Rebel Corps Soldier (5e Class)

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Rebel Corps Soldier[edit]

The Rebel Corps, known as the Revolutionary Army in Japanese, is a group of freedom fighters in Persona 5 Tactica led by Erina waging a revolution against Legionnaires, seeking to liberate the Kingdoms from their oppressive reign. The group allies with the Phantom Thieves in order achieve this goal.

Creating a Rebel Corps Soldier[edit]

Erina from Persona 5 Tactica, drawn by Hanako Oribe

Now when creating your Rebel Corps Soldier, you must ask yourself: Why did they join the Rebel Corps? What led them to this? Were they seeking justice? Had it always been their dream to join the Rebel Corps? Had they allied with the Rebel Corps, and that led them to joining fully?

Quick Build[edit]

You can make a Rebel Corps Soldier quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Soldier background. Third, choose a Spear, Leather Armor, Pistol, and an Explorer's Pack as your starting gear.

Class Features

As a Rebel Corps Soldier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rebel Corps Soldier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rebel Corps Soldier level after 1st

Proficiencies

Armor: Light
Weapons: Spears, Short/Long Swords, Any Firearms
Tools: Navigator's Tools, Thieves' Tools
Saving Throws: Strength, Charisma
Skills: Choose 3 from Athletics, Acrobatics, History, Insight, Medicine, Perception, Survival, Deception, Intimidation, or Persuasion.

Equipment

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

  • (a) A Spear or (b) A Short Sword or (c) A Long Sword
  • (a) Leather Armor with the Rebel Corps Emblem or (b) Chainmail Armor with the Rebel Corps Emblem
  • (a) A Pistol or (b) A Musket or (c) A Revolver (all have 20 bullets)
  • (a) A Dungeoneer's Pack or (b) An Explorer's Pack
  • If you are using starting wealth, you have 3d6 × 3 in funds.

Table: The Rebel Corps Soldier

Level Proficiency
Bonus
Features Rebellion Charges
1st +2 Rebellious Defense, Rebellious Fists 0
2nd +2 Rebellion Charges, Partisan 2
3rd +2 Weapon of Rebellion 2
4th +2 Ability Score Improvement 4
5th +3 Ambush, Follow Up 4
6th +3 Shining Partisan 6
7th +3 One More 6
8th +3 Ability Score Improvement 8
9th +4 Triple Threat 8
10th +4 Great Partisan 10
11th +4 Soul Repose 10
12th +4 Ability Score Improvement 12
13th +5 Flag of Freedom 12
14th +5 Great Shining Partisan 14
15th +5 Soul Repose + 14
16th +5 Ability Score Improvement 16
17th +6 Baywell 45 MkII 16
18th +6 Covenant of The Spear 18
19th +6 Ability Score Improvement 18
20th +6 Light of a Promise 20


Rebellious Defense[edit]

At 1st Level, while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Rebellious Fists[edit]

At 1st Level, Your unarmed strikes deal 1d8 of bludgeoning damage + your Strength modifier. Additionally, while you are not using armor and are not holding a weapon, you may make an extra unarmed strike as a bonus action.

Rebellion Charges[edit]

At level 2, you start with 2 Rebellion Charges, and gain 2 additional charges every other level.

Partisan[edit]

At level 2, you may use 1 of your Rebellion Charges to use Partisan, summoning 2 swords to slash down on whoever you decide to attack.

  • Partisan has a range of 25ft, and deals 2d8 Slashing damage to whoever you attack with it.
  • If Partisan successfully hits, the target will have disadvantage on their attack rolls on their next turn.

Weapon of Rebellion[edit]

At 3rd Level, if you are wielding a weapon, you may use 1 of your Rebellion Charges to transform it into the Weapon of Rebellion as a bonus action, turning your weapon into a spear with the Rebel Corps flag on it. The Weapon of Rebellion has these properties:

  • The Weapon of Rebellion uses your hit die, dealing 1d8 piercing or slashing damage.
  • When you hit with a ranged attack using the Weapon of Rebellion, you gain a +2 bonus to the damage roll.
  • The Flag of Rebellion will always be returned to you after thrown.
  • You may add your proficiency bonus to rolling to hit with the Flag of Rebellion, but the proficiency bonus is not added to your damage.

The Weapon of Rebellion transforms back into your original weapon when the next battle you participate in ends.

You may do this twice before you must complete a Short Rest to be able to use Weapon of Rebellion again.

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.

Ambush[edit]

At 5th level, you may spend 2 Rebellion Charges to use Ambush as a Bonus Action, setting up a special Reaction.

While Ambush is set up, if an enemy attempts to move or perform an Action while they are within range of your firearm or other ranged weapon, you will automatically use Ambush, using your reaction to shoot at them. If your shot is a critical hit, they will stop moving completely.

Ambush does not remove your normal Reaction, and you may still take one before your next turn.

Follow Up[edit]

Additionally, at 5th level, if an enemy is knocked off of a higher elevation, you may use your Reaction to shoot your firearm at them. This attack is a guaranteed hit, but will only deal half the damage.

You may use this feature once before you need to complete a long rest to do it again. This upgrades to 2 times before completing a long rest when you reach 10th level.

