Magi-Tech Soldiers

by Inferno933

Search GM Binder Visit User Profile

Magitech Soldier's

The Magitech Military is one filled with all kinds of new and interesting Magitech technologies. It does not have much in numbers, but its foot soldiers and specialists make use of some of the most advanced weapons in the world. Due to this, its military has yet to meet its equil. Even in large-scale conflict, the brave Magitech soldiers never find themselves overwhelmed.

The Arcane Lance

The Magitech's signature weapon is the Arcane Lance. This weapon alone could lead any army to victory, but of course the Magitech have many more tricks up their sleeve. The weapon is close to the form of a musket or any other flintlock weapon, but instead of round bullets, it shoots pure magical energy. It draws from the inserted vials of essence and runes inscribed within the weapons ‘Core’. Most of these weapons are made to shoot bolts of focused but nearly invisible energy, this is purely because it is the easiest and cheapest to make. Force Rifles -as named by the soldiers- are relatively weak weapons compared to thier counterparts as seen wielded by the Magitech Heavy Weapons’s Specialists. Their weapons all wield different capabilities and purposes, but for a foot soldier, a Force Rifle is more than enough to push the line.

Soldiers in Uniform

The Magitech army is an organised military force. A soldier is never alone, and never left behind. The brothers in arms will always be found in groups with a designated leader. Whether that be an honoured Foot Soldier, a Specialist, or an Officer, it doesn't matter. The decentralised nature of the army allows for soldiers to take lead based of veterancy and through a mutual respect. Every soldier is expected to do what is best for his or her squad, and are expected to make calls if need, while also ready to yield command to the most veteran among them while in the heat of battle.


Foot Soldier

Medium humanoid (Any Race), Any Alignment


  • Armor Class 16(Breast Plate)
  • Hit Points 28 (5d8+5)
  • Speed 30 ft(Walking)

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 11 (0) 12 (+1) 10 (0)

  • Skills Intimidation(+2), Athletics(+4)
  • Senses passive Perception 11
  • Languages Common
  • Challenge 1/2 (100 XP)

Linemen. While within 5ft of a friendly creature, the Foot Soldier has advantage on strength saving throws


Actions

Entrenching Tool. A Foot Soldier is equiped with an enchanted entrenching tool. As an action a foot soldier may cast Mold Earth

Dagger/Bayonet. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 4 (1d4 + 2) piercing damage.

Force Rifle. Ranged Weapon Attack: +4 to hit, range 120/300 ft., one target. Hit 8 (1d12 + 2) force damage.


Specialist(Medic)

Medium humanoid (Any Race), Any Alignment


  • Armor Class 16(Breast Plate)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft(Walking)

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 12 (+1) 15 (+2) 10 (0)

  • Skills Athletics(+4), Medicine(+4)
  • Senses passive Perception 12
  • Languages Common
  • Challenge 1/2 (100 XP)

Linemen. While within 5ft of a friendly creature, the Medic has advantage on strength saving throws


Actions

First Aid Kit. A Medic is equipped with a magical set of medical tools. The Medic May cast cure wounds at first level twice before the kit needs to be replenished. The kit also counts as a healer’s kit

Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.

Force Rifle. Ranged Weapon Attack: +3 to hit, range 120/300 ft., one target. Hit 7 (1d12 + 1) force damage

Bonus Actions

Frontline Suport. A Medic May Cast Healing word at first level 2/day


Specialist(Heavy Weapons)

Medium humanoid (Any Race), Any Alignment


  • Armor Class 18(Plate Armour)
  • Hit Points 39(6d8+12)
  • Speed 30 ft(Walking)

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 11 (0) 12 (+1) 10 (0)

  • Skills Athletics(+4), Arcana(+2), Intimidation(+2)
  • Senses passive Perception 11
  • Languages Common
  • Challenge 2 (450XP)

Heavy Weapons The Heavy Weapons’s Specialist may not use a weapon with the Heavy Weapon trait if he has moved this turn

Sturdy. The Heavy Wepons’s Specialist has advantage on ability checks and saving throws to avoid being knocked prone, or pushed back


Actions

Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.

Force Pistol. Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit 8 (1d10 + 3) force damage

Heavy Flame Rifle. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit 15 (4d6 + 3) Fire damage. Heavy Weapon, Two handed. Any creature standing in between the Heavy Wepons’s Specialist and its target must make a DC13 Dexterity saving throw. On a fail, they also take the weapon’s damage. On a success, nothing happens

Arcane Drill. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 13 (2d10 + 2) piercing damage + 7(2d6) Lightning damage. Heavy Weapon


Specialist(SpellCaster)

Medium humanoid (Any Race), Any Alignment


  • Armor Class 13(studded leather)
  • Hit Points 22(4d8+4)
  • Speed 30 ft(Walking)

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 12 (+1) 16 (+3) 15 (+2) 10 (0)

  • Skills Athletics(+4), Arcana(+5), Intimidation(+2)
  • Senses passive Perception 12
  • Languages Common
  • Challenge 2 (450XP)

War Mage. The Specialist has advantage on concentration checks

Spellcasting. The Specialist is a 3th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Specialist has the following wizard spells prepared:

Cantrips(at will): fire bolt, shocking grasp

1st level(4 spell slots): burning hands, chromatic orb, magic missile, thunderwave

2nd level(2 spell slots): enlarge/reduce, misty step


Actions

Dagger/Bayonet. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit 3 (1d4 + 1) piercing damage.

Force Rifle. Ranged Weapon Attack: +3 to hit, range 120/300 ft., one target. Hit 7 (1d12 + 1) force damage


Officer

Medium humanoid (Any Race), Any Alignment


  • Armor Class 16(Breast Plate)
  • Hit Points 39(7d8+7)
  • Speed 30 ft(Walking)

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 11 (+1) 15 (+2) 14 (+4) 16 (+3)

  • Skills Athletics(+4), Persuasion(+5), Intimidation(+5)
  • Senses passive Perception 12
  • Languages Common
  • Challenge 3 (700XP)

Commanding Presence. All friendly creatures that can hear, understand, and see the officer have advantage on saving throws against being frightened

Dueling Pistols. The Officer may make attacks with his Force Pistol within 5ft of a hostile creature without incurring disadvantage


Actions

Multi-Attack An officer may make two attacks with his scimitar, and one with his Force Pistol

Force Pistol. Ranged Weapon Attack: +4 to hit, range 30/60 ft., one target. Hit 7 (1d10 + 2) force damage

Officer’s Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 5 (1d6 + 2) Slashing damage.

Bonus Actions:

Rally. The Officer bolsters his men with an inspiring roar of ferocity and courage. All friendly creatures that can hear and see the officer gain 8(1d10+3) temporary HP

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.