Military Conscript (5e Class)
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Military Conscript (5e Class)
Volunteering to fight
The second great war rages on. You feel a burning passion to join the fight and do your part!
Creating a Military Conscript
Note: That this class is built for a specific setting, Combat Series: 1944 (5e Campaign Setting), and play-style in mind. Its focus is not on blowing up the moon or being an action hero or the edgiest rogue. The class was built for strong team based play.
As a Military Conscript you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor
Weapons: Simple weapons, Martial weapons
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) NOTE: Look at the backgrounds list to gain your main load-out. or (b) Pistol, 24 Light Ammo and two medical bandage or (c) short sword and two medical bandage
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement, Circle Strafe|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
At 1st, 7th, 9th, 13th and 18th level you choose one of the following features.
- Pistol Discipline
Once on your turn, when you make an attack with a one-handed ranged weapon, you can make an additional attack with that weapon against the same target.
- True Grit
You can use two-weapon fighting when you wield a one-handed ranged weapon in each hand.
You gain a +2 bonus to attack rolls you make with ranged weapons at longer than normal range.
- Breach Specialist
You gain proficiency in heavy armor. In addition, you may add your proficiency bonus to Strength checks made to breach doors or other sealed, locked or stuck openings.
- Explosive Specialist
When you use an explosive weapon such as a grenade or rocket launcher, targets that fail their Dexterity saving throw take an additional 1d6 piercing damage.
- Knife Fighting
You gain a +2 bonus to damage rolls made with melee weapons.
- Playing Doctor
When you use a med-kit or medical bandage, the target regains an additional 1d4 hit points.
- Support Gunner
When a friendly creature you can see is attacked by another creature, you can use your reaction to make an attack roll with -1 against the creature.
- CQC Training
Your unarmored attack damage is 1d6+Str mod instead of a d4, and if you have your off hand free, you can make a melee unarmed attack with a bonus action. At level 7 the damage die increases to 1d8+Str mod instead of a d6.
- Critical Striking
Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 9th level and 17-20 once you reach 17th level.
- Grenade Thrower
The range you can throw a grenade doubles, and Dexterity saving throws DC of fragmentation grenades you throw increases by 3. When you roll damage for a grenade and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.
your walking speed increases by 10 feet. 9th level (+20 feet), and again at 17th level (+30 feet).
- Low Profile
1/2 cover counts as 3/4 cover for you. (Before: ½ = +2 AC to your. ¾ = Disadvantage on attacks against you) (After: ½ = Disadvantage on attacks against you. ¾ = Disadvantage on attacks against you)
While wearing armor, you gain a +1 bonus to AC.
Whenever you roll damage for a weapon and roll the lowest number possible on any of the dice, you may re-roll the damage for that die, even if the re-roll is the same result.
- Rapid Reload
Once on your turn, you can reload a weapon with the reload property without using an action or bonus action.
- Evasive Maneuvers
You can take the dodge or dash action as a bonus action.
- Extra Training
You gain proficiency in Heavy Armor and shields
- Sea Legs
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed.
- Second Wind
At first level, on your turn, you can use a bonus action to regain hit points equal to 1d6 + your Military Conscript level. Once you use this feature, you must finish a short or long rest before you can use it again.
At 2nd level you choose an archetype: the Commando, the Leader, The Cowboy, The Marksmen, The Heavy Gunner, the Combat Medic, and the Boxer*. Your choice grants you features at 2nd level and again at 10th and 15th level.
From 3rd level, when you fall you treat the falling distance as 20 feet less than normal.
Ability Score Improvement
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks is increased to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting at 6th level, you can nimbly dodge out of the way of certain area effects. When you are subject to an effect that allows a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail.
Starting at 8th level, you have mastered the tried-and-true military tactic of running around a target whilst laying down weapon fire. If you decide to circle strafe, you mark one target you can see within 30 feet at the start of your turn, noting the distance between you. If you end your turn that distance or greater from your starting location whilst remaining within 30 feet of the mark, you are circle strafing. If you make a melee attack or attack a creature other than the mark during your turn, you do not benefit from circle strafing. The marked creature you are circle strafing has disadvantage on attack rolls made against you. You also have advantage on saving throws made against effects that originate from the marked creature.
Life in a military squad is a constant pissing contest in which individuals compete to prove their toughness, combat prowess and courage.
