The Militiaman
The Scholt Militia of Shocastte does not use the traditional meaning of the word, being as far as possible from a disorganized group of poorly trained fighters. While Militiamen are volunteers, they are additionally some of the most physically capable humanoids possible. While they may be few in number, oftentimes only one is needed to solve any given problem. They are majorly used as enforcers, with only the most righteous individuals ever managing to complete the training... for the most part.
The standards for becoming a proper militiaman are extremely high, with a Militiaman only being considered as a trainee until reaching level 11. They must undergo a training regimen consisting of relentless strength training, self-starvation, and esoteric forms said to develop impossible techniques, which has the full potential to destroy the body. Their goal above all else is peak endurance, resilience, and efficiency of the body, rather than focus on raw power and skill as most fighters do.
While there is a code that Militiamen are supposed to follow, due to an extreme deficit of manpower, it is infamously poorly enforced. Even trainees are often sent out unsupervised, with results mattering more than methods. However, particularly bad actors will likely have to contend with other, more experienced Militiamen attempting to take their head.
Militiaman Features
As a Militiaman, you gain the following class features
Hit Points
- Hit Dice: 1d12 per Militiaman level
- Hit Points at 1st Level: 12 + Constitution modifier
- Hit Points at Higher Levels: 1d12 (or 7) + Constitution
Proficiencies
- Armor: Light Armor
- Weapons: Heavy two-handed weapons, Simple weapons, Militiaman weapons
- Tools: Woodcarver's Tools, Smith's Tools
- Saving Throws: Strength, Constitution
- Skills: Choose two from Athletics, Acrobatics, Sleight of Hand, Investigation, Nature, Insight, Perception, or Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Leather Armor or (b) an Explorer's Pack
- (a) Combat Knife and Crank Pistol or (b) Greatsaber and Compound Bow
Creating a Militiaman
When you create a militiaman, contemplate why did you choose to follow such a demanding path? Were you the victim of a grand-scale crime, and want to ensure that order is maintained in the future? Are you an extreme patriot? Do you simply have no goals except to follow orders? Or do you simply want to uncover the secrets behind the strength of the militia, to use for selfish gain?
Quick Build
Constitution is the most important ability score for a Militiaman, followed by Strength or Dexterity.
Multiclassing
You must have a Constitution score of 16 or higher to multiclass in and out of this class.
You gain proficiency in Militiaman weapons, Heavy two-handed weapons, and Light Armor.
Quick Links
Militiaman
| Level | Prof. Bonus | Features | Reserve Dice | Reserve Die Size | Militiaman Techniques | Capabilities Known |
|---|---|---|---|---|---|---|
| 1 | +2 | Unarmored Defense, Reserves, Combatant | 2 | d4 | — | — |
| 2 | +2 | Capabilities, Tough Flesh | 3 | d4 | — | 1 |
| 3 | +2 | Militiaman Techniques, Archetype | 4 | d4 | 1 | 2 |
| 4 | +2 | Ability Score Increase | 5 | d4 | 1 | 2 |
| 5 | +3 | Extra Attack | 6 | d6 | 2 | 3 |
| 6 | +3 | Archetype Feature | 7 | d6 | 2 | 3 |
| 7 | +3 | Efficiency, Tough Flesh (Strength) | 9 | d6 | 3 | 4 |
| 8 | +3 | Ability Score Increase | 10 | d6 | 3 | 4 |
| 9 | +4 | Archetype Feature | 10 | d8 | 4 | 5 |
| 10 | +4 | — | 10 | d8 | 4 | 5 |
| 11 | +4 | Mastered Training | 12 | d10 | 5 | 7 |
| 12 | +4 | Ability Score Increase | 14 | d10 | 5 | 7 |
| 13 | +5 | Steely, Efficiency (x2) | 15 | d10 | 5 | 8 |
| 14 | +5 | Tough Flesh (Dexterity) | 16 | d10 | 5 | 8 |
| 15 | +5 | Overwhelming | 17 | d12 | 5 | 9 |
| 16 | +5 | Ability Score Increase | 18 | d12 | 5 | 9 |
| 17 | +6 | Archetype Feature, Steely (x2) | 20 | d12 | 5 | 10 |
| 18 | +6 | — | 22 | d12 | 5 | 10 |
| 19 | +6 | Ability Score Increase | 24 | d12 | 5 | 11 |
| 20 | +6 | Steely (x3) | 25 | d12 | 5 | 12 |
Unarmored Defense
Starting at level 1, you begin to train your bones and skin to take direct hits usually blocked by armor. While not wearing armor or carrying a shield, your AC equals 10 + your Constitution modifier + your Strength modifier.
Reserves
You can push well past your normal means, drawing on your well of energy to fight harder than is otherwise possible. This reserve of energy is represented by a pool of reserve dice, the size and number of which is shown in the Reserve Dice column of the Militiaman table. You regain all of these dice on a long rest. You start with two ways to use these reserve dice, and can gain more as you level up in this class.
- Brace. When taking damage, as a reaction, you can expend and roll one reserve die to reduce the damage taken by that amount plus your Constitution modifier.
