General (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]
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:
- (a) A heavy crossbow with 20 bolts or (b) a rapier or (c) two simple weapons of your choice.
- (a) leather or (b) hide armor.
- (a) a diplomat's pack or (b) an explorer's pack.
- A tool set of your choice.
- If you are using starting wealth, you have 5d4 x 10gp in funds.
Level | Proficiency Bonus |
Features | Troop CR | Troop Total |
---|---|---|---|---|
1st | +2 | Troops | 1/2 | 1 |
2nd | +2 | Battle Cry | 1/2 | 1 |
3rd | +2 | Legion, You Die When I Say So! | 1/2 | 1 |
4th | +2 | Ability Score Improvement | 1/2 | 1 |
5th | +3 | — | 1/2 | 2 |
6th | +3 | Legion Feature | 1/2 | 2 |
7th | +3 | Expertise | 1 | 2 |
8th | +3 | Ability Score Improvement | 1 | 2 |
9th | +4 | Raise The Standard! | 1 | 2 |
10th | +4 | Legion Feature | 1 | 2 |
11th | +4 | — | 1 | 3 |
12th | +4 | Ability Score Improvement | 1 | 3 |
13th | +5 | Reliable Talent | 2 | 3 |
14th | +5 | Master Orator | 2 | 3 |
15th | +5 | Legion Feature, | 2 | 3 |
16th | +5 | Ability Score Improvement | 2 | 3 |
17th | +6 | Reinforce | 3 | 3 |
18th | +6 | Legion Feature | 3 | 3 |
19th | +6 | Ability Score Improvement | 3 | 3 |
20th | +6 | Hero of the People | 3 | 4 |
Troops[edit]
A leader is nothing without men to lead. Starting at 1st level, you recruit one creature of your choice, so long as they are up to or below CR 1/2 and they are a humanoid. However, they have the following modifications.
- They have temporary hitpoints equal to half their normal hitpoint maximum, regained after finishing a long rest. However, they only have 8 maximum hitpoints.
- While within 100 feet of you, when they would take damage to non-temporary hitpoints, your hitpoints take the damage they would, unless you are at or below 0 hit points. If you and your troops would be subjected to an area of effect which targets multiple of you, dealing damage, only you take the damage.
- Their bonuses to attack rolls, damage rolls, and AC increases by half your Proficiency bonus, rounded down.
- If they have the Multiattack action, they lose it.
- If they have an action or feature that would reduce someone else's ability score, it no longer does.
- 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 an action on your turn, you may command all of your troops to take specific actions.
Losing Troops[edit]
When a troop dies, they can be replaced. By spending 8 hours and 10 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 quarter your General level(rounded down) + 1, minimum 2. Whenever you gain a level in this class, you may swap one of your known Battle Cries for one you don't know.
At the start of your turn, you may choose one Battle Cry you know, and every designated creature within 20 feet of you is effected 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 become immune to the charmed and frightened conditions.
- Reposition! All allied creatures are considered to be under the effects of the Disengage action.
- Shields Up! 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]
A mere sentence is inspiration enough for you. Starting at 3rd level, when an allied creature within your Battle Cry range falls to 0 hitpoints, you may use your reaction to bring them back up to your Charisma score in hitpoints.
You can do this once, and regain the use after finishing a short or long rest. At 13th and 17th level, you can do this an additional time before taking a short or long rest.
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 gain a battle standard that can raise troop morale, while in your range your allies gain +your charisma mod to attack rolls, at 11th as a bonus action you can rally your allies give them resistance to all damage for your prof bonus rounds you can do this only twice per short or long rest.
Reliable Talent[edit]
Starting at 13th level, choose two skills that you are proficient in. When making a check for either and you roll below a 10, you may treat your check as if you rolled a 10.
Master Orator[edit]
By your command, legions fall and countries kneel. At 14th level, when you use a Battle Cry, you may choose up to two. Both trigger at once.
