Magitek Soldiers Expanded
The Magitek military is an organised and fearsome machine full of technology and magic alike. Here you will find a more detailed and complete compendium of possible military operatives and soldiers for your more advanced and organised empires. This compendium will cover the Infantry Core, Specialists, Constructs, and leaders.
The Arcane Lance
The Magitek's signature weapon is the Arcane Lance. This weapon alone could lead any army to victory, but of course the Magitech have many more tricks up their sleeve. The weapon is close to the form of a musket or any other flintlock weapon, but instead of round bullets, it shoots pure magical energy. It draws from the inserted vials of essence and runes inscribed within the weapons ‘Core’. Most of these weapons are made to shoot bolts of focused but nearly invisible energy, this is purely because it is the easiest and cheapest to make. Force Rifles -as named by the soldiers- are relatively weak weapons compared to their counterparts as seen wielded by the Magitek Heavy Weapon’s Specialists. Their weapons all wield different capabilities and purposes, but for a foot soldier, a Force Rifle is more than enough to push the line.
Soldiers in Uniform
The Magitek army is an organised military force. A soldier is never alone, and never left behind. The brothers in arms will always be found in groups with a designated leader. Whether that be an honoured Foot Soldier, a Specialist, or an Officer, it doesn't matter. The decentralised nature of the army allows for soldiers to take lead based off veterancy and through a mutual respect. Every soldier is expected to do what is best for his or her squad, and are expected to make calls if need, while also ready to yield command to the most veteran among them while in the heat of battle.
The Infantry Core
The Infantry Core is the base bone of any modernised army. They are equipped with the most basic and standardised equipment and act as the main combatant of the military supported by all its smaller aspects. There are a few variants of the basic Foot Soldier as detailed below, each is suited to a different environment that the basic Foot Soldier might have trouble navigating
Foot Soldier
Medium humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 28 (4d8+5)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 12 (+1) 11 (0) 12 (+1) 10 (0)
- Skills Intimidation(+2), Athletics(+4)
- Senses passive Perception 11
- Languages Common
- Challenge 1/2 (100 XP)
Linemen. While within 5ft of a friendly creature, the Foot Soldier has advantage on strength saving throws
Actions
Entrenching Tool. A Foot Soldier is equipped with an enchanted entrenching tool. As an action a foot soldier may cast Mold Earth
Dagger/Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) piercing damage.
Force Rifle. Ranged Weapon Attack: +4 to hit, range 450/900 ft., one target. Hit 8 (1d12 + 2) force damage.
Arctic Soldiers
Medium Humanoid (Any Race), Any Alignment
- Armor Class 13(Padded Armour)
- Hit Points 32 (5d8+10)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 14 (+2) 15 (+2) 14 (+2) 11 (0) 12 (+1) 10 (0)
- Damage Resistances Cold
- Skills Intimidation(+2), Athletics(+4), Survival(+3)
- Senses passive Perception 11
- Languages Common
- Challenge 1/2 (100 XP)
Linemen. While within 5ft of a friendly creature, the Foot Soldier has advantage on strength saving throws
Arcric Training. An Arctic Soldier dose not gain negative effects from being in a cold environment
Actions
Entrenching Tool. A Foot Soldier is equipped with an enchanted entrenching tool. As an action a foot soldier may cast Mold Earth
Dagger/Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) piercing damage.
Force Rifle. Ranged Weapon Attack: +4 to hit, range 450/900 ft., one target. Hit 8 (1d12 + 2) force damage.
Art Credit: Public Domain Image
Desert Soldiers
Medium Humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 22 (4d8+4)
- Speed 25 ft(Walking)
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 11 (0) 12 (+1) 10 (0)
- Damage Resistances Fire
- Skills Intimidation(+2), Athletics(+4), Survival(+3)
- Senses passive Perception 11
- Languages Common
- Challenge 1/2 (100 XP)
Linemen. While within 5ft of a friendly creature, the Foot Soldier has advantage on strength saving throws
Desert Training. A Desert Soldier dose not gain negative effects from being in a hot environment
Actions
Entrenching Tool. A Foot Soldier is equipped with an enchanted entrenching tool. As an action a foot soldier may cast Mold Earth
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6 (1d6 + 3) piercing damage.
Force Rifle. Ranged Weapon Attack: +5 to hit, range 450/900 ft., one target. Hit 9 (1d12 + 3) force damage.
