General, Variant (5e Class)

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General[edit]

Thump, crash. The endless destruction behind the wall was deafening, but he still shouted. The chant he had begun riled up the originally downtrodden soldiers, as they picked up their armaments once more. Thump, crash. Seemingly in spite of the falling stone, his speech became louder, and louder, until the men screamed alongside him. Thump, crash. The wall behind them broke open, the great beast bellowing as if it were a retort. They charged.

The Man's Man[edit]

riccardo-moscatello-empire-generalfix.jpg
The appearance of a general can turn the tides of almost any war. Source

A good leader is not just proud, wise, or strong, they must be all three. The greatest of Generals exemplify these leaders. While they have not personally achieved the heights of martial prowess of other fighters, they have learned to direct these fighters with such skill and precision that their powers are redoubled.

Creating a General[edit]

When creating a General, it's important that you know why you became one. While natural leaders do exist, it is much more often a learned practice, something that has taken many years to develop. As such, how did you train for this? Were you once a warrior, who now rests in a seat or command? Or were you raised for this duty by another? These origins often define your character, so it's not a bad idea to figure out.

Quick Build

You can make a general quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution or Dexterity. Next, choose the soldier background.

Class Features

As a General you gain the following class features.

Hit Points

Hit Dice: 1d8 per General level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per General level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: One of your choice
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Athletics, Animal Handling Deception, History, Insight, Intimidation, Investigation, Nature, Perception, Persuasion, and Religion

Equipment

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

Table: The General

Level Proficiency
Bonus
Features Troop CR Total Troop Total
1st +2 Troops 1/2 2
2nd +2 Battle Cry 1/2 2
3rd +2 Legion, You Die When I Say So! 1/2 2
4th +2 Ability Score Improvement 1/2 2
5th +3 1 4
6th +3 Legion 1 4
7th +3 Expertise 1 4
8th +3 Ability Score Improvement 1 4
9th +4 Raise The Standard! 1 4
10th +4 Legion 1 4
11th +4 2 5
12th +4 Ability Score Improvement 2 5
13th +5 Grand Personality 2 5
14th +5 Master Orator 2 5
15th +5 Legion 2 5
16th +5 Ability Score Improvement 2 5
17th +6 Reinforce 3 6
18th +6 Legion 3 6
19th +6 Ability Score Improvement 3 6
20th +6 Hero of the People 4 8

Troops[edit]

A leader is nothing without men to lead. Starting at 1st level, you recruit creatures of your choice, so long as they fall within Troop CR Total and Troop Total parameters and are humanoid. In addition, they gain the following modifications.

  • They Gain temporary hit points equal to your Charisma modifier up to Half of their hitpoint maximum, which are regained after finishing a long rest.
  • They Regain hit points equal to your level in the General class whenever you finish a short rest, and are fully healed after finishing a long rest.
  • Their bonuses to attack rolls increase by half your Proficiency bonus, rounded down.
  • If they have access to Spells or Spell-like abilities, they are unable to use them.
  • If they have an action or feature that would reduce someone else's ability score, they are unable to use them.
  • If they could create or control other creatures, while under your control, they are unable to.

Your troops immediately take their turns after yours in initiative, and during these turns, unless commanded otherwise, they try to stay close to you but only take the Dash or Dodge actions. As a bonus action on your turn, you may command all or some of your troops to take specific actions.

Losing Troops[edit]

When a troop dies, they can be replaced. By spending 16 hours and 40 gp per CR, you can gain a new troop under your control or replace one you already have, never gaining more than your maximum. The type of troop is appropriate to your location. For example, it's more likely you'll recruit elves in forests, or humans in cities.

Improvements[edit]

As you gain levels, the maximum CR of your troops and the amount of troops you can have under your control increase, as shown on the General table.

Battle Cry[edit]

In battle, your mere presence can inspire everyone. Starting at 2nd level, you gain access to a number of Battle Cries. In total, you know an amount of Battle Cries equal to your proficiency bonus. Whenever you gain a level in this class, you may swap one of your known Battle Cries for another.

At the start of your turn, As an action, you may choose one Battle Cry you know, and every Troop creature within 20 feet of you is affected by it until the start of your next turn. At 6th, 10th, 14th, and 18th level, the range increases by 10 feet.

