Military Officer (Metal Gear Supplement)
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Military Officer[edit]
Medium humanoid (Human), any alignment Armor Class 16 (natural armor)
Saving Throws Con +5, Int +5 Close Quarters Shooter. When the officer makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll and their base movement speed increases by 5 feet. Directed Effort. When the officer makes a check as an action and fails, they may immediately retry the check as a bonus action before the effects of the failure take place. If they fail the second check as well, they gain 1 level of exhaustion. Briefing. When spending a long rest, the officer can use that time to grant any creatures that spent the long rest with the officer to gain 1 briefing action until the end of their next long rest. A creature may take their briefing action at any time, including during another creature's turn, except while another creature is declaring their action. If a creature takes the Hide action as their briefing action, they may move up to their normal movement speed as part of the same action. A creature may only have 1 briefing action at a time. Data Analyst. When spending a short rest, the officer can use that time to analyze the data from their mission so far. They deduce general information of the next part of their mission (i.e. estimates on how many enemy creatures will be present, whether a boss will likely be present, potential equipment that may be available, etc.). Military Analyst. The officer may attempt to analyze a creature or vehicle they can see within 30 feet of them. They make a DC 15 Perception check. On a success, they learn the target's DT, and any vulnerabilities, resistances, and immunities it has, as well as any other potentially helpful tips on defeating the creature or vehicle at the DM's discretion. The officer may use this feature once, regaining use at the end of a short rest. ACTIONSHandgun. Ranged Weapon Attack: +6 to hit, range 60/600 ft., one target. Hit: 8 (2d6 + 1) piercing damage. Must be reloaded as a bonus action after 12 shots, can be reloaded up to 3 times. Fragmentation Grenade (1/day). Every creature in a 20 ft. radius up to 60 ft. from the officer must make a DC 15 Dexterity saving throw. On a failure, they take 18 (5d6) piercing damage on a failed save. On a success, they take half as much damage. Hunker Down. While benefitting from half cover or three-quarters cover, the officer falls prone and causes the cover to count as full cover. If the officer moves more than 5 feet on a turn that they used this feature, they must succeed a DC 15 Constitution saving throw at the end of their turn or gain 1 level of exhaustion. Enhanced Greater Leadership. The officer leads one creature that can see or hear them within 30 feet. Any time they make a saving throw, attack roll, or check within the next minute, they may spend their leadership before or after the roll, but not before the result is decided, to gain a +4 bonus to the roll. The officer may use this feature 8 times, regaining 2 uses at the end of a short rest and all uses at the end of a long rest.
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Officers guide soldiers into battle or through infiltrations, typically but not exclusively over codex from a secure location. Do to this separation, many soldiers have difficulty trusting their officers, even doubting their existence after the reality of SoP came to light. |
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