- Endure. When forced to make a saving throw, as a reaction, you can expend and roll one reserve die to add it to your result.
Combatant
When dealing damage with an unarmed strike or light weapon, you may use your Reserve die in place of its normal damage. Additionally, your unarmed strikes count as light melee weapons, and as long as you don't attack with a two-handed weapon on your turn, you can always use a bonus action to make a single attack with a light weapon.
Capabilities
While your training is strict and intense, individuals are also encouraged to develop their own methodologies and techniques, personalized to exclusively themselves. You learn one of the Militiaman Capabilities listed at the end of this class, and learn more at certain levels as shown in the Capabilities Known column. Upon leveling up, you may replace one of your capabilities with another Militiaman Capability.
If a capability forces a saving throw, the DC is determined as:
Capability Save DC = 8 + your Prof. Bonus + your Constitution Modifier.
Tough Flesh
At 2nd level, you can hold yourself steady in the face of violent phenomena, allowing you to more effectively resist harmful effects. When making Constitution saving throws against effects that you can see, such as traps and spells, you can treat any roll lower than 8 on the die as an 8. Starting at 7th level, this benefit extends to Strength saving throws, and to Dexterity saving throws at 14th level. To gain this benefit, you can't be incapacitated.
Militiaman Techniques
All trainees strive to master six primary techniques in order to become a militiaman. You can learn these techniques in any order, but it takes time. You learn your first technique at 3rd level, choosing from the list on the next page, then learn more techniques of your choice as you level up, as shown in the Militiaman Techniques column until you have learned all of them.
Militiaman Archetype
Additionally at 3rd level, you've begun to adopt particular proclivities and mannerisms, leaning into a certain way of getting things done. Choose an archetype that most befits your style, from Assault, Tactician, or Conduit.
Ability Score Improvement
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
Starting at 5th level, you can attack twice, instead of once, when you take the attack action on your turn.
Efficiency
Starting at 7th level, your body is finally acclimating to the harsh conditions you put it through. Once per long rest, you can recover an amount of Reserve dice equal to one roll of your Reserve die as a bonus action. You gain a second usage of this feature at level 13.
Mastered Training
Starting at 11th level, you have finally completed your militiaman training. Once per long rest, when taking damage or failing a saving throw, you can instead take no damage or succeed on the saving throw. Additionally, your attacks count as magical for purposes of overcoming resistance.
Steely
Starting at 13th level, your constitution score increases by 2, up to a maximum of 26. It increases again in this way at 17th level, and again at 20th level.
Overwhelming
Starting at 15th level, you have an aura which can make others feel utterly hopeless. As an action, you can force all creatures of your choice within 15 feet to make a Charisma saving throw against your Capability save DC. On a failed save, the creature is frightened for one minute, during which time it cannot take any action against you or any creatures friendly to you. The condition ends if you or any of your allies miss it with an attack roll or force it to make a saving throw which it succeeds, after which the creature becomes immune to this feature until your next long rest.
'Cover' rules:
Being a defensive, hard-to-kill class, the militiaman's primary role in a group is to take heavy hits. However, it is just as easy for enemies to target their allies instead. It's reccomended that you allow all players to 'cover' one of their allies within 10 feet as a universal reaction, allowing them to redirect all attacks directed at that ally to themself until the beginning of their next turn.
Militiaman Weapons
Militiaman weapons do not count as martial weapons or simple weapons, and require a unique proficiency.
Greatsaber
1d8 Slashing damage, Versatile (2d6)
This sabre differs from traditional sabres by having a much thicker and longer blade, allowing it to be more effective in the hands of a fighter who is equal parts skilled and strong. It is favored by militiaman for its ability to allow a free a hand for grappling unruly opponents at any time.
Combat Knife
1d8 Slashing damage, Light
This oversized, but sturdy knife is given to all aspiring recruits, and is favored by particularly speedy and aggressive fighters who disregard their own safety entirely.
Crank Pistol
2d10 Piercing damage, Light, Ranged (30/90 ft.), Special
Special: Every other attack with this weapon must be spent cranking the gun, which has no effect other than preparing its next attack.
A strange-looking, bulbous pistol with a crank mechanism on the side. It draws in and compresses air when cranked, filtering out the oxygen into a separate chamber, then ignites it with a high-power spring wound by the same crank mechanism to fire the air bullet. While certainly harder to use than other guns, it still has a surprising amount of power, and has the advantage of requiring no ammo.
Shoulder-Mounted Chaingun
3d4 Piercing damage, Heavy, Two-handed, Ranged (40/120 ft.), Ammunition, Special
Special: Attacks with this weapon are always made at disadvantage. However, if the attack would normally be made without disadvantage, you make two attacks, instead of one, and if it would be made with advantage, you make three attacks, instead of one.
A heavy rig to carry around a heavy gun, braced on the shoulders. A trigger extends to the chest of the user to allow them to easily fire the chaingun. This weapon is favored by fighters who lack speed or strategy, simply blasting away all opposition. Users of this weapon are often ridiculed by their peers for a reliance on technology.
