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The Ambassador Base Class

The Ambassador Base Class

Ambassador

A human from planet Earth dons their Juggernaut Armor, and rushes into the battlefield with their light machine gun in hand, ready to mow down a horde of zombies. A half-elf in the distance mutters a small prayer to her long-deceased mother as she calls down a Firebomb from the sky, raining down upon a previously unseen flank.

An injured minotaur lies unconscious before a rampaging dragon when a woman, clad in plate armor and a cape, quickly drags the body away. A breath of lightning then streaks past where the body once was. Deploying a syringe into the minotaur’s chest, he springs back to consciousness to see the helmed warrior’s Dread Cowl staring back.

High above the world of magic and chaos, a medical officer gathers their supplies aboard their private dropship. They then step into a large pod and fasten themselves into a seat before powerful engines roar to life, jettisoning the pod down to the world below.

These heroes are examples of an Ambassador within the world of Dungeons and Dragons. These soldiers are incredibly diverse, supportive of their allies, and can handle any foe, magical or otherwise. These trained soldiers have various specializations within their corresponding military. Some will focus on improving their usefulness with armor, while others are leadership-focused officers.

Soldiers of the Unmagik’d

On the magical frontier, there are those that are gifted with incredible powers from gods, archfey, and other powerful beings of the multiverse. Some are born to bloodlines of great magic while others are capable of learning the weave through years of dedicated training. Some harness the weave through their force of will, and even those training to be specialized fighters are capable of accessing the weave through specialized connections.

Ambassadors are those who have chosen a different path. Whether through their inabilities to harness the weave, or their immense dedication to science, freedom, and justice, they choose to stand as a beacon and first line of defense for those untouched by the gift of magic.

Feet First Into the Frontier

Ambassadors, contrary to their name, are not political diplomats or emissaries of peace. Ambassadors, in this regard, are soldiers, scientists, and specialists all focused on being ambassadors of the nonmagical world, in a world full of the arcane.

Those who take on the role of an ambassador understand the risks and dangers of the magical worlds, and are willing to leave their home and even their entire planet behind to bring about the core tenants of an ambassador; Science, Liberty, and Justice.

Ambassadors in Higher Magic Settings The Ambassador class has a more grounded, realistic, and low-magic approach to its descriptions and design. If you wish to play an ambassador in a higher magic setting, with less focus on science fiction and realism, features and abilities still work the same regardless of setting. Just as easily as the modern and advanced pieces of equipment and weapons can be imagined as realistic or sci-fi in style, these can just as easily be treated as magic items, or pieces of artifice. Work with your GM to determine the exact nature of these descriptions that best fit the setting you are playing in.

Creating an Ambassador

As you build your Ambassador, decide on a few basic aspects relating to your character’s background: Why did you join the organization that made you an ambassador, and what specialized role have you taken on within the organization? Did you join your nation’s local military to protect against foreign invaders? Did you want to explore outer space, or the various planes of existence and thought becoming an ambassador was the best way to accomplish this dream? Perhaps you are a scientist that is fascinated with the magical world, but are not magical yourself, and wish to explore the magical frontier.

Rarely are ambassadors self-taught or trained, typically finding their training with a private organization or paramilitary, or within the reaches of a nation’s government or international governing body. While military academies and universities are popular breeding grounds for those with the skills and qualifications to become an ambassador, such elite backgrounds are never mandatory. Many have reached their status through hard work and dedication to their respective organizations and earned the right to be called an ambassador.


Quick Build You can make an ambassador quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or firearms (or finesse weapons). Your next-highest score should be Constitution, or Intelligence if you wish to focus more on the effectiveness of your Orbital Deployments or take the Medical Officer specialization. Second choose the soldier or ambassador background.

