Martial Archetype - Manager of Democracy

Democracy is constantly under threat from invaders, monarchists, rebel insurgents, and other traitors to liberty and freedom. To combat this, the Ministry of Truth and and Justice created a rigorous and in-depth training program for those who would enact democracy's will - the Managers of Democracy, sometimes called Helldivers.

These well trained and definitely not fresh-from-boot-camp fighters are able to wield democracy's weapons (high explosives) as if they were an extension of their own body, able to leap into cover away from danger (to protect the freedom of their blood to stay inside their veins instead of outside of them), and able to pose for paintings that help inspire others to spread democracy.

A Manager of Democracy will always have a place in a Good adventuring party, because Democracy is Good.

A number of your Manager of Democracy features call for a saving throw - as these are reliant on the health of your citizenry, the save DC for these is 8 + your proficiency bonus + your constitution modifier.

Hell Dive

When you manage democracy, many vile enemies stand in your path with vicious attacks and devious strategies, and the best way to handle that is to remember the three C's: Cover, Courage, and Cover! From 3rd level as a reaction when you are attacked, targeted by a feature that provokes a saving throw, or within an area of effect ability, you can immediately leap up to 15ft horizontally in any direction of your choice. This movement does not provoke opportunity attacks, and potentially allows you to avoid the attack or area of effect feature, or get into cover that prevents you being targeted with it, wasting the enemy's action.

When you jump, you also fall Prone, but while Prone from this effect, you gain +3 to your armour class until the start of your next turn as you hunker down.

Hell Dive can be used a number of times equal to your Constitution modifier, refreshing on a short or long rest.

Support Weapon

The core of the democratic management is destroying foes of democracy, and to do so a Manager of Democracy has access to a wide range of tools to enact Democracy. You can call one of these down as an Action at any point within a 60ft range. Where exactly these Support Weapons come from isn't important, and it might be construed as treasonous to even ask.

Though it seems improbable, Support Weapons can be called freely, even underground and indoors, somehow managing to appear where you need them to be when a villainous ceiling might otherwise have blocked their way.

A list of possible Support Weapons available is detailed at the end of this class description. Support Weapon can be used once per long rest. You regain a use of this feature whenever you expend your Action Surge feature, in addition to Action Surge's normal effects.

Stim

At 7th level whenever you activate Action Surge, you gain the effects of Second Wind. Whenever you activate Second Wind, you gain the effects of Action Surge.

Call in Reinforcements

The life of someone who represents managed democracy is often brief, and often brutal. From 10th level whenever you die and are not resurrected within one round, a replacement character with identical statistics, full hit points, any expended features restored, and the Fighter starter equipment set of your choice, is deployed to the battlefield in your place at a point within 30ft of where you died.

This character can instantly attune to any of your original equipment simply by picking it up, and they can fully loot your body and equip any items of their choice from it as a single action, including donning armour or a shield, allowing them to immediately get back into the fight.

Once a replacement has been deployed your original character cannot be resurrected or returned to life under any circumstances, as you pass the democratic torch to your replacement.

Call in Reinforcements can be used once, refreshing after 1d4+1 long rests.

New Character?

It is intended that the Reinforcements will be an entirely new character, fresh to the fight, and ready to lay down their lives for democracy. At your DM's discretion your reinforcement can have either a different background or be a different race to your original character, but they should otherwise remain the same statistics wise.

A player with this feature is encouraged to have at least one or two backup character ideas ready to deploy to the fight if necessary, to prevent any game time slowing down.

Democratic Will

Those who serve managed democracy cannot be swayed. You gain immunity to the Charmed Condition, and have advantage on any effects or features that might otherwise sway your will (such as the Enemies Abound spell).

Enhanced Stim

From 15th level your Second Wind now heals twice as much. Gaining its effects also grants you additional movement speed in feet equal to the total hit points restored, and restores one expended use of Hell Dive.

Improved Hell Dive

Also from 15th level whenever you use Hell Dive you gain Resistance to all damage until the start of your next turn, and advantage on the saving throw against the feature/effect that trigged Hell Dive, if there is one.

Democracy Manifest

From 18th level you gain one of the two following features of your choice:-


  • Democracy Never Dies. Whenever you would be reduced to 0 hit points, roll a d20. On a roll of 11 to 20, you are instead set to 1HP. This feature can activate even while at 1HP.
  • Liberty Protects. Whenever you call in a Support Weapon, you can call in another, different, support weapon at no additional action or use cost, at a point of your choice within range.

Once you have chosen this feature, you cannot change your mind, except when you gain a new character via Call in Reinforcements. When you do so, you can choose to change which of your Democracy Manifest features you have.

Enhanced Support Weapons

Also from 18th level, your Support Weapons have received democratically authorised upgrades. Their damage can no longer be resisted, and any immunity to their damage type is treated as resistance instead.

Together for Liberty

From 20th level, whenever you expend a use of Call in Reinforcements roll a d20. On a roll of 20, you regain a use of it.