Compound Bow
1d10 Piercing damage, Heavy, Two-handed, Ammunition (80/450 ft.), Special
Special: Attack and damage rolls using this weapon are made with Strength, instead of dexterity.
A relatively complex shortbow corded in such a way to require, and deliver, much more power. Users of this weapon tend to be already experienced fighters with some attachment to traditional bows, or are simply meticulous and prefer to start fights from a safe distance.
Militiaman Techniques
Hand Cannon
You become capable of generating bullets of compressed air using only your body, ensuring you are always in possession of a ranged weapon. You have a natural weapon with a range of 30/90 feet and the loading property, which deals damage equal to one roll of your Reserve die, using your Constitution modifier for attack and damage rolls. When using this weapon, you can expend one reserve die to roll it and add it to the attack or damage roll. You must have a hand free to use this weapon.
The common method of performing this technique is to breathe deeply and cup your hands to your mouth like the barrel of a gun, and release all the air from your lungs at once to fire it as a projectile.
Instantaneous Leap
You can briefly move so fast that you become intangible. You gain the ability to teleport when moving during your turn, expending 2 feet of movement for every foot traveled this way. You can teleport through the spaces of creatures and thin barriers, such as the steel bars of a prison cell, but not through solid walls.
The common method for performing this technique is to simply crouch low to the ground before kicking off with as much force as possible. Do note that your own mind is likely not fast enough to keep up with this technique either, which has led to many trainees turning themselves around and becoming dizzy upon using this technique.
Mental Barrier
Through force of will, you manifest a physical barrier of mental fortitude. As an action, you gain temporary hit points equal to your constitution modifier, and can expend reserve dice up to your Proficiency bonus, rolling them and adding the total to the Temp HP gained. While you have these temporary hit points, you additionally gain a +2 AC bonus. You can use this technique a number of times equal to your Proficiency bonus, and regain all uses at the end of a long rest.
Perfect Body
Your body is finally acclimating to the harsh conditions you put it through. You gain the following benefits:
- You only need to eat, sleep, and drink 1/3rd as much as normal in order to stay fully sated and healthy.
- Using your Brace or Endure features no longer takes a reaction, but only be used once per round each.
- The first time you are reduced to 0 hit points, you are instead reduced to 1 hit point. This ability recharges after a long rest.
Recede
You always passively stay on guard, both mentally and physically. You gain the following benefits:
- During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
- You gain a +1 bonus to AC. This bonus increases to +2 if you do not move on your turn.
- Your Tough Flesh feature extends to Wisdom saving throws.
Miltiaman Capabilities
Take Down
By expending one or more Reserve dice, you can take the grapple or shove actions as a bonus action, adding the total rolled to your Athletics check.
Bulwark
Once per round, when a creature other than you within 20 feet of you takes damage, you can reduce that damage by an amount up to twice your Militiaman level (no action required), but then lose hit points equal to the amount of damage reduced. If you are effected by the same area of effect as multiple other creatures, such as the explosion of a Fireball, you can use this capability on all creatures within that area that took damage.
Smoke Bomb
Twice per short or long rest, you can cast Fog Cloud as a bonus action.
Strength in Unity
When flanking a target, you may choose to gain temporary HP equal to your Constitution modifier at the beginning of each of your turns. These temporary hit points disappear at the end of your next turn.
Self-Dislocate
When you make a melee weapon attack on your turn, you can expend reserve dice up to your proficiency bonus to increase your reach for that attack by 5 feet per reserve die. The first time you target a creature with this attack, you make the attack with advantage as they are surprised by the technique.
Instant Opening
As a reaction when a creature within makes a successful melee attack against you, you can expend 2 Reserve dice and attempt to counterattack. Make an attack roll. If your attack roll exceeds theirs, you can instantly make a single attack with a light weapon or unarmed strike against them, and the triggering attack deals only half damage.
Rushdown
As an action, you may expend and roll an amount of Reserve dice up to half your Militiaman level rounded up, with a minimum of 2. For each die rolled, you must make a separate special attack, making an unarmed strike attack roll and dealing damage equal to one roll of your Reserve die + 1 on a hit.
Disorient
Prerequisites: Instantaneous Leap
You use your extreme speed to throw off your opponents defenses. When you use your Instantaneous Leap technique and teleport within 5 feet of a creature, your next attack roll this turn against that creature has advantage. You can use this feature a number of times equal to your Proficiency bonus, and regain all uses at the end of a long rest.
Gather Strength
As an action once per short or long rest, you can gather your strength. For the next minute, or until you are knocked unconscious, you can treat your Strength score as if it was two points higher (effecting your modifier as well).
Imperceptible Jab
Prerequisites: Instantaneous Leap
In the tiny moment in which you travel forwards, you strike your opponent with your body. Once per turn, when using your Instantaneous Leap to move from one side of a creature to its opposite end, you can expend and roll one Reserve die, dealing slashing damage equal to the amount rolled (no action required).
