(SETTING NOT FULLY DEVELOPED) MC Origins: Veteran (5e Class)

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Veteran[edit]

Experienced soldiers that have been in combat for decades, Veterans are trained soldiers with honed aim, tactics and survival instincts, deptly using combat stances that allows them to gain tremendous advantage over the enemy- granted that veteran uses the stance according to its playstyle. Veterans come from many different lifestyles, but everyone has one feature in common: they have seen war, and have been in fighting for decades, spending sometimes up to 8 hours in slaughterfests.

Experienced, Intelligent Soldiers[edit]

Veterans, unlike their Ravager counterparts, specialize in drawn-out fights and more tactical approach to the combat, capable of both withstanding magnitude of devastating blows and dish out significant- if not lethal- attacks back at the assailants. While warriors at heart, many veterans have disdain for war and killing and often enscript as civvilian militias or go on adventures to put their talent in use while not murdering bunch of innocent people.

Creating a Veteran[edit]

When you start creating a veteran, you have to determine how did your character learn fighting in first place and where did they go through brutal lessons of the war. Maybe your character was pat of nobility, treined for combat from youth and later assigned post of a sergant in the war between two kingdoms, where they got skiills and experience neccecary to develop advanced combat strategems. Or maybe your war was fought not with sentient beings, but instead with constant swarms of monsters or bandits, serving your people for good while, developing your fighting styles involunteraly? In addition, you should determine how does your character view death and war in general. Do they despise it for its brutality, see it as neccecity to change world towards good, or revels in blood and agony for a feeling of victory and championship?

Quick Build

You can make a Veteran quickly by following these suggestions. First, Strength should be your highest ability score if you plan to fight in close quarters, making Deterity your highest ability score if you plan to use fineese or ranged weapons, followed by Constitution. Second, choose the Soldier background. Third, choose Chain armor if you have low dexterity and leather armor if you have high dexterity, choose either stone weapon and a shield if you plan to be in active melee combat and want to be better armored, two melee weapons otherwise, then either light crossbow if you plan to fight from range and daggers as a backup plan iif you can't reach the enemies.

Class Features

As a Veteran you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Siimple weapons, Martial weapons
Tools: none
Saving Throws: Deterity, Constitution
Skills: Choose two from Athletics, Acrobatics, Stealth, Intimidation, Survival, Medicine

Equipment

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

  • (a) Chain Armor or (b) Leather Armor
  • (a) Martial Stone Weapon and a shield or (b) Two Martial Stone Weapons
  • (a) Longbow and quiver containing 20 Stone Arrows or (b) Four Stone Daggers
  • (a) Dungeonner's pack or (b) Explorer's pack

Table: The Veteran

Level Proficiency
Bonus
Features Stance Bonus Precision Die
1st +2 Precision, Tooth and Nail, Combat Style 1d4
2nd +2 Combat Surge (1 use) 1d4
3rd +2 Combat Stance (1 use) +1 1d4
4th +2 Ability Score Improvement +1 1d4
5th +3 Extra Attack +1 1d4
6th +3 Additional Combat Stance +2 1d6
7th +3 Combat Focus, Combat Stance (2 uses) +2 1d6
8th +3 Ability Score Improvement +2 1d6
9th +4 Deflection +2 1d6
10th +4 Combat Reflex +2 1d6
11th +4 Extra Attack (2) +3 1d8
12th +4 Ability Score Improvement +3 1d8
13th +5 Combat Stance (3 uses) +3 1d8
14th +5 Improved Combat Focus +3 1d8
15th +5 Unyielding Stance +3 1d8
16th +5 Ability Score Improvement +4 1d10
17th +6 Combat Surge (2 uses) +4 1d10
18th +6 Unbreakable Combat Focus, Combat Stance (4 uses) +4 1d10
19th +6 Ability Score Improvement +4 1d10
20th +6 Focused Resolve +5 1d12


Precision[edit]

Starting from 1st level, you have learnet how to strike with deadly accuracy incombat to penetrate through your enemies defences. When you make a weapon attack roll, you can roll your Focus Die and add number rolled to the attack roll. You can use this feature number of times equal to your wisdom modifier, and you regain all expended uses when you finish a long rest.

Your Focus Die improves as you gain Veteran levels, as shown in Precision Die Column of the Veteran Table.

Tooth and Nail[edit]

At 1st level, your experience fghtin iini long, brutal conflicts has taught how to wear off small injuries and prepare for the coming blow in the midt of the battle. As a bonus action on your turn, you can regain 1d10+Wisdom Modifier Hit Points and gain Temporary Hit Points equal to roll of your Focus Die+Your Constitution Modifier+Your Wisdom Modifier until end of your next turn. You can use this feature once, and you regain ability to use it again when you finish a short or long rest.

Combat Style[edit]

Throught your experience as a soldier, you have pickup up instincts useful for specific combat styles, giving you certain advantages in certain situation. Choose one of the listed combat styles to gain it's benefit. You can't choose same combat style agqain, even if you get to coose one again.

