Imperial Guardsman (5e Class)

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Imperial Guardsman[edit]

An Imperial Guardsman is the foot soldier of the Imperial Guard or the Astra Militarum. In the grim darkness of the universe and with the Imperium of Man surrounded by many enemies that seek to destroy all of humanity, they are humanity's bulwark of defense, numbering in the hundreds of millions to serve and die in the Emperor's name.

Guardsmen are the regular human soldiers of the Imperium, usually drafted from one of many worlds the in the Emperor's influence. Due to this, many regiments differ in training or skills compared to others due to their homeworld's difference in environment, culture, and history. Nevertheless, they all loyally serve the Emperor dutifully in their service and all of them are ready to die to the enemy or die to the Comissars behind them.

With that said, most Guardsmen are Human with a few exceptions given to the few active Abhuman races such as the Ogryns, Ratlings, and Squats, but these Abhumans paid a heavy price to even be allowed to serve in the Imperial Guard, but they nevertheless loyally serve the Emperor in their specialized capacity.


Creating a Guardsman[edit]

Making your Guardsman’s Story

One thing you want to ask yourself: How was your Guardsman transported to this world? Was he launched into space with an off-course escape pod and crashed on this remote planet? Was there a horrible engine malfunction, or perhaps the Warp caused his teleportation to this realm? Maybe he was teleported there by the will of the Emperor himself?

Also, how will he adapt? Will he try to return to the Imperium? Will he try to spread the word of the almighty Emperor to the natives? How would he react to the xenos(other races) that he would eventually meet in his journey? These are some of the things to keep in mind on how your Guardsman would react to the world of D&D.


Quick Build

You can make a Guardsman quickly by following these suggestions. First, pick a Human race. Second, Dexterity should be your highest ability score, followed by Constitution. Third, choose the Soldier background. Fourth, pick the Cadian Shock Trooper archetype.


Class Features

As a Imperial Guardsman you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor and Medium Armor
Weapons: Simple Weapons, Longswords, and Imperium Weapons
Tools: Tinker's Tools
Saving Throws: Strength and Constitution
Skills: Choose three from the following: Acrobatics, Athletics, History, Insight, Investigation, Intimidation, Medicine, Nature, Perception, and Stealth

Equipment

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

  • Regimental Lasgun (Dependent on chosen Regiment), 5 Charge Packs, and 3 Frag Grenades
  • Flak Armor
  • Regimental Combat Knife/Bayonet (Dependent on chosen Regiment)
  • Guardsman Pack (2 Weeks of Rations, Medical Supples (Healer's Kit), Shovel, Weather Gear, Rucksack, Basic Tool Kit (Tinker's Tools), Mess Kit and Water Canteen, Blanket and Sleeping Bag, Lantern, and an Imperial Infantryman's Uplifting Primer)
  • If you are using starting wealth, you have 3d4 x 10 gp in funds.

Table: The Imperial Guardsman

Level Proficiency
Bonus
Features
1st +2 Lasgun Training, Regimental Training
2nd +2 Survivor
3rd +2 Regimental Training
4th +2 Ability Score Improvement
5th +3 Extra Attack, Makeshift Grenades
6th +3 Regimental Training
7th +3 Efficient Guardsman
8th +3 Ability Score Improvement, Survivor
9th +4 Regimental Training
10th +4 Veteran, Looted Wargear
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Regimental Training
14th +5 Grit of Steel
15th +5 Looted Wargear
16th +5 Ability Score Improvement
17th +6 Regimental Training
18th +6 Survivor
19th +6 Ability Score Improvement
20th +6 Emperor's Blessing

Lasgun Training[edit]

As a Imperial Guardsman, you are heavily trained in the use of the Lasgun. Starting at the 1st Level, you gain a +2 bonus to Attack and Damage rolls you make with all types of Lasguns. In addition, you can mount your Combat Knife on your Lasgun to charge the enemies for the Emperor, essentially turning it into a Spear held with two hands for the purpose of Melee.

Regimental Training[edit]

As you joined the Imperial Guard, you were trained in the tactics and doctrine of the regiment you joined in. These would vary differently as different worlds would result into different style of combat that the Emperor uses to smash his foes into oblivion. Starting at the 1st Level, you are heavily trained in the art of war in the style of the Regiment you are joining. This would also serve as a part of your origin as different Regiments would often come from different worlds and cultures. You can choose these three Regiments: the Cadian Shock Troops, the Death Korps of Krieg, and the Catachan Jungle Fighters.

As you Level Up, you would unlock new features of your Regiment at Level 3, 6, 9, 13, and 17.

