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JNAProductions
2022-01-13, 12:18 AM
Scout
Medium Humanoid, Chaotic
Armor Class 16
Hit Points 120 (16d8+48)
Speed 50'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


14 (+2)
22 (+6)
16 (+3)
12 (+1)
8 (-1)
18 (+4)


Skills Acrobatics +10, Athletics +6
Senses Passive Perception 9
Languages Common
Challenge X
Jump Master
The Scout can jump in mid-air once. He regains the ability to do upon landing. Additionally, he can add his Strength and Dexterity scores together for the purposes of how high or far he can jump.

Movement Master
The Scout is always treated as having taken the Disengage action.

Actions
Bat Melee Weapon Attack:
+10 to-hit, reach 5', one target. Hit: 1d8+6 bludgeoning damage.

Pistol Ranged Weapon Attack:
+10 to-hit, range 120'/480', one target. Hit: 3d4+6 piercing damage.

Scattergun Ranged Weapon Attack:
+10 to-hit, range 15'/60', one target. Hit: 3d12+6 piercing damage.

Bonus Actions
Bat Melee Weapon Attack:
+10 to-hit, reach 5', one target. Hit: 1d8+6 bludgeoning damage.

Dash
The Scout takes the Dash action.
Soldier
Medium Humanoid, Chaotic
Armor Class 17 (Thick Jacket and Calloused Body)
Hit Points 199 (21d8+105)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


18 (+4)
14 (+2)
20 (+5)
10 (0)
12 (+1)
12 (+1)


Damage Resistances Any damage inflicted from himself
Senses Passive Perception 11
Languages Common
Challenge X
Landing Expert
The Soldier takes half damage from falling, and does not fall prone simply from fall damage.

Actions
Shovel Melee Weapon Attack:
+8 to-hit, reach 5', one target. Hit: 1d10+4 bludgeoning damage.

Rocket Launcher Ranged Weapon Attack:
The Soldier shoots a point within 200' with a rocket. All creatures within 15' of the point of impact must make a DC 17 Dexterity save or suffer 4d12 bludgeoning damage and be pushed 20' directly away from the point of impact. Half damage and no push on a successful save.

Shotgun Ranged Weapon Attack:
+8 to-hit, range 30'/120', one target. Hit: 2d6+4 piercing damage.

Bonus Actions
Shovel Melee Weapon Attack:
+8 to-hit, reach 5', one target. Hit: 1d10+4 bludgeoning damage.
Pyro
Medium Humanoid (Probably), Chaotic
Armor Class 18 (Firesuit)
Hit Points 170 (20d8+80)
Speed 30'


Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma


16 (+3)
16 (+3)
18 (+4)
14 (+2)
16 (+3)
8 (-1)


Skill Perception +7
Damage Resistances Fire
Senses Passive Perception 17
Languages Common
Challenge X

Actions
Flamethrower Ranged Weapon Attack:
All creatures in a 30' long, 5' wide line must make a DC 17 Dexterity save, taking 2d12 fire damage on a failed save and becoming lit on fire, taking an additional 2d6 fire damage at the start of each of their turns. They may repeat the save at the end of each of their turns to douse the fire, with advantage if they or another creature takes an action to try to smother the flames. On a successful save, half damage is taken and the targets are not lit on fire.

Fire Axe Melee Weapon Attack:
+7 to-hit, reach 5', one target. Hit: 1d12+3 slashing damage.

Flare Gun Ranged Weapon Attack:
+7 to-hit, range 60'/240'. Hit: 2d6 fire damage, and the target is lit on fire, as the flamethrower above, with the same save.

Bonus Actions
Airblast
The Pyro forces a creature within 15' to make a DC 17 Strength save, being pushed directly back 30' on a failed save.

It's now close to midnight. I hope to finish this soon, but the siren call of sleep is luring me.

Critique please!