Battle Cries[edit]
Charge! All allied creatures are considered under the effects of the Dash action.
Grovel! All hostile creatures take extra damage on a hit equal to your Charisma modifier.
Hold Strong! All allied creatures have advantage on Strength and Constitution saves.
No Fear! All allied creatures have advantage on checks against being charmed and frightened.
Reposition! All allied creatures are considered to be under the effects of the Disengage action.
Defend! All allied creatures have advantage on Dexterity saving throws, and ranged attacks have disadvantage when made against them.

Legion[edit]

No matter how far you've gone, you always come from somewhere. Starting at 3rd level, choose one of the General Legions. You gain features from this legion and other features at later levels.

You Die When I Say So![edit]

Starting at 3rd level, you may choose one of the following features, You may use this feature once, and regain the use after finishing a short or long rest. At 13th level, you My use this feature one additional time before taking a short or long rest.

You Will Not Die Here! when a Troop creature within your Battle Cry range falls to 0 hitpoints, you may use your reaction to bring them back up to your Charisma modifier in hitpoints. Until the end of the Combat, they are unable to perform any attack actions.

Back To The Front! when a Troop creature within your Battle Cry range falls to 0 hitpoints, you may use your reaction to bring them back up to Half their maximum hit points (rounded down) plus your Charisma modifier. Upon the end of Combat, the creature immediately parishes with disregard to its current hit points.

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.

Expertise[edit]

Starting at 7th level, choose two skills you are proficient in, or one tool and one skill you are proficient in. When making checks with either, you add twice your Proficiency bonus instead.

At 13th level, you may choose two additional skills or one tool and one skill.

Raise the Standard[edit]

At 9th level, you may choose one of the following battle standards. while in your your Battle Cry range all allied creatures gain the following benefit:

Immaculate Precision: Gain a bonus to their attack rolls equal to your Charisma modifier.

Grand Versatility: Gain a bonus to their skill checks equal to your Charisma modifier.

Superior Fire Power: Gain a bonus to their damage rolls Made with ranged weapons equal to your Charisma modifier.

Trench Warfare: Gain a bonus to their AC whenever they have any type of cover, equal to your Charisma modifier.

Improved Mobility: Gain a bonus to their speed equal to your Charisma modifier times 5 feet.

Grand Personality[edit]

Starting at 13th level, once per round, you may make a DC 10 charisma (persuasion), charisma (intimidation), or charisma (deception) skill check to gain advantage on your next attack.

Master Orator[edit]

Starting at At 14th level, when you use the Battle Cry feature, you may choose up to two different Battle Cries to activate simultaneously.

Reinforce[edit]

When you reach 17th level, you may spend the appropriate time and gold to create reserved Troops, you may have no more than 1CR and 3 troops in your reserves at a time, and you may spend one hour to bring your reserves to your Legion so long they fall within Troop CR Total and Troop Total parameters.

Hero of the People[edit]

as your capstone At 20th level, as an action, you may begin a Legendary Chant. For the next hour, all allied creatures within 100 feet of you have advantage on all rolls. You can do this once, and regain the use after finishing a long rest.

Legions[edit]

Standard Legions[edit]

These subclasses are generally reliant on humanoids, and are suitable for play at just about all times.

Infantry Regiment[edit]

Often the unsung heroes of any major engagement. The eyes, ears, and muscle of any invasion force, infantry plays a large, unglamorous role. This doesn't stop them from being legends in their own rights.

Extra Proficiencies

Starting at 3rd level, you gain proficiency in medium and heavy armor, and shields.

War Born

Also at 3rd level, whenever you take the action to use the Battle Cry Feature, you may make an attack as part of that same action.

March

Starting at 6th level, you and your troops have advantage on all checks that would inflict exhaustion.

Enhanced Durability

Starting at 10th level, all your troops gain an extra 10 temporary hitpoints after finishing a long rest.

The Finest There is

Starting at 15th level, you and your troops gain pack tactics.

Greatest Warriors

When you reach 18th level, the Troop CR Total for your troops becomes 8.

Arcane Conduit[edit]

Through some unique ability to understand and harness magical energy, you can assist spellcasters and increase their power.

