Homebrew
A commissioned officer of the Aontassian Legion. Is dressed in a uniform and armoured in flak armour.
| MOD | SAVE | ||
|---|---|---|---|
| STR | 8 | -1 | -1 |
| DEX | 16 | +3 | +6 |
| CON | 10 | +0 | +0 |
| MOD | SAVE | ||
| INT | 16 | +3 | +6 |
| WIS | 12 | +1 | +1 |
| CHA | 16 | +3 | +3 |
Tech aptitude. Advantage on Saving Throws against Magic.
Line infantry tactics. When 2 or more allied soldiers are nearby they have Advantage on Saving Throws.
Aura of Command.
Multi Attack. The sergeant makes two attacks and uses a command ability.
Revolver (bullet). To hit: 1d20+9 , on hit 2d8+7 Piercing or Bludgeoning. Fatal Shot: on Critical Hit, 1d10+17 instead.
1/day Revolver (Tracer). To hit: 1d20+9 , on hit 2d8+7 Piercing or Bludgeoning. Fatal Shot: on Critical Hit, 1d10+17 instead. Tracer. It leaves a lit trail to the target. The next attack against the creature is with Advantage.
1/day Revolver (Incendiary). To hit: 1d20+9 , on hit 2d8+7 Piercing or Bludgeoning. Fatal Shot: on Critical Hit, 1d10+17 instead. Ignite. This bullet adds 1d6 Fire damage. The creature must use an Action to put out the fire on the start of their next turn or take another 1d6 Fire damage. After this turn the bullet burns out naturally and doesn't apply the damage again.
1/day Revolver (Freezer). To hit: 1d20+9 , on hit 2d8+7 Piercing or Bludgeoning. Fatal Shot: on Critical Hit, 1d10+17 instead. Freezer. This bullet does an additional 1d6 Cold damage. The targets makes a Constitution Saving Throw DC12, on failure is Chilled and can only use an Action or Bonus Action on their next turn.
Fire at Will! Use your Bonus Action or Reaction to choose an ally within a 30 ft. radius that can see and hear you to allow them to use their Reaction to make a weapon attack. On a successful hit, they add your Charisma Modifier to the damage roll. Move! You can use your Bonus Attack or Reaction to allow an ally within 30 ft. radius that can see and hear you to move up to half their movement speed. Taunt the Enemy. By using a Bonus Action or Reaction you can yell at an enemy that can understand you and they make a Charisma Saving Throw DC14 On failure, the next Action, Bonus Attack, Saving Throw or Reaction they make is with Disadvantage. If they already made an Attack they're forced to re-roll the Action, Bonus Action, Saving Throw or Reaction.
Tactical Maneuver. As a Reaction you can let an ally take their turn early. They cannot take their turn when they have already had one this round. Tactical Command. You excel at maneuvering your allies in battle. When you enter initiative roll a d4, you and your allies can choose to add the result to either their Attack Rolls, Damage Rolls or Saving Throws but can add the bonus only once per round. At the top of the next turn you roll a d4 again. When you become incapacitated this bonus is lost and you'll have to re-roll at the next turn.