Tactical Response Officers are the Foundation's ready-to-go teams at most facilities who respond to nearby anomaly sightings and group of interest activities. They are usually very strong and callous individuals who do what need to be done to get the job done, not asking questions.
A Life of Danger
Tactical Response Officers may hold the position with the most turnover rate in the entire Foundation. Responding to anomalies first sighted usually results in your death or permanent Psychological damage which results in permanent suspension from field duties. Due to this, Tactical Response Officers come and go frequently, and those who do stay are usually effected by the grand loss of life surrounding them. Nonetheless, they hold the courage necessary to face the danger of anomalous items, some of which believing they are doing the right thing by protecting the world from the scourge of Anomalies.
Creating a Tactical Response Officer
Here are a few things to think about when creating a TRO: What led you to accepting the Foundation's Employment Invitation? Were you lured by an astonishingly high paycheck or are you in the Foundation because you believe you are helping humanity? Where did you come from, and what is your character's place in the World?
Quick Build
You can make a Tactical Response Officer quickly by putting your highest ability score in Strength, followed by Constitution. Generally, Tactical Response Officers do best when equipped with powerful melee weapons, with a ranged weapon or light firearm as a backup.
Adrenaline Rush In battle on your turn, you can enter an adrenaline rush on as a bonus action. When raging, you gain the following benefits if you aren't wearing any heavy armor:
Choose one from each bullet:
Offensive Specialization. For certain Tactical Response Officers, offence is the best way of containing a newly discovered threat. Frenzy Starting when you choose this specialization at the third level, you may choose to go into a Frenzy during an Adrenaline Rush. Doing so causes you to, for the duration of your rush, be able to make a single melee weapon attack as a bonus action on each of your turns after this one. When your rush ends, you suffer one level of Exhaustion. Mindless Fury Beginning at the sixth level, you can't be charmed or frightened during an adrenaline rush. If you are charmed or frightened when you enter a rush, the effect is suspended for the duration of the rush. Indomitable Presence Beginning at the tenth level, you may use your action to frighten someone with your menacing presence. When you do so, choose on creature you can see which is 30 feet in front of you. If the creature can see or hear you, it must succeed a WIS saving throw (DC = 8 + proficiency bonus + CHA) or be frightened until the end of your next turn. On subsequent turns, you can use your action to extend the duration on the effect until the end of your next turn. The effect ends if the creature ends its turn out of your line of sight or more than 60 feet away from you. If the creature succeeds on the saving throw, you can't use this feature on that creature again for 24 hours. Retaliation Beginning at the fourteenth level, when you take damage from a creature within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Defensive Specialization. For other Tactical Response Officers, a reserved and thoughtful approach is the best way forward. Specialized Armor When you choose this path at the third level, you gain the ability to use your armor as a weapon. When wearing armor and during an adrenaline rush, you can use a bonus action to make one melee weapon attack with your armor against a target within 5 feet of you. If the attack hits, the armor deals 1d4 bludgeoning damage. You may use your STR modifier for attack and damage rolls. Additionally, when you use the Attack action to grapple a creature, the target takes 3 bludgeoning damage if the grapple succeeds. Reckless Abandon Beginning at sixth level, when you use a reckless attack during an adrenaline rush, you also gain temporary hit points equal to your CON modifier (minimum of 1). They vanish if any of them are left at the end of your Adrenaline Rush. Adrenal Speed Beginning at the tenth level, you can take the Dash Action as a bonus action during an Adrenaline Rush. Retribution Beginning at level fourteen, when a creature within 5 feet of you hits you with a melee attack, the attacker takes 3 bludgeoning damage if you are in an adrenaline rush, aren't incapacitated, and are wearing armor.
Level | Proficiency Bonus | Features | Rushes | Rush Damage |
---|---|---|---|---|
1st | +2 | Adrenaline Rush, Unarmored Defense | 2 | +2 |
2nd | +2 | Reckless Attack, Danger Sense | 2 | +2 |
3rd | +2 | Response Specialization | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +2 |
6th | +3 | Specialization Feature | 4 | +2 |
7th | +3 | Feral Instinct | 4 | +2 |
8th | +3 | Ability Score Improvement | 4 | +2 |
9th | +4 | Brutal Critical (1 die) | 4 | +3 |
10th | +4 | Specialization Feature | 4 | +3 |
11th | +4 | Relentless Adrenaline | 4 | +3 |
12th | +4 | Ability Score Improvement | 5 | +3 |
13th | +5 | Brutal Critical (2 dice) | 5 | +3 |
14th | +5 | Specialization Feature | 5 | +3 |
15th | +5 | Persistent Adrenaline | 5 | +3 |
16th | +5 | Ability Score Improvement | 5 | +4 |
17th | +6 | Brutal Critical (3 dice) | 6 | +4 |
18th | +6 | Indomitable Might | 6 | +4 |
19th | +6 | Ability Score Improvement | 6 | +4 |
20th | +6 | Superhuman Ferocity | Unlimited | +4 |