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ZenBear
2019-05-14, 02:22 AM
For my hombrew setting, I have been converting the various factions of one of my favorite tabletop war games, Warmaching/Hordes (https://warmachineuniversity.com/mw/index.php/Main_Page), to 5e. This is a first draft of my Cygnar (https://warmachineuniversity.com/mw/index.php/Cygnar) conversion, which in my setting is known as the Kingdom Underhill, populated by Dwarves, Gnomes and Halflings (oh my!).

Trencher Infantry (https://warmachineuniversity.com/mw/index.php/Trencher_Infantry)
Prepared for anything, Underhill’s highly trained trenchers are the first on and the last off the battlefield. These combat-hardened soldiers dig in and make life hell for the enemy, with rifles and grenades softening up the opposition before the decisive bayonet charge.
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Charge: If the Trencher moves at least 20 ft. straight toward a creature and then hits it with a Bayonet attack on the same turn, the target takes an extra 2 (1d4) damage.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Smoke Bomb (Recharges after a Long Rest): The Trencher casts Fog Cloud.
Assault: The Trencher makes an attack with its Military Rifle, then moves into melee range with the same target to make a Bayonet attack.
Military Rifle: +4 to hit, 7 (1d10+2) piercing damage, range 100/400.
Bayonet: +4 to hit, 5 (1d6+2) piercing damage.
CR: 1/2

Trencher Officer
Only time and experience can teach a soldier to dig in under heavy fire and keep his edge for weeks of unrelenting tension when food and ammunition run low. Those who survive may be promoted through the ranks; many a capable soldier has proudly ended their career with a sergeant's stripe.
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Charge: If the Trencher moves at least 20 ft. straight toward a creature and then hits it with a Bayonet attack on the same turn, the target takes an extra 2 (1d4) damage.
Cautious Advance: As a free action the Officer calls out a command, granting all Trenchers under its command War Magic for one round.
Into the Breach (Recharges after a Long Rest): As a free action the Officer calls out a command, granting all Trenchers under its command Improved War Magic for one round.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Smoke Bomb (Recharges after a Long Rest): The Trencher casts Fog Cloud.
Assault: The Trencher makes an attack with its Military Rifle, then moves into melee range with the same target to make a Bayonet attack.
Military Rifle: +4 to hit, 7 (1d10+2) piercing damage, range 100/400.
Bayonet: +4 to hit, 5 (1d6+2) piercing damage.
CR: 1/2

Trencher Sniper
Chosen for their natural talent and coolness under fire, the highly trained snipers exhibit exceptional skill and marksmanship.
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Charge: If the Trencher moves at least 20 ft. straight toward a creature and then hits it with a Bayonet attack on the same turn, the target takes an extra 2 (1d4) damage.
Sharpshooter: The Sniper ignores half and three-quarters cover with its Scoped Rifle.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Smoke Bomb (Recharges after a Long Rest): The Trencher casts Fog Cloud.
Assault: The Trencher makes an attack with its Scoped Rifle, then moves into melee range with the same target to make a Bayonet attack.
Scoped Rifle: +4 to hit, 7 (1d10+2) piercing damage, range 150/600.
Bayonet: +4 to hit, 5 (1d6+2) piercing damage.
CR: 1/2

Trencher Grenadier
Grenadiers are selected from among the trenchers with an interest in demolitions and are then thoroughly trained in the safe assembly and preparation of rifle grenades, a recent improvement on the traditional explosive grenade.
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Smoke Bomb (Recharges after a Long Rest): The Trencher casts Fog Cloud.
Assault: The Trencher makes an attack with its Military Rifle, then moves into melee range with the same target to make a Bayonet attack.
Military Rifle: +4 to hit, 7 (1d10+2) piercing damage, range 100/400.
Trench Knife: +4 to hit, 5 (1d6+2) piercing damage.
Rifle Grenade: The Grenadier targets a space within 60 feet of it. All creatures within 10ft. of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) force damage on a failed save, or half as much damage on a successful one.
CR: 1/2

Trencher Commando (https://warmachineuniversity.com/mw/index.php/Trencher_Commandos)
Forged during years of warfare in some of the most brutal fighting in all the Iron Kingdoms, the toughest soldiers of the Trenchers are singled out for special training. These commandos must master a variety of skills that include camouflage and covert unit coordination in addition to the deadly knife fighting techniques that are their trademark. In battle they crawl to the very edge of no man’s land to silently neutralize enemy scouts and snipers and disappear back into the woods without a trace.
Small humanoid, lawful good
AC: 14 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 16 (+3) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Skills: Stealth +5
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Pathfinder: The Commando ignores the effects of difficult terrain.
Anatomical Precision: When the Commando misses with a melee attack, the target takes 3 (DEX modifier) piercing damage.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Grenade: The Commando targets a space within 30 feet of it. All creatures within 10ft. of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) force damage on a failed save, or half as much damage on a successful one.
Multiattack: The Commando makes two attacks with its Military Carbine or Trench Knife.
Military Carbine: +5 to hit, 7 (1d8+3) piercing damage, range 100/400.
Trench Knife: +5 to hit, 6 (1d6+3) piercing damage.
CR: 1