Specialists
Specialists make up the rest of the Magitek Militaries Infantry Forces. Specialists include any and all supportive infantry combatants, they are normally specially trained and dedicated to a single role in combat. For every 5 foot soldiers you can normally find one Specialist, although they are normally deployed based their need in combat
Specialist(Cavalry)
Medium Humanoid (Any Race), Any Alignment
- Armor Class 13(Leather Armour)
- Hit Points 28(5d8+5)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 13 (+1) 15 (+2) 12 (+1) 11 (0) 14 (+2) 10 (0)
- Skills Intimidation(+2), Athletics(+3), Perception(+4), Animal Handling(+4)
- Senses passive Perception 14
- Languages Common
- Challenge 1 (200 XP)
Mounted. A Cavalry Specialist has a mount, refer to the War Horse(MM pg.340) stat block for this. When the Cavalry Specialist's mount is attacked, they may redirect the attack to themself.
Actions
Cavalry Charging Saber. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 4 (1d6 + 1) Slashing damage. Add 3(1d6) thunder damage to the attack for each interval of 10ft moved in a straight line before the attack was made
Blasting Rifle. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 10(3d4 + 2)Fire damage.
Specialist(Heavy Weapons)
Medium Humanoid (Any Race), Any Alignment
- Armor Class 18(Plate Armour)
- Hit Points 39(6d8+12)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 15 (+2) 16 (+3) 14 (+2) 11 (0) 12 (+1) 10 (0)
- Skills Athletics(+4), Arcana(+2), Intimidation(+2)
- Senses passive Perception 11
- Languages Common
- Challenge 2 (450XP)
Heavy Weapons The Heavy Weapons’s Specialist may not use a weapon with the Heavy Weapon trait if he has moved this turn
Sturdy. The Heavy Wepons’s Specialist has advantage on ability checks and saving throws to avoid being knocked prone, or pushed back
Actions
Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.
Force Pistol. Ranged Weapon Attack: +5 to hit, range 90/180 ft., one target. Hit 8 (1d10 + 3) force damage.
Heavy Flame Rifle. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 15 (4d6 + 3) Fire damage. Heavy Weapon. Any creature standing in between the Heavy Weapon Specialist and its target must make a DC13 Dexterity saving throw. On a fail, they also take the weapon’s damage. On a success, they take half
Arcane Drill. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2d10 + 2) piercing damage + 7(2d6) Lightning damage. Heavy Weapon
Specialist(Magebreaker)
Medium Humanoid (Any Race), Any Alignment
- Armor Class 13(Leather Armour)
- Hit Points 33(6d8+6)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 12 (+1)
- Saving Throws Wisdom(+4)
- Skills Athletics(+4), Arcana(+4), Intimidation(+3)
- Senses passive Perception 12
- Languages Common
- Challenge 3 (700 XP)
Anti-Magic Aura. Creatures within 10ft of a MageBreaker have disadvantage to hit with spell attacks, have disadvantage on their concentration checks, and creatures targeted by their spells have Advantage on their saving throws
Anti-Magic Armour. Magebreakers have advantage on saving throws against spells. spell attacks have disadvantage against a Magebreaker
Actions
Multi-Attack. The Magebreaker may make two attacks with its shortsword, or one attack with its blasting rifle when taking the attack action
Enchanted Short Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5(1d6 + 2) damage.
Blasting Rifle. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 10(3d4 + 2)Fire damage.
Specialist(Medic)
Medium humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 22 (4d8+4)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 12 (+1) 12 (+1) 15 (+2) 10 (0)
- Skills Athletics(+4), Medicine(+4)
- Senses passive Perception 12
- Languages Common
- Challenge 1 (200 XP)
Linemen. While within 5ft of a friendly creature, the Medic has advantage on strength saving throws
Actions
First Aid Kit. A Medic is equipped with a magical set of medical tools. The Medic May cast cure wounds at first level 3 times before the kit needs to be replenished. The kit also counts as a healer’s kit
Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.
Force Rifle. Ranged Weapon Attack: +3 to hit, range 450/900 ft., one target. Hit 7 (1d12 + 1) force damage
Bonus Actions
Frontline Suport. A Medic May Cast Healing word at first level 2/day
Specialist(Sapper)
Medium humanoid (Any Race), Any Alignment
- Armor Class 12(Leather)
- Hit Points 22(4d8+4)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 12 (+1) 15 (+2) 11 (0) 11 (0)
- Skills Carpentry Tools(+4), Arcana(+4), Athletics(+4)
- Senses passive Perception 10
- Languages Common
- Challenge 1/2 (100 XP)
Actions
Planted Explosive. A sapper may spend its action to place an explosive charge. It may detonate the explosive as a free action at any range on its turn telepathically. When detonated, all creatures within a 30ft radius must make a DC14 Dexterity saving throw. On a fail, the target takes 28(8d6) thunder damage, structures take double damage. On a success, the target takes half damage. The sapper may only have one explosive active at a time
Repair Construct. a Sapper may spend its turn to repair a construct with 5ft of it. It heals the construct by 9(1d10+4) hit points
Trench Club. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5(1d6 + 2) bludgeoning damage.