Survivor[edit]

Guardsman by their nature are quite expendable and most would die in the field of battle. However, for those who have managed to survive long enough, they become hardened combat veterans who are warriors of great renown. Starting at the 2nd Level, you can now pick one Survival Tactic from the list below that you've picked up in your journey as a Guardsman. You can pick another one at Levels 8 and 18.

Flak Accustomed
You are very accustomed to wearing all kinds of Flak Armor, even more than the standard Guardsman. When wearing any kind of Flak Armor, its AC increases by +1.
Martial Adept
You are trained in the use of various weapons, giving you proficiency in all Martial Weapons.
Runner
You run quite faster than the rest of your fellow soldiers, giving you +15 Movement Speed.
Perceptive
You've come to be very observant of your surroundings, giving you a +2 bonus to all Perception rolls.
Hardy
You're able to shrug off more blows than the average person, giving you +15 Maximum HP.
Gun Nut
You've managed to get more out of your Lasgun with no cost to its performance, giving you +2 to Damage rolls while using it.

Ability Score Improvement[edit]

When you reach the 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.

Extra Attack[edit]

Starting 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 at 11th level in this class.

Makeshift Explosives[edit]

You are now confident in your skills as a Guardsman that you can now make explosives without blowing yourself up. Starting at at the 5th Level, you are now able to craft Makeshift Grenades and Bombs that can blow up the enemies of the Imperium.

Efficient Guardsman[edit]

You've come to be more efficient with your rations and the resources you have at your disposal. At the 7th Level, you're now able to double the days of your own rations without any detriment and you can also double the use of any consumables that you have on your person.

Veteran[edit]

You have managed to survive, despite the odds against you and the efforts of the xenos to eliminate you, but by the Emperor's will you have, now a battle hardened warrior of which the Emperor can truly look upon with great satisfaction. Starting at the 10th Level, you gain an additional +2 to all Attack and Damage rolls and a +1 to AC.

Looted Wargear[edit]

At the 10th Level, by some luck you have managed to acquire a rare equipment that the Imperium uses for its soldiers. These equipments are usually rare and are only reserved for elite troops that can make use of them the best. From the selection below, pick one piece of wargear that you'll now come to possess. You'll find another one at Level 15. Details of the Wargear can be seen at the end of the article.

  • Hotshot Lasgun
  • Carapace Armor
  • Power Sword

Grit of Steel[edit]

Through sheer grit and willpower alone, even the lowliest of Guardsman can shrug off a mighty blow to kill one's enemies. Starting at the 14th Level, if you get hit by an action that reduces your health to 0 or lower, you can use this ability to negate any damage that might have done to you. You can use this ability only once per long rest.

Emperor's Blessing[edit]

Very few Guardsman have come to reach this level of combat effectiveness and those who do are looked upon by the Emperor with great satisfaction and with your great deeds and actions, you have managed to claim this greatest of honor for yourself. Starting at the 20th Level, you are blessed by the Emperor himself and now have been anointed as one of his Saints, granting you functional immortality and allowing you to resurrect yourself from death once every 10 years with no outside help needed. You are now also resistant to all types of damage.


Regimental Archetypes[edit]

As the Imperium of Man spans countless worlds, the people that forms its regiments would definitely differ in quality and discipline. Regardless, they all have one singular goal, to serve the Emperor and to drive out the evils that plague the Imperium.

Cadian Shock Troops[edit]

Sometimes called Cadian Shock Troopers, they are the highly disciplined Regimentum soldiers conscripted in large numbers from the Fortress World of Cadia, which once stood sentinel as the preeminent bastion of the Imperium of Man in the fight against the Emperor's ancient Archenemy, Chaos. Such was their bravery and actions in fighting off the forces of Chaos that they have come to be a standard to follow, influencing the combat doctrine and tactics of many worlds across the Imperium.

Heavy Discipline

You were trained and instructed in Cadian doctrines and tactics, emphasizing and hammering in the need for discipline and cohesion for the effective operation of the army. Starting at the 1st Level, you have advantage against being Frightened and Charmed.

In addition, you are also given a Lasgun and a Combat Knife(Dagger) to go with your enlistment as a Guardsman. Failure to take care of these items is subject to execution by the Commissar.

Lasgun Expertise

You literally have been instructed on how to shoot, disassemble, reassemble, and maintain a Lasgun before even learning how to read or write. Starting at the 3rd Level, you now deal critical damage on rolls of 18-20 while using a Lasgun. You also don't suffer disadvantage from shooting an enemy 5ft next to you with Lasguns.

