D&D 5E To The Strongest: A 5E War Campaign [CLOSED; OOC]


log in or register to remove this ad

Jago

Explorer
I'm very intrested in a polearm based fighter built to be a bit of a 4e warlord... maybe a bard or cleric multiclass.

Going to sound weird, but I'm running a character in one of Creamsteak's games that is able to semi-Warlord with the Rogue Mastermind's Master of Tactics ability and then going Fighter - Purple Dragon Knight for the rest.
 

Jago

Explorer
So this was whipped up very quick, but when it comes to hiring your Mercenaries and replacing losses/adding strength as we go, this is kinda what I'm looking at:



Hiring Hall


Available Everywhere

Peasants – 50 GP
[sblock=Stats]Str - +0
Dex - +0
Con - +0
Int - +0
Wis - +0
Cha - +0

AC: 11 - Leather
HP: 5
Speed: 6
Passive Perception – 10

Weapons:

  • Quarterstaff: +2 to Hit, 1d8 B
  • Sling: +2 to Hit, 1d4 B, Range 2/6
[/sblock]
Bandits – 100 GP
[sblock=Stats]Str - +0
Dex - +1
Con - +1
Int - +0
Wis - +0
Cha - +0

AC: 12 - Leather
HP: 10
Speed: 6
Passive Perception – 10

Weapons:


  • Scimitar: +3 to Hit, 1d6+1 S
  • Light Crossbow: +3 to Hit, 1d8+1 P, Range 4/16
[/sblock]Levymen – 150 GP
[sblock=Stats]Str - +1
Dex - +1
Con - +1
Int - +0
Wis - +0
Cha - +0

AC: 15 – Hide & Shield
HP: 20
Speed: 6
Passive Perception – 10

Weapons:


  • Spear: +3 to Hit, 1d6+1 P, Thrown 1/3. Carries 2
[/sblock]Skirmishers – 200 GP
[sblock=Stats]Str - +2
Dex - +0
Con - +2
Int - +0
Wis - +0
Cha - +0

AC: 13 – Leather & Shield
HP: 20
Speed: 6
Passive Perception – 12

Skills:
Perception: +2

Weapons:


  • Javelin: +4 to Hit, 1d6+2 P, Thrown 2/6. Carries 4
  • Dagger: +4 to Hit, 1d4+2 P
[/sblock]Scouts – 350 GP
[sblock=Stats]Str - +0
Dex - +3
Con - +1
Int - +0
Wis - +1
Cha - +0

AC: 13 – Leather
HP: 15
Speed: 6
Passive Perception – 15

Skills:
Perception: +5
Stealth: +6
Survival: +5

Weapons:


  • Longbow: +6 to Hit, 1d8+3 P, Range 8/30
  • Shortsword: +6 to Hit, 1d6+3 P
[/sblock]
Light Cavalry – 450 GP
[sblock=Stats]Str - +1
Dex - +2
Con - +0
Int - +0
Wis - +1
Cha - +0

AC: 14 – Chainshirt
HP: 25
Speed: 12 (Mounted)
Passive Perception – 13

Skills:
Perception: +3

Weapons:


  • Shortbow: +4 to Hit, 1d6+2 P, Range 4/16
  • Scimitar: +4 to Hit, 1d6+2 S
[/sblock]Veterans – 500 GP
[sblock=Stats]Str - +3
Dex - +1
Con - +2
Int - +0
Wis - +0
Cha - +0

AC: 16 – Chainmail
HP: 30
Speed: 6
Passive Perception – 12

Skills:
Athletics: +5
Perception: +2

Weapons:


  • Longsword: +5 to Hit, 1d10+3 S
  • Heavy Crossbow: +3 to Hit, 1d10+1 P, Range 5/20
[/sblock]Heavy Cavalry – 800 GP
[sblock=Stats]Str - +4
Dex - +0
Con - +2
Int - +0
Wis - +0
Cha - +0

AC: 17 – Splint
HP: 50
Speed: 12 (Mounted)
Passive Perception – 10

Weapons:


  • Lance: +6 to Hit, 1d12+4 P, Reach
[/sblock]
Human Mercenaries

Hoplites – 800 GP
[sblock=Stats]Str - +3
Dex - +1
Con - +2
Int - +0
Wis - +1
Cha - +0

AC: 18 – Chainmail & Shield
HP: 40
Speed: 6
Passive Perception – 10

Saves:
Wis: +4

Skills:
Athletics: +6
Intimidation: +3

Weapons:


  • Longspear: +6 to Hit, 1d10+3 P, Reach, Thrown 1/3. Carries 1
  • Scimitar: +6 to Hit, 1d6+3 S

Special:
Phalanx: So long as a Hoplite Stand is adjacent to another Hoplite Stand, both bestow Disadvantage to enemy Weapon Attacks targeting the Stands.[/sblock]