Reflect
Prerequisites: Mental Barrier
When a creature deals damage which is only dealt to the Temp HP granted by your Mental Barrier, you can use a reaction to expend reserve dice up to half your Proficiency bonus (rounded up), immediately dealing damage equal to the total rolled to the attacker. The damage type is the same type you were damaged with.
Deflect
Prerequisites: Mental Barrier
You gain the innate ability to cast the Shield spell, twice per long rest, without needing or expending spell slots. You do not learn this spell, and cannot cast it with spell slots you may have.
Toxin Spit
Prerequisites: Hand Cannon
When using your Hand Cannon technique while affected by the Poisoned, Frightened, or Blinded conditions, you can exhale that condition along with the air used to create your projectile. Expend two reserve dice as part of the attack to end one of those conditions, and gain benefits to the attack based on the condition ended:
- Poisoned. The attack deals an additional 2d6 Poison damage on a hit, as the poison travels with the projectile.
- Frightened. The next attack made against the target is made with advantage, regardless of whether or not the attack is successful, as the projectile makes a startling screaming noise.
- Blinded. The target must succeed on a Wisdom saving throw or become blinded until the beginning of your next turn, as the projectile bursts into inky darkness.
Gale Cannon
Prerequisites: Hand Cannon
You subtly shift the method of your hand cannon to shoot out a wide-scope cutting blast of wind instead. You can expend and roll reserve dice up to your proficiency bonus as an action, forcing all creatures within a 30 foot cone originating from you to make a Strength saving throw, taking damage equal to the amount rolled plus your Constitution modifier on a failed save, and getting pushed 10 feet away from you, or taking half as much damage on a failed save without being pushed.
Entrench
Prerequisites: Perfect Body
If you haven't moved this turn, you may use a bonus action to dig your heels in. While you are in this stance, your movement speed is set to 0, but you gain the following benefits:
- You gain a bonus to your AC equal to your proficiency bonus.
- You can add 1d6 to all saving throws you make.
- Once per turn, you can resist an effect that causes you to be moved against your will.
You can end the effects of this capability as a bonus action.
Zombie
Prerequisites: Perfect Body
On your turn, if you are currently at 0 hit points, you may expend and roll one Hit Die in order to regain HP equal to the total rolled. You can use this feature an amount of times equal to your Proficiency bonus, and regain all uses at the end of a long rest.
Instinctual Compression
Prerequisites: Perfect Body
You have trained your internal organs to automatically perform CPR on themselves when you would be knocked unconscious. When you are restored to one hit point from your Perfect Body technique, you can expend two Reserve dice to additionally regain half of your hitpoints.
Momentum Lock
Prerequisites: Perfect Body
You make your physical body so perfectly still that the laws of thermodynamics momentarily don't apply. As a reaction after your body is moved, be it by yourself or something else, you can momentarily 'lock' your momentum to what it currently is, moving with the same velocity and direction. At the beginning of your next turn, you repeat the movement that triggered this reaction, and the effects of this capability end. When colliding with a solid object or creature, it will stop you in place. You cannot use this capability as a reaction to movement made with this capability.
*Remember, movement can be vertical, too! Things like holding yourself still in mid-air can take you out of an opponent's reach, so get creative!
Vitality Drain
Prerequisites: Recede
You drain the very vitality of a target. In place of an attack, you can expend two reserve dice to make an unarmed strike attack roll against a target within 5 feet. On a success, you deal necrotic damage equal to the total rolled (do not add your ability modifier) and regain HP equal to the damage dealt.
Detonate
Prerequisites: Recede
As an action, you store up your power before releasing it all at once in an overwhelming burst. All creatures within 20 feet of you must make a Dexterity saving throw, taking force damage equal to your Constitution modifier plus a number of reserve dice to twice your proficiency bonus on a failed save, or half as much on a success. You automatically succeed on this saving throw, taking half damage. Once you use this capability, you must finish a long rest before using it again.
Harden Blood
Prerequisites: 5th level
As a reaction to taking damage equal to or greater than twice your level, you can harden your blood, and it takes on a sharp, crystalline structure. You can use this crystallized blood as a natural weapon with the two-handed, heavy, and reach properties which you are proficient in, which deals 1d10 slashing damage and uses your Constitution modifier for the attack and damage rolls. At 11th level, its damage increases to 1d12. Additionally, this weapon cannot be taken from your hands, and as a bonus action after hitting a target with this weapon, you cause it to shatter, sending a burst of shards that force all creatures of your choice within 15 feet of the target (including the target) to make a Dexterity saving throw or take 2d8 slashing damage. After one minute, the blood halberd will melt back into mundane, liquid blood, becoming useless.
Regeneration
Prerequisites: 9th level
At the beginning of each of your turns, if you have less than half your maximum hit points and more than 0, you regain 1 HP.
Anvil Kick
Prerequisites: 5th level
You learn the Skullstomp spell, and can cast it twice per long rest at its lowest level without expending a spell slot. Constitution is your spellcasting ability for this spell. You can take this capability a second time to cast it at 3rd level instead of 1st level.
