Army Master (5e Class)

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Army Master[edit]

A human army master wearing half plate marches into battle with an army, short sword drawn and a banner in the other, slaying the multiple creatures but seemingly bolstering his allies while his banner glows, soon winning the battle standing a top may bodies with his comrades.

An elf wearing chainmail, seeing her comrades in terrible conditions makes short speech soon magical strengthen and heals her down friends into a crowd of courage, marches into battle with the strength they need to win the battle.

A Natural Leader[edit]

As an army master you were always born with a natural talent of leadership mostly being the leader of anything whether that be a group project or the first to be in line, you loved doing this, so much so you became an army master to only shine your great leadership skills onto the other beings of the world.

Creating an Army Master[edit]

As an army master why did you become one, were you a natural Leader, did you become one after realizing that you have a way with words, whatever the case, these questions can help you flesh out your origins of a army master!

Quick Build

You can make a Army Master quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background.

Class Features

As a Army Master you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, medium, and heavy armor
Weapons: Simple weapons and martial weapons
Tools: None
Saving Throws: Strength and Charisma
Skills: Choose 2 from Persuasion, Intimidation, insight or perception.

Equipment

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

  • (a) Short Crossbow and 20 Arrows or (b) Any simple weapon
  • (a) Two Short Swords or (b) Any martial weapon
  • (a) Adventurer’s kit or (b) Explorer’s kit
  • (a) A Banner or (b) A Banner

Table: The Army Master

Level Proficiency
Bonus
Features
1st +2 Banner Bolster
2nd +2 Spellcasting
3rd +2 Fighter Subclass
4th +2 Ability Score Improvement, Ability Score Improvement
5th +3 Extra Attack
6th +3 Strength Bolster
7th +3 Fighter Subclass
8th +3 Ability Score Improvement, Ability Score Improvement
9th +4 Life/Strength Sapper
10th +4 Fighter Subclass
11th +4 The Star and the Seven Swords: Discouragement and Mockery
12th +4 Ability Score Improvement, Ability Score Improvement
13th +5
14th +5 Paralyzing Speech
15th +5 Fighter Subclass
16th +5 Ability Score Improvement, Ability Score Improvement
17th +6
18th +6 Fighter Subclass
19th +6 Ability Score Improvement, Ability Score Improvement
20th +6 I am the Army Master

[edit]

At 1st level, as an action you can conjure forth your words of healing, and any creature within 30 ft of you are healed, 1d4 hit points, if the user and the target allows themselves to be healed. You can use your banner as a spellcasting focus and your banner is considered magical and does not break under normal standards, also if you use your banner you heal an additional 1d4 hit points, in addition if your banner is 120 ft within range you can summon it as a bonus action otherwise you must site a ritual for 1 hour to bring it back, if the banner is destroyed you then must site a ritual for 12 hours to bring it back. You can use this however many times it is equal to your charisma modifier. You can heal an additional 1d4 hit points after every other level up.

Spellcasting[edit]

As an army Master you have only had little use of magic (Ex:Banner Bolster) but now you have gained more knowledge of magic to become a better army master. Starting at 2nd level, you gain the ability to cast spells.

Spellcasting ability
Spell save DC = 8 + Proficiency bonus + Charisma Modifier
Spell attack modifier = Proficiency bonus + Charisma Modifier
Spellcasting slots

The Army Master table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Each time you gain access to a new level of spell, you learn a single spell chosen from the Bard spell list of the appropriate level.

Fighter Subclass[edit]

At 3rd level, you can choose a fighter subclass. Choose between Army's Constitution, Army's Strength and Army's Fighter, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th, 18th level.

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]

At 5th level, you gain an extra attack action.

Strength Bolster[edit]

At 6th level, as an action, you utter strong words into every ally within 45 ft minds if the target allows it, giving those creatures advantage with strength checks and saving throws, also the target gains a +2 to strength for a minute, if your banner is within 120 ft radius of you, the targets gain a +3 instead of a +2. Can be used once per day.

Fighter Subclass[edit]

At 7th level, you can get another feature at 7th level and again at 10th, 15th, and 18th level.

Ability Score Improvement[edit]

When you reach 8th level, and again at 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.

Life/Strength Sapper[edit]

At 9th level, as an action, you can target one creature 60 t within range, that target must then beat your spell save, on a fail the army master can choose weather you sap the hit points or strength from the creature for one minute and use that to strength or heal yourself or others, if you sap the life from a creature you take 4d10 hit points from the damage to the creature is counted as necrotic damage and give 4d10 hit points to yourself or a willing creature. If you heal them above their maximum hit points they gain temporary hit points = to the amount above the creatures max and you cannot gain additional temporary hit points by any means until they are removed. If you sap strength from the target, the target gets a -3 to all strength based saving throws and checks and the strength given to another creature is then increased by a +3 on all strength based saving throws and checks. if your banner is within a 120 ft radius of you, the targets gain a +4 instead of a +3, the debuff being the other way around and the damage and heals is increased by 1 too. At 13th, 15th, and 18th levels the dice for healing and damage taken to the creature is increased by 1 and the strength debuff and buff is increased by 1 too. Can be used twice a per day.