Reinforce[edit]
Not even the smartest leaders can last without supply lines. At 17th level, if you have lost any troops, as part of a short rest, you can regain troops up to your maximum. You can do this once, and cannot do so again until you regain troops normally.
Hero of the People[edit]
The tales of your victories will be told for centuries, of your martial might and proud leadership. At 20th level, as an action, you may begin the 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 command your troops, you may make an attack as a bonus action.
- Indomitable
At 6th level, you and your troops have advantage on all checks that would inflict exhaustion.
- Endless Durability
At 10th level, your troops gain an extra 10 temporary hitpoints after finishing a long rest.
- The Finest There is
At 15th level, your troops gain pack tactics.
- Greatest Warriors
At 18th level, the CR maximum for your troops becomes 6.
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, allied within your Battle Cry range have the level of the spells they cast increased by one.
- 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, your troops may use your General level - 3 instead of their spellcasting level when casting a cantrip.
- Magical Boost
At 15th level, Allied casters gain a + your charisma mod to all their spell damage.
- Mimic
Starting at 18th level, when an allied creature within your Battle Cry range casts a spell of 4th level or lower(before Coven), you may use your reaction to cast the same spell at the same level without using spell slots, using their spell save DC or hit modifier. You can do this an amount of times equal to your Charisma modifier, regaining all uses after a long rest.
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 extra attack
- Alpha Formation All allied constructs give each other +2 AC
- Canabris Canticle All allies gain magic immunity
- Iron Heart
Starting at 6th level, your body improves to keep up with your troops, your base ac becomes 10+ your troop cap, you gain immunity to poison, frightened, charmed and you no longer require food, water, or need to breath. gain expertise in tinkers tools and you also count as a construct/your creature type
- Steel Resolve
Starting at 10th level, Your troops are built to last, troops and allies within your range gain magic resistance
- Titanium Will
Starting at 15th level, you and your troops will is stronger than steel, you and your troops become immune to mind altering effects like dominate, possession, and geas, additionally your mind can't be read
- Adamntine Titan
At 18th level, You gain control of a warforged colossus, with it's own laboratory, factory, and soul forge built in.
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 lead 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.
- CRUSADE!
Starting at 10th level, your allies and troops are invigorated by your holy mission, your troops and allies deal an additional your prof bonus d8 of radiant damage.
- By The Pope!
Starting at 15th level, your spiritual vigor cleanses all those around you, as a bonus action you can heal allies and troops within your battle cry range your prof bonus d6 hp.
- Eternal Guardians
At 18th level, when you drop to 0 hitpoints, you may use your reaction to instead return to half your hitpoints, and summon two more troops which dissapear 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 60ft flight speed
- V Formation Enemies count has disadvantage on flying allies
- 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, While on the ground your allies gain -5 to all damage taken and +5 to all rolls.
- Respect of the Scaled
At 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 3. When using this special limit, your troops will not lose their Multiattack actions.
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 are considered invisible until they attack
- Hit N Run All allies gain pack tactics
- Ranger's Travel
Starting at 6th level, you and up to 10 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.
- Bravo 6 Going Dark
Starting at 15th level, you and your allies/troops gain 200ft darkvision while in your range.
- 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.
Psy-Ops[edit]
Perhaps through botched ritual or innate power, you share some odd connection to the Far Realm and it's spawn. No matter how sapient or mindless they are, those you bring unto the fold fall into line. However, this connection is not one-sided.
- Creature Type
Starting at 3rd level, when gaining a new troop, they may be an abberation, 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.
- Ward your Minds! All allied creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
- Hush! All allied creatures have advantage on Dexterity (Stealth) checks.
- Kneel! All hostile creatures have disadvantage on Intelligence, Wisdom, and Charisma saving throws that would incur conditions.
