Armed Infantry, Variant (5e Class)
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Soldiers that were trained to use firearms and are trained to be ready for anything.
Creating a Armed Infantry
When creating an Armed Infantry ask yourself how does your character know how to make/use firearms? Was it through military training? If so, why did you join the military was it because you were forced to or did you choose to protect your family?
- 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. Third, choose the rifle (containing the 2 magazines, and 15 standard rounds), shortsword, scale mail and explorer's pack this also include a set of tinker's tools and lastly take two daggers.
As a Armed Infantry you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons, firearms
Tools: Tinker's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Intimidation, Investigation, Perception, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a pistol, 2 magazines, and 30 standard rounds or (b) a rifle, 2 magazines, and 15 standard rounds
- (a) a shortsword or (b) a longsword
- (a) scale mail or (b) studded leather armor
- (a) an explorer's pack or (b) a dungeoneer's pack
- Tinker's tools and two simple weapons
- If you are using starting wealth, you have 5d4x10gp in funds.
|1st||+2||Round Creation, Firearm Creation|
|2nd||+2||Infantry Training, Fighting Style|
|4th||+2||Ability Score Improvement, Martial Versatility (Optional)|
|6th||+3||Infantry Specialization Feature|
|7th||+3||Round Creation Improvement|
|8th||+3||Ability Score Improvement, Martial Versatility (Optional)|
|9th||+4||Infantry Training Improvement|
|10th||+4||Infantry Specialization Feature|
|12th||+4||Ability Score Improvement, Martial Versatility (Optional)|
|14th||+5||Infantry Specialization Feature, Round Creation Improvement|
|15th||+5||Suppressive Fire improvement|
|16th||+5||Ability Score Improvement, Martial Versatility (Optional)|
|17th||+6||Additional Fighting Style|
|18th||+6||Infantry Specialization Feature|
|19th||+6||Ability Score Improvement, Martial Versatility (Optional)|
Beginning at 1st level, you can create standard and magazines. At 7th 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 150gp for 6 tracer rounds, and an hour and 15gp worth of materials you can combined rounds or make a standard magazine. A light machine gun magazine requires 1 and a half hours and 25gp worth of materials to create. You can only carry a number of magazines equal to double your Proficiency Bonus.
- Round Types
- Standard: Standard bullets have nothing special about them.
- Armor Piercing: When using an armor piercing round with a firearm, the attack counts as magical for the purpose of overcoming resistances and immunity's.
- 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, the next attack roll made against the target before the end of your next turn has advantage. You can only use one tracer round once per turn.
In addition at 1st level, you can create firearms. Reloading a firearm costs an Action to do so. A pistol takes 35gp worth of materials and 12 hours of work, a rifle costs 50gp of materials and 24 hours of work, a sniper rifle or shotgun costs 75gp worth of materials and 36 hours of work, a light machine guns costs 100gp worth of materials and 48 hours of work.
- Pistols: This weapon does 1d8 piercing damage (range 100/350). The mag size is 8. This weapon has the Ammunition and Light properties.
- Rifles: This weapon does 1d10 piercing damage (range 150/800). The mag size 6. This weapon has the Ammunition and Two-Handed properties and it weighs 6 lb.
- Light Machine Guns: This weapon does 3d4 piercing damage (range 150/600). The mag size 20. This weapon has the Ammunition, Heavy, and Two-Handed properties and it weighs 22 lb. This weapon requires the Juggernaut specialization to create.
- Sniper Rifles: This weapon does 1d12 piercing damage (range 250/850). The mag size 5. This weapon has the Ammunition, Heavy, Loading, and Two-Handed properties and it weighs 12 lb. This weapon requires the Sniper specialization to create.
- Shotguns: This weapon deals 2d6 piercing damage (15-foot cone). The mag size 4. This weapon has the Ammunition and Two-Handed properties and it weighs 8 lb. This weapon requires the Shock Trooper specialization to create.
Beginning at 2nd level, thanks to your training with firearms you can now reload a firearm as a Bonus action instead of an Action. In addition you no longer suffer disadvantage against enemies that are prone. At 9th level, you no longer suffer disadvantage on attack rolls with your firearms against standing enemies if they are within your maximum range.
In addition at 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. At 17th level you can gain another fighting style.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Piercing Shot
You gain a +2 bonus to damage rolls you make with one-handed ranged weapons.
While you are wearing armor, you gain a +1 bonus to your AC.
- Close Quarters Shooter (UA)
You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
- Mariner (UA)
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, and you gain a +1 bonus to AC.
At 3rd level, you can choose a specialization. Choose between Shock Trooper, Juggernaut, Sniper, Commander, and Combat Medic specializations, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
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.
Martial Versatility (Optional)
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Armed Infantry's. This replacement represents a shift of focus in your martial practice.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 11th level, as a Bonus action you are able to shoot your firearm at a point you can see using up to two shots worth of ammunition when you do this any creatures with in a 5 foot radius of where you shot must make a Charisma saving against your Dexterity DC or be frightened until your next turn on a success the creature is not frightened and not be again until their next turn. At 15th level you now can use this feature as a part of your Attack action when you use this feature. This way you can do this equal to your Dexterity modifier (a minimum of once). You regain any expended uses when you finish a long rest.