Hardened

You have come to be hardened to the dangers of this new world, allowing you to adapt accordingly. Starting at the 6th Level, you can choose to be proficient in an additional Saving throw of your choice.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. Starting at the 9th Level, On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Guardsman level.

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

Veteran's Endurance

You have fought in countless battles and yet you have managed to survive them all. Through all of this, you have managed to attain a force of will that can get you through the hardest of times. Starting at the 13th Level, you now treat Exhaustion as one point less than it should be.

Elite Guardsman

Very few Guardsmen will come to reach this point and those very few are known to be the best of the best in their regiment and you are now a part of this elite cadre of troops. Starting at the 17th Level, you can now add your proficiency modifier to the damage rolls of weapons you're proficient with.

Death Korps of Krieg[edit]

The Death Korps of Krieg is the name given to all Imperial Guard regiments that originate from the devastated, post-nuclear Death World of Krieg. Krieg was the site of a rebellion against the Imperium of Man over 1,500 standard years ago in the 40th Millennium and was bombarded with nuclear weapons followed by five hundred Terran years of grinding warfare to purge the heretical rebels. The regiments raised on Krieg seek to repent for their former treachery against the Emperor by displaying a disturbing and even fanatical disregard for their own lives in combat. Death Korps troops are faceless as they come, their signature respirators covering their faces wherever they go. This makes them excel in the most hazardous of war zones, often which they would fight till the entire regiment is dead or they have achieved victory.

Eternal Shame

As a Krieger, you know that your ancestors have brought shame to Krieg and its because of their traitorous actions that your once prosperous homeworld is now instead an irradiated hellhole. It's only through death can you atone for this great sin and you have no fear of doing so. Starting at the 1st Level, you are now completely immune to being Frightened.

In addition, you are also given a Lucius-Pattern Lasgun and a Combat Knife(Dagger) to go with your enlistment as a Guardsman and also don't suffer the negative effects of wearing your respirator/gas mask.

Krieger Training and Combat

As a Krieger, you are an expert in figthing in hazardous zones and are quite proficient in close quarters battles. Starting at the 3rd Level, you are immune to poisonous clouds or airborne diseases whilst wearing your Respirator and you also have advantage in Saving throws against Poison or Acid.

In addition, You also don't suffer disadvanatge from shooting an enemy 5ft next to you with your Lasgun and you can effectively use your Entrenching Tool(Shovel) as a Mace of which you are proficient with.

Suicide Charge

Kriegers are known for their utter disregard of their lives and would happily charge the enemy if it means achieving victory for the Emperor. Starting at the 6th Level, you can choose to go into a Suicide Charge on your turn, allowing you to Dash as a Bonus action and doubling all Melee damage dealt on that turn. In exchange for this, you are vulnerable to all types of damage until the start of your next turn, doubling all damage dealt to you.

Absolute Loyalty

Kriegsman are fanatically devout and loyal to the Emperor. So much so that they would rather die than betray the Emperor in any manner possible. Starting at the 9th Level, you are now immune to being Charmed.

Faceless Intimidation

Kriegers are immediately recognized by the respirators they wear. Combine this with their silent demeanor and they can easily strike fear in the hearts of their enemies. Starting at the 13th Level, whilst wearing your respirator/gas mask, you have advantage in Intimidation checks.

Heroic Charge

Through your bravery and the fact that you've managed to survive this long as a Kriegsman (shame), your very presence inspires those around you, urging them to fight even harder as your charge the enemy. Starting at the 17th Level, whenever you do a Suicide Charge, all allies within a 100ft radius gain an additional +10 bonus to their damage rolls, the effect lasting until the start of your next turn.


Catachan Jungle Fighters[edit]

The Catachan Jungle Fighters are the members of the Astra Militarum Regimentum that has been recruited from the Death World of Catachan. They have the well-deserved reputation of being the deadliest practitioners of jungle warfare in the galaxy, as the jungle biome in the planet is so deadly that it is considered a natural planetary defense system, of which it has successfully driven out all kinds of invaders without any aid from the population. The very harsh environment of the planet has turned the citizens into hardened warriors, with the normal Catachan warrior being a master of survival, jungle warfare, and close quarter combat.

Catachan Education

You are a native of Catachan and the very harsh conditions of the planet has molded you into a master of survival, jungle warfare, and close quarter combat. The conditions have also forced your body to evolve in order to even have a chance of surviving the planet. Starting at the 1st Level, you now have the Natural Explorer feature for Jungles and gain an additional +15 to Maximum HP.

