, cold, fire, poison, lightning, or thunder damage (its choice).   At 10th level, the duration of the effect increases to 1 hour, and the creature can choose from force, necrotic, psychic, or radiant damage in addition to the other damage types.  

Tenacious Ration

Prerequisite: 10th-level Fighter (duration, 1 hour)
Upon consumption, the creature gains immunity to one of the following conditions (its choice): blinded, charmed, deafened, frightened, poisoned, paralyzed, or stunned.   At 15th level, this Ration grants a creature immunity to two of the conditions from the list above (its choice).  

Berserker Ration

Prerequisite: 15th level (duration, 1 hour)
Upon consumption, the creature does not fall unconscious when it is reduced to 0 hit points. However, it still makes death saving throws as normal, dying upon failing three.  

Rejuvenating Ration

Prerequisite: 15th level (duration, instant)
Upon consumption, the creature gains all the benefits of a short rest, including the ability to expend its Hit Dice as part of consuming the Ration. At the end of its current turn, the creature gains 1 level of exhaustion.   After a creature eats this Ration, it must finish a long rest before it can gain the benefits of any other Rations.
 

Dependable

7th-level Fighter (Quartermaster) Feature

You are always there to lend a helping hand to your allies. You can take the following special actions as a bonus action:   Administer. You feed a potion, Ration, or consumable item to a willing or unconscious creature within 5 feet of you.   Arm. You give a weapon, item, or any ammunition you are carrying to a creature within 5 feet. The creature can then equip the given item, and stow one item as a free action.   Encourage. You take the Help action, targeting a creature of your choice within 10 feet that can see or hear you.   Wrangle. You make a Wisdom (Animal Handling) or a land vehicles check to control a mount or cart you are riding.

Quick Ration

10th-level Fighter (Quartermaster) Feature

You have greatly improved the speed at which you prepare Rations. You can use a bonus action on your turn to create a Ration of your choice, eating it or feeding it to a creature within 5 feet of you as part of that same bonus action. Any Rations created in this way expire after 1 minute.   You can create a Quick Ration a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Ever Ready

15th-level Fighter (Quartermaster) Feature

You are always ready to support your companions. When you roll initiative, so long as you are not surprised, you prepare one Ration of your choice without expending an Exploit Die.  

Legendary Quartermaster

18th-level Fighter (Quartermaster) Feature

Your experiments with Rations have toughened your body. Your Constitution score, and maximum Constitution score, increase by 2, and you are immune to the Poisoned condition.   In addition, you are always under the effects of one Ration of your choice with a duration of at least 1 minute. You can change the Ration effect at the end of each short or long rest.

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