- Awakened Mind
Starting at 6th level, you gain telepathy out to 100 feet. This expands to 300 feet for your troops, and your troops can reply in the same manner, should you speak via telepathy with them.
- Steeled Psyche
Starting at 10th level, all of your troops add your Proficiency bonus to their saving throws, if they are not already proficient.
- Mind Break
Starting at 15th level, you can cause major fear to a large number of enemies, as an action you cast fear on enemies within your battle cry range they automatically fail the save, you can use this equal to your prof bonus times per short rest.
- Supreme Mental Might
At 18th level, you can cast telekinesis and scrying once each, and can do so again after finishing a long rest.
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 regain hit points equal to your Charisma modifier.
- Cower! All hostile creatures have disadvantage on Strength and Wisdom saving throws.
- Macabre Specialist
You have seen much worse, and your mind is hardened to emotions. Starting at 6th level, you are immune to the frightened and charmed conditions.
- Unceasing Flesh
Starting at 10th level, whenever a troop/ally hits a creature with a melee attack, you gain an amount of temporary hitpoints equal to half the damage dealt.
- Even in Death I Still Serve
At 15th level, The loyalty of your troops transcend even the mightiest of forces when an ally or troop kills a creature, you can as a reaction raise them as a skeletal version under your power (these do not count against your troop count), you also gain the command undead feature from the wizard necromancy subclass instead using lvl+prof bonus for the dc.
- Unbreakable, Even in Death
At 18th level, all of your troops become resistant to bludgeoning, piercing, and slashing damage if they weren't already.
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
Additional Content[edit]
General Feats[edit]
No Man Left Behind[edit]
Prerequisite: 4th level General
When carrying a person/people you can ignore their weight and gain +10 movement speed per person you're carrying
Triage[edit]
Prerequisite: 8th level General, No Man Left Behind
After carrying the team on your back for a while you learned a little bit about the ways of healing and stitching up your friends, as an action you can heal an ally your prof bonus d4's hp but you require a healer's kit to be on you.
Blitz Krieg[edit]
Prerequisite: 4th level General
You and your troops gain +30 movement speed and if you or your allies are in a vehicle it triples it's movement speed
Last Stand[edit]
Prerequisite: 4th level General
You and your allies/troops gain a cumulative +1 to all rolls equal to the number of dying, dead, or unconscious allies on the field
Violence is a Question[edit]
Prerequisite: 4th level General
Your words could move troops to accept the most violent of actions as needed actions on the battlefield "we need to glass the city, burn the churches so their gods can't hear their followers pray for a release that will never come!". You gain expertise in deception and persuasion and gain advantage when speaking to groups of people
Peace is the Answer[edit]
Prerequisite: 4th level General
You know that war can get really out of hand real fast so knowing when and how to stop is paramount, you add double your charisma to persuasion
Aerial Bombardment[edit]
Prerequisite: 8th level General, Wyvern Knights Subclass
As long as you have a troop with a breath weapon you can as an action cast Fireball while replacing the DC and fire damage with the breath weapons DC + your charisma mod, and damage type, you can do this equal to your charisma mod times per short rest
Lightning Strikes[edit]
Prerequisite: 16th level General, Guerilla Legion
When you or your troops make an attack with advantage you deal an additional your prof bonus d6 damage
The Immortals[edit]
Prerequisite: 16th level General, Undying Horde Legion
You and your troops gain 20 temp hp on short rest and as a bonus action you can give an ally or troop your level temp hp
Incense and Iron[edit]
Prerequisite: 16th level General, Divine Warriors Legion
You and your allies/troops gain advantage on all rolls involving demons/devils/fiends
Truly elite[edit]
Prerequisite: 16th level General
Your chosen troop type counts as half their cr rating when being recruited (i.e. a cr 1 zombie now counts as a cr 1/2 zombie)
Born To Rule[edit]
Prerequisite: 19th level General
You're the best around and no ones ever gonna keep you down
Your troop and cr cap increase by 2
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