General (5e Class)
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- 1 General
- 1.1 For Democracy or Dictatorship
- 1.2 Creating a General
- 1.3 Class Features
- 1.4 Power of Tyrants
- 1.5 Wisdom of Kings
- 1.6 Intellect of Scholars
- 1.7 Multiclassing
|“||If everyone is thinking alike, then somebody isn't thinking.
A good plan violently executed right now is far better than a perfect plan executed next week. The object of war is not to die for your country but to make the other bastard die for his. May God have mercy upon my enemies, because I won’t. Never tell people how to do things. Tell them what to do and they will surprise you with their ingenuity. Success is how high you bounce when you hit bottom. It is foolish and wrong to mourn the men who died. Rather we should thank God that such men lived. Better to fight for something than live for nothing. Accept the challenges, so that you may feel the exhilaration of victory. No poor bastard ever won a war by dying for his country. He won it by making other bastards die for their country.
|—General George S. Patton|
|“||Never interrupt your enemy when he is making a mistake. The battlefield is a scene of constant chaos. The winner will be the one who controls that chaos, both his own and the enemies.||”|
|“||A wise king never seeks out war, but... he must always be ready for it.||”|
For Democracy or Dictatorship
Generals have been around for centuries either leading for democracy or ruling as dictators. They are able to lead legions and decide what is the best course of action. They wear their badge with honor and pride, while some are modest. They spend years in military academy and train either at base or in wars. Some rise to power by force and wage wars as dictators. Others gain it through admiration and experience.
Creating a General
|General George S. Patton in 1945. |
Is your character a tyrant, a king, or a war veteran? How did you gain the rank of general? You might view soldiers as pawns of war or you value them and hope to keep them all alive. Do you prefer guns/bows, swords/axes, or a mix with a shield? Does your family have a long line of military servitude? Either way, your character is one that enemies should not take lightly along with your squad/comrades and party members.
- Quick Build
You can make a general quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Wisdom, Strength, or Dexterity. Second, choose the soldier background.
As a general you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Simple and martial weapons
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Acrobatics, Athletics, History, Animal Handling, Insight, Intimidation, Perception, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger and an automatic pistol or (b) an automatic pistol and shield or (c) any two martial melee weapons
- (a) leather armor or (b) plate armor (if proficient)
- (a) 40 bullets or (b) one martial ranged weapon (if you don't use pistol) with 20 ammunitions to the appropriate weapon
- (a) a diplomat's pack or (b) an explorer's pack
- badge of highest officer rank, general
- If you are using starting wealth, you have 5d4 x 10gp in funds.
|3rd||+2||General Archetype, Awareness||+1|
|4th||+2||Ability Score Improvement||+1|
|8th||+3||Ability Score Improvement||+2|
|12th||+4||Ability Score Improvement||+3|
|14th||+5||Extra Attack (2)||+3|
|16th||+5||Ability Score Improvement||+4|
|19th||+6||Ability Score Improvement||+4|
|20th||+6||Special Unit Team||+5|
You gather soldiers to aid you in battle. You can have 1 + Charisma modifier of soldiers (min. of 1), which the stat block of soldiers are on page 349 in Monster Manual as Scout. These soldiers are teleported to you via teleport spell. Discuss with DM about their weapons if they can have guns or just whatever a scout has. You can use this feature once per day on a long rest to recover soldiers that have died or are not to be found, which the lost soldier(s) returns to base. This feature improves as you level, increasing the number of soldiers summoned by one at levels 5, 10, 15, and 20. These soldiers leave the party at the end of a long rest if your character is dead.
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.
At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
You gain a +2 bonus to Attack rolls you make with Ranged Weapons.
While you are wearing armor, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
At 3rd level, you choose an archetype that you strive to emulate in your military style, such as Power of Tyrants, Wisdom of Kings, or Intellect of Scholars. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
You have advantage against being surprised at 3rd level. At 10th level, you automatically succeed rolls against being surprised.
Beginning at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
The number of attacks increases to three when you reach 14th level.