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.
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 to your Dexterity modifier (a minimum of one). You regain any expended uses when you finish a long rest.
The main forces. The first ones in and the last ones out, these soldiers are highly trained and are fully capable of clearing an area out by themselves.
- Linebarrels Of Iron
At 3rd level, Thanks to your almost exclusive training with shotguns. You now can create shotguns and in addition you gain +1 to your attack rolls and a +2 to damage rolls with shotguns.
- Tough Than Lead
At 6th 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 that type 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 one). You regain any expended uses when you finish a long rest.
At 10th level, you and up to two allied creatures within 10 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. You can use this feature a number of times equal to your Constitution modifier (a minimum of one). You regain any expended uses when you finish a short or long rest.
- Double Tap
At 14th level, Before you take the Attack action with a shotgun you can choose to Double Tap. When you do this you make two separate ranged attack rolls. These attacks count as if you only made a single attack roll. This feature can be use a number of times equal to your Constitution modifier (a minimum of one). You regain any expended uses when you finish a long rest.
- Super Trooper
At 18th level, your base movement speed increases by 10 feet. You gain advantage in all Strength based ability checks. 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 modifier instead of one minute. You can only use this feature once. Once you use this feature, you can’t use it again until you finish a long rest.
Heavily armed frontline soldiers that prefer to blast their way through their problems.
- Heavy Artillery
At 3rd level, you become proficient in heavy armor and you can create light machine guns. You count as one size larger for effects of pushing and being pushed, grappling and being grappled. You must be wearing heavy armor to gain these effects.
- Heavy Unit
At 6th level, when you are wearing heavy armor and subjected to an effect that allows you to make a Constitution 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.
- Ballistic Shield
At 10th level, you now have the ability to mount a ballistic shield to your light machine gun when you use a light machine gun with a ballistic shield on it you gain a +1 to your AC. In addition if you go prone while using this weapon you get a +2 to your AC instead of a +1 and you count as if you were in half cover.
- Extra Attack (2)
At 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.
- Metal Gear
At 18th level, you can use your Bonus action to gain 1d10 + Constitution modifier + your Armed Infantry level temporary hit points and you gain resistant to bludgeoning, piercing, and slashing damage for the next minute. Once you use this feature, you can’t use it again until you finish a long rest.
The long ranged specialists. Perfect for taking down high profile targets.
- Ghillie Man
Beginning at 3rd level, you now can create sniper rifles and you gain proficiency in Stealth. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it instead. In addition it now only takes you 10 feet of movement to stand from being prone. You also ignore the Loading property of sniper rifles while you are prone.
- Stealth Shot
At 6th level, while you are prone you can hide as a Bonus action. while you are hidden and you attack a creature with a sniper rifle and that creature didn't notice you or is altered in any way that attack is an automatic critical hit. In addition you now critically hit on a roll of 19 or 20 with sniper rifles.
- High Impact
At 10th level, when you score a critical hit with a sniper rifle you do an additional 1d12.
- Head Shot
At 14th level, your marksman skills allow you to make pinpoint shots where it matters. You now gain the ability to perform a head shot to initiate a head shot you must score a critical hit you can choose to forgo that critical hit when you do so you roll an additional attack roll with a -5 penalty to it and if the attack successfully hits the attack deals the maximum possible damage it can do.
- Dead Shot
At 18th level, your critical hits do triple damage instead of double the damage die.
- Morale Boost
Beginning at 3rd level, your inspiring words give those the needed push to keep going on. As a Bonus action you can inspire a creature that you can see within 30 feet of you when you inspire a creature that gains a d6 to attack rolls this d6 lasts for 1 minute (this feature does not stack with Bardic Inspiration). 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 long rest. In addition you gain proficiency in Persuasion. If you are already proficient in this skill, you add double your proficiency bonus to checks you make with it instead.
- Cover Fire
At 6th level
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 use a healer's kit when you do this that creature gains a number of hit points equal to 1d8 + your Wisdom modifier (a minimum of once). This feature has no effect on undead or constructs. In addition you gain proficiency in Medicine. 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 to your Wisdom modifier (a minimum of once). You regain any expended uses when you finish a long rest.
- Emergency Treatment
At 6th level, If a downed creature is within 5 feet of you. You can use your reaction and a healer's kit to immediately stabilize that downed creature. 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 long rest.
- Healing Rounds
Beginning at 10th level, you now can create a special type of round called Healing Rounds. Healing Rounds takes 15 minutes and 20gp worth of materials for 6 rounds when you use this round type any creature hit by one of these rounds that creature takes 1 piercing damage and gains 1d12 + your Wisdom modifier (a minimum of once) of temporary hit points.
Beginning at 14th level, as a Bonus action you can touch a creature and end one negative condition. 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.