Peltasts – 600 GP
[sblock=Stats]Str - +0
Dex - +3
Con - +1
Int - +0
Wis - +1
Cha - +0


AC: 17 – Studded Leather & Shield
HP: 25
Speed: 6
Passive Perception – 11

Saves:
Dex: +6

Skills:
Stealth: +6

Weapons:

  • Javelin: +6 to Hit, 1d6+3 P, Thrown 2/6. Carries 8
  • Shortsword: +6 to Hit, 1d6+3 S

Special:
Harassers: A Stand of Peltasts in a Skirmisher Unit can be no more than 2 Squares away from any Stand in its Unit before it is considered Isolated. They can be no more than 1 Square away if they are in a Regiment.[/sblock]


Hetairoi – 1,000 GP
[sblock=Stats]Str - +4
Dex - +0
Con - +2
Int - +0
Wis - +0
Cha - +2

AC: 18 – Plate
HP: 50
Speed: 12 (Mounted)
Passive Perception – 10

Saves:
Con: +5
Cha: +5

Weapons:

  • Lance: +7 to Hit, 1d12+4 P, Reach
  • Warhammer: +7 to Hit, 1d10+4 B

Special:
Fearless: Hetairoi gain Advantage on Saves versus Fear and on Rally Checks. Hetairoi may Rally even without a Commander attached: they use their Charisma Save Modifier instead of their Wisdom Save Modifier when they do.

Companions' Charge: Hetairoi can substitute their melee attack roll against an Enemy Stand when they become Adjacent to it to instead force them to make a Strength Saving Throw equal to the Hetairoi's Strength Mod + 11 (Base 15). If they fail the save, the Enemy Stand is Paralyzed for one round. If the Hetairoi Retreat and become Adjacent to the Enemy Stand again, they can use this ability again.[/sblock]



Elven Mercenaries

Vexillarii – 800 GP
[sblock=Stats]Str - +1
Dex - +3
Con - +0
Int - +1
Wis - +0
Cha - +2

AC: 17 – Studded Leather & Shield
HP: 35
Speed: 6
Passive Perception – 10

Skills:
Persuasion: +5

Weapons:

  • Javelin: +6 to Hit, 1d6+3 P, Thrown 2/6. Carries 2
  • Shortsword: +6 to Hit, 1d6+3 S

Special:
Follow The Standard!: If an Adjacent Stand would be eliminated as a Casualty, a Stand of Vexillarii may make a DC 15 Persuasion Check. If successful, roll 1d6 and add the Vexillarii's Persuasion: the Casualty Stand recovers that much in HP and remains fighting. A Stand can benefit from Follow The Standard! only once per battle.[/sblock]


Sagitarii – 700 GP
[sblock=Stats]Str - +0
Dex - +4
Con - +0
Int - +1
Wis - +1
Cha - +0

AC: 16 – Studded Leather
HP: 30
Speed: 6
Passive Perception – 19

Skills:
Perception: +4
Stealth: +7

Weapons:

  • Longbow: +7 to Hit, 1d8+4 P, Range 8/30
  • Rapier: +7 to Hit, 1d8+4 P


Special:
Keen Senses: Sagitarii have Advantage on all Perception Checks. This increases their Passive Perception by 5
Multiattack: Sagitarii Can make 2 Weapon Attacks[/sblock]


Magii – 1,000 GP
[sblock=Stats]Str - +0
Dex - +2
Con - +1
Int - +4
Wis - +0
Cha - +0

AC: 12 / 15 with Mage Armor
HP: 25
Speed: 6
Passive Perception – 13

Saves:
Con: +4

Skills:
Arcana: +7
Perception: +3

Weapons:

  • Fire Bolt: +7 to Hit, 2d10, Range 6
  • Ray of Frost: +7 to Hit, 2d8, Range 6, Target's speed reduced by 1

Spells:
Spell Save DC: 15
Cantrips: Dancing Lights, Fire Bolt, Mending, Ray of Frost
1st Level (4 Slots): Burning Hands, Fog Cloud, Grease, Mage Armor, Magic Missile
2nd Level (3 Slots): Invisibility, Misty Step, Ray of Enfeeblement, Scorching Ray[/sblock]



Dwarven Mercenaries

Bersekir – 900 GP
[sblock=Stats]Str - +4
Dex - +0
Con - +3
Int - +0
Wis - +0
Cha - +0

AC: 14 – Spiked Armor
HP: 50
Speed: 6
Passive Perception – 10

Skills:
Intimidation: +4

Weapons:

  • Greataxe: +7 to Hit, 1d12+4 S

Special:
Rage: As a Bonus Action, Bersekir can enter a state of absolute fury. They gain +2 to all Melee Damage and Resistance to all Damage. They can also make 1 Additional Melee Attack. However, all attacks made against the Bersekir Stand are made with Advantage and the Stand makes Dexterity Saves at Disadvantage. Bersekir also gain Advantage on Intimidation Checks while Raging.

