Military Subclasses for Fantasy RPGS
Battle of Crécy between the English and French in the Hundred Years' War from an illuminated manuscript of Jean Froissart's Chronicles is in the Public Domain via Wikimedia Commons. |
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Roll |
Subclass |
Class
Modifications |
CLERIC |
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1 |
Chaplain |
Battlefield
Prayer: 1x/day, pray for one round to grant all companions within 10’ +2 to
saving throws against fear effects or a second save at no bonus if they
already failed before the prayer was offered. Rally the Faithful: 1-in-6
chance to give allies within 10’ +1 to attack and damage rolls for one round
per level of the chaplain. Can be used once per turn. The chance increases to
2-in-6 at 4th level, 3-in-6 at 7th level, 4-in-6 at 10th
level, and 5-in-6 at 13th level. Hindrances: Cannot turn
undead. |
2 |
Medic |
Combat Healing: use turn undead
mechanics and table to heal. “Monster Hit Dice” is the highest level of
character or hit dice that can be healed (e.g., at 1st level, the
Medic must roll a 7 or higher on 2d6 to heal someone of 1st level
or with 1HD, and a 9 or higher to heal someone of 2nd level or
with 2HD). The second 2d6 roll indicates the total number of HD that can be
healed; e.g., a roll of 5 indicates up to five creatures of 1HD or 5 1st
level characters can be healed. A healed character gains 2 HP (but cannot go
above maximum hit points). Healed characters gain a very visible scar which could
affect their Charisma score. Spells: Must only pray for healing spells
(cure light wounds, remove disease, etc.). Hindrances: Cannot turn undead as normal.
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DWARF |
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3 |
Engineer |
Repair: 2-in-6 chance
to repair or reinforce weak supports or construction; replaces Detect
Construction Tricks. Water Source: 2-in-6 chance to purify a water
source to make it safe to drink; replaces Detect Room Traps. |
4 |
Explosives
Ordnance Technician |
Disarm
Explosives: 2-in-6 chance to successfully render enemy explosives
inert; replaces Detect Construction Tricks. Create Explosives: 2-in-6
chance of success; increases to 3-in-6 at 5th level, 4-in-6 at 7th
level, and 5-in-6 at 9th level. Replaces Detect Room Traps and
Listen at Doors abilities. Explosives Details: Cause 2d6 damage at the
point of origin and 1d6 damage in a 10’ radius; save versus breath attacks
for half damage. Failure indicates an early detonation, causing 2d6 damage to
the explosives ordnance technician and 1d6 damage to everyone else in a 10’
area. Explosives may also be filled with unique mixtures, such as green
slime, ochre jelly, yellow mold, etc. |
ELF |
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5 |
Special
Operative |
Minimum INT: 13. Creature
identification: Ability Check against INT – Creature HD to know a
weakness about the creature. Intel: Gains twice the number of rumors
when gathering information. Spells: Must always learn spells with
“detect” or “locate” in the name first and prepare them each day. Hindrances:
Not immune to ghoul paralysis. Cannot wear heavy armor. |
FIGHTER |
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6 |
Dragoon |
Mounted Combat: +1 to hit and
damage when mounted and firing missile weapons. Mount Shield: When
dismounted, may use mount as a shield in combat, adding +2 to AC. Each attack
that misses the dragoon hits the mount instead; mounts that lose more than
half their HP are frightened and immediately flee from combat. The dragoon
must save vs paralysis or be knocked prone by a fleeing mount, taking
1d6 damage. |
7 |
Legionnaire |
Formation
Fighting: When fighting alongside other Legionnaires, each
Legionnaire gains +1 to attack rolls and AC. Fighting alongside means
adjacent to each other (e.g., if using a tactical grid, each Legionnaire
would be in adjacent squares), within 5’. Expeditionary: Legionnaires
wearing heavy armor are considered to be wearing light armor for purposes of
encumbrance. Hindrances: The Legionnaire loses all benefits if there
is not at least one other Legionnaire in the party. -2 Reaction Roll penalty
during encounters and when hiring retainers if the Legionnaire’s status is
known. |
8 |
Levy |
Local Knowledge: When on
campaign on local ground, reduces the chance of getting lost by -1. Parties
with a levy increase their chance of foraging by +1. When on military
missions, parties with a levy roll for surprise twice and take the best
result. Hindrances: Cannot wear plate armor. Only proficient in bows,
clubs, daggers, hand axes, and polearms. |
HALFLING |
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9 |
Drummer / Fifer |
Keep the Beat: Parties with a
drummer or fifer can complete a forced march (see Wilderness
Adventuring) two consecutive days before needing to rest. Lift
Spirits: Any mercenaries in the drummer’s/fifer’s party add +1 to their
morale score. Hindrances: Do not have the halfling’s hiding ability. Parties
with a drummer or fifer are always surprised. |
10 |
Skirmisher |
Sudden Strike: After a
successful hiding roll outdoors (Core Rules, Halfling, Hiding), may
backstab as a thief of the same level. The skirmisher takes -4 to AC for the
remainder of that round. To use this ability, may not wear plate mail armor
or use a shield. |
MAGIC-USER |
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11 |
Air Cavalry |
Air Support: When casting fly,
can target one additional creature. Death From Above: When flying, can
use the “bombing” tactic (see Other Combat Issues). Spells:
Must learn fly when 3rd level spells become available and prepare
it as many times a day equal to the number of 3rd level spells per
day -1 (e.g., a 9th level magic-user must prepare fly
twice). |
THIEF |
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12 |
Linguist |
Polyglot: +1 language at
1st level. Read Languages ability allows speaking as well as
reading languages. Hindrances: Chance to Climb Sheer Surfaces reduced
by -10% (e.g., 77% at 1st level instead of 87%). |
- Four missions must be accomplished successfully in 12 hours; otherwise, the PCs side has lost the engagement, with whatever repercussions the DM decides
- The Chaplain must rally the troops before a morning raid
- The Engineer needs to find a source of clean water so the troops can stay hydrated
- The Special Operative must learn a rumor related to finding a weakness in the enemy's lines
- The Levy needs to lead its troops through the terrain without getting lost
- The Skirmisher must successfully backstab an enemy sentry
- The Linguist must be able to speak to locals affected by the siege to learn a way to sneak into the enemy castle
- Supply Lines. This is probably the most important thing. An army with secure supply lines is far superior to one with better tactics but no way to resupply itself.
- Communication Lines. Another crucial element of military combat is being able to quickly let other elements of your army know what is happening, and where, so supplies and troops can be redeployed where they will have the most effect.
- Defensible Positions. It sounds simple, but many battles throughout history have been lost even with superior numbers because one side did not take the time to dig in and create a defensible position to which they could retreat and regroup.
- Experts/Specialists (soon to be a full book including three more subclasses for demi-humans, three new classes for Alchemists, Demolitionists, and Inventors, new equipment, information on guilds and patrons, and more!)
- Wilderness
- City/Urban
- Naval/Sea
- Horror
- Fairy Tale
- Sword & Planet
- Criminal
- Slavic Folklore
- Norse Mythology
- Christmas (use them for a fun Christmas-themed one-shot!)
- B/X Sorcerer Bloodlines
- You can also check out the subclasses tag for the latest updates
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