Warfare - 5e Mass Battles

by Constablebrew

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Warfare

Warfare

Despite the best efforts of heroic adventurers, there comes a time when the dark hordes erupt from the earth and clash against the walls of civilization. Regents must raise armies to defend their domains and push back the dark host.

These rules of warfare are designed to be a natural extension of the standard combat rules provided in the PHB and DMG. Tips are given on how to adjust scale from dozens to tens of hundreds of combatants. Example units are provided at the end.

Scale

If you play combat using a square grid and miniatures or other tokens, follow these rules for warfare scale.

Squares. Each square on the grid represents 30 feet.

Speed. Movement is done in 30-foot segments. Divide your base speed by 30, rounding up remainders of 15 feet or more. For example, a gnome (base speed 25 ft.) and mastiff (base speed of 40 ft.) would have a speed of 1 square per turn. A riding horse (base speed 60 ft.) would have a speed of 2 squares. (The rule for speed sacrifices nuance for the sake of simplicity.)

Range and Reach. Ranges are converted into 30-foot segments the same as Speed, with the exception that ranges and reach less than 15 ft. can still reach into adjacent squares (but not diagonal).

Size. Large numbers of creatures may share the same square. Up to 20 creatures may share the same number of 30-foot squares as one creature would occupy on a 5-foot square grid. For example, a large warhorse occupies 4 squares (2 by 2) on a normal 5-foot grid. On a 30-foot warfare grid, 20 warhorses will occupy 4 squares (2 by 2).

Corners. Diagonal movement can’t cross a square filled with difficult or impassible terrain.

Squads

Squads are organized groups of about 20 creatures moving and attacking with each other as a unit. In play they are similar to swarms, but with a few key differences. When melee attacking, squads attack all targets within reach and make ranged attacks as an area of effect. When reduced to 0 HP, squads become "broken", dissolving into a disorganized group of surviving individuals whom will all flee for their lives.

Making a Squad

Starting with a base creature's statistics, the squad has 10 times the average HP of the base creature. The squad receives the Squad, Squad Immunities, Squad Resistance, Squad Vulnerability, Broken Squad, Multiattack (if the base creature has a melee attack), and Volley (if the base creature has a ranged attack) features detailed below. If the base creature has multiattack, double or triple the amount of damage done by each attack. The squad occupies the space of a gargantuan creature on a normal 5-foot grid, or the number of squares described under Scale when using a warfare scale 30-foot grid.

Effects that may target the base creature may target a squad of that creature.


  • Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for the base creature's size. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points, tho it may gain temporary hit points.
  • Squad Immunities. The squad cannot be charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned.
  • Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.
  • Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.
  • Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors of the base creature. The survivors are frightened of all hostile creatures for 1 minute.
  • Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.
  • Volley. The squad makes a ranged attack targeting all creatures within a 15ft. square. The area of effect size is reduced to a 10ft. square when the squad is reduced to half HP. On a 30-foot warfare scale grid this attack targets one square. Damage is reduced by half on a 30-foot warfare scale grid when the squad is reduced to half HP.

Commanders

Squads require significant coordination and training to create a cohesive and effective unit on the battlefield. Generally a squad will look to an outside commander to give orders and direct their attacks for maximum effect.

Commanders are friendly creatures recognized as having authority over the squad. Commanders may take the Issue Order action, directing the squad over the din of combat. Often commanders will stand a safe distance back from the frontlines and issue orders to many different squads. Other times a commander will attach themselves to a squad and continue to direct the battle from within the fray.

A commander may attach or detach themselves from a squad as an action or bonus action. While attached to a squad, the commander moves with the squad when the squad moves. When attached to a commander, the squad takes it's turn on the commander's initiative and moves at the slower of squad's speed or commander's speed.

An attached commander may take their action, bonus action, and reaction as normal while attached to a unit.

Issue Order

When you take the Issue Order action, you shout or wave signals to friendly squads, instructing them with orders to perform. One or more squads that can see or hear you are issued a standing order of your choice. When issuing an order to more than one squad, all squads receive the same order. Once ordered, a squad attempts to continue or repeat their most recent order until the order is explicitly completed.

You may take the Issue Order action as a bonus action. When you do, you may only issue an order to one squad.

When attached to a squad, you may issue an order to your attached squad as a free action on your turn or as a reaction at any other time.

When you issue an order that is complex or to a squad which you are not attached, the DM may ask you to make a Charisma (Persuasion) or Intelligence (Warfare) (your choice) ability check. On a success the squad will perform the order. On a fail, the DM will choose whether the squad continue to follow its previous standing orders or behave according to the Units Without Orders rules below.

Units Without Orders

A squad that can see or hear its commander and has no standing orders will hold position, taking the Dodge action until given orders to do otherwise. When a squad cannot see or hear its commander and does not have any standing orders, it will generally take the first course of action below that applies to them out of the following:


  • Withdraw. If they're at one quarter HP or less, the squad takes the Dash or Disengage action and attempts to move, seeking a safe path away from enemies.
  • Engage. If they're adjacent to an enemy, they take the Multiattack action to make melee attacks, and don't move.
  • Skirmish. If they're within range of an enemy, they take the Volley action to make a ranged attack, and may move to avoid engaging in melee if it is safe to do so.

  • Regroup. If the squad is not within 60-feet of an ally, the squad takes the Dash or Dodge action and attempts to move toward allies.
  • Hold. The squad takes the Dodge action and holds its position.

Formation Orders

As part of an Issue Order action, a commander proficient in Intelligence (Warfare) can change the unit's formation. Some formations require significant training and are relatively difficult to implement successfully in the heat of battle. Each formation gives the minimum target DC necessary for the unit to successfully change formation. Failed Charisma (Persuasion) an Intelligence (Warfare) checks made as part of an Issue Order action to change a squad's formation, results in the squad changing to the default Battle formation.


  • Battle. DC 10. The standard squad formation with each members formed up in close ranks and each fighter protecting their neighbors. This formation offers no additional benefits or drawbacks from the squad's usual abilities.
  • Checkered. DC 10. Soldiers spread themselves out, making the squad less vulnerable to area of effects, but also makes communication with the squad more difficult. The squad does not suffer vulnerability to damage caused as part of an area of effect while in the checkered formation. Intelligence (Warfare) checks made to issue orders to this squad suffer a -2 penalty.
  • Mob. DC 5. The squad is completely disorganized, making it vulnerable to attacks. Certain attacks or effects can cause a squad's formation to become a mob. All attacks made against the squad have advantage. Intelligence (Warfare) checks made to issue orders to this squad are made at disadvantage. Failed Charisma (Persuasion) and Intelligence (Warfare) checks made as part of an Issue Order action to the squad do not change the formation to Battle formation, but instead remains a mob.
  • Phalanx. DC 18. The squad's front ranks form a shield wall while rear ranks attack with spears and polearms. Melee attacks against the squad are made with disadvantage. Ranged attacks against the squad are made with advantage. The squad's base movement is reduced to half.
  • Square. DC 14. The squad organizes to face defenders out in all directions, negating any benefit attackers would have for flanking (the squad cannot be flanked). While in the square formation, the squad's movement is reduced to 0.
  • Tortise Shell. DC 18. The squad forms a tight square with shields facing out to all sides as well as above. All attacks against the squad are made with disadvantage and the squad has advantage on Dexterity saving throws. The squad cannot make attacks and its base movement is reduced to half.

New Skill

Warfare (Intelligence)

Your Intelligence (Warfare) check measures your ability to formulate military strategy and tactics, judge troop readiness, direct siege engine teams, reposition military assets, and lead war campaigns.


Availability at character creation: The warfare skill is available as a skill proficiency option for the following classes: Barbarian, Fighter, Paladin, and Ranger.

The warfare skill is also available to the following backgrounds as an option, choosing it to replace one of the standard background skill proficiencies: Noble, Knight (variant Noble), and Soldier.

Example Squads



Peasant Levy

Gargantuan squad of Medium humanoids, unaligned


  • Armor Class 10
  • Hit Points 40(10d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned
  • Senses passive Perception 10
  • Languages Common
  • Challenge 1/2 (100 XP)

Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points or gain temporary hit points.

Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.

Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.

Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors (See MM. Commoner). The survivors are frightened of all hostile creatures for 1 minute.

Actions

Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.

Volley. The squad makes a ranged attack targeting all creatures within a 15ft. square. The area of effect size is reduced to a 10ft. square when the squad is reduced to half HP.

Club. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 2 (1d4) bludgeoning damage.

Sling. Ranged Weapon Attack: +2 to hit, range 20/60 ft., one target. Hit 2 (1d4) bludgeoning damage.



Garrison

Gargantuan squad of Medium humanoids, unaligned


  • Armor Class 16 (chain shirt, shield)
  • Hit Points 110(20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 10 (+0) 11 (+0) 10 (+0)

  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned
  • Skills Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1 (200 XP)

Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points or gain temporary hit points.

Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.

Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.

Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors (See MM. Guard). The survivors are frightened of all hostile creatures for 1 minute.

Actions

Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.

Volley. The squad makes a ranged attack targeting all creatures within a 15ft. square. The area of effect size is reduced to a 10ft. square when the squad is reduced to half HP.

Spear. Melee Weapon or Ranged Weapon Attack: +3 to hit, reach 5ft. or range 20/60 ft., one target. Hit 5 (1d8+1) or 4 (1d6 + 1) piercing damage.



Raiders

Gargantuan squad of Medium humanoids, unaligned


  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned
  • Armor Class 12 (leather armor)
  • Hit Points 110(20d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages Common
  • Challenge 1 (200 XP)

Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points or gain temporary hit points.

Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.

Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.

Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors (See MM. Bandit). The survivors are frightened of all hostile creatures for 1 minute.

Actions

Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.

Volley. The squad makes a ranged attack targeting all creatures within a 15ft. square. The area of effect size is reduced to a 10ft. square when the squad is reduced to half HP.

Scimitar. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) slashing damage.

Longbow. Ranged Weapon Attck: +3 to hit, ranged 80/320 ft., one target. Hit 5 (1d8 + 1) piercing damage.



Veteran Archers

Gargantuan squad of Medium humanoids, unaligned


  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned
  • Armor Class 13 (leather armor)
  • Hit Points 160(30d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 11 (+0) 13 (+1) 11 (+0)

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages Common
  • Challenge 4 (1,100 XP)

Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points or gain temporary hit points.

Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.

Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.

Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors (See MM. Scout). The survivors are frightened of all hostile creatures for 1 minute.

Actions

Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.

Volley. The squad makes a ranged attack targeting all creatures within a 15ft. square. The area of effect size is reduced to a 10ft. square when the squad is reduced to half HP.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) piercing damage.

Longbow. Ranged Weapon Attck: +4 to hit, ranged 150/500 ft., one target. Hit 13 (2d8 + 4) piercing damage.



Veteran Infantry

Gargantuan squad of Medium humanoids, unaligned


  • Condition Immunities charmed, frightened, paralyzed, petrified, prone, restrained, grappeled, or stunned
  • Armor Class 17 (splint)
  • Hit Points 580(90d8+180)
  • Speed 30ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+1) 13 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +5, Perception +2
  • Senses passive Perception 12
  • Languages Common
  • Challenge 10 (5,900 XP)

Squad. The squad can occupy another creature's space and vice versa, and the squad can move through any opening large enough for a Medium humanoid. The squad is considered impassable terrain for hostile individuals, and difficult terrain for allies. The squad can't regain hit points or gain temporary hit points.

Squad Resistance. The squad is resistant to all damage not caused as part of an area of effect or by another squad.

Squad Vulnerability. The squad is vulnerable to all damage caused as part of an area of effect.

Broken Squad. When the squad is reduced to one quarter HP, it gains the Mob formation status. When the squad is reduced to 0 HP it is destroyed and replaced by 2d6 survivors (See MM. Veteran). The survivors are frightened of all hostile creatures for 1 minute.

Actions

Multiattack. The squad makes three melee attacks against each target within reach. This is reduced to two melee attacks when the squad is reduced to half HP and one melee attack when the squad is reduced to one quarter HP.

Longsword. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 21 (3d8 + 9) slashing damage.

Created By

Michael Brewer http://ihazcode.herokuapp.com/

Credit where Credit is Due

Thanks to /u/wayoverpaid for sharing their thoughts on mass combat.

Totally stole ethicallychallenged for the cover art

 

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