You are also given a Lascarbine and a Catachan Fang(Longsword) to go with your life as a Catachan native and you can do Two-Weapon Fighting with both your Lascarbine and your Catachan Fang in each hand. In addition, whilst Unarmored, your AC is now equal to 10 + Strength/Dexterity modifier + Constitution modifier.

Jungle Combat

Growing up in Catachan has turned you into an expert in jungle warfare and close quarter combat. Very few can match your prowess in the jungle. Starting at the 3rd Level, you have Expertise in Survival and Nature rolls, you can add your proficiency to Damage rolls with your Catachan Fang or one chosen One-Handed Melee Weapon, and you can add your modifiers to Damage rolls whilst Two-Weapon Fighting with your Lascarbine and Catachan Fang/chosen One-Handed Melee Weapon. You also don't suffer disadvanatge from shooting an enemy 5ft next to you with Lasguns.

Hunter Killer

As a Catachan native, you have learned to hunt the various predators that Catachan sends your way. Fortunately for you, you have come out victorious every time and these experiences have translated very well in battle. Starting at the 6th Level, you now have Expertise in Stealth checks and you can use your Bonus action to Hide. Whilst ambushing an enemy out of Stealth, you also gain an additional +5 to your Damage rolls.

Night Hunter

You are accustomed to hunting in the night and because of this you have clear vision in the darkness Starting at the 9th Level, you gain Darkvision and you don't suffer disadvantage in Perception rolls in dim light or darkness.

Brutal Kill

You've come to be more brutal in your kills and the enemies of the Imperium can't help, but completely soil themselves. Starting at the 13th Level, whenever you kill an enemy, all enemies with a 30ft radius of the kill must roll a DC 15 Wisdom saving throw or be Frightened for one turn. You can use this feature three times per short/long rest.

Ultimate Hunter

You are considered to be at the very top of the food chain. Very few creatures can stand against you and even if they could, they would be long dead before they can ever see you. Starting at the 17th Level, you gain an additional +5 bonus to Stealth checks and you now automatically deal critical damage on the first attack whilst ambushing an enemy out of Stealth.

Imperium Wargear[edit]

Lasgun

Cost: 1000 gp
Damage: 2d6 Fire
Weight: 9 lb.
Properties: Ammunition
Range: 150/600
Shots/Charge Pack: 30
Hand: Two Handed


Lucius-Pattern Lasgun

Cost: 1000 gp
Damage: 2d8 Fire
Weight: 9 lb.
Properties: Ammunition
Range: 150/600
Shots/Charge Pack: 15
Hand: Two Handed

Lascarbine

Cost: 1000 gp
Damage: 2d6 Fire
Weight: 6 lb.
Properties: Ammunition
Range: 100/500
Shots/Charge Pack: 30
Hand: One Handed


Hotshot Lasgun

Cost: 4000 gp
Damage: 3d8 Fire
Weight: 15 lb.
Properties: Ammunition
Range: 150/600
Shots/Charge Pack: 30
Hand: Two Handed


Power Sword

Cost: 4000 gp
Damage: 2d6 Slashing
Weight: 9 lb.
Properties: Versatile, Special
Hand: One Handed
Special: With a Bonus action, the sword shall glow with power, dealing an extra 2d6 Force Damage.


Flak Armor

Cost: 400 gp
Weight: 65 lb.
AC: 14 + Dex modifier (max 2)


Carapace Armor

Cost: 4000 gp
Weight: 65 lb.
AC: 17 + Dex modifier (max 2)



Frag Grenade

Cost: 200 gp
Damage: 4d6 Slashing
Weight: 3 lb.
Properties: Special
Hand: One Handed
Special: Each creature within a 20 feet radius of the explosion an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 4d6 piercing damage on a failed save, or half as much damage on a successful one.


Makeshift Frag Grenade

Cost: 200 gp
Damage: 3d6 Slashing
Weight: 6 lb.
Properties: Special
Hand: One Handed
Special: Each creature within a 10 feet radius of the explosion an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one.


Makeshift Bombs

Cost: 200 gp
Damage: 3d6 Slashing
Weight: 6 lb.
Properties: Special
Hand: One Handed
Special: These bombs can be used into all sorts of methods, from a regular grenade to multiple variations of traps or mines.


Charge Pack

Cost: 200 gp
Weight: 3 lb.


Gas Mask/Respirator

Cost: 200 gp
Weight: 2 lb.
Properties: Special
Special: A gas mask that that makes the user have Advantage on all Saving throws to any kind of gas attack or airborne disease while wearing it, but also suffer a -2 to Attack rolls.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: 13 Str/Dex and 13 Con. Human/Abhuman.

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Longswords, and Imperium Weapons


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