Minuteman (5e Class)

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Minuteman[edit]

The enemy is 30 minutes from the gates, but I'll be ready in one.

Minuteman[edit]

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[edit]

Why did you take the oath to always be ready? Why are you traveling 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?

Quick Build

You can build a minuteman quickly by following these steps: First, Dexterity should be your higher score, followed by Intelligence or Wisdom. Second, choose the Soldier background. Finally, choose the heavy crossbow and 10 bolts, the two handaxes, the explorer's pack, a shortsword and a dagger.

Class Features

As a Minuteman you gain the following class features.

Hit Points

Hit Dice: 1d10 per Minuteman level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Minuteman level after 1st

Proficiencies

Armor: None
Weapons: Simple weapons, martial weapons
Tools: Choose one tool
Saving Throws: Dexterity, Intelligence
Skills: Choose three from Athletics, Acrobatics, Insight, Investigation, Perception, Stealth, and Survival

Equipment

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

  • (a) a heavy crossbow and 10 bolts or (b) a longbow and a quiver with 10 arrows or (c) any martial weapon
  • (a) two handaxes or (b) two simple weapons
  • a shortsword and a dagger
  • If you are using starting wealth, you have 4d4 x 10 gp in funds.

Table: The Minuteman

Level Proficiency
Bonus
Features
1st +2 Ruthless Improviser, Guerrilla Fighting, Unarmored Defense
2nd +2 Fighting Style, One of the People
3rd +2 Night Watcher, Minuteman Training
4th +2 Ability Score Improvement
5th +3 Extra Attack, Agile Marksman
6th +3 Make it Work
7th +3 Training Feature
8th +3 Ability Score Improvement
9th +4 Always Prepared, Assault Specialist
10th +4 Training Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Careful Approach
14th +5 Ambush Tactics
15th +5 Training Feature
16th +5 Ability Score Improvement
17th +6 War Resting
18th +6 Training Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3), United We Stand

Optional Rule: Firearm Proficiency[edit]

The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in the Dungeon Master's Guide and your minuteman has been exposed to the operation of such weapons, your minuteman is proficient with them.

Unarmored Defense[edit]

At 1st level, while not wearing armor or shield, your AC equals 10 + your Dexterity modifier + your Intelligence or Wisdom modifier (whichever is higher).

Ruthless Improviser[edit]

At 1st level, minuteman are cunning and conniving, adapting to the ever-changing landscape of war. You add half your proficiency bonus to any check that doesn't already add your proficiency.

Guerrilla Fighting[edit]

Starting at 1st level, you can take the Hide action as a bonus action. In addition, you can't be tracked by non-magical means, and your movement is not hindered by non-magical difficult terrain.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Dueling

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.

One of the People[edit]

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 have advantage on Charisma and Wisdom (Insight) checks made to interact with the common folk and peasants or citizens from a place you have lived for more than 1 year.

Night Watcher[edit]

by 3rd level you have grown used to watching into the darkness of the night. You gain darkvision up to a range of 60 feet. If you already have darkvision, your's grows in 30 feet.

In addition, while outdoors, you don't have disadvantage on Wisdom (Perception) checks while in dim light, and can see in darkness as if it were dim light.

Ability Score Increase[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.

Extra Attack[edit]

Beginning at 5th 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 11th level in this class and to four when you reach 20th level in this class.

Agile Marksman[edit]

At 5th level, you ignore the reload and the loading property of ranged weapons. In addition, you can draw or stow a ranged weapon without taking an action once, on your turn.

Make it Work[edit]

At 6th level, you not always have the appropriated gear on you, and you master the art of making it work. If you are attempting to use a tool you are proficient with but doesn't have the appropriated equipment with you, can use objects you can find as a replacement for them, improvising a tool.

Assault Specialist[edit]

Starting at 9th level, you can take the Dash action as a bonus action.

Always Prepared[edit]

At 9th level, you are always ready to engage in combat. You gain advantage on Initiative checks and Wisdom (Perception) checks that rely on hearing, as well as +5 on your passive Wisdom (Perception) (not cumulative with other similar bonuses, such as feats)

In addition, you can't be surprised while you are conscious and other creatures don't gain advantage on attack rolls against you as result of being unseen by you.

Careful Approach[edit]

Starting at 13th level, you have advantage on a Dexterity (Stealth) check and on the first weapon attack made on your turn if you move no more than half your speed on the same turn.

Ambush Tactics[edit]

Also at 14th level, you learn how to use the environment to better ambush, escape and kill your enemies. While in a wild environment (such as a forest, wild mountains or snowy deserts for example), you gain advantage on your Dexterity (Stealth) checks, and your targets make Wisdom (Perception) checks to detect you at disadvantage.

In addition, if you make an attack while hidden and miss, your position is not revealed.

War Resting[edit]

At 17th level, you have learned how to take the most out of every opportunity you have to rest. Whenever you take a short rest, you recover the maximum hit points possible when rolling hit dice. You can also remove one harmful condition, or one level of exhaustion, per hit dice spent.

United We Stand[edit]

At 20th level, 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. As an action, you can speak out words of encouragement to all allied creatures within 60 feet.

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 1 minutes. You regain use of this feature after you finish a long rest.

Minuteman Training[edit]

Skirmisher[edit]

Skirmishers are masters of long-range warfare and harassment agents enemy forces.

Superior Agility

Starting at 3rd level, your movement speed increases in 10 feet, and gain a climbing and swimming speed equal to your movement speed.