Fighter Subclass[edit]

At 10th level, you can get another feature at 10th level and again at 15th and 18th level.

The Star and the Seven Swords: Discouragement and Mockery[edit]

At 11th level, as an action you speak words of discouragement into the enemy's ears, in hopes to discourage them away from the battle and mock them for their cowardness. upon the creature hearing these words they must beat your DC spell saving throw, wisdom, on a fail, the creature frightened for a minute and takes 4d10 psychic damage, on a success, the creature is not frightened and takes half damage. The target can choose to reroll the save at the end of each of their turns. if your banner is 120 ft within range you deal an additional 1d10 psychic damage. The damage increases by 1 at levels, 15th and 18th. Can be used twice per day.

Ability Score Improvement[edit]

When you reach 12th level, and again at 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.

Paralyzing Speech[edit]

At 14th level, you make a speech that paralyzed a creature in fear. As an action any hostile creature in a 30 ft range must beat your DC spell save or be paralyzed for one minute, the creature can reroll the save at the start of the paralyzed creature turn. At 17th level the time is expended to 12 turns. Can be used once per day

Fighter Subclass[edit]

At 15th level, you can get another feature at 15th and 18th level.

Ability Score Improvement[edit]

When you reach 16th level 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.

Fighter Subclass[edit]

At 18th level, you get a feature.

Ability Score Improvement[edit]

When you reach 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.

I am the Army Master[edit]

At 20th level, you can choose to reroll a roll twice per long rest.


Army's Constitution[edit]

As an army master you have always found it difficult to see creatures suffer, therefore you put more of your focus onto healing magic becoming more of a healer in the front lines than a creature in the front lines that causes destruction, some may call you a life saver, others may call you a terrified unskilled fighter, whatever they call you, you still follow your passion in saving lives.

Superior Healing In your study's you have found a special technique to amplify your healing magic, making it more superior then normal means of healing, When using a spell or class future the healing dice is increased by 1. You gain immunity to disease and in addition you gain a permanent tough feat and is stackable, if you are in the range of any dispelling magic your permanent Toughness feat is disabled and is regained once out of the range At 7th, 10th, 15th, and 18th levels the + to the healing dice is increased by 1 after every heal the user makes.

Healing the Suffering Now dapping into a lot more complex healing magic you can create a source of healing wherever you see, absorbing into the damage creature, closing their wounds. As an action, targeting one creature that is damaged 1 hit points below their maximum that you can see, if the creature is willing, you can spectrally touch them, healing the creature for 4d10 hit points (including the "Superior Healing" feature), if you heal them above their maximum hit points they gain temporary hit points = to the amount above the creatures max and you cannot gain additional temporary hit points by any means until they are removed. Can be used twice per long rest. if your banner is within a 120 ft radius of you, the healing dice is increased by 1. At 10th, 15th, and 18th levels the dice is increased by 1.

Globe of Healing Vigor Reading into more magic books and tons of practice, you can now create a globe that grants healing over time and does not heal creatures you deem hostile. As an action, you create a globe in a 30 ft range, upon creating the globe, the globe creates a passthrough barrier that any creature can go through and expands 20 ft wide and 20 ft tall, any creature you deem fit to be healed, is healed 1d8 hit points every turn for one minute, if the heals go over the amount of maximum, it does not turn into temporary hit points. It can be used once per long rest. If your banner is within a 120 ft radius of you, the healing dice is increased by 1. At 15th and 18th level the dice is increased by 1.

Health Sharer Finding a life altering magic form, you can now sacrifice your hit points to heal another creature. You can heal creatures as much as = to your hit points but you deduct the number of hit points to you for the whole day, if you heal them above their maximum hit points they gain temporary hit points = to the amount above the creatures max and you cannot gain additional temporary hit points by any means until they are removed.

The True Avatar of Healing In your studies you have grasped the true meaning of the concept known as healing, so well in fact that you can become an avatar of healing and heal allies tremendously well, as an action you can become the avatar of healing, shining in a bright blue glow that sheds bright light in a 60 ft radius and another 60 ft for dim light, even if you aren't proficient in heavy armor that bright blue light manifests into full plate but does not give benefits to full plate, along with the armor manifesting a sword of your choice is holstered or created in your hand with a shield or an additional sword(the swords or shield benefits are below), you give off the most pleasant gaze to any creature that meets it almost like life itself was standing before them. You can use this once per long rest and gain the following benefits.

