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Tactical Response Officer


Hit Points

Hit Dice: d12 per Tactical Response Officer level
Hit Points at first Level: 12 + CON Modifier
Hit Points at Higher Levels: 1d12 (or 7) + CON Modifier per level after 1st

Proficiences

Armor: Light Armor, Medium Armor, Shields
Weapons: All Melee, Simple Ranged, Simple Firearms
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from the following:
  • Animal Handling
  • Athletics
  • Intimidation
  • Nature
  • Perception
  • Survival

Overview & Creation

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.
 


Class Features

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:

  • You have advantage on STR checks and STR saving throws.
  • When you make a melee attack using STR, you gain a bonus to the damage roll that increases as you gain levels as a TRO, as shown in the Rage Damage column on the advancement table (see below).
  • You have resistance to bludgeoning, piercing, and slashing damage.
When in a rush, you are unable to cast spells or use gadgets (if you had the ability to do so).   Your rush lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attack a hostile creature since your last turn or taken damage since then. You can also end your adrenaline rush on your turn as a bonus action.   Once you have activated adrenaline rush the number of times shown for your TRO level in the "Rushes" column of the advancement table, you must complete a long rest before you can rush again.   Unarmored Defense   While you are not wearing any armor, your AC equals 10 + DEX Modifier + CON Modifier. You may still use a shield and gain the benefit.   Reckless Attack   Beginning at second level, you can throw aside all concern for defense and attack in fierce desperation. When you make your first attack on your turn, you may decide to attack recklessly. Doing so gives you advantage on melee attack rolls using STR during the turn, but attack rolls against you have advantage until your next turn.   Danger Sense   Beginning at second level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.   You have advantage on DEX saving throws against effects you can see, such as traps and spells. To gain this benefit, you mustn't be blinded, deafened, or incapacitated.   Response Specialization   Beginning at third level, you may choose a response specialization. You may see the response specializations detailed below under 'subclass options.' Your choice grants you features at the third level, sixth level, tenth level, and fourteenth level.   Ability Score Improvement   When you reach the 4th, 8th, 12th, 16th, and 19th levels, you can increase on ability score of your choice by 2, or you can increase two ability scores of your choice by 1. Normally, you cannot increase an ability score above 20 using this feature.   Extra Attack   Beginning at the fifth level, you can attack twice, instead of once, whenever you take the Attack action on your turn.   Fast Movement   Beginning at the fifth level, your speed increases by 10 feet when not wearing heavy armor.   Feral Instinct   Beginning at the seventh level, your instincts are so honed that you have advantage on Initiative rolls. In addition, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn, but only if you enter an adrenaline rush before doing anything else on the turn.   Brutal Critical   Beginning at the ninth level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.   This increases to two additional dice at the 13th level and three additional dice at the 17th level.   Relentless Adrenaline   Beginning at the eleventh level, your rush can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 CON saving throw. Upon a success, you drop to 1 hit point instead.   Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.   Persistent Adrenaline   Beginning at the fifteenth level, your rushes are so fierce that they only end early if you fall unconscious or if you choose to end it.   Indomitable Might   Beginning at the eighteenth level, if your total for a STR check is less than your STR score, you can use your STR score in place of the total.   Superhuman Ferocity   Beginning at the twentieth level, your STR and CON scores increase by 4. Your maxima for these scores are now 24.


Starting Equipment

Choose one from each bullet:

  • a.) a Partizan or b.) any martial melee weapon
  • a.) two light hammers or b.) any simple weapon
  • a.) a preparedness pack or b.) a field pack
  • a pair of martial clothing (Tactical Response Uniform)
  • L2 Access Keycard
  • four military forks

 


Subclass Options

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.


LevelProficiency BonusFeaturesRushesRush Damage
1st+2Adrenaline Rush, Unarmored Defense2+2
2nd+2Reckless Attack, Danger Sense2+2
3rd+2Response Specialization3+2
4th+2Ability Score Improvement3+2
5th+3Extra Attack, Fast Movement3+2
6th+3Specialization Feature4+2
7th+3Feral Instinct4+2
8th+3Ability Score Improvement4+2
9th+4Brutal Critical (1 die)4+3
10th+4Specialization Feature4+3
11th+4Relentless Adrenaline4+3
12th+4Ability Score Improvement5+3
13th+5Brutal Critical (2 dice)5+3
14th+5Specialization Feature5+3
15th+5Persistent Adrenaline5+3
16th+5Ability Score Improvement5+4
17th+6Brutal Critical (3 dice)6+4
18th+6Indomitable Might6+4
19th+6Ability Score Improvement6+4
20th+6Superhuman FerocityUnlimited+4

Created by

A Chris.

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