In addition, whenever you take the Dodge action, you can make an attack using a bonus action. At 11th level, you can attack twice as a bonus action after taking the Dodge action.

Marksmanship

Starting at 3rd level, you score a critical hit on a roll of 19 or 20 on ranged weapon attacks. This bonus increases to 18-20 on the 15th level.

Duck and Dodge

Starting at 7th level, you can quickly evade danger. Ranged weapon attacks made against you are made at disadvantage, and you have advantage on Dexterity saving throws to avoid effects that target an area.

Idle Shooting

Starting at 10th level, if you haven't moved on your turn, you can make your next ranged attack until the end of this turn with advantage. Your movement speed is then reduced to 0 until the end of this turn.

Sharp Eyed

At 15th level, you can see at a range of 1000 feet as if you were at 100 feet of that place, if the area is not totally obscured.

In addition, you have advantage on Wisdom (Perception) checks that rely on sight.

Sharpshooter

At 18th level, once per turn when you roll a 9 on the d20 on a ranged weapon attack roll, you can choose a 10 instead. At 20th level you can apply this to all ranged weapon attacks.

Minuteman Training[edit]

Raider[edit]

Raiders are Minutemen who specialize in hand to hand combat, stealth, and reconnaissance,

Survivalist

At 3rd level, you add twice your proficiency bonus in Wisdom (Survival) checks and you always know which way is north.

In addition, you can spend 1 minute to make a reconnaissance of an area of 1000 feet. On the end of the minute, make a Wisdom (Survival) check against a DC of 15. On a success, for the next 24 hours, you have advantage on Wisdom (Survival), Dexterity (Stealth) and Wisdom (Perception) checks made on that area, and on attack rolls made in the next combat within that period, for 1 minute, inside the area.

On a failure, you can't make this check on the same general area for the next 24 hours.

Survivalist

Also at 3rd level, you are extremely apt in wandering trough wild areas and in using survival tactics. you gain a pool of survival dice equal to your Intelligence modifier + your proficiency bonus.

Your survival dice is a d6, but its size increases as you gain levels in this class: 1d8 (7th level), 1d10 (15th level) and 1d12 (18th level). After spent, you regain your survival dice after finishing a long rest.

You can use your Survival Dice in the following manners:

Quick Reaction. You can spend one survival dice when rolling initiative, adding the result to the total initiative. You can also spend one dice to modify the initiative of an ally able to hear you, using a reaction.
Skilled Wilder. You can spend one survival dice to modify the result of an Intelligence (Nature), Wisdom (Survival) or Perception) and Dexterity (Stealth) check you make. You can also modify the result of the check made by an ally, using your reaction.
Endurance. You can spend one survival dice and add to Constitution checks and saving throws made to avoid the effects of exhaustion, death saving throws, disease and poison.
Honed Senses

Starting at 7th level, your eyes and ears are always aware of your surroundings. You have advantage on Wisdom (Perception) checks while you don't have another creature within 30 feet of you.

In addition, whenever you roll a 9 or lower on a Wisdom (Perception) check, you can choose a 10 instead.

Close-Quarters Combat

At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 5 feet of an enemy doesn’t impose disadvantage on your roll.

In addition, if you hit a creature within 5 feet of you with an attack on your turn, that creature can’t take reactions until the end of this turn.

Survival Master

At 15th level, when a creature benefit from your Quick Reaction feature, it can take one additional action on its first turn of combat.

In addition, whenever you spend a survival dice on your Skilled Wilder feature, the number rolled on that dice becomes a bonus to that check for the targeted creature, lasting for 1 hour.

Moreover, when using Endurance, you gain temporary hit points equal to the number rolled on the dice + your Constitution modifier.

Improved Senses

At 15th level, you can detect dangers way before they can cause any harm to you. You can concentrate your senses in your surroundings (1000 feet) for 1 minute. After that minute, for 1 hour, whenever you add your Wisdom modifier to your initiative rolls and Dexterity saving throws, and you can sense any hostile creature within 60 feet.

You can also recall with precision anything you have seen within the past month.

Commando

At 18th level, you regain your uses of your Survival Dice after finishing a short or a long rest.

Light Cavalry[edit]

A light cavalryman is a Minutemen that charge into combat on horseback

Rider

Starting at 3rd level, you gain proficiency in Wisdom (Animal Handling) checks, and advantage on Wisdom (Animal Handling) to control a mount.

In addition, you have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated.

Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.

Charger

Starting at 3rd level, you can take the Dodge action as a bonus action (or as a reaction, if you can already dodge using your bonus action).

In addition, while controlling a mount, you can use your bonus action to cause that mount to Dash.

Stabilize

Starting at 7th level, you are extremely adapted to the shakiness of horseback riding, correcting your aim and stabilizing your body. Whenever you have disadvantage on an Dexterity check, saving throw or Dexterity based attack roll, you can use your reaction to not have disadvantage.

Moving Strikes

At 10th level, when you make an attack after moving at least 20 feet, you score a critical hit on a 19-20. On a critical, you add your Minuteman level to the damage roll.

Ferocious Charger

Starting at 15th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.

Victory Charge

At 18th level, if you move at least 20 feet before making an attack, you have advantage on your attack roll.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Minuteman class, you must meet these prerequisites: Dexterity 13, Constitution 13, Intelligence 13.

Proficiencies. When you multiclass into the Minuteman class, you gain the following proficiencies: Simple weapons, martial weapons, one skill proficiency, one tool proficiency.

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