Armed Infantry (5e Class)
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Armed Infantry
A soldier with access to simple firearms, not limited to. You prefer to take enemies out at a range, but are competent in melee. A part of a larger whole, Armed Infantry are prepared to engage in firefights as a troop. This class will allow you to support your allies with ranged attacks, take down enemies at long range, and give you more variety in your plans of attack.
Creating an Armed Infantry
Credit to Proelium Tactics. [1] |
- Quick Build
You can make an Armed Infantry quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.
Class Features
As a Armed Infantry you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Armed Infantry level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Armed Infantry level after 1st
- Proficiencies
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Tinker's Tools
Saving Throws: Dexterity, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Perception, Persuasion, and Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A pistol, a rifle, 3 magazines, and 18 rounds or (b) A rifle,5 magazines, and 30 rounds.
- (a) Shortsword or (b) Dagger
- (a) Half Plate or (b) Chain Shirt
- (a) Dungeoneer's pack or (b) Explorer's pack
- Tinker's Tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Round Creation |
2nd | +2 | Quick Reload, Calculated Aim |
3rd | +2 | Firearm Creation, Armed Infantry Archetype |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Round Creation Improvement |
7th | +3 | Archetype Feature |
8th | +3 | Ability Score Improvement |
9th | +4 | Calculated Aim Improvement |
10th | +4 | Suppressive Fire |
11th | +4 | Archetype Feature |
12th | +4 | Ability Score Improvement |
13th | +5 | Firearms Mastery |
14th | +5 | Round Creation Improvement |
15th | +5 | Archetype Feature, Suppressive Fire improvement |
16th | +5 | Ability Score Improvement |
17th | +6 | Unload |
18th | +6 | Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Operator |
Round Creation
Beginning at 1st level, you can create simple full metal jacket rounds and magazines. At 6th level, you can create armor piercing, incendiary, and tracer rounds. At 14th level, you can combine up to two round types together. To create the aforementioned items you will require Tinker's Tools, spare metal, and gunpowder. To create these items, it will take 30 minutes and 5gp worth of materials for 6 standard rounds, 45 minutes and 10gp worth of materials for armor piercing, incendiary, and tracer rounds, and an hour and 15gp worth of materials for combined rounds or a standard magazine. A LMG magazine requires 1 and a half hours and 25gp worth of materials to create. Each standard magazine can hold up to 6 rounds. A LMG magazine can hold up to 30 rounds and can only be used for a light machine gun.
- Round Types
- Standard (Full Metal Jacket)
- Armor Piercing: When using an armor piercing round with a firearm, the attack counts as magical for the purpose of overcoming piercing damage resistance and immunity.
- Incendiary: The target takes an extra 1d6 fire damage on hit. The fire ignites any flammable object hit by it that isn't being worn or carried.
- Tracer: When you hit with a tracer round, you gain advantage for all attack rolls until the end of your next turn.
Quick Reload
Beginning at 2nd level, you can now reload a firearm as a bonus action instead of a full action.
Calculated Aim
Beginning at 2nd level, you no longer suffer disadvantage on attack rolls with your firearms against standing enemies if they are within your maximum range.
At 9th level, you no longer suffer disadvantage against enemies that are prone, instead you gain advantage on attack rolls against prone enemies.
Firearm Creation
Beginning at 3rd level, you can create firearms. Each firearm is counted as a ranged martial weapon and you are proficient in it. Reloading a firearm costs one action, or one bonus action with the Quick Reload. The Ability Modifier for firearms is Dexterity. A pistol takes 50gp worth of materials and 12 hours of work, a rifle costs 75gp of materials and 24 hours of work, a sniper or shotgun costs 100gp worth of materials and 36 hours of work, a light machine gun costs 100 gp worth of materials and 48 hours of work.
- Pistol: This weapon does 1d6 piercing damage. Mag size is 8. This weapon has the Ammunition, Loading and Range (100/350) properties.
- Rifle: This weapon does 1d8 piercing damage. Mag size is 6. This weapon has the Ammunition, Heavy, Loading, Range (150/800), and Two-Handed properties.
