Infantry (Mercenaries: Blood & Guts Supplement)

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Infantry

First into the line of fire and last out, infantrymen are the figurative "teeth" of any mercenary company and the backbone of any operation. These warriors excel in all forms of personal combat and have diverse skill sets to help them make their own way in the galaxy. Infantrymen can come from all walks of life: They may have years of training from a disciplined and elite military, or they may simply be self-taught from brawling in back alleys. What unites these brave men is that for them, combat is life and the front lines are their homes.

An infantryman is all about combat! Join the infantry if you want to be great at fighting in any time and place.

Creating an Infantry


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength.

Class Features

As a Infantry you gain the following class features.

Hit Points

Hit Dice: 1d10 per Infantry level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Infantry level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools:
Saving Throws: Strength, Dexterity
Skills:

Equipment

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

Table: The Infantry

LevelProficiency
Bonus
Hand-to-HandFeatures
1st+2d6Fighting Style (2), Hand-to-Hand, Second Wind
2nd+2d6Ability Score Improvement, Action Surge (one use)
3rd+2d6Infantry Archetype
4th+2d6Ability Score Improvement
5th+3d8Extra Attack, Fast Movement
6th+3d8Ability Score Improvement
7th+3d8Archetype Feature
8th+3d8Ability Score Improvement
9th+4d8Indomitable
10th+4d8Ability Score Improvement, Archetype Feature
11th+4d10Extra Attack (2)
12th+4d10Ability Score Improvement
13th+5d10Indomitable
14th+5d10Ability Score Improvement
15th+5d10Archetype Feature
16th+5d10Ability Score Improvement
17th+6d12Extra Attack (3), Indomitable
18th+6d12Ability Score Improvement, Archetype Feature
19th+6d12Ability Score Improvement
20th+6d12Bulletstorm

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your infantry level. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose two of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

CQC

The damage of your Hand-to-Hand feature is doubled.

Defense

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

Dueling

When you are wielding a weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.

Grenadier

The DC of Dexterity saving throws made against grenades you throw is 20, rather than 15.

Marksmanship

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

Spray and Pray

The DC of Dexterity saving throws made against your burst fire attacks is 20, rather than 15.

Two-Weapon Fighting

When you take the Attack action and attack with a one-handed weapon that you're holding in one hand, you can use a bonus action to attack with a different one-handed weapon that you're holding in the other hand.

Hand-to-Hand

All infantrymen 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 infantry class table.

Infantry Archetype

At 3rd level, you can choose an archetype. Choose between Ethereal Warrior, Special Forces, Storm Trooper, or Squad Leader, all detailed at the end of the class description.

Ability Score Increase

When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 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.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again.

Extra Attack

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

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 17th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Bullet Storm

Once you reach 20th level, you gain the ability to make a special "Bullet Storm" attack when you take the Attack action on your turn. When you do so, each attack you make as part of that Attack action that misses a target within range becomes a hit, and any attacks you make as part of that Attack action that hit a target within range deal double damage. Once you have used this feature, you cannot use it again until you have finished a short or long rest.

Special Forces

Special forces soldiers branch out into some more secretive and shadowy techniques which help them conduct special operations. As a member of the special forces, you can bring finesse to the playing field and look good while doing it.

Commando Training

Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.

Night Vision

Beginning when you choose this archetype at 3rd level, your prolonged training in night operations grants you the ability to see in dim light or darkness within 60 feet of you as if it were bright light. If you already have darkvision, the radius of your darkvision doubles.

Scaling

At 7th level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

Silent Running

Starting at 7th level, you can muffle the noise generated by your footsteps, even if you are wearing full combat armor. You can move at full speed, and even take the Dash action, without making enough noise to give away your position if you are hiding.

Vanish

Starting at 10th level, you can vanish in plain sight, allowing you to make a quick escape or advance undetected. Alternatively, this ability can serve as a "panic button" in case your cover is broken. As a bonus action, or as a reaction to a creature noticing you, you can become invisible until the end of your next turn. Anything you are wearing or carrying becomes invisible as long as it is on your person. Once you’ve used this feature, you can’t use it again until you finish a short or long rest. This feature is not extraordinary in nature and can't be suppressed or dispelled. If you use this feature as a reaction, the creature that noticed you must make a Wisdom (Perception) check opposed by your Dexterity (Stealth) check to notice you. On a failure, the creature never saw you. You can use this feature twice before a rest starting at 15th level.

Takedown

Starting at 15th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.

Squad Leader

Expert tacticians, squad leaders distinguish themselves from other soldiers by their authority, maturity, and leadership abilities.

Focus Fire

Beginning when you choose this archetype at 3rd level, you can use a bonus action to aid a friendly creature in attacking a creature which you can see or hear. You feint, distract the target, or in some other way team up to make your ally's attack more effective. If your ally attacks the target before your next turn, the first attack roll is made with advantage.

With an Iron Hand

Starting at 3rd level, you are proficient in the Intimidation and Persuasion skills, if you aren't proficient in them already. You add double your proficiency bonus to Intimidation and Persuasion checks, instead of your normal proficiency bonus.

Cool, Calm, and Collected

Starting at 7th level, if you are surprised at the beginning of combat and aren't incapacitated, you can act normally on your first turn.

Improved Focus Fire

Starting at 10th level, when you use your Focus Fire feature, all friendly creatures gain advantage on their first attack roll against the creature you choose, rather than just one creature you choose.

Aura of Courage

Beginning at 15th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

Iron Will

At 18th level, you gain proficiency in Wisdom saving throws.

Storm Trooper

Storm troopers are the finest main forces around. Highly-trained veterans of numerous conflicts, they are a cut above other grunts while still serving the same purpose.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Survival of the Fittest

Beginning when you choose this archetype at 3rd level, you are proficient in the Athletics and Survival skills, if you aren't proficient in them already. You add double your proficiency bonus to Athletics and Survival checks, instead of your normal proficiency bonus.

Grit

At 7th level, your hit point maximum increases by 14, and it increases by 2 whenever you gain a level in this class.

Remarkable Athlete

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Hard to Kill

Beginning at 10th level, if you drop to 0 hit points and don't die outright, you can drop to 1 hit point instead. Once you have used this feature, you cannot use it again until you finish a short or long rest.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

Survivor

Old soldiers never die... and for you, it's not just a metaphor. Starting at 18th level, you regain 15 hit points at the start of each of your turns if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

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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