Shining Partisan[edit]

At level 6, you may use 3 of your Rebellion Charges to use Shining Partisan, a version of Partisan that can hit multiple people.

  • Shining Partisan has a range of 30ft, and has Square AOE of 10ft.
  • Shining Partisan deals 2d6 Slashing damage to every enemy it hits.
  • All targets successfully hit by Shining Partisan will have -1 to all their attack rolls on their next turns.

One More[edit]

At 7th level, if you or any ally lands a critical hit on a hostile creature, or deals damage to a hostile creature that is vulnerable to that type of damage, they may attack or use another ability once this turn (no action required). This feature can only trigger once per round per person. If the one who activated One More does not want to use this additional action, they may pass it to an ally who is within their movement range. This transition is called a Baton Pass.

An example of the Triple Threat feature in Persona 5 Tactica

Triple Threat[edit]

At 9th level, if you have activated One More on an enemy this turn, you and 2 willing allies may perform Triple Threat. Each of you attack all enemies you surround in a triangle formation, dealing damage equal to your current weapon plus an additional 1d4 damage of the weapon's type. This uses up the Reaction of the allies. You and the allies that participated then need to complete a short rest before using this again. This feature requires at 2 participants.

Great Partisan[edit]

At level 10, you may use 5 of your Rebellion Charges to use Great Partisan, a stronger version of Partisan.

  • Great Partisan has a range of 25ft, and deals 4d8 Slashing damage to whoever it hits.
  • If Great Partisan successfully hits, the target will have disadvantage on their attack rolls for their next 2 turns.

Soul Repose[edit]

At 11th level, when hiding behind cover during a battle, you may end your turn early to gain 2 Rebellion Charges.

You may not go above your max amount of Rebellion Charges using Soul Repose.

Once you use Soul Repose, you must complete a short rest before using it again.

Erina from Persona 5 Tactica using her special skill "Flag Of Freedom"

Flag of Freedom[edit]

At 13th level, if you have the Weapon of Rebellion summoned, you may place it down anywhere in a 15ft radius around you at the cost of 5 Rebellion Charges. Placing the Flag of Freedom has these effects:

  • You and all allies within a 35ft radius of the Flag of Freedom gain a +2 to their attack rolls, and deal 2 extra damage.
  • All allies within a 25ft radius of the Flag of Freedom heal 2d6 hp at the end of their turn. You heal 2d8 hp at the end of yours.

The Flag of Freedom lasts for 3 rounds, or until it is picked up by an you or ally.

You cannot attack with the Weapon of Rebellion while it is placed down as the Flag of Freedom.

Once you use Flag of Freedom, you must complete a long rest to be able to perform it again.

Great Shining Partisan[edit]

At level 14, you may use 7 of your Rebellion Charges to use Great Shining Partisan, a stronger version of Shining Partisan.

  • Great Shining Partisan has a range of 30ft, and has a 10ft square AOE.
  • Great Shining Partisan deals 4d6 Slashing damage to every enemy it hits.
  • All targets successfully hit by Great Shining Partisan will have -2 to all their attack rolls for their next 2 turns.

Soul Repose +[edit]

At 15th level, when hiding behind cover during a battle, you may end your turn early to gain 4 Rebellion Charges instead of 2.

You may not go above your max amount of Rebellion Charges using Soul Repose +.

Once you use Soul Repose +, you must complete a long rest before using it again.

If you have used either Soul Repose or Soul Repose +, you may not use the other until the short or long rest is completed

Baywell 45 MkII[edit]

At 17th level, you may use 11 of your Rebellion Charges, and 10 ammunition, to use Baywell 45 MkII, shooting a blast from your firearm charged with the spirit of rebellion.

  • Baywell 45 MkII has a range of 35ft, and deals 5d8 Piercing damage to whoever it hits.
  • If Baywell 45 MkII successfully hits, the target will be Paralyzed for 2 turns.
  • You must have a firearm for Baywell 45 MkII to be useable.
  • Baywell 45 MkII does not actually require ammo from your firearm.

Covenant of The Spear[edit]

At 18th level, you may use 13 of your Rebellion Charges to use Covenant of The Spear.

  • Covenant of The Spear has a range of 40ft, and has a 15ft radius AOE.
  • Covenant of The Spear deals 5d6 Piercing damage to every enemy it hits.
  • All targets successfully hit by Covenant of The Spear will gain the effects of the Confusion spell.
  • You must be wielding the Weapon of Rebellion to be able to use Covenant of The Spear.

Light of A Promise[edit]

At level 20, you may use 15 of your Rebellion Charges to use Light of A Promise.

  • Light of A Promise has a range of 50ft, and has a 20ft radius AOE.
  • Light of A Promise deals 6d10 damage to every enemy it hits.
  • All targets successfully hit by Great Shining Partisan will have disadvantage on all their attack rolls, and -2 to all saving throws for their next 3 turns.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Rebel Corps Soldier class, you must meet these prerequisites: 15 Strength, 12 Charisma

Proficiencies. When you multiclass into the Rebel Corps Soldier class, you gain the following proficiencies: Spears, Navigator's Tools, and Athletics

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