- Light Machine Gun: This weapon does 3d4 piercing damage. Mag size is 40. This weapon has the Ammunition, Heavy, Loading, Range, (150/600), and Two-Handed properties. This weapon consumes 3 ammunition per attack roll instead of 1. This weapon requires the Heavy Infantry Archetype to create.
- Sniper Rifle: This weapon does 1d12 piercing damage. Mag size is 5. This weapon has the Ammunition, Heavy, Loading, Range (200/1600), and Two-Handed properties. This weapon requires the Sniper Archetype to create.
- Shotgun: This weapon deals 2D4 piercing damage. Mag size is 2. This weapon has the Ammunition, Loading, Range(5/15 foot cone) and Two-Handed properties. This weapon consumes 5 ammunition per attack roll instead of 1.This requires the the Heavy Infantry Archetype to create
Armed Infantry Archetypes
At 3rd level, you can choose an archetype. Choose between Shock Trooper, Heavy Infantry, Sniper, Officer, and Combat Medic archetypes, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and 18th level.
Ability Score Increase
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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Suppressive Fire
Beginning at 10th level, your attacks can now suppress the enemy. If you land a hit on an enemy, they suffer disadvantage on all attack rolls until the end of your next turn.
At 15th level, this feature activates if you make an attack roll against an enemy instead.
Firearms Mastery
Beginning at 13th level, you have mastered the art of firearms. When you roll a 1 or 2 on an attack roll with a firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or 2.
Unload
Beginning at 17th level, you can Unload your firearm to fire all the remaining rounds in your magazine. You can only activate this feature on your first attack of the turn. You can not make an extra attack on the turn you activate this feature. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Operator
Beginning at 20th level, you have obtained the highest moniker an Armed Infantry can obtain. When attacking with a firearm, you can choose to double the damage die. You can use this feature a number of times equal double to your Dexterity modifier (a minimum of twice). You regain any expended uses when you finish a Long Rest.
Shock Troopers
The main forces. The first ones in and the last ones out, these brave soldiers are highly trained and are fully capable of clearing an area out by themselves.
- Linebarrels of Iron
Beginning at 3rd level, you gain +2 to all of your attack and damage rolls with firearms.
- Weathered Trooper
Beginning at 7th level, your experience in battle has increased your survival chances out in the field. When you take damage, you can use your reaction to become resistant to two types of damage until the end of your next turn. You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
- Lineman
Beginning at 11th level, you and all allied creatures within 20 feet gain advantage on the first ranged attack roll of your turns. When a creature you can see attacks a target other than you that is within 15 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a firearm.
- Double Tap
Beginning at 15th level, when you make an attack roll against an enemy you can choose to Double Tap the enemy. When Double Tapping, you can make your attack roll with advantage. If the lower attack roll would have also hit the target, you may count that as an additional hit. You can use this feature a number of times equal to double your Dexterity modifier (a minimum of twice). You regain any expended uses when you finish a Short or Long Rest.
- Super Trooper
Beginning at 18th level, your base movement speed increases by 5 feet and in now only takes you 10 feet of movement to stand from being prone. You gain advantage in all Dexterity and Strength based ability checks and saves. On your turn, you can activate this feature as a free action to gain the effects of the haste spell on yourself, but only for an amount of turns equal to your Constitution instead of one minute. You can only use this effect of this feature once. You regain any expended uses when you finish a Long Rest.
Heavy Infantry
Heavily armored and even more heavily armed. Frontline soldiers that prefer to blast their way through their problems.
- Heavy Equipment
Beginning at 3rd level, you become proficient in heavy armor and can now create and equip light machine guns. You count as one size larger for effects of pushing and being pushed, grappling and being grappled, and determining carry weight. You must be wearing heavy armor to gain these effects.
- Juggernaut
Beginning at 7th level, when you are subjected to an effect that allows you to make a Constitution or Strength 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.
- Bulletproof
Beginning at 11th level, your use of heavy equipment has increased your survival chances out in the field. You are now resistant to all nonmagical physical damage.