Special Unit Team
At 20th level, you are known to strong soldiers as a legendary general. Once a day, you call upon 4 soldiers of any humanoids and class(wizard, cleric, etc.), except your own class, with CR of 8, so 8/8/8/8. These soldiers are teleported to you via teleport spell. They can have whatever weapon that they are proficient in and shield, if proficient. Discuss with DM if they can have guns. If you want quick build, use Assassin stat block in Monster Manual on page 343. These soldiers remain with you until they die, which this feature can not be used again to recover dead/lost soldiers until 3 days have passed since using feature. These soldiers leave the party at the end of a long rest if your character is dead.
Power of Tyrants
The archetypal Power of Tyrants rules the battle with an iron fist. This general wants nothing but absolute power to defeat the enemies with brute force. Those who thrive on this archetype use raw power for their own benefit, rather than relying on others.
- Bonus Proficiency
Choosing this archetype at level 3 grants you proficiency with heavy armor.
- Extreme Training
Beginning when you choose this archetype at 3rd level, you add +3 to your attack.
- Master of War
Starting at level 7, you add 1d8 to your damage dice of any weapon.
- Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
- Spartan Training
At 15th level, instead of adding +3 to your attack, you add +6.
At 18th level, you add 3d8 to your damage dice of any weapon instead of 1d8.
Wisdom of Kings
The archetypal Wisdom of Kings support his comrades with words of encouragement. This general wants to fight along side his soldiers as if they were his brother or sister. Those who thrive on this archetype support others, rather than themselves in combat.
- Bonus Proficiency
Choosing this archetype at level 3 grants you proficiency with medium armor.
- Model of a king
Beginning when you choose this archetype at 3rd level, party members and your soldiers are inspired by you. This inspiration gives them +1 to their attack, but they must be within 30ft from you.
- Defense Tactics
Starting at level 7, party members and your soldiers gain +1 to AC by your wisdom of defense when they are within 15ft from you.
- Additional Fighting Style
At 10th level, you can choose a second option from the Fighting Style class feature.
- Model to the People
At 15th level, party members and your soldiers view you as the protector of the people. They add +3 to their attack instead of +1, but must be within 45ft from you.
- Courageous Defense
At 18th level, party members and your soldiers gain +2 to AC instead of +1 by your superiority when they are within 30ft from you.
Intellect of Scholars
The archetypal Intellect of Scholars utilizes technology to aid in battle, but can also be used for adventuring. This general wants to have advantage over the enemy by having vehicles do the work to lose less soldiers. Those who thrive on this archetype want to have the party and soldiers feel better either traveling in style or having air support. If DM is skeptical about how these vehicles are in the universe, maybe your character found a way to connect with another dimension or something elaborate that you and DM can both agree on.
- Helicopter Support
Beginning when you choose this archetype at 3rd level, you can call a support helicopter using an action once a day, which on your next turn it appears by teleport spell. The helicopter flies around you for 1 minute and is 100ft above the ground you are on, right above you. Each turn you must use an action to give orders on what target(s) it must shoot(unless the target is not dead after the order is given) or where to move. The gunners on the helicopter are also the same as the soldiers you have, and the gunners are on both the left and right side of the helicopter. Gunners must have visual on enemy to shoot. They have burst fire, which spray a 10ft cube area within 120ft. Each creature in the area of cube must succeed on a DC 15 Dexterity saving throw or take the weapon's normal damage, which on failed save is 4d8 piercing damage, or half on successful save. Its flying speed is 60ft and it hovers. AC of helicopter(CR8) is 33 and Hit Points is 110, however the gunners can be shot at or attacked if possible by any means. All saving throw modifiers for helicopter is 0. It is a construct and is not alive. After 1 minute(10 rounds) has passed, the helicopter leaves.
For travel purposes, the helicopter can hold 36 people of medium or small. There must be a good landing spot for it to pick you and everyone else up, however, it can also hover 2ft above ground or away from cliff for a gunner to help you get on. Helicopter is 20ft long and 15ft wide, or simply huge. Once on, it can take you to places you know within 20 miles where it will drop you off where it is able to, or places you do not know within 5 miles.