Lay Traps
Prerequisites: 5th level
As an action, you can produce a spread of traps in front of you. You decide the appearance and nature of these traps, but they are plainly visible to all creatures. Choose up to 8 unoccupied spaces within 40 feet of you to lay these traps on. When a creature steps onto one of these spaces, they immediately take damage equal to 3 rolls of your Reserve die. After 1 minute, all of these traps become inert and disappear. You can use this capability twice per long rest.
Immutable
Prerequisites: 5th level
When a creature moves in a way which would provoke an attack of opportunity from you, even if they take the disengage action or otherwise do not provoke opportunity attacks, as a reaction, you can force them to make a Charisma saving throw. On a failed save, their movement speed is set to 0 until the end of their current turn. You can force this save as part of an attack of opportunity by expending one Reserve die.
Enrage
Prerequisite: 5th Level
Once per long rest, if you have half of your maximum hit points or fewer, then as a bonus action, you can fly into a violent rage for 1 minute. During this time, you have a +2 bonus to Armor Class, and when you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
Competetive
Prerequisite: 5th Level
You have advantage on your ability check when making contested ability checks.
Rocket Battery
Prerequisites: 9th level
You can unleash a storm of homing projectiles that never fail you. You gain a number of charges of this capability equal to your proficiency bonus. You can expend one of these charges as an action to cast the Magic Missile spell, and expend extra charges to increase the level of the spell by 1 for each charge spent. When cast in this way, the spell deals bludgeoning damage, and the targets and all creatures within 5 feet of any of the targets must make a Dexterity saving throw or take fire damage equal to two rolls of your reserve die. You can take this capability a second time to gain twice the charges.
Killer Stare
Prerequisites: 9th level
As a bonus action, you may expend and roll Reserve dice up to your Proficiency bonus to force a creature which can see you within 90 feet to make a Wisdom saving throw. On a failed save, the target takes psychic damage equal to the total rolled, or half as much on a successful save.
Skullstomp
1st-level Transmutation
- Casting Time: 1 attack
- Range: Self
- Components: S
- Duration: Instantaneous
As part of the casting of this spell, you expend any amount of grounded movement to make a vertical jump, ascending an amount equal to the movement spent, then move up to 10 feet in mid-air. If you would land in the space of a creature, they must make a Dexterity saving throw or take the full amount of falling damage in your place.
Alternatively, this spell can be used as a reaction when falling onto a creature. You may not ascend when the spell is cast in this way, but if you successfully land on the creature, the spell takes effect and they take the full fall damage.
At Higher Levels. For each level above first, a target takes an additional 1d6 bludgeoning damage if you successfully land on them.
Resistant
Prerequisites: 9th level
You gain proficiency in one type of saving throw of your choice. You cannot gain this capability more than once.
S.L.A.M
Prerequisites: 9th level
As an action, you can expend one Reserve die to place a bomb on any space within 5 feet of you, occupied or otherwise. This bomb is clearly visible, and you cannot move on the same turn you place it. As a bonus action, you can detonate this bomb, forcing all creatures within 15 feet to make a Dexterity saving throw or take 5d10 Fire damage, taking half as much on a successful save.
Concussion
Prerequisites: 13th level
When making a weapon attack or unarmed strike, you can expend three Reserve dice to strike with brain-rocking force. On a hit, you add a reserve die to the damage, and the target subtracts your reserve die from their next attack roll, ability check, or saving throw.
Shattering Impact
Prerequisites: 17th level
As an action, you can expend six reserve dice in order to strike through the very veil of existence. Make a melee weapon attack against a creature or adjacent space. The very space in front you cracks, like glass, and all creatures within a 60 foot cone originating from you must make a Constitution saving throw. A target takes force damage equal to four rolls of your reserve die and is stunned until the end of your next turn on a failed save, or takes half as much damage without being stunned on a successful save. The target of your attack has disadvantage on this save.
Archetype: Assault
You occupy a very defined role within your team - Move fast, and hit hard. You've trained exclusively to tear apart opponents with maximum efficiency, and then move on to the next target.
(Do damage more on par with other more focused martials, without sacrificing any of your survivability.)
Dextrous
3rd level Assault feature
When you first adopt this specialization, you can use your Dexterity modifier, instead of your Strength modifier when determining your AC for your Unarmored Defense feature. You can also use your Dexterity modifier, instead of strength, for light weapons that lack the finesse property.
Relentless Assault
3rd level Assault feature
Each of your strikes works to dig weakpoints into the enemy's defense, leaving them open to more and more devastating strikes. Whenever you make a successful attack against a hostile creature, you gain a +1 bonus to your attack rolls until the end of your current turn. This bonus stacks with itself; If you make two successful weapon attacks, your attack rolls have a +2 bonus until the end of your turn, and so on. Once per turn, if your total attack modifier exceeds the AC of a creature (1d20 + 12 against AC 12) you may choose to deal a critical hit with your attack instead of rolling.
Follow-Through
6th level Assault feature
Starting at 6th level, you can add an amount equal to one roll of your Reserve die to one attack roll and one damage roll on each of your turns.