- Commando Points:
- Starting at 2nd level you begin to develop a Commando attitude, represented by a number of Commando points. You have a number of Commando points equal to 1 + half your Military Conscript level. You can spend these points to fuel various Commando features. When you spend a Commando point, it is unavailable until you finish a short or long rest, at the end of which you regain all your Commando points. You must spend at least 30 minutes of the rest making flippant remarks about your grave situation, pulling shrapnel from your wounds without wincing or otherwise vying for alpha position.
When you take this archetype at 2nd level, you gain two of the following Commando features.
- Just a Flesh Wound. When you suffer a critical hit you can spend 2 Commando points to treat it as a normal hit.
- Biting Riposte. When you are hit by a melee attack by a creature you can see within 5 feet, you spend 1 Commando point to use your reaction to bite off the attacker's nose, ear, finger or other extremity. This deals 1d6 + your Strength modifier slashing damage to the attacker.
- Just Die Already. When you damage a creature to one-tenth its hit points or less, but do not kill it, you can spend 1 Commando point to just kill it.
- Rocket Jump. You know how to ride the concussive forces of an explosion. When you need to make a Dexterity save against an explosive weapon such as a grenade or rocket, you can spend 1 Commando point to use your reaction to jump 20 feet in any direction, including upwards. If you do so and succeed on the save, you take a quarter damage from the explosion rather than half damage; and if you fail the save, you take half damage. If the explosion occurs on your turn (for example by your own weapon), you must spend a bonus action rather than a reaction to rocket jump, you automatically succeed on the Dexterity save, and the distance you rocket jump may be added to any distance you have jumped as part of your movement.
- The Bigger the Better:
- At 10th you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You also reduce the damage you take from bludgeoning, piercing, and slashing damage by 4.
- Is That All You've Got?
- From 15th level on wards, when you make a death saving throw, you can spend 1 Commando point to re-roll the die, accepting the new result; or you can spend 3 Commando points to change the result to a 20.
You are a squad leader. You can issue special commands to coordinate the attacks and movement of your fellow Military Conscript.
- Fire Control
You can coordinate the fire of other allies. Issuing a command uses your bonus action. When you take this archetype at 2nd level, you know the following commands.
- "Point Fire!": You mark one creature you can see. Ranged attacks rolls against the marked creature made by allies within 30 feet of you against that target have a +2 bonus. The bonus lasts until the start of your next turn.
- "Suppressive Fire!": You designate an 10 ft. cube area. Until the start of your next turn, creatures in that area must pass a Wisdom saving throw in order to move as long as one ranged attack is made into that area. The base DC is 8. Add 2 to the DC for each ranged attack made against targets in the suppressed area. Creatures that are immune to fear automatically succeed on the saving throw.
- "Advance!": Each ally you choose within 15 feet of you may use their reaction to move their speed towards any direction. As long as the ally has movement left.
- Tactical Commander
At 10th level, you know the following tactical commands. Issuing a tactical command uses your bonus action. You must finish a short or long rest before you can use a tactical command again.
- "Super Advance!": Each ally you choose within 30 feet of you may use their reaction to move their speed towards any direction. (each ally you choose regains their full movement to use for that turn) If it's toward a creature, they can make a melee attack against that creature.
- "Commander's Strike!": Anytime on your turn you can use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately make one melee or ranged attack.
- "Cover!":For 1 minute, ranged attacks made against allies within 30 feet of you are made with disadvantage if the ally is behind cover.
At 15th level, you gain proficiency in Persuasion and add double your proficiency bonus to Persuasion checks (instead of your normal proficiency bonus). At 15th level, you know the following Strategist moves. Issuing a Strategist moves uses your bonus action. You must finish a short or long rest before you can use a tactical command again.
Daredevils with a reckless, flashy style, Cowboy excel at fighting with one-handed firearms.
- Duelist Fighting Style:
- Starting at 2nd level, when you are wielding a firearm in one hand and no other weapons, you gain a +1 bonus to damage rolls and +1 bonus to attack rolls with that firearm.(This applies to extra attack, bonus action.)
- Quick Shot:
- Starting at 10th level, when a creature makes an attack against you, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the creature. This attack happens before the creature hits.
- Kill in the Blink of an Eye:
- At 15th level, you are so blindingly fast that no one can draw and shoot faster than you... No one. When combat starts, as long as you aren't surprised, you can draw a firearm and take an Attack action before anyone else even has a chance to roll initiative. No creature can take reactions in response to this special action. Once you have taken this action, every remaining creature, including yourself, rolls initiative and proceeds normally.
Marksmen are the guardians of the battlefield, constantly watching over their allies; they prefer to sit back and provide assistance from a distance while also watching over the battlefield from a safe position.