This is how it looks like for the gunners and how they work(though I think I did a good job nerfing the guns in D&D compared to the video) https://www.youtube.com/watch?v=WxHoDEpbBQc
- Air Drone
Starting at level 7, You can call in an air drone using an action once a day. It appears on your next turn for 1 minute by teleport spell. It is 300ft above you and is large . All warm-blooded creatures within 300ft cylinder below it, even if invisible, are seen and can be attacked by you and other friendlies with advantage and imposes disadvantage on the creatures. The drone is controlled by DM and it moves 90ft, but must use all movement speed, agile as a plane. AC is 25 and Hit Points is 119 with CR 5. Saving throws for Wisdom, Charisma, Dexterity, Intelligence is +5 while Constitution and Strength have -2. It is a construct and it is not alive.
Here is how an air drone looks like in the air by first-person point-of-view https://www.youtube.com/watch?v=W-Dr7j9we_o
Here is how it works, though mute the horrible music and focus on the top left corner of the screen, enemies are shown as red circles/dots https://www.youtube.com/watch?v=4SxAjuJd5u8
- Predator Drone
At 10th level, You can call in a predator drone using an action once a day. It appears on your next turn for 1 minute by teleport spell. It is 400ft above you and is large. It has 3 predator missiles, which are launched individually by using an action and it can target any creature below it of desired target. The drone is controlled by DM and it moves 90ft, but must use all movement speed, agile as a plane. AC is 25 and Hit Points is 119 with CR 10. Saving throws for Wisdom, Charisma, Dexterity, Intelligence is +5 while Constitution and Strength have -2. It is a construct and it is not alive. Each missile explodes in a 15ft radius and each target must roll Dexterity Saving Throw of 30, which on a failed save deals 5d6 fire damage, or half on a success.
Here is how it looks like for predator drone https://www.youtube.com/watch?v=x-jbmtCwUoM
- Attack Helicopter
At 15th level, you can call an attack helicopter using an action once a day, which on your next turn it appears by teleport spell. The helicopter flies around you for 1 minute and is 100ft above the ground you are on, right above you and is considered huge. Each turn you must use an action to give orders on what target(s) it must shoot(unless the target is not dead after the order is given), however it can move on its own. The pilots on the helicopter are also the same as the soldiers you have. Pilots must have visual on enemy to shoot. They have burst fire option, which spray a 20ft cube area within 120ft in front of the helicopter, visual is cone. Each creature in the area of cube must succeed on a DC 20 Dexterity saving throw or take the weapon's normal damage, which on failed save is 10d8 fire damage, or half on successful save. It has a bonus action where it bursts fire small explosions, dealing 4d6 fire damage on failed save of DC 20 Dexterity or half on success, of 10ft cube within 80ft in front of helicopter, visual 180 degrees. Its flying speed is 90ft and it hovers. AC of attack helicopter(CR13) is 33 and Hit Points is 110. All saving throw modifiers for helicopter is +3. It is a construct and is not alive. After 1 minute(10 rounds) has passed, the attack helicopter leaves.
Here is how it looks like for the pilots https://www.youtube.com/watch?v=2C4Nc1rBW5s
- AC-130 "Angel of Death"
At 18th level, you can call in an AC-130 using an action once a day, which on your next turn it appears by teleport spell. It flies around you for 1 minute and is 5000ft above ground you are on, above you but is 5000ft away from you and is considered gargantuan 60 by 60ft. You must spend an action to give it orders on what to shoot (once given, it will continue to fire till the target(s) is dead). Movement speed is 120ft fly and must always move at possible speed. The gunners are on the side where they see you via electronically and can see warm-blooded creatures with ease. Each gunner(3 total) have their own action. First gunner shoots a big shell that explodes a 30ft radius, with DC 30 Dexterity Saving Throw failed save deals of 10d6 fire damage, or half on success. However it must reload, which takes 30 seconds. Second gunner shoots medium shells that explodes a 15ft radius, with DC 30 Dexterity Saving Throw failed save deals of 5d6 fire damage, or half on success. Third gunner shoots small shells that explodes a 5ft radius, with DC Dexterity Saving Throw failed save deals of 2d6 fire damage, or half on success. The AC-130 has Savings Throws to all of +3. AC is 33 and Hit Points is 110 with CR11.
Here is how it looks like for the gunners https://www.youtube.com/watch?v=5559ThBNz0A
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:Shields, simple and martial weapons, light armor