  • Ambusher - You add your Proficiency bonus to weapon damage rolls against creatures who can't see you.
  • Split Engagement - You increase your AC by 1 for every hostile creature you can see within 5ft of you after the first (Maximum of +3 AC).
  • Volley - You add double your proficiency bonus when you make a ranged weapon attack within weapon's long range, provided that you are proficient in the weapon and weapon used has ammunition property.
  • Dueler - You add your proficiency bonus to damage rolls made with melee weapon attacks, provided that you have only one creature within your weapon's range.
  • Skirmisher - When you attack a creature with a melee weapon attack, that creature has disadvantage and subtracts your proficiency bonus from Attack of Opportunity made by a creature you targeted with an attack until end of your turn.

Combat Surge[edit]

Starting from 2nd level, you can push yourself beyond your normal capabilities. You can decide to activate this feature on your turn to regain hit points equal to your wisdom modifier, gain second reaction until end of your net turn and gain another action on this turn, beyond your normal action and possible bonus action. You can't use this feature if you are unable to use an action or bonus action on your turn, and once you use this feature you can't use it again until you finish a long or short rest. You can use this feature twice instead of once between rests once you reach 17th level in this class. You can activate this feature only once on each of your turns.

Combat Stance[edit]

At 3rd level, you develop a special tecnique called a stance, giving you serious advantage in combat if you use your body as appropriate for the stance to function efficiently. Choose one stance from the Stances listed below. As a bonus action on your turn, you can enter into your stance for up to a minute. You have to concentrate on this stance as if you were concentrating on a spell, and your stance ends when your concentration breaks or when you willingly end it (no action required). Once you enter a stance, you can't enter into another stance again until you finish a long rest. You get to choose another stance when you reach 6th level. You can choose which stance to enter when you activate your Combat Stance Feature, and you can't switch into another stance unless you end your current stance and enter into another one by using Combat Stance Feature again. When your stance ends, you instantly loose all benefits gained from a stance. You can use this feature two times between long rests when you reach 7th level, three times between long rests when you reach 13th level and four times between long rests when you reach 18th level.

Some of your stances use your stance bonus, which is shown in Stance Bonus Column in Veteran Table. Stance Bonus increases as you gain levels in this class. Stances are as follow:


  • Fire Stance: You add your Stance Bonus to the melee weapon attack rolls and you add your focus die to the damage rolls of your melee weapon attacks.

You lose this benefit until end of your next turn if you move less than 15ft on your turn.


  • Air Stance: You add your focus die to the ranged weapon attack rolls and you add your Stance Bonus to the damage rolls of your ranged weapon attacks.

You lose this benefit until end of your next turn if you move more than 10ft on your turn.


  • Stone Stance: You increase your AC by your STance Bonus, You add your stance bonus to your saving throws and ability checks made to resist being grappled or resist effects that forcefully move you against your will and you gain Temporary Hit Points at the end of your turn equal to the roll of your focus die.

You lose this benefit until end of your next turn if you move on your turn or if you are forcefully moved outside of your turn.


  • Shadow Stance: You add your Stance Bonus to every stealth check you make and add your focus die to your weapon damage rolls against creatures that can't see you.

Ability Score Improvement[edit]

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.

Extra Attack[edit]

Beginning from 5th level, when you take an attack action on your turn you can make two attacks, instead of one. You can make three attacks, instead of one when you take an attack action on your turn once you reach 11th level.

Combat Focus[edit]

When you reach 7th level, it becomes harder for you to lose your focus on a stance. You add your Wisdom Modifier to your Concentration Checks made to keep your stance active.

Deflection[edit]

Once you reach 9th leve, you learn how to deflect melee attacks made against you. As a reaction to being hit by a melee weapon attack, you can expend your reaction and roll your focus die to increase your AC by number rolled for the triggering attack only, possibly turning a hit into a miss. You can only use this feature if you can see the attacker.

Combat Reflex[edit]

Starting from 10th level, your reflexes have been honed crudely enough to allow you to give you an edge when it is needed to dodge away from a harmful effect, at a cost of draining you mentally. When you are subjected to an effect that forces you to make a dexterity saving throw or take half damage, you can expend your reaction to take no damage if you succeed in your saving throw and half on failure. You have to decide to use this feature before you roll your saving throw.

Improved Combat Focus[edit]

When you reach 14th level, You make Concentration Checks made to keep your stance active with advantage.

Unyielding Stance[edit]

Starting from 15th level, being in your stance puts your body in such a statehtat being rendered unconcious does not stoll it from attacking your target. When you become Incapacited, you can immidiatly make one weapon attack before you are incapacited.

Unbreakable Combat Focus[edit]

At 18th level, you become able to focus on your stance so intensly that your concentration on your stance can't be broken by taking damage.

Focused Resolve[edit]

At 20th level, your immense mental focus allows you to ignore extreme strain your body suffers while in a stance, breaking your focus in a process. When you are reduced to 0 hit points but not killed outright, if you have your stance active you can end your stance to drop to 1 hit point instead.


Multiclassing[edit]

This class was not designed to be multiclassed, and i advice against allowing your players to multiclass into or out of veteran.

Prerequisites. To qualify for multiclassing into the Veteran class, you must meet these prerequisites: Strength or Dexterity 13, Constitution 13, Wisdom 13

Proficiencies. When you multiclass into the Veteran class, you gain the following proficiencies: Medium Armor, Light Armor, Simple Weapons, Martial Weapons.

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