Trencher Commando Scattergunner
A coordinated commando assault supported by grenades and scatterguns rapidly turns units of enemy of soldiers into ground meat.
Small humanoid, lawful good
AC: 14 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 16 (+3) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Skills: Stealth +5
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Pathfinder: The Commando ignores the effects of difficult terrain.
Anatomical Precision: When the Commando misses with a melee attack, the target takes 3 (DEX modifier) piercing damage.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Scattergun: The scattergun fires pellets in an 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 7 (2d6) piercing damage on a failed save, or half as much damage on a successful one.
Multiattack: The Commando makes two attacks with its Trench Knife.
Trench Knife: +5 to hit, 6 (1d6+3) piercing damage.
CR: 1

Trencher Commando Officer
Masters of covert operations, sabotage, and targeted elimination behind enemy lines, the officers of the trencher commandos are the best of the best. These officers lead squads of commandos on the most dangerous and sensitive assignments, where their paramount goal is always simple: complete the mission at any cost.
Small humanoid, lawful good
AC: 14 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 16 (+3) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Skills: Stealth +5
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Pathfinder: The Commando ignores the effects of difficult terrain.
Anatomical Precision: When the Commando misses with a melee attack, the target takes 3 (DEX modifier) piercing damage.
Tactics (Quick Work): All Commandos under the Officer’s command gain Quick Work.
Granted (Reposition): As long as the Officer is alive, all Commandos under its command gain Reposition.
Quick Work: When the Commando reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to make a Military Carbine attack.
Reposition: The Commando can use its bonus action to Dash.
Actions:
Dig In: The Trencher casts Mold Earth, creating a trench that grants half cover.
Grenade: The Commando targets a space within 30 feet of it. All creatures within 10ft. of the target must make a DC 13 Dexterity saving throw, taking 7 (2d6) force damage on a failed save, or half as much damage on a successful one.
Multiattack: The Commando makes two attacks with its Military Carbine or Trench Knife.
Military Carbine: +5 to hit, 7 (1d8+3) piercing damage, range 100/400.
Trench Knife: +5 to hit, 6 (1d6+3) piercing damage.
CR: 1

Trencher Long Gunner (https://warmachineuniversity.com/mw/index.php/Trencher_Long_Gunners)
To the trenchers, the staccato crack of rifle fire represents the familiar tempo of war. Trained in the use of repeating long rifles, Trencher Long Gunners provide their comrades in the corps with dedicated long-range fire support. These troops single out their targets and rain bullets on them from afar, cutting down ranks of enemy infantry with each fusillade.
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Dual Attack: If the Long Gunner sacrifices its movement for the round, it can make two attacks with its Repeating Long Gun.
Actions:
Repeating Long Gun: +4 to hit, 7 (1d10+2) piercing damage, range 150/600.
Trench Knife: +4 to hit, 5 (1d6+2) piercing damage.
CR: 1/2

Trencher Long Gunner Officer
Small humanoid, lawful good
AC: 13 (leather armor) HP: 40 (9d6+9) Speed: 25 ft.
STR: 10 (0) DEX: 14 (+2) CON: 12 (+1)
INT: 10 (0) WIS: 12 (+1) CHA: 8 (-1)
Tough (Recharges after a Short or Long Rest): If the Trencher takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Dual Attack: If the Long Gunner sacrifices its movement for the round, it can make two attacks with its Repeating Long Gun.
Go to Ground (Recharges after a Short or Long Rest): As a free action the Officer calls out a command, granting all Long Gunners that hear it half cover for one round or until they move.
Granted (Precision Fire): So long as the Officer is alive, all Long Gunners under its command gain Precision Fire.
Tactics (Marksman): All Long Gunners under the Officer’s command gain Marksman.
Precision Fire: Repeating Long Gun attacks deal an extra 2 (1d4) damage.
Marksman: Creatures hit by Repeating Long Gun attacks suffer disadvantage on ability checks of the Long Gunner’s choice for one round.
Actions:
Repeating Long Gun: +4 to hit, 7 (1d10+2) piercing damage, range 150/600.
Trench Knife: +4 to hit, 5 (1d6+2) piercing damage.
CR: 1/2