- Spitfire
Beginning at 15th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
- Metal Gear
Beginning at 18th level, you can use your bonus action to gain 1d10 + Constitution modifier + your Armed Infantry level temporary hit points and resistance to all types of damage for one minute. You can use this feature a number of times equal to your half Constitution modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. You gain advantage in all Constitution and Strength based ability checks and saves.
Sniper
The long ranged specialists. Perfect for taking down high profile targets.
- Ghillie-Man
Beginning at 3rd level, you gain proficiency in Stealth checks and can now create and equip sniper rifles. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it instead.
- Long Range Assassin
Beginning at 7th level, you are treated under the conditions of Stealth so long as you are at least 100 feet away from your target.
- High Impact
Beginning at 11th level, your critical hits do maximum damage.
- Scouter
Beginning at 15th level, your weapon attacks score a critical hit on a roll of 17-20.
- Deadshot
Beginning at 18th level, your critical hits do triple damage instead of double the damage die.
Officer
The field commanders of the Armed Infantry. These soldiers are the ones who will take the battle by the wheel and lead the party to victory.
- Field Commander
Beginning at 3rd level, you add half your proficiency to all Charisma based checks that you aren't proficient in. If you are already proficient in a skill, you add double your proficiency bonus to checks you make with it. Allied creatures within 15 feet gain advantage on the first attack roll of their turn.
- Inspirational Rally
Beginning at 7th level, you can inspire others through stirring words and speeches. To do so, you use a Bonus Action on Your Turn to choose up to two creatures other than yourself within 60 feet of you who can hear you. That creature gains one Officer Inspiration die, a d6.
Once within the next 10 minutes, each creature can roll the die and add the number rolled to one ability check, Attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Officer Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Officer Inspiration die is rolled, it is lost. A creature can have only one Officer Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Short or Long Rest.
- Focus Fire
Beginning at 11th level, when you hit an enemy with a tracer round, you and all allied creatures gain advantage for all attack rolls against that target until the end of your next turn.
- Battle Strategy
Beginning at 15th level, when a creature you can see attacks a target other than you that is within 60 feet of you, you can use your reaction to impose advantage or disadvantage on the attack roll. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Short or Long Rest. Allied creatures within 30 feet of you do not provoke attacks of opportunity when moving out of range of enemies, even if they have not taken the Disengage Action.
- Brilliant Leader
Beginning at 18th level, you and all allied creatures within 45 feet gain of you +3 to all attack and damage rolls.
Combat Medic
A man of medicine who's here to pick you up in the heat of battle.
- First Aid
Beginning at 3rd level, as an action you can touch a creature and it gains a number of hit points equal to 1d8 + your Medicine modifier. This feature has no effect on undead or constructs. You gain proficiency in Medicine checks. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it instead. You can use this feature a number of times equal double to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
- Painkiller
Beginning at 7th level, as a bonus action you can touch a creature and it gains temporary hit points equal to 1d12 + your Medicine modifier. This feature has no effect on undead or constructs. You can use this feature a number of times equal double to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Short or Long Rest.
- Stretcher
Beginning at 11th level, as an action you can touch a living creature that has 0 hit points. The creature becomes stable and gains 1d4 + your Medicine modifier hit points. This feature has no effect on undead or constructs.
- Trauma Care
Beginning at 15th level, you can touch a creature and can end either one disease or one condition afflicting it as an action. The condition can be frightened, incapacitated, paralyzed, poisoned, stunned, or unconscious. This feature has no effect on undead or constructs. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Short or Long Rest.
- Field Surgeon
Beginning at 18th level, you can now do surgery as an action. You can reattach or fix any missing or broken body part of a living creature you can touch and return it to full functionality. If reattaching a body part, you must also be able to touch the body part. This feature has no effect on undead or constructs. You can use this feature a number of times equal half to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a Long Rest.
Multiclassing
Prerequisites. To qualify for multiclassing into the Armed Infantry class, you must meet these prerequisites: 13 Dexterity and 13 Constitution
Proficiencies. When you multiclass into the Armed Infantry class, you gain the following proficiencies: Martial weapons and Tinker's Tools.
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