Followup
9th level Assault feature
Once per turn when you have advantage on an attack roll, you can choose to instead make two attacks without advantage. Additionally, when using your Combatant feature to make an attack with your bonus action, you can make a two-weapon fighting attack with the same bonus action.
Zealous Brutality
17th level Assault feature
You gain an additional action on each of your turns. This action can be used only to take the Attack (one weapon attack only), Dash, Disengage, or Use an Object action.
Archetype: Tactician
You rally your troops, inspiring them to work at maximum efficiency while also analyzing enemies to determine the best plan of attack.
(Mark enemies and give minor buffs to allies.)
Analyze
3rd level Tactician feature
You can study the patterns and maneuvers of your enemy. Once per long rest, as a bonus action, you can analyze a creature within 60 feet, which lasts for 1 minute. While a creature is under this effect, you can use your Endure and Brace features for your allies when they are targeted by the creature. When used in this way, your Endure and Brace features do not take a reaction. Additionally, when you or an ally attacks the creature, you add a d4 to the attack roll. Finally, once per turn when the creature would hit you with an attack or force you to make a saving throw, you can force the attack roll or saving throw to be rerolled and take the prefferable result.
Camaraderie
6th level Tactician feature
Starting at 6th level, as an action once per long rest, you can bolster the bond of your trusted allies, helping them to reach greater heights. Each bond lasts for an hour, or until one of the creatures intentionally abandons or betrays the other. Choose two willing creatures as an action. For
the duration, you can apply one of the effects to
both creatures for as long as they are within
30 feet of eachother.
Jovial Bond
The partners greatly enjoy each other’s
company, and have a soothing effect on
eachother, allowing them to do
everything better as a clear-headed
team.
Each creature gains a +1 to
damage rolls, ability checks, and
saving throws.
Tested Bond
The partners both care for the other
more than they care for themself, and will share any
burden as equals.
Whenever one of the creatures is hurt,
the damage they take is halved, and the partnered creature then takes the same amount of damage, as if they were affected by the spell Warding Bond. Additionally, once
during the duration of the bond, each creature can touch
the other as an action and roll a number of d6s equal to its proficiency bonus, causing the target to regain hit points equal to the total rolled.
Galvanizing Bond
Each creature wants nothing more than to show off in a grand display of competence for their partner. Both creatures gain 2 luck points. They can use these luck points to re-roll any attack roll, ability check, or saving throw they make, and choose which roll to use. These luck points disappear when the bond ends.
Exploit
9th level Tactician feature
Starting at 9th level, your analysis leaves a foe functionally exposed and defenseless. Each of your allies can add your proficiency bonus to a damage roll against the target of your analysis once on each of their turns, and gain a d4 bonus to all saving throws and ability checks against them, as well as attack rolls.
Perfect Plan
17th level Tactician feature
You always think at least one step ahead. As a reaction when an enemy misses you with an attack, you can either cause one willing creature to move up to their speed towards the target and make a single weapon attack, or you can move up to half your speed without provoking opportunity attacks and take any bonus action available to you. Additionally, once per long rest, as a bonus action, you can move all willing creatures within 30 feet of you to another stable, unoccupied space within 30 feet.
Archetype: Conduit
While militiamen don't pursue magic, their well-acclimated and resilient body makes them a perfect repository for the subtle magical energy flowing through the air, with some being more attuned to this slight arcane magnetism. They then use this innate pool of magic to enhance their physical prowess even further, developing fully unique capabilities, as they have trained for.
Conduit Spellcasting
| Militiaman Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 2 | 2 | 2 | - | - | - |
| 4th | 2 | 3 | 3 | - | - | - |
| 5th | 2 | 3 | 3 | - | - | - |
| 6th | 2 | 4 | 3 | - | - | - |
| 7th | 2 | 5 | 4 | 2 | - | - |
| 8th | 2 | 6 | 4 | 2 | - | - |
| 9th | 2 | 6 | 4 | 2 | - | - |
| 10th | 3 | 7 | 4 | 3 | - | - |
| 11th | 3 | 7 | 4 | 3 | - | - |
| 12th | 3 | 8 | 4 | 3 | - | - |
| 13th | 3 | 9 | 4 | 3 | 2 | - |
| 14th | 3 | 9 | 4 | 3 | 2 | - |
| 15th | 3 | 10 | 4 | 3 | 2 | - |
| 16th | 3 | 10 | 4 | 3 | 3 | - |
| 17th | 3 | 11 | 4 | 3 | 3 | - |
| 18th | 3 | 11 | 4 | 3 | 3 | - |
| 19th | 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | 3 | 12 | 4 | 3 | 3 | 1 |
Spellcasting
When you adopt this archetype, you augment your martial prowess with the ability to cast spells. Constitution is your spellcasting ability for these spells, as it comes from your physical body's ability to attract and channel magic.
Cantrips
You learn two cantrips of your choice from the conduit spell list. You learn an additional conduit cantrip of your choice at 10th level.
Spell Slots
The Conduit Spellcasting table shows how many spell slots you have to cast your conduit spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.