Level

Proficiency Bonus

Features

Orbital Deployment Options

Dropship Supplies

1st

2

Fighting Style, Immunization Boosters

-

-

2nd

2

Dropship Supplies, Field Scanner

-

2

3rd

2

Specialization feature, Orbital Deployment

1

2

4th

2

Ability Score Improvement

1

2

5th

3

Extra Attack

1

3

6th

3

Beacon of Liberty

1

3

7th

3

Specialization feature

2

3

8th

3

Ability Score Improvement

2

3

9th

4

-

2

4

10th

4

Survival Expert

2

4

11th

4

Tactical Precision

2

4

12th

4

Ability Score Improvement

2

4

13th

5

-

3

5

14th

5

Ability Score Improvement

3

5

15th

5

Specialization feature

3

5

16th

5

Ability Score Improvement

3

5

17th

6

-

4

6

18th

6

Inspiring Presence

4

6

19th

6

Ability Score Improvement

4

6

20th

6

Specialization feature

4

6

Class Features

As an ambassador, you gain the following class features.

Hit Points

Hit Dice: 1d10 per ambassador level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per ambassador level after 1st

Proficiencies

Armor: All Armor

Weapons: Simple weapons, martial weapons, firearms

Tools: Smith’s Tools, Tinker’s Tools, Vehicles (Space)

Saving Throws: Strength, Dexterity

Skills: Choose two from Athletics, History, Investigation, Medicine, Perception, Persuasion, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

• (a) an early-age pistol or musket with 20 rounds of ammunition or (b) two martial melee weapons

• (a) any two simple weapons

• (a) a diplomat’s pack or (b) an explorer’s pack

• Chain mail (chain suit)

Fighting Style

At 1st level, you adopt a style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Interceptor

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a simple or martial weapon or a firearm to use this reaction.

Combat Dive

You can dive 15 feet to an unoccupied space you can see, landing in the space prone. When you do, attacks of opportunity are made at disadvantage against you. This movement can exceed your normal movement speed, but you must have at least 5 feet of movement remaining before you dive.

Combat Rescue

You can drag a prone creature that is no more than one size larger than you without sacrificing your movement speed. You must have at least one hand free, and if the creature is conscious, they must be willing unless you have them grappled.

Swift

Your walking speed increases by 5 feet while you     are not wearing medium or heavy armor. When     you are targeted by an opportunity attack, you can use your reaction to force the attack to be made with disadvantage.

Master Blaster

You are trained in making attacks with firearms at     close quarters. When making a ranged weapon     attack with a firearm while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.

Immunization Boosters

Breakthroughs in science and medical technology have prepared you for life on foreign worlds. Starting at 1st level, you are immune to disease.

Field Scanner

At 2nd level your Field Scanner has been delivered to you. Each ambassador is equipped with a Field Scanner, capable of scanning the immediate area around them for potential threats. You can use your action to sense whether one of the following creature types are present within 300 feet of you until the end of your turn: Beast, Construct, Dragon, Giant, Humanoid, Monstrosity, or Undead. You also know their exact distance and direction from you, as well as their size.

Once you have used this feature you cannot do so again until you finish a short or long rest.

Dropship Supplies

Starting at level 2, you have access to a wide array of nonmagical equipment stored on your personal Dropship. At the end of a long rest, you can select up to two pieces of equipment from the “Dropship Supplies” section. Any item obtained from your Dropship is nonmagical and lasts until it is destroyed, consumed, or you use this feature again, wherein you return the previously called item for a new one. You cannot request gemstones, gold pieces, or livestock or other creatures and equipment requested this way cannot be sold or exchanged.

Dropship Supplies can be accessed even if you are underground or in space (but not on another plane of existence), using teleportation technology to reach you.

Once you have called in your Dropship Supplies you cannot do so again until the end of your next long rest.

Specialization

At 3rd level you have sharpened your focus into a particular Ambassador Specialization. Whether that be as a medical officer, explosives expert, or quartermaster, you play a vital part in the greater cause.

Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level.

