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Breacher

BREACHER

Breachers enjoy being the first into battle, utilizing close range weapons, flashbangs, or the like to disrupt the enemy at the beginning of a fight. However, if a fight drags on, they often find themselves at a disadvantage. 

OPENING STATEMENT

In the first 3 rounds of combat, deal an additional 2d4 of damage. In addition you have an additional 10 bonus HP during these rounds. This is only added if you are raging.

 

ADRENAL INSTINCT

Also, at 3rd level, when in your rage, you become aware of your surroundings more quickly than others when entering a place you have never been. You are not affected by unstable terrain for the first 3 rounds of combat. Additionally, roll with advantage when attempting to locate enemies attempting to use the Hide action.

 

DETONATE AND DISRUPT

At 6th level throwing a flashbang or other non-lethal utility grenade, can be done as a free action on your first turn of combat. While the utility of these grenades lasts a shorter period, all saving throws against their effects are rolled at disadvantage. 

 

ENTRY FRAG

Starting at 10th level, you understand momentum in a way that others do not. When scoring a kill on the first three rounds of combat, you gain an extra attack. 

 

LIVE BAIT
By 14th level you have developed a certain numbness to fear, as you realize it can only hinder you from completing your objective. When using this ability you can give your enemies advantage on their attacks. However, this gives you bonus 10 damage, when you retaliate. This damage is added regardless of if your attack hit you or not.

ADRENAL AWARENESS
By 18th level you have had your senses heightened through combat. Whenever someone attacks you in the first two rounds of combat, you can counter with a single basic weapon attack on their turn. This can be done to up to 3 enemies.

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