Krieger
Hit Points
Hit Dice: d12 per Krieger level
Hit Points at first Level: 12+Con Mod
Hit Points at Higher Levels: 1d12+Con Mod or 7+Con Mod
Proficiences
Armor: Medium and Heavy Armor
Weapons: Simple weapons,Martial Weapons, and Weapon Platforms
Tools: Entrenching tools, Navigators tools
Saving Throws: Constitution, Wisdom
Skills: Skills: Choose two from Athletics, survival, perception, animal handling, medicine, and history.
Overview & Creation
the blood soaked Deathless crawls through mud towards redemption, the fire of fervor and shame filling her eyes behind the lenses of her pressure mask. a monoblade is gripped in one hand while the other lies mangled at her side, yet still duty and service drive her forward towards glory.
the dragonborn quartermaster lowers his gaze to the broken body of a trencher, cut down in a frontal assault, realizing that the poor deathless' career in the force has ended the quartermaster slowly draws he blade as he speaks the Omnissiah's benediction to the dying soldier, and then drives the point of his sword through the soldier's throat.
Kriegers make up the body of the Serberus expeditionary forces. these are tough rugged soldiers that are shipped out to the different planets within the astral sea to wage brutal wars light years away from their homes. though the majority of the force is made up of Deathless there are many other races that fill different specialized roles when they volunteer for the position, dedicating their lives to the protection and continuation of Serberus's standard of living.
Class Features
Lev 1: Unique fighting style
Formation Fighter:
When an allied creature is within 5ft of you, you may roll to hit with advantage on your first attack of the turn.
Trench Fighter:
Do not suffer disadvantage for ranged or long reach attacks when an enemy is within 5 ft of you, this style also negates disadvantage for confined spaces fighting.
Storm Fighter:
The storm fighter excels at violent and swift attacks using the shock of a mighty opening blow to break opponents. If your first attack against a creature hits you may count it as a critical attack.
Siege Fighter:
An expert at the defence of fortified positions the siege fighter can upgrade cover that they are behind by one margin IE: 1/2 cover becomes ¾ cover, and ¾ cover becomes full cover
Lev 1: Relentless
At level 1 the krieger can choose to ignore the damage from one successful attack against it, permitting that the attack damage is below 30 points. At level 4, 8, 12, and 16 you may roll a d6 and add that amount to the permissible damage threshold (max 54 points)
Lev 2: Duty Unto Death
When a Krieger suffers damage that would put them over their HP threshold they may immediately take a full turn (action, bonus action, free action, movement) before falling unconscious or dying.
Lev 3: archetypes
At level 3 the krieger gets to choose 1 of 3 archetypes: trencher, Quartermaster, and grenadier
Lev 4: ability score increase, relentless increase
Lev 5: Extra Attack
soldier’s vitality, you only need to consume half as many rations as necessary for other classes and races. The first and second levels of exhaustion do not affect you.
Lev 6: Ability score improvement
Lev 7: M.O.S Feature
Lev 8: ability score improvement, Relentless increase
Lev 9: Swherer Punkt: add an additional +3 to your damage modifier for damage rolls.
Lev 10: M.O.S feature
Lev 11: First into the fire: gain advantage on initiative rolls.
Lev 12: Ability Score increase, Relentless Increase
Lev 13: Shocking Assault: through years of brutal experience the krieger can add a d4 of shock damage to their attacks even if they are not using a weapon with the shock trait, if the weapon has the shock trait the d4 can be added to the shock damage roll.
Lev 14: Ability score improvement, Specialist: choose 2 of your existing skills and become especially experienced with those skills, if you roll below a 10 on one of these skills you may discard the lower roll and replace it with a 10.
Lev 15: M.O.S Feature
Lev 16: ability score increase, Relentless increase
Lev 17: Death Marcher: when a creature within 15 ft of you is killed by you or allies it bolsters your morale giving you a d10 of temporary hp, this effect stacks.
Lev 18: M.O.S feature
Lev 19: ability score improvement
Lev 20: Ave Imperator: “before you i am cleansed, remove me from the pain of the flame, and grant me mercy at my end” ~ Nameless Krieger
Let out a battle cry and push forwards, the krieger knows no fear, no shame, no honor, no defeat, no mercy, no respite. Activate this ability once per long rest to gain resistance to all damage types, immunity to fear and charmed effects, a +10 to all damage rolls you make
Starting Equipment
- (A) Security armor (B) Field Combat Uniform (C) Expeditionary SRP Armor
- (A) Mono-bladed weapon (B) any simple weapon
- (A) 2 mono knives (B) 2 wire spears
- (A) expeditionary pack (B) explorers pack
- (A) Entrenching kit (B) Navigators kit
Subclass Options
Trencher:
The mud slogging deathless knee deep in the sludge of the trenches, they know no fear, their objective is to walk across no mans land and take the enemy in mass charges into death. The trencher expects high casualties and higher kill count. The trencher is all about the blow for blow attritional warfare designed to outlast and out damage opponents in massed and single combat.
When you pick this subclass at level 3 you gain the following benefits
- Reduce damage from piercing slashing and bludgeoning by 1d6
- Resistance to poison and acid damage
- +1 ac while wearing expedition type armor
Lev 7: Regimented Tradition:
At level 7 your adherence to the strict training and social structure of the expeditionary force has hardened your mind and soul, you gain +1 to wisdom and you may make wisdom saving throws at advantage.
Lev 10: Fix Bayonets:
At 10th level the Trencher is a deadly melee combatant and excels at getting into close range with opponents, twice per short rest as an action you may immediately move into melee combat with an opponent no more than 30 ft from you without spending movement, and make d4 attack rolls with an offhand weapon such as a vibro knife or bayonet.
Lev 15: Creeping Death:
At level 15 the Trencher is an inevitable end, their slow advance cannot be stopped by any means, if the Krieger has moved 10 ft or less during its movement phase it becomes resistant to all ranged attacks, as well as gaining 10 extra hp against incoming damage. This effect also causes fear within nearby foes who have to make a dc saving throw equal or greater than 5+proficiency bonus+Wis Modifier
Lev 18: Glory of Sacrifice:
At level 18 the Trencher is the embodiment of expeditionary zeal and ideals, to sacrifice for the people of serberus is the goal of the trencher to attone through sacrifice, you may use this ability once per long rest when you are within 5 ft of 2 or more enemy creatures, when used it gives the user 45 extra HP and allows them to act as if they have the sentinel feat. additionally when you, or an adjacent ally are damaged in melee combat you may use your bonus action to add half that damage to your next attack against the attacking creature. Alternatively you may use your bonus action to get a second attack against another creature. When this trait is active you may not disengage or leave combat. This state lasts for 3d4 turns after it is activated and remains active even if there are no longer 2 or more creatures within 5 ft of the character. After the state ends the character suffers 1 level of exhaustion.
Quartermaster:
The logistics branch of the expeditionary force, if the trenchers are the lifeblood of the army then the quartermasters are the heart and lungs, the army could not function without their support and calculations. They are the lubrication that moves the grimm economics of war in the first era. These soldiers serve as medics and supply depots within the force, and though not as tough as their trencher or grenadier counterparts they have an equal or greater presence amid the fire and death of warfare.
When you pick this M.O.S at 3rd level you gain the following features:
- 3 uses of Healing word per long rest, with a flat +2 to the rolled heal
- Proficiency in the smith, tinkers, leatherworking, and fabrication kit
- Usage of the mending cantrip.
Lev 7: Strict Authority: your voice carries the force and strength of the Serberus expeditionary officers. Once per short rest you may use this ability to automatically pass a charisma based check with an NPC who is not openly hostile to you, all charisma checks gain a +1 bonus. Any NPC under your instruction will roll wisdom checks with advantage.
Lev 10: Requisitionist: once per long rest you may use this ability to acquire an item of TL3 or lower from hidden networks and your experience in the quartermaster corps, it also gives the character 2 uses of the create object spell.
Lev 15: Grim Economics: analysis of the battlefield and personnel involved is your forte, it has been your job to decide who lives and who dies in the turbulence of the battlefield. After studying a creature for 1 minute or 3 rounds of combat you can learn certain things about it such as hp, abilities, alignment, tactics, and its next planned turn for the combat phase. You may also take the help action as a reaction during an ally’s turn. The flow of combat is to follow your plans, if a person must be sacrificed for the greater victory this is the way it should be: after 1 minute of observation you gain the ability to dictate who of your allies will be its main target. As an action on your turn your predictions come to fruition and the creature moves according to your forecast, attacking the ally of your choice, after all sacrifices have to be made in war.
Lev: 18: Deliverer of the Omnissiah’s Mercy: at this level you gain medical skills equal to that of a paladin’s lay on hands ability, you have a pool of healing equal to 50 points. On the other side of the coin sometimes a soldier is beyond saving, if an allied player or NPC is unconscious and beyond logical help you may spend your turn delivering the Omnissiah’s benediction followed by a las bolt through their skulls, killing them. If you complete this action you and all allies within 30 ft of you gain 30 temporary hp and a +2 to all damage.
Grenadier:
Grenadiers are the elite force of the Serberus expeditionary army. They excel at making anything and anything explode. Packed full of nitroglycerin and hate these soldiers are big fans of fire and death, usually finding themselves in the middle of both. They are the line breakers, the scalpel that splits open the heart of the enemy and bleeds them dry.
When you pick this subclass at 3rd level you gain the following benefits:
- 2 grenade charges: twice per long rest you can throw an explosive device range 45/60 that explodes with a 15ft area dealing 3d10 piercing damage
- Gain proficiency with the explosives and sapper kits
- Resistance to force damage
Lev 7: Savage Fray: at 7th level your attacks are a savage whirlwind of pain, you gain a secondary attack action to use on your turn, and attacks deal an extra 2 damage for every enemy that is within 5 ft of you.
Lev 10: Die Hard: at 10th level you are surprisingly hard to kill, you gain an additional 2 hp per level and automatically stabilize if you are downed by anything less than a heavy weapons platform.
Lev 15: Taste the Rainbow: your experience with things that go boom give you ideas for interesting combinations, you gain 2 additional grenade charges and can choose grenade types from the list below:
- Gas grenade: deals poison damage to the same area and persists for d4 turns, works much like the stinking cloud spell
- Incendiary grenade: explodes into raging fire that deals 4d6 fire damage and lasts for d4 turns in a 15ft radius area
- Helspitter grenade: a grenade tossed into the air and then spewing flaming shrapnel at nearby targets for d4 turns dealing 2d6 damage per hit effective (effective range 20ft) 1 attack per turn
- Airburst grenade: flies towards targets and detonates in proximity dealing 3d6 force damage this grenade ignores cover up to ¾ cover.
- Flashbang: fun little toy, doesn't do any damage but forces the enemy to make a dc 15 saving throw or become blinded and deafened for d4 turns.
- Smoke: works the same as the fog cloud spell.
- Spike grenade: make a ranged attack roll, if you hit you stick the grenade to an opponent dealing 2d6 piercing damage, at the end of your turn the grenade explodes dealing 3d6 more damage to the stuck enemy and all enemies within 5ft of the stuck target
- Satchel charge: a radio detonated bomb that deals damage within 20 ft around it for 4d10, it cannot be thrown as far only 30/45 ft
- Null grenade: creates a magic dead zone for 15ft around it
- Krak grenade: effective against architecture and vehicles, automatically surpasses their damage threshold and deals 3d10 damage, 10ft radius
- Taser grenade: deals 2d6 lighting damage and imposes a dc15 save lest the target be stunned for the round 15ft radius.
Lev 18: Iron Harvest: gain 2 more additional grenade charges. Your efficiency in battle makes you the best storm soldier in the serberus arsenal, keen battle sense and brutal efficiency. Ferocity and fervor get you through the enemy line no matter what. When you deal damage to an enemy within 5 ft of you you may gain half that damage in temporary hp as the fervor of battle and death surrounds you, this effect stacks.