Infantry (Mercenaries: Blood & Guts Supplement)
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- 1 Infantry
- 1.1 Creating an Infantry
- 1.2 Class Features
- 1.3 Special Forces
- 1.4 Squad Leader
- 1.5 Storm Trooper
- 1.6 Multiclassing
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
As a Infantry you gain the following class features.
- Hit Points
You start with the following equipment, in addition to the equipment granted by your background:
- An Assault Rifle and six magazines containing 30 bullets each
|1st||+2||d6||Fighting Style (2), Hand-to-Hand, Second Wind|
|2nd||+2||d6||Ability Score Improvement, Action Surge (one use)|
|4th||+2||d6||Ability Score Improvement|
|5th||+3||d8||Extra Attack, Fast Movement|
|6th||+3||d8||Ability Score Improvement|
|8th||+3||d8||Ability Score Improvement|
|10th||+4||d8||Ability Score Improvement, Archetype Feature|
|11th||+4||d10||Extra Attack (2)|
|12th||+4||d10||Ability Score Improvement|
|14th||+5||d10||Ability Score Improvement|
|16th||+5||d10||Ability Score Improvement|
|17th||+6||d12||Extra Attack (3), Indomitable|
|18th||+6||d12||Ability Score Improvement, Archetype Feature|
|19th||+6||d12||Ability Score Improvement|
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.
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.
The damage of your Hand-to-Hand feature is doubled.
While you are wearing armor, you gain a +1 bonus to AC and DR.
When you are wielding a weapon in one hand and no other weapons, you gain a +4 bonus to damage rolls with that weapon.
The DC of Dexterity saving throws made against grenades you throw is 20, rather than 15.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
Starting at 15th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.
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 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.
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.
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.
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: