Imperial Guard 5e v1.02

by BlueNova

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IMPERIAL GUARD
BY FENRISÚLFR & BLUE_N0VA
The Imperal Guardsman
Level Proficiency
Bonus
Features
1st +2 Fighting Style, Second Wind
2nd +2 Adept Soldier
3rd +2 Imperial Subclass
4th +2 Ability Score Improvement
5th +3 The Emperor Protects
6th +3 Ability Score Improvement
7th +3 Imperial Subclass feature
8th +3 Ability Score Improvement
9th +4 The Emperor's Light
10th +4 Imperial Subclass feature, The Emperor Protects improvement
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 The Emperor's Rage
14th +5 Ability Score Improvement
15th +5 Imperial Subclass feature, The Emperor Protects improvement
16th +5 Ability Score Improvement
17th +6 Imperial Subclass feature, Hardened Veteran
18th +6 Imperial Subclass feature
19th +6 Ability Score Improvement
20th +6 Imperial Subclass feature, The Emperor Protects improvement

Creating an Imperial - !Needs update!

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build - NEEDS UPDATE!!!

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

Class Features

As an Imperial Guardsman, you gain the following class features.

Hit Points


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

Proficiencies


  • Armor: All Armor
  • Weapons: Simple weapons, Martial Weapons
  • Tools: One musical instrument of your choice
  • Saving Throws: Strength, Wisdom
  • Skills: Religion and choose two additional from Athletics, Insight, Medicine, Nature, Perception, Stealth
IMPERIAL GUARD
BY FENRISÚLFR & BLUE_N0VA

Equipment

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

  • (a) chain mail or (b) leather armor, a short bow, and 20 arrows

  • (a) a handaxe and a trench shovel* or (b) any two simple weapons

    • trench shovel is handaxe stats but bludgeoning damage
  • (a) a warhammer and one martial weapon or (b) two martial weapons

  • (a) a dungeoneer's pack or (b) an explorer's pack

Guardsman Basic Training

At 1st level, you choose a fighting style from the Fighter list. (pg 72 PHB)

Archery

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

Defense

While you are wearing armor, you gain a +1 bonus to AC

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed property for you to gain this benefit.

Take the Bullet (Homebrew)

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to become the target of that attack, but you use the original target's AC

Two-Weapon Fighting

WHen you engage in Two weapon Fighting, you can add your ability modifier to the damage of the second attack.


Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your guardsman level. Once you use this feature, you must finish a short or long rest before you can use it again.


Adept Soldier

Gain profiency in one Vehicle or one Mount and add one tool proficiency of your choice


Imperial Subdivision

At 3rd level, you choose the type of Imperial Guard you wish to be: Cadian Shock Trooper, Kreigsman, or Guerrilla Fighter all of which are detailed at the end of the class description. Your choice grants you additional features at 7th level, and again at 10th, 15th, 17th, 18th, and 20th level.

The Emperor Protects

At 5th level, the Emperor has graced you with knowledge on how to better protect yourself. You inherently know how to get better performance out of any armor. Your AC is increased by 1. At 10th level AC increased by 2, at 15th level AC increases by 3, and at 20th level AC increases by 4 (AC increase is Guard Level / 5)

The Emperor's Light

True faith in the Emperor ensures his soldiers are never led astray. Starting at 9th level, you have advantage on saving throws against being frightened or charmed.

Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The Emperor's Rage

The Emperor abhors demons and devils. Starting at 13th level, add 1d10 radiant damage to any successful attack on fiends. This can be applied to all parts of the Cadian Shock Trooper's Cadia Stands action

Hardened Veteran

Your time in the guard has taught you the importance of eating and sleeping whenever possible and doing so quickly. As of 17th level, you no longer need deep sleep. By remaining semiconcious for 4 hours a day and meditating on the Emperor, you gain the same benefit non-elves do from 8 hours of sleep.

CADIAN SHOCK TROOPER
BY FENRISÚLFR & BLUE_N0VA

Cadian Shock Trooper

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Cadia Stands

Upon choosing this subclass, you are inspired to finish the fight no matter the cost.

After you die, you are FORCED to perform the Cadia Stands action if able.


You are able to perform Cadia Stands if:

  • you are dead
  • your body was not destroyed in death (such as in the disintegrate spell)
  • you have not been revived or reanimated before initiative count 20
  • you have not used Cadia Stands in the past 7 days

Cadia Stands: This attack is NOT treated as an attack action for the purposes of abilities such as Extra Attack.

During and after Cadia Stands, you are considered dead. You cannot be charmed or frightened, and cannot be healed by anything less than Revivify.

Cadia Stands occurs on initiative counts of 20 immediately following death (beating lair actions and losing all other ties).

  • Make a ranged weapon attack. You have proficiency with this attack if you normally do not have proficiency with your ranged weapon.

  • You MUST attack in the direction of the creature who caused you to die regardless if they are alive

    • any creature who is between you and your target will take the attack instead
    • rules for cover apply as normal

  • Upon a hit, in addition to normal damage calculation for the weapon used, the target takes 2d6 + your Proficiency Modifier of Radiant Damage

    • this attack does not make any projectiles aquire magical properties for the purposes of damage calculation or resistances. However the added Radiant damage is considered magical

Strength of the Fallen

At 7th level you ensure those who fell you, will regret angering a soldier of Cadia in your last breath. The radiant damage for Cadia Stands increases to 3d8 + Proficiency Modifier.




Fury of the Guard

At 10th level, the grip of death struggles to hold you back. Cadia Stands now requires you perform a second attack on the round following its first attack while still following Cadia Stands's initative rules. You cannot change targets from the creature who felled you under any circumstance. If you would take any damage or would be revived between these rounds, Cadia Stands immediately ends, and you perform no additional attacks. However, Cadia Stands must recharge for 7 days as if the action was uninterrupted.

Abadon's Bane

At 15th level you guarantee your own last breath is shared by the creature who finished you. The radiant damage for Cadia Stands increases to 5d10 + Proficiency Modifier.

Deadeye

At 17th level, you find clarity in the heat of battle. Double your proficiency bonus for any ranged attack roll and add your proficiency to the damage of any ranged attack. During Cadia Stands, instead add double your proficiency bonus to the damage.

Hell Hath No Fury

At 18th level, upon death you acquire a mystical well of strength. Cadia Stands now requires you to perform three attacks in total, one per round, each on initiative 20. As in Fury of the Guard if Cadia Stands would be interrupted between rounds, you do not perform additional attacks, and Cadia Stands must recharge as if it were uninterrupted

The Planet Broke Before the Guard

At 20th level, not even death can prevent a Cadia Shock Trooper from finishing their mission. Cadia Stands can no longer be interupted by taking damage. The action now lasts for 3 rounds as listed in Hell Hath No Fury Unless you are revived, reanimated, or your body is lost between these rounds as in a disintegrate spell.

Cadia Guard
Level
Cadia Stands Additional Damage
(per shot)
3rd - 6th + 2d6 + Prof Modifier
7th - 9th + 3d8 + Prof Modifier
10th - 14th + 4d8 + Prof Modifier
15th - 17th + 5d10 + Prof Modifier
18th - 20th + 6d10 + Prof Modifier
 

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