Minuteman (5e Class)
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- 1 Minuteman
- 1.1 Minuteman
- 1.2 Creating a Minuteman
- 1.3 Quick Build
- 1.4 Class Features
- 1.5 Always Prepared
- 1.6 One of the People
- 1.7 Fighting style
- 1.8 Minuteman Specialization
- 1.9 Ability Score Increase
- 1.10 Rapid Response
- 1.11 Night watcher
- 1.12 United we stand
- 2 Sharpshooter
- 3 Raider
- 4 Dragooner
- 5 Multiclassing
|“||The enemy is 30 minutes from the gates, but I'll be ready in one.||”|
The minutemen, true soldiers of the people, are not commanded by tyranny nor by fear, and the first men and women on the front lines in the event of an attack against the people. Heroes of the people and sheepdogs that guard the sheep. These self-appointed militiamen are expert shots and fighters that come from all walks of life, whether they be a farmer, a baker, a man or a woman. They can be anyone who is ready willing and able to take the oath for one's nation.
Creating a Minuteman
Why did you take the oath to always be ready? Why are you travailing with adventurers? Did you let down your town or are you on a quest to save it? What was your job within your home town? Were you a hunter? A weapon or armor smith? Were you part of the organized militia or are you a lone wolf?
You can make a Minuteman quickly by following these suggestions. First, Dex should be your highest ability score, followed by Int. Second, choose the City Watch background.
As a you gain the following class features.
- Hit Points
Armor: Light armor, Medium armor
Weapons: Simple weapons, Bows, Crossbows, Firearms
Tools: One Set of Tools
Saving Throws: Dexterity, intelligence
Skills: Choose three from: Athletics, Acrobatics, Insight, Investigation, Perception, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Scalemail armor or (b) Leather armor
- (a) A light crossbow with a case and 20 bolts or (b) A shortbow with a quiver and 20 arrows or (c) A firearm (if allowed by DM)
- (a) A shortsword or (b) Two daggers or (c) Two hand axes
- Explorer's Pack
- If you are using starting wealth, you have 4D4 x 10 GP in funds.
|1st||+2||Always ready,Minuteman Specialization|
|2nd||+2||One of the people|
|3rd||+2||Minuteman Specialization skill|
|4th||+2||Ability Score Improvement|
|7th||+3||Minuteman Specialization skill|
|8th||+3||Ability Score Improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Minuteman Specialization skill|
|16th||+5||Ability Score Improvement|
|18th||+6||Minuteman Specialization skill|
|19th||+6||Ability Score Improvement|
|20th||+6||United we stand|
Even when you are asleep, you are on guard and ready to face danger. Starting at first level, when you take long or short rest and so long as you are conscious you remain aware and alert of your surroundings and have advantage on any initiative roles you would role for an encounter that would happen at that time. In addition, you add +2 to all initiative rolls you make.
One of the People
Starting at 2nd level you begin to move through the towns always on high alert, prepared to respond to any threats should they appear. You add your proficiency bonus to Perception Checks and you are offered lodging at a discounted rate as long as your name is in good standing.
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.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC.
At 3rd level, you choose a Specialization. Your Specialization choice grants you features at 3rd level and then again at 7th, 14th, and 18th level
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.
Starting at 5th level you halve the time it takes to don or doff a set of armor, and may use a bonus action to don or doff a shield instead of an action.
by 15th level you have grown used to watching into the darkness of the night. You can see darkness within 60 feet of you as if it were dim light.
United we stand
You are a symbol of freedom and inspiration to those around you, and your tales of battle are that which inspire those to acts of heroism By 20th level, As an action, you can speak out words of encouragement to all allied creatures within 60ft. They gain temporary hit points equal to your Minuteman level + Charisma modifier (minimum 1) and advantage against being frightened and against saving throws to stop being frightened for 5 minutes. You regain use of this feature after you finish a long rest.
Sharpshooters, masters of long-range warfare and harassment agents enemy forces
Starting at 3rd level, you may use your bonus action to mark a target, you can add your intelligence modifier to your attacks rolls for attacks made with ranged weapons against that marked target.
Starting at 7th level, your ranged weapon attacks score a critical hit on a roll of 19 or 20.
Idle Firing Positions
By 14th level, you have mastered the art of finding your best angles of fire. You do not suffer disadvantage for making a ranged attack with a crossbow or firearm from being prone, in addition you do not suffer disadvantage for firing at long range so long as you are prone
By 18th level you have mastered all aspects of your weapon, when you make a attack with a crossbow or a firearm the weapons long range is incresed by a number equle to 5 times your intelligence modifier , in addition your weapon attacks now score a critical hit on a roll of 18, 19 or 20.
Raiders, Minutemen who specialize in hand to hand combat, Stealth, and Reconnaissance,
Like the back of my hand
by 3rd level, you have mastered moving through the land around your home town, Choose one type of known terrain: coast, desert, forest, grassland, mountain, swamp. When you make a check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you're proficient in. While traveling for an hour or more in your Known terrain, you gain the following benefits:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
by 7th level you have mastered Close quarters combat tactics, you do not suffer disadvantage on ranged attacks if an enemy is within 5ft, and if you make a ranged attack with a ranged weapon that doesn't have the heavy property, you may use your bonus action make a melee attack agents a target that is within 5ft of you
A dragooner, Minutemen that charge into combat on horseback
by 3rd level you have mastered mounted combat, You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 5 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 10 feet of movement, rather than half your speed.
Prerequisites. To qualify for multiclassing into the Minuteman class, you must meet these prerequisites: Dex 13 Int 13
Proficiencies. When you multiclass into the Minuteman class, you gain the following proficiencies: Firearms and