Support Weapons


  • Expendable Anti-Titan. The Expendable Anti-Titan is a support weapon that either the Manager of Democracy or their allies can take advantage of. When you summon it, it calls down two large tubes bearing an explosive charge inside, which can be picked up and carried by any creature, requiring two hands to use. These tubes can be fires either as an Action at a target point within 120ft. Creatures and objects within a 15ft radius of the impact point 3d10 fire damage, increasing by 1d10 for every three additional fighter levels (4d10 at 6th, 5d10 at 9th, etc). Once a tube has been used once, it cannot be used again. The damage is halved on a successful Dexterity saving throw.

  • Repeater Crossbow Sentry. You call down a repeating crossbow sentry at a point within range. This is an object with AC15 and 20 hit points. Immediately after being called down, and at the start of each of your turns, it makes an attack at a random enemy creature within range. Unfortunately, the Repeater Crossbow Sentry cannot account for friendly fire. In the event another creature is in the path of the shot, they take the attack instead, regardless of whether they are friend or foe.

This attack is treated as a Light Crossbow attack, with a Dexterity modifier of +3, and uses your proficiency bonus. The Crossbow Sentry gains a second attack at 11th level, and a third attack at 20th level. It gains a +1 to its dexterity modifier at each of these levels, for a total of +5 at 20th level.

Repeater Crossbow Sentry lasts until it has expended 20 bolts, or for 1 hour, whichever comes first.


  • Shock Sentry. A short tower fixed with a lightning charged crystal appears at your direction. This is an object with AC15 and 20 hit points. Whenever any creature moves to within 15ft of this, or starts their turn there, it takes 2d8 lightning damage. Failing a Constitution save additionally halves their movement speed, until the end of their next turn. Shock Sentry lasts for 1 minute.

  • Eagle Airstrike. You unleash an aerial bomb drop on your foes (and maybe your friends). Choose a point within range. Creatures within a 20ft wide, 60ft long line take 2d8 fire damage, or half as much on a successful dexterity saving throw. This damage increases by 1d8 for every third fighter level (3d8 at 6th, 4d8 at 9th, etc.).

  • Eagle Smokestrike. A slightly kinder airdrop. At a point within range, smoke bombs are detonated in a 20ft wide, 120ft long line, creating a vast cloud of smoke that rises up 40ft tall. This smoke is utterly opaque, and lasts for 10 minutes, unless dispersed by a strong wind.

  • Orbital Stun Strike. A blast of democratic energy falls from on high at a point you choose. Creatures within a 10ft radius must succeed on a Wisdom saving throw or be Stunned until the start of your next turn.

  • Orbital Beam. A radiant blast of freedom seeks to burn your foes away. Choose a creature within range. They take 1d8 radiant damage immediately, and at the end of each of their turns until they die. If they die, the beam moves to the next nearest enemy creature, and the effect repeats. Orbital Beam lasts for 1 minute. At 11th level its damage increases to 2d8, and at 20th level to 3d8.

  • Supply Drop. You drop a treasure chest at a point within range that contains a number of potions equal to your proficiency bonus. These potions restore 2d4 + twice your Constitution modifier in hit points, and allow the drinker to regain either one feature that restores on a short rest, or one spell slot of a level equal to half your proficiency bonus. You cannot regain a use of Action Surge with a Supply Drop potion. Supply Drop potions last until you complete a short or long rest before becoming inert.

  • Minefield. Explosive alchemical containers fall from the sky and are buried within a 20ft square. Creatures - friends or foe - who move into any of the 5ft squares that constitute the minefield cause the mines in that square to detonate, dealing 2d8 fire damage. Creatures who suffer from the minefield detonation must succeed on a strength saving throw. Should they succeed, their speeds are halved. If they fail, they are throw 10ft in a random direction. This can causes a second minefield detonation if they land in another active mine square. Once a 5ft square of mines has been detonated, that square is 'safe' and does not explode again. The rest of them still do though.

At 11th level, the Minefield size increases to a 30ft square. At 20th level, it increases to a 40ft square. Minefield lasts for 1 hour, before its components become inert.


  • Lightning Launcher. You call down a weapon the slots down onto your wrist, and can be equipped as a bonus action. This ranged weapon can be used to make Attack in place of a normal weapon, uses your Constitution modifier for attack and damage rolls, and deals 1d8 lightning damage at a range of 30/90. If you exceed the target's AC by 5 or more with your attack, you can chain the damage to another creature of your choice within 15ft of the target, dealing the same amount of damage as it did to the first target.

Lightning Launcher lasts until the end of your next long rest.


  • Flame Cannon. A flame cannon with two fuel cannisters appears at a point within range for you or an ally to pick up and take advantage of, requiring two hands to use. Attacking with a flame cannon can be done as an Action or in place of an Attack, and deals 3d8 fire damage to all creatures within a 15ft cone, or half as much on a successful dexterity save. Fire lingers in the cone's area after use for 2 rounds, dealing a further 1d8 fire damage to any creatures who either move into the area or end their turn in the area.

A flame cannon can be fired four times before requiring a reload, and reloading a flame cannon requires an action.