Martial Regiment

Armed to the teeth and with battle strength to match, your characters have come together to form a martial regiment. All of you are skilled warriors, willing to fight the battles others shirk from. And while your group might not always act as the most subtle of organizations, you are well-known for your tactical strategy and efficiency in combat.   Officer Titles
  • Ambush Captain- You gain proficiency in the Stealth skill, and you can use a bonus action to take the Hide action. Additionally, when you hit a creature with a weapon attack and have advantage on the attack roll, the attack deals one additional weapon die of damage.
  • Bravura Commander- You gain proficiency in the Persuasion skill. Additionally, when a creature within 30 feet of you that can hear you makes a saving throw to avoid being charmed, frightened, or stunned, you can use your reaction to roll a d4 and add the result to the creature’s saving throw. You use this reaction after the saving throw is made but before the result is known.
  • Field Medic- You gain proficiency in the Medicine skill. Additionally, when a creature within 5 feet of you takes damage, you can use your reaction to make a Wisdom (Medicine) check. The DC of the check is equal half the damage taken by the creature or 10, whichever is higher. On a success, the creature regains a number of hit points equal to 5+ your character level, to a maximum of half the creature’s hit point maximum.
  • Tactical Marshall- Your speed increases by 10 feet, you gain a +3 bonus to your passive Wisdom (Perception) score, and difficult terrain no longer impedes your movement. Additionally, as a bonus action, you can choose one creature within 60 feet of you that can hear you. That creature can immediately move up to half its speed without provoking opportunity attacks.
  • War Mage- You gain proficiency in the Arcana skill. As a bonus action, you can charge one melee weapon you are holding with magical energy. Choose one of the following damage types: acid, cold, fire, lightning, radiant, or necrotic. While charged in this way, the weapon is magical and deals an extra 1d4 damage of the chosen type. This benefit lasts for 1 minute, or until you either end it as a bonus action or stop touching the weapon. Additionally, when you hit a creature or object with a weapon charged in this way, you can cast dispel magic from the weapon to affect the target. Intelligence is your spellcasting ability for the spell. You can’t cast the spell again in this way until you finish a long rest.

Specializations

 
City Watch
  You might not be the best trained or most efficient of soldiers. But as members of a city watch, you are dedicated to protecting the place you call home—no matter the cost.  
Skill Bonus Defense Bonus
Communications: +1 Resources: +1
  • Steel Resolve- When you fail a saving throw to avoid being charmed, frightened, knocked prone, paralyzed, poisoned, or stunned, you can take a power die from your domain’s pool and add the number on the power die to your saving throw.
  • Community Effort- Once per intrigue as a domain reaction in response to failing a Diplomacy test, you can immediately make an Operations test with a DC equal to 5 + half the DC of the Diplo- macy test (rounded down). On a success, you treat the failed Diplomacy test as a success.
  • They Will Not Breach This Wall- As a domain action, make a DC 15 Operations test. On a success, you gain the resources to bolster your city’s defenses. At the start of the next battle, each fortification you’re defending gains additional hit points equal to your domain’s Resolve level.
 
Knightly Order
  Knightly orders are composed of warriors united under a single ideal. Some have religious ties, while others ascribe to more abstract creeds not bound to any church. Regardless of its members’ affiliation, though, every knightly order delineates a certain sense of honor and pride.  
Skill Bonus Defense Bonus
Diplomacy: +1 Resolve: +1
  • Sworn to Protect- As a bonus action, take a power die from your domain’s pool and add the number on the die to your AC. Additionally, allied creatures within 15 feet of you gain a bonus to saving throws equal to the number on the power die. At the end of each of your turns, decrement the power die.
  • Gallant Company- As a domain action, make a DC 12 Diplomacy test targeting an NPC realm. On a success, the NPC realm’s attitude toward your domain improves one step and any special units mustered from that realm gain a +2 bonus to Defense and Morale in the next battle in which they are used. Your domain can use this feature only once on each NPC realm during an intrigue.
  • Stay Strong- If your domain’s Resolve level is 2 or higher at the start of a battle, each cavalry unit your domain controls automatically succeeds on Morale tests for the Rally maneuver during that battle.
 
Military Squadron
  As members of a military squadron, you are an archetypal team of soldiers. Though you can be discreet when missions call for it, your main focus is always on honing your deadly and precise skills in combat.  
Skill Bonus Defense Bonus
Espionage: +1 Operation: +1
  • Skirmisher- As a bonus action, take a power die from your domain’s pool. Your speed increases by a number of feet equal to 5 × the number on the die. While your speed is increased in this way, your movement doesn’t provoke opportunity attacks, and you gain a bonus to weapon damage rolls equal to the number on the power die. At the end of each of your turns, decrement the power die.
  • No Mercy- If your domain’s Communications level is 2 or higher at the start of a battle, all your infantry units gain the following trait until the end of the battle: 
  • "Take No Prisoners" When this unit makes an attack that causes an opposed unit to break, the unit can make one additional attack against any adjacent unit.
  • The War Room Where It Happens- As a domain action, make an Operations test against an opposed domain’s Communications. On a success, the opposed domain has disadvantage on tests made to increase its Communications level for the remainder of the intrigue.
Skills Defenses
Diplomacy: 1 Communications: 12
Espionage: 0 Resolve: 11
Lore: -1 Resources: 10
Operations: 2
Domain Power Brute Force- When a creature you can see within 60 feet of you moves, you can use your reac- tion to take any number of power dice from your domain’s pool and make one weapon attack against the creature. Add the total of the power dice to the attack roll, and to the damage roll if the attack hits.     Domain Features Armament- Once per intrigue as a domain bonus action, make a DC 15 Operations test. On a success, your domain’s Resolve level cannot be lower than 0 for the remainder of the intrigue. The Professionals (Special Unit)-  As a domain action, make a DC 13 Operations test. On a suc- cess, you muster the Professionals, a special unit of heroic infantry.

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