Spiked Retribution: Any Adjacent Stand that makes a Melee Attack against a Bersekir Stand while it is Raging suffers 3 Piercing damage.[/sblock]


Ambaxtoi – 700 GP
[sblock=Stats]Str - +3
Dex - +0
Con - +3
Int - +0
Wis - +2
Cha - +0

AC: 18 – Chainmail & Shield
HP: 40
Speed: 6
Passive Perception – 12

Saves:
Str: +6
Con: +6

Weapons:

  • Longsword: +6 to Hit, 1d8+3 S

Special:
Strength of The Oak: As an Action, Ambaxtoi can throw themselves at the enemy with their shields and a resounding war cry, seeking to cause as much chaos as possible. The targeted Stand must succeed on a DC 15 Wisdom saving throw or be Stunned.[/sblock]


Druidic Ceithern – 1,000 GP
[sblock=Stats]Str - +3
Dex - +1
Con - +2
Int - +0
Wis - +3
Cha - +0

AC: 15 – Hide & Shield
HP: 35
Speed: 6
Passive Perception – 13

Saves:
Con: +5
Wis: +6

Skills:
Nature: +3
Stealth: +4
Survival: +6

Weapons:

  • Club: +6 to Hit, 1d8+3 B (Shillelagh)
  • Produce Flame: +6 to Hit, 2d8 Fire, Range 1
  • Thorn Whip: +6 to Hit, 2d6 P, Range 1

Spells:
Spell Save DC: 14
Cantrips: Guidance, Produce Flame, Shillelagh, Thorn Whip
1st Level (4 Slots): Cure Wounds, Entangle, Faerie Fire, Longstrider, Thunderwave
2nd Level (3 Slots): Barkskin, Heat Metal, Hold Person, Spike Growth[/sblock]



Orcish Mercenaries

Mangudai – 1,000 GP
[sblock=Stats]Str - +2
Dex - +4
Con - +1
Int - +0
Wis - +1
Cha - +0

AC: 16 – Chainmail
HP: 30
Speed: 12 (Mounted)
Passive Perception – 14

Skills:
Animal Handling: +4
Perception: +4
Stealth: +7

Weapons:

  • Longbow: +7 to Hit, 1d8+4 P, Range 8/30
  • Scimitar: +7 to Hit, 1d6+4 P

Special:
Multiattack: Mangudai may make 2 Weapon Attacks when they take the Attack Action.
Parthian Shot: If taking the Retreat Action, Mangudai can still make one Ranged Weapon Attack.[/sblock]


Hu Jian – 700 GP
[sblock=Stats]Str - +3
Dex - +1
Con - +2
Int - +0
Wis - +0
Cha - +0

AC: 16 – Chainmail
HP: 30
Speed: 6
Passive Perception – 13

Saves:
Dex: +4

Skills:
Perception: +3

Weapons:

  • Greatsword: +6 to Hit, 2d6+3 S

Special:
Banzai!: If a Stand of Hu Jian moves at least 2 Squares before making a melee attack, the Stand can elect to Banzai: if they do and their attack hits, it is immediately considered a Critical. A roll of 20, resulting in a True Critical, stacks on top of this. However, adjacent enemies gain Advantage to attack the Stand until their next turn.

Cautious Assault: While in the Defend Configuration, Hu Jian Stands can still make Attacks. They only deal Half Damage when they do.[/sblock]


Chu Ko Nu – 900 GP
[sblock=Stats]Str - +1
Dex - +3
Con - +2
Int - +0
Wis - +0
Cha - +0

AC: 16 – Chainmail
HP: 30
Speed: 6
Passive Perception – 10

Weapons:

  • Heavy Crossbow: +6 to Hit, 1d10+3 P, Range 5/20

Special:
Multiattack: Chu Ko Nu may make 2 Crossbow attacks when they take the Attack Action.

Rapid Volley: Chu Ko Nu have Advantage on Attack Rolls against any Enemy Stand they are Adjacent to.[/sblock]
 
Last edited:

Charwoman Gene

Adventurer
Okay, got my inspiration, Lucius Shadowleaf, Wood Elf, loyalties split between the Republic and the Society. Master Archer, has wandered a bit. I see him leading a group of elven sagittarae. I'll get his full writeup done ASAP.
 


Jago

Explorer
Very cool! Do we get a starting budget?

Yes, I'll be allotting the team Somewhere in the realm of about 1,000 GP Per Player: enough to splurge on a few "Elite Units" if you all want to nab one, or basically stack the field with Peasants until there is no more room to maneuver. You know, in case you're all about The People's Revolt.
 



Thateous

Explorer
Any way to get an exotic mount like a large cat? Switching to half-elf cause dragonborn can't see in the dark #lame. Going cavalry paladin and taking the mounted feat. Is there a better mounted combat class than paladin?



Sent from my SM-G935P using Tapatalk
 


Remove ads

Top