Orbital Deployment

Starting at 3rd level you have earned the right to call down deployments from your Dropship. These deployments take a variety of forms and a full list of deployments can be found in the “Orbital Deployment” section. At 3rd level you have access to one Orbital Deployment option and any provided from your Specialization and gain access to more Orbital Deployments as you gain levels in this class. You can call down a deployment a number of times equal to your proficiency bonus, but can have no more than one deployment active at a time.

Saving Throws. Some of your orbital deployments require your target(s) to make a saving throw to resist the deployment’s effects. The saving throw DC is calculated as follows:

Orbital Deployment save DC = 8 + your proficiency bonus + your Intelligence modifier.

Orbital Deployments can only be accessed if the area or creature you target is unobstructed from the sky and on the Material Plane.

At the end of a long rest, you can replace any known deployments with another deployment you are the proper level to access.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Beacon of Liberty

At 6th level, you stand as a beacon for your ideals, and instill hope into those around you. You, and allied creatures within 10 feet of you, have advantage on Charisma saving throws and saving throws against being Charmed or Frightened.

At 18th level this aura increases to 30 feet.

Survivalist Expert

At 10th level, choose one skill and one tool proficiency. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Tactical Precision

By 11th level, you are precise with your weapon attacks and deadly with their aim. Once per turn, before you make a weapon attack, you can gain a 1d4 bonus to the attack roll. Alternatively, once per turn, you can choose to deal an additional 1d8 damage of the weapon’s type on a hit.

Inspiring Presence

Starting at 18th level, any allied creature within range of your Beacon of Liberty aura (other than yourself) can add a 1d4 bonus to any attack roll or saving throw it makes.


Dropship Supplies

Ambassadors have access to elite array of nonmagical equipment, relying on scientific progress and ingenuity, rather than artifice or raw, arcane magics. These items can be incredibly powerful, but easily destroyed, broken, or rendered obsolete against enemies with immunities to nonmagical damage. While every piece of equipment isn’t perfect for every situation, the right mix of equipment and armaments can turn any situation into a favorable one.

The following list outlines the name of each piece of equipment that can be requested and the required ambassador level to access it. Rules and descriptions for the various armor integration, attachments, special bullets, equipment, grenades and explosives, and weapons can all be found in the respective sections.


Any firearms requested via your Dropship Supplies can only be used by yourself or other ambassadors, unless your GM says otherwise.


New Nonmagical Items This class utilizes a plethora of nonmagical equipment in its design. It is up to your GM to decide if these items can also be purchased like other equipment, or are restricted exclusively to those playing the ambassador class. Equipment with a listed price can be used to determine if the item can be called via Dropship Supplies, as well as provide GMs a sale price for the items if they wish to make them available for sale to their players. Items with no listed price can only be called via Dropship Supplies if it is also on the Dropship Supplies list. It is up to your GM if these items (such as Armor Integrations, Explosives, and Grenades) are available for purchase in your campaign.

Dropship Supplies Level 2

• Nonmagical item worth up to 100gp and weighs less than 50 lbs.

• Armor Integration (Minor): Shield Bracer

• Attachment (Optic): Enhanced

• Bullets, Special: Blank x10

• Bullets, Special: Compartment x10

• Bullets, Special: Paint x10

• Equipment: Thermal Goggles

• Grenade: Smoke x2

• Integration (Minor): Adaptive Storage

• Integration (Minor): Integrated Thigh Holster

• Weapon: Pistol, modern

Dropship Supplies Level 6

• Nonmagical item worth up to 150gp and weighs less than 100 lbs.