  • As life itself courses through your veins and your shining light grants you the following resistances, you gain resistance to necrotic, radiant, and cannot be poisoned nor take damage from poison.
  • Sense in your current state you are life itself you are also granted with bonuses too. When you are an avatar you have a +5 into constitution and advantage to constitution saving throws and checks.
  • The sword (And shield if you picked that) that manifests into your hand or holster is radiantly charged and has this powerful aura to it. upon unsheathing or gripping your manifested sword, an aura of 10 ft expands out, any friendly creature in that aura has advantage on attack rolls and constitution checks and saving throws and the sword gives the avatar a +5 to hit and damage, dealing base damage in radiant damage and an additional 2d10 radiant damage.
  • The armor (And shield if you picked that) you carry is a benefactor to shield you from damage. Your AC increases to a +3 or a +5 with the shield.
  • Becoming life also gives you more health too. You gain 5d10 temp hit points.
  • Your light also radiates life too. any friendly creature in a 20 ft radius is healed 1d10 hit points every turn they are in the radius.
  • You are undying in this form you must not die. When dropping below 0 hit points but not killed outright, you can choose to roll a DC 5 + damage taken before dropping below 0 hit points, if you succeed then you drop to 1 hit points and regain 3d10 hit points.

Army's Strength[edit]

As an army master you are the back bone of an army or the one creating a back bone for an army, boosting a persons courage and strength sheerly by words, therefore you thought "Why can't I make an army of strength that even the gods can't rival?" after that happy thought you decided to study this type of magic more in hopes to create an army that is a powerhouse.

Strength Superiority In your study's you have found a special technique to amplify your strength boosting magic, making it more superior then normal means of bolstering magic, When using a spell or class future the + to strength is increased by 1, in addition you gain a permanent +2 into your strength, if you are in the range of any dispelling magic your permanent strength bonus is dispelled and is regained once out of the range. At 7th, 10th, 15th, and 18th levels the + to strength is increased by 1 after every strength boosting ability.

Strength Endorsement Studying harder you find a way to expand your ways to strengthen allies alike and have created a system that has a pool of bonuses to strength but that pool has a limit of 4 and the pool can be recharged by a long rest. As an action you can touch a creature within range and strengthen them by the x amount of the current numbers you have in the pool, if you expend all charges the target gets a +4 modifier to strength, if you touch someone else for less you can divvy up the number of people that will get the strength modifier. You can also boost your strength by using this ability too. if your banner is within a 120 ft radius of you, the pool is increased by 1. At 10th, 15th, and 18th levels the pool increases by 2. The pool recharges once per long rest.

Extra Attack Studying strength magic has taught you another thing, to be swift, so you decided to be swift with weapons if your magic fails you. You gain an additional attack action.

Strength Sharer Finding a strength altering magic form, you can now sacrifice your strength modifier to strengthen another creature. You can strengthen creatures as much as = to your strength modifier but you deduct the amount of modifiers for strength to you for the whole day.

The Man/Women of the Word Strength Mastering one of the hardest forms for strength bolstering magic, as an action you can now become an avatar of strength, growing in size and getting oversized strong arms and thick legs with an 12 pack, growing large, visible veins almost like they would rupture any moment, it can be used once per long rest and you gain the following features for one minute.

  • Your hits pack a punch with swiftness, you deal an additional 2d12 + 5 bludgeoning damage and a +7 to hit, for any weapon you attack with.
  • You are almost like a siege weapon that causes destruction, you deal double the damage to any builds you hit.
  • You are visibly larger, your size is large.
  • You have an undying urge of strength, when dropping below 0 hit points but not killed outright, roll a DC of 5 + the amount of damage taken before knocking below 0 hit points, if you beat the DC you drop to 1 hit point.
  • Growing in strength means you also have strength, you gain a +5 in strength and have advantage on strength checks and saving throws.
  • Growing like this has made your skin ultra tough, you gain resistance to bludgeoning, slashing, and piercing damage from magical and non-magical attacks.
  • Having such tough skin like yours isn't just for show, it's for health too. You gain 5d10 temporary hit points.

Army's Fighter[edit]

As an army master you feel you know enough healing or strength boosting magic so you decided to focus more on fighting given there is more magic into your class then features that don't use much magic, so in hopes to best even your own magic, training hard to become a true powerhouse for the group or army you have.

Action Surge Looking into the most basic of fighter manuals, you have found with enough training from whatever you have done, you can push yourself out of your normal limits. As a free action, you can take one additional action on top of your current action. You must finish a short or long rest before you can push yourself once more. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Hard Hitter You have trained hard enough to strike deadly but at a cost, the cost being to precisely hit a near critical spot on the target's body. Whenever making a ranged or melee attack, as a bonus action, on a successful hit your damage dice is increased by 1 but you must take a -5 penalty to hit. At levels 15th and 18th the damage dice increases by 1.

Extra Attack finding out that with enough swiftness from training, you gain an extra attack action.

Extra Attack finding out that with quicker swiftness from training you have now nearly become a creature to be reckoned with, your mastery of this subclass is close to complete. you gain an extra attack action.

Unbreakable Will You have trained yourself to become unbreakable. You can reroll three rolls 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 short or long rest.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into an Army Master class, you must meet these prerequisites: Strength must be 12 and Charisma must be a 13.

Proficiencies. When you multiclass into an Army Master class, you gain the following proficiencies: Simple weapons, light and medium armor.

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