Coven

Starting at 3rd level, your troops may use Spells or Spell-like abilities if they have access to them.

Enhanced Arcane

Also at 3rd level, your troops' spell saves and spell attack modifiers increase by half your Proficiency bonus, rounded down.

Eye for Magic

Starting at 6th level, you are always under the effects of detect magic.

Endless Flow

Starting at 10th level, Spells and Spell-like abilities cast by your troops have double range.

Magical Boost

Starting at At 15th level, your troops gain a bonus to their spell damage equal to your Charisma modifier.

Mimic

When you reach 18th level, when an allied creature within your Battle Cry range casts a spell of 3th level or lower, you may use your reaction to cast the same spell at the same level, at the same target without using a spell slot, using their spell save DC or hit modifier. You can do this a number of times equal to your Charisma modifier, regaining all uses after a long rest.

The Numerus[edit]

a legion that wins by the sheer weight of numbers, with every troop being replaceable

Easy Recrutment

Starting at 3rd level, the time and the cost for recruiting units is half its original price.

Strength in numbers

Also at 3rd level, whenever 2 or more of your troops attack a single target, the damage they deal is increased by the amount of troops performing the attacks.

By Weight Of Numbers

Starting at 6th level, you may choose not to recruit troops of higher CR than half of your base Troop CR Total, in exchange your Troop CR Total is increased by 1, and your Troop Total is increased by 2.

Through Sacrifice Victory

Starting at 10th level, whenever one of your troops dies in combat, all other troops gain +1 to their AC until the end of that combat.

Swarm

Starting at 15th level, you may choose not to recruit troops of higher CR than a quarter of your base Troop CR Total, in exchange your Troop CR Total is increased by 2, and your Troop Total is increased by 5.

Greatest Warriors

When you reach 18th level, The size of your Reserves can be as large as your active legion, and it only takes half the time to get reserves into the active legion.


Specialist Legions[edit]

These subclass are reliant on using creature types outside of humanoid, and should likely have approval from a DM for their use, as it may collide with certain settings poorly.

Armored Corps[edit]
Creature Type

Starting at 3rd level, when gaining a new troop, they may be a construct, instead of a humanoid.

Expanded Battle Cries

Also at 3rd level, you gain access to another set of battle cries. When learning a new battle cry, you can choose one of these, instead of taking from the normal list.

Omega Protocall All allied constructs gain an extra attack on their first attack portfolio.
Alpha Formation All allied constructs gain +2 AC
Canabris Canticle All allied constructs Gain advantage against Spells or Spell-like abilities.
Iron Heart

Starting at 6th level, your body improves to keep up with your troops, your unarmored AC becomes 10 + your Troop Total, you gain immunity to being poisoned, paralyzed, magically put to sleep, stunned, frightened, or charmed and you no longer require food or water.

Steel over Flesh

Starting at 10th level, the bludgeoning, piercing, and slashing damage that your construct Troops take from nonmagical attacks is reduced by 3.

Titanium Will

Starting at 15th level, you and your troops become immune to mind-altering effects like dominate person, possession, and geas.

Enhance

When you reach 18th level, you may choose one of the Battle Cries to permanently apply to your troops.

Divine Warriors[edit]

A mortal willingly chosen to lead the heavens is a rare sight, as an angel will likely only accept such things under very specific circumstances. Perhaps this was prophesied, or dire straits have led them with no other choice. No matter the situation, higher powers have your back.

Creature Type

Starting at 3rd level, when gaining a new troop, they may be a celestial, instead of a humanoid.

Expanded Battle Cries

Also at 3rd level, you gain access to another set of battle cries. When learning a new battle cry, you can choose one of these, instead of taking from the normal list.

FOR THE GRACE! Enemies gain vulnerability to radiant damage
FOR THE LORD! Enemies gain disadvantage on saving throws
FOR THE HOLY! Allies gain immunity to radiant and necrotic damage
Contact

Starting at 6th level, as part of finishing a long rest, you may cast contact other plane without using a spell slot.

Divine Strenght

Starting at 10th level, your troops and allies within your battle cry range deal additional radiant damage equal to your prof bonus.

Unending Crusade

Starting at 15th level, as a bonus action you may heal allies and troops within your battle cry range for 2d6 hit points, you may use this feature a number of times equal to your Charisma modifier.