• Armor: Auto-Stitching Kevlar

• Armor: Full-Spectrum Battle Equipment

• Attachment (Barrel): Stabilizer

• Attachment (Barrel): Suppressor

• Attachment (Choke): Basic

• Attachment (Optic): Long Range

• Attachment (Optic): Night Vision

• Bullets, Special: Armor Piercing x10

• Bullets, Special: Hollow Point x10

• Bullets, Special: Incendiary x10

• Bullets, Special: Phase x10

• Bullets, Special: Rubber x10

• Equipment: Emergency Shield

• Equipment: Minesweeper

• Equipment: Rocket Attachment

• Equipment: Short-Range Messenger

• Equipment: Threat Detector

• Grenade: Caustic x2

• Grenade: Flash x2

• Grenade: Fragmentation x2

• Integration (Minor): Magnetized Bracers

• Integration (Minor): Speed Boosters

• Integration (Minor): Spring Jumpers

• Integration (Major): Major Adaptive Storage

• Weapon: Automatic Turret + 50 bullets (requires two dropship supplies)

• Weapon: Revolver

Dropship Supplies Level 14

• Nonmagical item worth up to 300gp and weigh less than 150 lbs total.

• Attachment (Choke): Narrow

• Attachment (Choke): Precision

• Attachment (Optic): Thermal

• Bullets, Special: Pepper x10

• Bullets, Special: Plasma x10

• Bullets, Special: Tracer x10

• Bullets, Special: Tesla x10

• Equipment: Grenade launcher

• Equipment: Ambassador’s Assistant

• Equipment: Anti-Grav Boots

• Equipment: Cel-Sat Phone

• Equipment: Deadeye Visor

• Equipment: Expanded Field Generator

• Equipment: Jetpack

• Equipment: Proton-Charged Ethereal Entrapment (PCE)

• Equipment: X-Ray Spectacles

• Integration (Major): Impact Absorption

• Integration (Major): HB-2249 Guardian

• Integration (Major): Shoulder-Mounted Cannon (requires two dropship supplies)

• Weapon: Rifle, Hunting

ORBITAL DEPLOYMENTS

You have earned the right to call down deployments from high-orbiting vessels. These deployments take a variety of forms as described below. At 3rd level you have access to one Orbital Deployment option and any provided from your Specialization and gain access to more Orbital Deployments as you gain levels in this class. Once you have called down an Orbital Deployment you cannot do so again until you have completed a short or long rest. Beginning at 13th level, you can use your Orbital Deployment twice between rests. When you finish a short or long rest, you regain your expended uses.


LEVEL 3 ORBITAL DEPLOYMENTS


Bombardment

You call down an orbital bombardment. As an action you choose a point that you can see within 60 feet. Creatures in a 10 foot radius sphere must make a Dexterity saving throw or take 1d8 fire damage and 1d8 bludgeoning damage on a failed save or half as much on a successful one. The fire and bludgeoning damage both increase by 1d8 at 7th level and again at 11th level.


Precision Beam

You designate a target to be struck with a precise beam of high-intensity lasers. As an action, choose a creature that you can see within 60 feet of you. A beam drops from the sky directly above the target. On the start of its next turn, the creature takes 2d8 radiant damage. At the end of the target's turn it must make a Dexterity saving throw or take 2d8 radiant damage. The radiant damage increase by 1d8 at 7th level and again at 11th level.


Target Highlight

You call in exploding canisters of glowing paint to mark your targets. As an action, choose a point you can see within 60 feet of you. Creatures in a 10 foot radius of the point must succeed a Dexterity saving throw or be marked for one minute, or until they use an action to remove the paint. While marked, creatures have advantage on attack rolls against them.


LEVEL 7 ORBITAL DEPLOYMENTS


Firebomb

You call in two Firebombs to annihilate areas of the battlefield. To call in this Orbital Deployment, you must use your action and bonus action and choose two points you can see within 100 feet of yourself. A Firebomb drops at each point, replicating the effects of the fireball spell. A creature in the area of more than one firebomb is affected only once. Once you have called this Orbital Deployment you cannot do so again until the end of your next long rest.