Force Rifle. Ranged Weapon Attack: +3 to hit, range 450/900 ft., one target. Hit 7 (1d12 + 1) force damage
Bonus Actions
Improved Entrenching Tool. A Sapper is equipped with an enchanted entrenching tool. As a bonus action a sapper may cast Mold Earth
Specialist(Sharpshooter)
Medium Humanoid (Any Race), Any Alignment
- Armor Class 14(Leather)
- Hit Points 22(4d8+4)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 11 (0) 16 (+3) 12 (+1) 13 (+1) 14 (+2) 10 (+0)
- Skills Athletics(+2), Perception(+4), Stealth(+5)
- Senses passive Perception 14
- Languages Common
- Challenge 2 (450 XP)
Crow's Nest. When prone, The sharpshooter gains advantage on ranged attacks
Actions
Cloaking device. The Sharpshooter may cast invisibility on them self 2/day
Short Sword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 6(1d6 + 3) slashing damage.
Focus Rifle. Ranged Weapon Attack: +5 to hit, range 450/900 ft., one target. Hit 16(2d12 + 3) force damage. The sharpshooter may use its full movement to gain a +2 to hit, and a +2 to damage
Specialist(SpellCaster)
Medium Humanoid (Any Race), Any Alignment
- Armor Class 13(studded leather)
- Hit Points 22(4d8+4)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 12 (+1) 16 (+3) 15 (+2) 10 (0)
- Skills Athletics(+4), Arcana(+5), Intimidation(+2)
- Senses passive Perception 12
- Languages Common
- Challenge 2 (450XP)
War Mage. The Specialist has advantage on concentration checks
Spellcasting. The Specialist is a 3th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Specialist has the following wizard spells prepared:
Cantrips(at will): fire bolt, shocking grasp
1st level(4 spell slots): burning hands, chromatic orb, magic missile, thunderwave
2nd level(2 spell slots): enlarge/reduce, misty step
Actions
Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.
Force Rifle. Ranged Weapon Attack: +3 to hit, range 450/900 ft., one target. Hit 7 (1d12 + 1) force damage
Constructs
Constructs are the heavy hitters, and tanks of the Magitek Military. They are normally the ones that lead the charge and are expected to give their lives to save every soldier they can. They serve both offensive and defensive roles in combat. Each construct is referred to in a simple and easy to remember classification that resembles their intended role in combat. From there, each construct is then numbered, although soldiers have been known to give nicknames to their units constructs
Magitek Construct(Assault)
Huge Construct , Any Alignment
- Armor Class 16(Natural Armour)
- Hit Points 43(5d12+10)
- Speed 60 ft(Walking)
STR DEX CON INT WIS CHA 15 (+2) 18 (+4) 14 (+2) 10 (0) 10 (0) 10 (0)
- Skills Athletics(+5)
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Poisoned, Unconscious
- Senses Blindsight 20ft, passive Perception 10
- Languages Can understand common but cannot speak
- Challenge 5 (1800 XP)
All Terrain Walker. The Assault Construct ignores rough terrain
Actions
Multi-Attack. The assault construct may make 3 attacks with its eldritch cannon and eldritch blade in any combination
Eldritch Blade. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit 15(2d12 + 2) slashing damage plus 7(2d6) force damage
Eldritch Cannon. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit 15(2d10 + 4) force damage.
Magitek Construct(Support)
Huge Construct , Any Alignment
- Armor Class 18(Natural Armour)
- Hit Points 92(8d10+40)
- Speed 40ft(Hover)
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 20 (+5) 10 (0) 10 (0) 10 (0)
- Saving Throws Constitution(+7)
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Poisoned, Unconscious, Prone
- Senses Blindsight 20ft, passive Perception 10
- Languages Can understand common but cannot speak
- Challenge 5 (1800 XP)
Transport. The Support Construct may carry up to 20 soldiers of medium or smaller size inside of it, while inside these soldiers cannot be targeted by attacks and are unaffected by AOE's that incase the construct. if the construct is destroyed with people inside they immediately take 52(8d12) bludgeoning damage and are pushed outside the construct. Creatures may leave the support construct at the cost of a bonus action
Actions
Multi Attack. The Support construct may make 3 attacks with its eldritch cannons
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit 7(1d12 + 2) damage.
Eldritch Cannons. Ranged Weapon Attack: +4 to hit, range 120 ft., one target. Hit 12(2d10 + 1) Force damage.