- Sniper's Mark:
- 2nd level, as a bonus action, you mark a creature that you can see. You have advantage on all attack rolls with firearms against that creature. This lasts until the end of your round or until you make an attack against another creature or the creature has 0 hit points. You can use this feature a number of times equal to your Wisdom modifier (minimum of 1). You regain any expended uses when you finish a long rest.
- Marked Quarry:
- Starting at 10th level, you deal an additional damage dice of your weapon's damage type against a creature affected by your Snipers Mark feature.
- Interrupting Shot:
- Starting at 15th level, when a creature marked by your Snipers Mark feature makes an attack, you may use your reaction to make a ranged weapon attack with a firearm you are holding against the marked creature. This attack happens before the marked creature hits.
You're a big guy, and a big guy wants big weapons! You’re a swole enough dude that you can wield crew-served support weapons on your own. Impress girls with your mighty muscles!
- Oversized Weapon Use:
- At Level 2, Once you become a Heavy Gunner, you can wield two-handed weapons in one hand, wield weapons with the versatile property in one hand and do two-handed damage, and you treat all one-handed weapons as if they had the light property. You may wield Oversized weapons as if you were a Large creature.
- Tough Skin:
- Once you reach 10th level, you reduce the damage you take from bludgeoning, piercing, and slashing damage by 5.
- Gunner’s Muscles:
- At 15th level, your Strength and Constitution scores increase by 5. Your maximum for those scores is now 25.
You trained to save lives more than killing them.
- At 2nd level, you gain proficiency in medical and When you use a medkit or stimpack, the target regains an additional 1d8 hit points. (this stacks with the “Playing Doctor” perk.
- Aura of Courage:
- Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious. At 18th level, the range of this aura increases to 30 feet.
- Circle of Mortality:
- At 15th level, when you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die. In addition, you learn the Spare the Dying cantrip. For you, it has a range of 30 feet, and you can cast it as a bonus action.
why use guns when your fist works just as well. (Boxers learn their 2nd feature at lvl 7th level, and learn a Military Training at 10th level)
- Student of the Fist:
- At 2nd level, while you are wearing no armor and are not wielding a shield, your AC equals 10 + Dexterity modifier (or Strength modifier, your choice) + your Constitution modifier.
- You can use Dexterity instead of Strength for the attacks and damage rolls of your unarmed strikes.
- You can roll a d6 in place of the normal damage of your unarmed strike.
(At level 7 the damage die increases to 1d8 instead of a d6. At level 10 the damage die increases to 1d10 At level 13 the damage die increases to 1d12)
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn. If you have the CQC perk, then your damage die get +2 to each hit.
- Starting at 7th level you gain a pool of stamina equivalent to your Constitution modifier. Stamina can be fully regained after successfully completing a short or long rest. You lose all points of stamina and can't use it if you have 1 or more levels of exhaustion. Stamina can be used to do one or more of the following actions each round:
- Sucker Punch:Whenever an opponent tries to hit you with a melee attack, you may use your reaction and 1 point of stamina to make an unarmed strike. If your sucker punch hits the target, the target has to make their next attack with disadvantage.
- Lunging Step: As part of an attack action, you may use 1 point of stamina to increase the range of your unarmed strike by 5ft, gaining the reach property for the attack.
- Uppercut: As part of an attack, you may spend 2 points of stamina to attempt to uppercut a target. Make an attack with a +1 to hit. If the attack hits the target, the attack is a critical hit. If it misses, you are left open, any attack made against you is an advantage until the start of your next turn.
- Shock Wave Strike: As part of an attack you may use 1 point of stamina to send a shock wave into your opponent's body, dealing an additional 1d12 bludgeoning damage on your unarmed strike. This attack counts as magical for the purpose of overcoming resistances.
- Guard: You may use your bonus action and 1 point of stamina to increase your AC by 2 until the start of your next turn, or until you get hit.
- Diamond Fortitude:
- Starting at the 15th level, you keep on fighting until your last breath and beyond. When your hit points are reduced to 0 you can make a DC 10 Constitution saving throw. On a success you regain 1 hit point plus hit points equal to double your Constitution modifier(minimum 1). Every time you use this feature after the first one the DC is increased by 5, the DC reset to 10 upon completing a long rest.
Prerequisites. To qualify for multiclassing into the Military Conscript, you must meet these prerequisites: Con 13
Proficiencies. When you multiclass into the Military Conscript, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons