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View Full Version : [PEACH] Ballistrier, Light (Challenge 1/2, 100 xp) and toolbox statblocks



Cokebottles88
2018-02-13, 11:03 PM
Basic idea came while reading King's Army. I wanted more units while still allowing for variants, but without needing a whole stat block for what is essentially a reskin. To that end, I've been mucking about in Docs and thought I'd share a lowbie example of one adapted from the Archer from King's Army. All that's necessary is the exclusion of non-choices from a copy/paste. Thoughts?

BALLISTRIER, LIGHT
Medium humanoid (any race), any alignment
Armor Class 14 (studded) or 15 (studded, buckler)
Hit Points 16 (3d8+3)
Speed 30 ft.

STR
DEX
CON
INT
WIS
CHA
PROF


12 (+1)
14 (+2)
12 (+1)
10 (0)
11 (0)
10 (0)
+2

Skills Perception +2
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 1/2 (100 XP)

Description
Light Ballistriers are the ranged counterpart to Thorakites and represent experienced soldiers, well-trained mercenaries, or veteran Regulars who fight at range.

Traits
Pick One on Creation.

Coordinated Fire. If there are one or more other creatures with this trait within 10 ft. of the Ballistrier, it and they may take the Volley action.
Point Blank Fire. Ranged Attacks on enemies within 30 ft gain either +1 to hit or to damage, declared before making the attack.

Actions
Pick One on Creation.

Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) bludgeoning damage.
Sword or Axe. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
Pick One on Creation.

Light Crossbow and Buckler. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 3 (1d6) piercing damage. Can only fire once per action, Bonus Action, or reaction. (Buckler: Shield, +1 AC, 3 lb., 5 gp.)
Shortbow. Ranged Weapon Attack: +4 to hit, reach 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Volley. A wave of bolts, arrows, or other projectiles fills a 10 ft. target area within 80 ft. All creatures in the area must make a DC 10 Dexterity saving throw, +1 per Volleying creature. On a failed save, the creature takes 3 (1d4+1) piercing damage per Volleying creature, a successful save halves damage. Creatures who Volley may not move or take Opportunity Attacks on this turn, and must pass a DC 15 Constitution saving throw or gain 1 level of Exhaustion. If their turn has already passed and they take part of the Volley, they may not move, take an action, or Opportunity Attack on their next turn. A creature may only be part of one Volley per round.