Exploding Sentries

You call upon the powers of automation to empower you on the battlefield. As an action you call down three special Automatic Turrets to three unoccupied spaces you can see within 100 feet of yourself. The turrets have an AC of 15, 25 hit points and are immune to poison and psychic damage. The turrets remain active for one minute or until they are destroyed. After one minute or when the turret is reduced to 0 hit points, it is destroyed and explodes. Creatures within 10 feet of an exploding turret must make a Dexterity saving throw or take 2d6 piercing damage from the exploding shrapnel. Once you have called this Orbital Deployment you cannot do so again until finish a long rest.


Aerosolized Tranquilizers

Canisters of tranquilizing gas rain down upon your enemies. As an action, you can choose a point you can see within 100 feet of you and replicate the effects of the sleep spell at 5th-level. Creatures that do not breathe are unaffected by this orbital deployment.


LEVEL 13 ORBITAL DEPLOYMENTS


Disorientation Strike

You call down a cluster of concussive blasts upon an area, eliciting mass confusion. As an action, choose a point you can see within 120 feet. Creatures in a 30-foot radius centered on the area must make a Constitution saving throw or be placed under the effects of the confusion spell for one minute. At the end of each of an affected creature’s turns, they can either make a Wisdom or Constitution saving throw (their choice) to end the effects.


Conjurative Lockdown

You call down an invisible dome blocking teleportation and planar travel. As an action, choose a point you can see within 120 feet of you on the ground. A 30-foot radius dome is spread centered over the point. For one minute, teleportation and planar travel is impossible within the area, and creatures cannot be summoned into the area. During this time, you can use an action to move the dome 30 feet in any direction along the ground. You must use your bonus action on each of your subsequent turns to maintain the field. If you use your bonus action for anything else, or lose concentration on this effect (as if it were a spell) the effect ends.


Once you have called this Orbital Deployment you cannot do so again until the end of your next long rest.


Vitriolic Bombardment

You deploy a barrage of acidic globules onto the battlefield. As an action, choose a point you can see within 120 feet of you. Creatures in a 30-foot radius sphere centered on that point must make a Dexterity saving throw or take 10d4 acid damage and 5d4 acid damage at the end of its next turn. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn.


LEVEL 17 ORBITAL DEPLOYMENTS


Beacon of Dawn

You call forth an illuminating light which replicates the effects of a miniature sun. As an action you choose a point you can see within 150 feet of you. Bright light shines in a 40-foot-radius sphere from the point and dim light for an additional 90 feet for one minute. This light is sunlight. When the beacon appears, each creature in the radius of bright light must make a Constitution saving throw or be blinded until the start of their next turn. A creature must also make this saving throw whenever it ends its turn in the sphere, taking 5d10 radiant damage on a failed save, or half as much on a successful one. Undead have disadvantage on these saving throws. While the beacon is called, you can use an action to move the beacon 60 feet in any direction.


You must use your bonus action on each of your subsequent turns to maintain the beacon. If you use your bonus action for anything else, or lose concentration on this effect (as if it were a spell) the effect ends. Once you have called this Orbital Deployment you cannot do so again until the end of your next long rest.


Plague of Locusts

You call forth a horrid plague of locusts in timed released capsules. As an action you choose a point you can see within 150 feet of you and replicate the effects of the insect plague spell, with a 40-foot radius, rather than 20.


You must use your bonus action on each of your subsequent turns to maintain the swarm. If you use your bonus action for anything else, or lose concentration on this effect (as if it were a spell) the effect ends. Once you have called this Orbital Deployment you cannot do so again until the end of your next long rest.


Electrical Disturbance

Your Dropship unleashes devastating electromagnetic pulses capable of disturbing electrical signals in both machines and the brain. As an action you choose a point you can see within 150 feet of you, and each creature in a 40-foot radius sphere centered on the point must make an Intelligence saving throw or take 8d6 psychic damage or half as much on a successful one and subtract a 1d6 from any attack roll or ability check it makes for the next minute. If the creature is a Construct that is immune to psychic damage, it must instead make a Constitution saving throw or be stunned for one minute on a failed save. Creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success.


Once you have called this Orbital Deployment you cannot do so again until the end of your next long rest.

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