Eternal Guardians

When you reach 18th level, when you drop to 0 hitpoints, you may use your reaction to instead return to half your hitpoints, and summon your reserved troops which disappear after a minute. You may do this once, and regain this use after finishing a long rest.

Wyvern Riders[edit]

Of the few seen as equal to dragonkind, Generals of the Wyvern Riders are often found among them. To this end, they often function as mentors for younger wyrms, entrusted to show them their ways.

Scaled Beasts

Starting at 3rd level, when gaining a new troop, they may be a dragon, instead of a humanoid.

Expanded Battle Cries

Also at 3rd level, you gain access to another set of battle cries. When learning a new battle cry, you can choose one of these, instead of taking from the normal list.

To The Skies! Allies gain an additional 30ft flight speed if they have a flying speed.
Formation Allies take reduced damage from all sources equal to your Charisma modifier.
Do a Barrel Roll! Allies gain evasion while flying
Dragon's Discernment

Starting at 6th level, you gain tremorsense out to 30 feet.

Flying Circus

Starting at 10th level, while airborne, you and your troops have advantage on Strength, Dexterity, and Constitution saves.

Knights of the wyrm

Starting at 15th level, attacks made by your troops count as magical for the purpose of overcoming resistance

Respect of the Scaled

When you reach 18th level, when gaining troops, instead of using your normal CR and Troop Limit, you can reduce your troop count to a minimum of 1. For every 1 you lose, the maximum CR for your troops increases by 1. When using this special limit, your troops will not lose their Spells and Spell-like abilities.

Guerilla Tactics[edit]
Creature Type

Starting at 3rd level, when gaining a new troop, they may be a beast, instead of a humanoid.

Expanded Battle Cries

Also at 3rd level, you gain access to another set of battle cries. When learning a new battle cry, you can choose one of these, instead of taking from the normal list.

Knock Them Down! All allied creatures have advantage on checks made to grapple or shove creatures, as well as having advantage on attacks that would do either.
SHHH! All allies gain advantage on their stealth checks
Gore All allies gain pack tactics
Ranger's Travel

Starting at 6th level, you and your allied creatures that travel with you can travel at normal pace and still use Stealth, and do not take penalties for traveling at a fast pace.

Strike Back Harder

Starting at 10th level, when one of your Troops are hit by an attack, their next attack against the attacker within the next minute has advantage.

Deep Strike

Starting at 15th level, you and your troops gain the ability to use the Misty Step spell once, regaining the use upon finishing a long rest.

Ambush

At 18th level, after rolling initiative, you may take your turn before everyone else, as if you rolled the highest. When doing so, you may also use any number of your battle cries this turn, instead of 2.

Undying Hordes[edit]

A personal favorite of necromancers, Generals of the Undying Hordes are commonly sought out for their ability to subjugate the dead. While the dead they can create themselves are minimal, they are significantly stronger than any others of the same type.

Reanimated

Starting at 3rd level, when gaining a new Troop, they may be an undead, instead of a humanoid.

Expanded Battle Cries

Also at 3rd level, you gain access to another set of battle cries. When learning a new battle cry, you can choose one of these, instead of taking from the normal list.

Hold! All allied creatures take reduced damage from attacks equal to your Charisma modifier, before resistance and vulnerability.
Rise! All allied undead Gain temporary hit points equal to your Charisma modifier.
Cower! All hostile creatures have disadvantage on Strength and Wisdom saving throws.
Macabre Specialist

Starting at 6th level, you are immune to the frightened and charmed conditions.

Unceasing Flesh

Starting at 10th level, whenever a troop hits a creature with a melee attack, they gain an amount of temporary hit points equal to half the damage dealt.

Even in Death I Still Serve

At 15th level, when an ally or troop kills a humanoid creature, you can use your reaction to raise them as a skeleton troop so long as they fall within Troop CR Total and Troop Total parameters.

Unbreakable

At 18th level, all of your troops gain the Undead Fortitude feature, with the DC starting at 0.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the General class, you must meet these prerequisites: Charisma 13 and Wisdom 13

Proficiencies. When you multiclass into the General class, you gain the following proficiencies: martial weapons, light armor



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