Bonus Actions
Healing Station The Support Construct may heal up to 3 allied creatures within 10ft for 9(1d12+3) hit points
Magitek Construct(Bulwark)
Large Construct , Any Alignment
- Armor Class 20(Natural Armour)
- Hit Points 57(6d10+24)
- Speed 25 ft(Walking)
STR DEX CON INT WIS CHA 16 (+3) 9 (-1) 18 (+4) 10 (0) 10 (0) 10 (0)
- Saving Throws Constitution(+7)
- Skills Athletics(+6)
- Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
- Damage Immunities Poison, Psychic
- Condition Immunities Charmed, Exhaustion, Frightened, Incapacitated, Poisoned, Unconscious
- Senses Blindsight 20ft, passive Perception 10
- Languages Can understand common but cannot speak
- Challenge 5 (1800 XP)
Siege. The Bulwark Construct deals double damage to structures
Actions
Hunker Down. using its action the Bulwark Construct may hunker down and place itself as a wall for its allies. it provides full cover and gains resistance to all damage types. the Bulwark Construct may not perform any actions while in this form. The Bulwark construct may end this ability at anytime
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit 10(2d6 + 3)bludgeoning damage. The Bulwark construct may attempt to grapple its target when a successful slam attack is made
Infusion Siege Cannon. Ranged Weapon Attack: +2 to hit, range 15/60 ft., one target. Hit 12 (2d12-1)Force Damage.
Reaction
Sentinel's Shield. When an attack is made against an ally within 10ft of the Bulwark construct, the Bulwark Construct may spend its reaction to give the ally its own AC until the start of the Bulwark Construct's next turn
Leaders
Leaders are found few and far between on the field, but still hold up an important supportive role in keeping the footsoldiers together in the heat of battle. Leaders are normally Officers and Commanders. They hold the line together by large moral and supportive buffs
Field Officer
Medium humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 39(7d8+7)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 16 (+3)
- Skills Athletics(+3), Persuasion(+5), Intimidation(+5)
- Senses passive Perception 12
- Languages Common
- Challenge 3 (700XP)
Commanding Presence. All friendly creatures that can hear, understand, and see the officer have advantage on saving throws against being frightened
Dueling Pistols. The Officer may make attacks with his Force Pistol within 5ft of a hostile creature without incurring disadvantage
Actions
Multi-Attack. A Field Officer may make two attacks with his scimitar, and one with his Force Pistol
Orders: Move! The Field officer may command his men forward on the battlefield. select 3 friendly creatures that can hear and see the field officer, they may move their movement as reactions
Force Pistol. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 7 (1d10 + 2) force damage
Officer’s Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) Slashing damage.
Bonus Actions:
Rally. The Officer bolsters his men with an inspiring roar of ferocity and courage. All friendly creatures that can hear and see the officer gain 8(1d10+3) temporary HP
Fire Support Officer
Medium humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 39(7d8+7)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 16 (+3)
- Skills Athletics(+3), Persuasion(+5), Intimidation(+5)
- Senses passive Perception 12
- Languages Common
- Challenge 3 (700XP)
Commanding Presence. All friendly creatures that can hear, understand, and see the officer have advantage on saving throws against being frightened
Specialist Officer. Any Specialist that can hear and see the fire support officer has advantage on their attacks
Actions
Multi-Attack An officer may make two attacks with his scimitar, and one with his Force Pistol
Orders: Fire!. The fire support officer may command his men forward on the battlefield. select 3 friendly creatures that can hear and see the fire support officer, they may make an attack as a reaction.
Force Pistol. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 7 (1d10 + 2) force damage
Officer’s Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) Slashing damage.
Infantry Commander
Medium humanoid (Any Race), Any Alignment
- Armor Class 16(Breast Plate)
- Hit Points 44(8d8+8)
- Speed 30 ft(Walking)
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 12 (+1) 15 (+2) 14 (+2) 18 (+4)
- Skills Athletics(+3), Persuasion(+6), Intimidation(+6)
- Senses passive Perception 12
- Languages Common
- Challenge 4 (1100XP)
Commanding Presence. All friendly creatures that can hear, understand, and see the officer have advantage on saving throws against being frightened
Dueling Pistols. The Infantry Commander may make attacks with his Force Pistol within 5ft of a hostile creature without incurring disadvantage
Actions
Multi-Attack the Infantry Commander may make two attacks with his scimitar, and two with his Force Pistol
Orders: Attack! The Infantry Commander may command his men forward on the battlefield. select 4 friendly creatures that can hear and see the Infantry Commander, they may move their movement and make an attack as a reaction.
Force Pistol. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 7 (1d10 + 2) force damage
Officer’s Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) Slashing damage.