Spells Known of 1st Level and Higher
You learn Conduit spells at certain levels, as shown in the Spells Known column of the Conduit Spellcasting table. When learning a spell, you may pick any spell from the Conduit spell list for which you have spell slots.
Whenever you gain a level in this class, you can replace one of the conduit spells you know with another spell of your choice from the conduit spell list.
Black Wind
3rd level Tactician feature
You have spent time within an accursed land, and black wind has built up inside you. Black wind is a mass of small, sharp particulates which normally pass freely through objects, as if ghostly in nature, but still cause pain and erosion to anything it passes through. Due to your unqiue methodology, you have an additional way to use your limited magic, in which you control the black wind built up inside of you. At certain levels, you learn spells in this class which you cannot change. These count as Conduit spells for you, and do not count against your known spells.
| Conduit Level | Spells Learned |
|---|---|
| 3rd | Black Wind |
| 7th | Black Spear |
| 13th | Black Semblance |
Recuperation
Additionally at 6th level, once per long rest, you can expend reserve dice up to your proficiency bonus to gain spell slots whose total level equals the amount of reserve dice spent.
Spell Capture
Starting at 9th level, you can absorb a fraction of the power of the spells you are subjected to. When succeeding on a saving throw against a spell, you regain a spell slot equal to one third of the spell's level, rounded up, provided the spell is 2nd level or higher. You can only gain one slot per spell, even if you are forced to make multiple saving throws by the same spell. You can use this feature a number of times equal to your Proficiency bonus, regaining all uses at the end of a long rest.
Obvious Power
Starting at 17th level, any time you cast a spell, it is cast as if the expended slot was one level higher. Due to your Hidden Power feature, evocation or necromancy spells cast by you are cast if the expended slot was two levels higher.
The Black Wind, Black Spear, and Black Semblance spells will be found on the Shocastte homebrew spells document, but for now, they can be found at the end of this document.
Conduit Spell List
Cantrips (0 Level)
1st Level
2nd Level
3rd Level
4th Level
Black Wind
1st-level Conjuration
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: 1 minute, concentration.
You cough up a mass of ethereal, but sharp and corrosive black particulates, which you control. It appears in an unoccupied space within range, and uses the Black Wind statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black wind shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required). It uses the Black Wind statblock below. The slot's level is used in certain places in the statblock.
Classes: Militiaman
Black Wind
Medium Elemental
- Armor Class 8
- Hit Points Spell Level * 7
- Speed 15 feet, hover
STR DEX CON INT WIS CHA 0 (-5) 10 (+0) 12 (+1) 0 (-5) 0 (-5) 0 (-5)
- Saving Throws saving_throws
- Skills skills
- Damage Immunities Psychic, Radiant
- Damage Resistances Bludgeoning, Piercing, and Slashing
- Condition Immunities All Conditions
- Senses -
- Languages -
- Challenge -
Greater Incorporeal Movement. The Black Wind can move through other creatures and objects freely.
Actions
Curse. The Black Wind must be occupying the space of another creature to take this action. For the duration, whenever the creature takes damage, it takes additional Necrotic damage equal to the spell's level until the beginning of the Black Wind's next turn.
Rush Through. The black wind passes through a target within 5 feet. That target must make a DC 12 Constitution saving throw or take 1d8 Necrotic damage, increasing by 1d8 for each slot level above 1st.
Black Spear
2nd-level Conjuration
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: 1 minute, concentration.
Your black wind twists into a more corporeal form, capable of physically striking your enemies. It appears in an unoccupied space within range, and uses the Black Wind statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black spear shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required).
Black Spear
Medium Elemental
- Armor Class 13
- Hit Points Spell Level * 12
- Speed 20 feet, hover
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 2 (-4) 4 (-3) 0 (-5)
- Saving Throws -
- Skills -
- Damage Immunities Psychic, Radiant
- Damage Resistances -
- Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
- Senses -
- Languages -
- Challenge -
Actions
Jab. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 2) necrotic damage. Damage increases by 2d6 per slot level above 2nd.
Burst. The black spear deforms before flashing brightly and exploding outward. All creatures within 15 feet of the black spear must make a DC 14 Constitution saving throw, taking 4d10 Necrotic damage on a failed save, or half as much on a successful save. The damage increases by 1d10 for each slot level above 2nd.
Disrupt. The black spear twirls around, deflecting attacks. All attack rolls against allies within 5 feet of the black spear are made with disadvantage until the end of the black spear's next turn.
Reactions
Cover. As a reaction to an ally being made the target of an attack, the Black Spear can redirect all attacks against that ally to itself until the end of its next turn.
Black Semblance
3rd-level Conjuration
- Casting Time: 1 action
- Range: 5 feet
- Components: S
- Duration: 1 minute, concentration.
Your black wind shapes into a rough form of a humanoid, able to move and fight alongside you. It appears in an unoccupied space within range, and uses the Black Semblance statblock below. As part of the casting of this spell, you lose hit points equal to 5 * the level of the spell slot used to cast it. In combat, the black spear shares your initiative count, but it takes its turn immediately after yours. You directly control its turn (no action required).
