Heavy (Mercenaries: Blood & Guts Supplement)
Heavy
Heavies are big, tough warriors trained to wear the heaviest armor and wield the biggest guns. With the most ammunition and the most sheer durability, they are excellent at holding a position or winning a battle of attrition. And while they may not be great shots, their sheer volume of fire makes up for it. Part of being a heavy is being the biggest target, which in combat is a double-edged sword. A heavy takes the most incoming fire, but they often save their comrades' lives by taking a bullet or ten meant for a more fragile teammate.
A heavy is the closest thing there is to a living, walking tank! Play as a heavy if you want to be able to tank hit after hit, or rip your enemies to shreds with gigantic weapons.
Creating a
- Quick Build
You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Heavy you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Heavy level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Heavy level after 1st
- Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Constitution
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- A Light machine gun and 2 belts of 100 bullets each
Level | Proficiency Bonus | Hand-to-Hand | Features |
---|---|---|---|
1st | +2 | d6 | Fighting Style, Hand-to-Hand, Powerful Build |
2nd | +2 | d6 | <!-Class Feature2-> |
3rd | +2 | d6 | <!-Class Feature3-> |
4th | +2 | d6 | Ability Score Improvement |
5th | +3 | d8 | — |
6th | +3 | d8 | — |
7th | +3 | d8 | — |
8th | +3 | d8 | Ability Score Improvement |
9th | +4 | d8 | Hard to Kill (one use) |
10th | +4 | d8 | — |
11th | +4 | d10 | — |
12th | +4 | d10 | Ability Score Improvement |
13th | +5 | d10 | Hard to Kill (two uses) |
14th | +5 | d10 | — |
15th | +5 | d10 | — |
16th | +5 | d10 | Ability Score Improvement |
17th | +6 | d12 | Hard to Kill (three uses) |
18th | +6 | d12 | — |
19th | +6 | d12 | Ability Score Improvement |
20th | +6 | d12 | — |
Hand-to-Hand
All heavies are trained in grappling and striking in close quarters. Your unarmed strikes use a d6 for damage, and you can roll a d6 in place of the normal damage of an improvised weapon, club, dagger, or shortsword. When you hit a creature with an unarmed strike, improvised weapon, club, dagger, or shortsword on your turn, you can use a bonus action to attempt to grapple a target. The damage die of this feature increases as you gain levels, as shown in the "Hand-to-Hand" column on the heavy class table.
Powerful Build
Thanks to a strong back and a burly build, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 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.
Hard to Kill
Beginning at 9th level, when you are reduced to 0 hit points but not killed outright, you can choose to be reduced to 1 hit point instead. Once you have used this feature, you cannot use it again until you finish a short or long rest. You can use this feature twice between rests starting at 13th level, and three times between rests starting at 17th level.
<!-Class Option 1->
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- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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<!-Class Option 2->
<!-Introduce this subclass here->
- <!-Class Feature->
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- <!-Class Feature->
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- <!-Class Feature->
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Spell List
You know all of the spells on the basic spell list and additional spells based on your subclass.
- 1st Level
<!-1st level spell list->
- 2nd Level
<!-2nd level spell list->
- 3rd Level
<!-3rd level spell list->
- 4th Level
<!-4th level spell list->
- 5th Level
<!-5th level spell list->
Multiclassing
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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