Black Semblance
Medium Elemental
- Armor Class 13
- Hit Points Spell Level * 15
- Speed 30 feet
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 18 (+4) 8 (-1) 6 (-2) 8 (-1)
- Saving Throws saving_throws
- Skills skills
- Damage Immunities Radiant
- Damage Resistances -
- Condition Immunities blinded, charmed, exhaustion, frightened, prone
- Senses -
- Languages -
- Challenge -
Actions
Multiattack. The Black Semblance makes a number of attacks equal to half the spell's level, rounded up. It chooses from the Bash, Fire, and Burst options.
Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 2) necrotic damage. Damage increases by 2d6 per slot level above 2nd.
Burst. The black spear deforms before flashing brightly and exploding outward. All creatures within 15 feet of the black spear must make a DC 14 Constitution saving throw, taking 5d12 Necrotic damage on a failed save, or half as much on a successful save. The damage increases by 1d12 for each slot level above 2nd. \
Reactions
Cover. As a reaction to an ally being made the target of an attack, the Black Spear can redirect all attacks against that ally to itself until the end of its next turn.
Archetype: Stalwart
You can shrug off blows that leave even other militiamen reeling, and prioritize the safety of the group above all else.
(Seriously double down on tanking, with increased health and resistance, and get better at taking hits meant for others. This subclass is currently in playtesting phase, and is best left unused in its current state.)
Protectorate
3rd level Stalwart feature
Starting at 3rd level, you can serve as a mount for any creature your size category or smaller. Any time your rider or a creature you have grappled takes damage, you can instead take the full damage in their place, no action required, and can use your Brace feature to reduce the damage you take in their place without expending a reaction.
Resolve
3rd level Stalwart feature
Your hit point maximum increases by 3, and by 1 again whenever you gain a level in this class. Additionally, as a bonus action, you can expend one Resolve die to gain temporary hit points equal to the amount rolled + your Constitution modifier. Starting at 13th level, you can additionally grant one ally within 30 feet these hit points as part of the same bonus action.
Interpose
6th level Stalwart feature
When you are between a hostile attacker and their target is an allied creature, you impose disadvantage on the attack roll. Additionally, when a creature would provoke an attack of opportunity from you, you can instead use your reaction to reduce their movement speed to 0.
Superpower
6th level Stalwart feature
At the beginning of your turn, you can choose to ignore all negative effects, debuffs, magical effects, and difficult terrain until the beginning of your next turn. You can use this feature once per short or long rest.
Meatshield
9th level Stalwart feature
You can redirect any damage dealt to a creature within 30 feet to be dealt to you instead. When absorbing damage in this way, the damage against you cannot be reduced or resisted by any means.
Uncanny Toughness
9th level Stalwart feature
As a reaction to taking damage from an attack, spell, or effect, you can halve the damage taken by you.
Absolute Defense
17th level Stalwart feature
As an action once per long rest, you can gain resistance to all damage for one minute.
Reinforce
17th level Stalwart feature
Once per long rest when using your Resolve feature to grant temporary hit points, you can grant a number of allies up to your Proficiency bonus within 30 feet the same amount of temporary hit points.
Ramblings
The class is over, but I feel a compulsive need to explain myself, so that's going down here. Since this is a full-ass class and not a subclass, though, even I don't have the patience to cover everything, so it's just some quick stuff.
All art is by me, Hugegranolabar, and is free to use with or without credit. I literally couldn't go on google images to fill out the visuals for this class, since its a wholly unique faction with their own colors and abilities n shit (even if I didnt really show any of their abilities in my little pixel sketches... Maybe another time.)
General balance
Story wise, there's a lot this class need to be able to do, but balance wise, it shouldn't be allowed to completely overshadow the fighter/barbarian, either... But, honestly, it's kinda hard to make a class with those restrictions, since barbarian and fighter are both hella weak and stupid simple compared to the better classes. A fighter might outdamage a militiaman by a few points each round, but the militiaman would probably win in a straight fight every time.
Reserve Dice
Rolling dice seems to kinda be the go-to for a martial resource, but you always only get like 2-4, when you need twice that amount in order to keep up. Reserve dice have a lot of uses later on for damage, but initially, it's purely defensive. Brace and Endure are not too crazy, especially compared to Shield, but Perfect Body sweetens the deal quite a bit.
Assault Archetype
The "I kill things" subclass. Vastly improved damage which encourages just getting up in someone's face and going to town. If you thought the base class wasn't strictly stronger than a fighter, and still pretty balanced, then... uh... this probably crosses the line.
Tactician
This one needs some tweaking, but it's the most leaderlike of the options.
Conduit
What can I say? I just love spellcasting. Originally, the 'Black Wind' spells were going to be one of the Militiaman Techniques, because that concept is kinda what the whole group grew out of, but it was a little too wacky to include as a requirement. This is probably one of the only classes that has a good argument for being a constitution caster, because their ability to cast spells literally comes from their physical body, and its ability to absorb magic. Plus, since the other two subclasses are so damn strong, if it was Charisma instead, there wouldn't be much reason to go with the conduit, especially since they don't get anything like shield or command.