Infantry Units

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On the Battlefield

An army is only as good as their weakest link. When pitting your player characters against a company of soldiers, consider the commanding officer. Are they still wet behind the ears? Or are they a mighty general–a veteran of several wars? A charismatic (20 CHA), celebrated leader (25 renown) would grant their company 156 hit points; roughly on par with a weaker CR 10 creature (5,900 XP), and likely to be decimated by even a young red dragon, but just strong enough to hold their own against but a single alhoon.

This power level was chosen with the intent of being flavorful above all else, but also to encourage DMs to utilize more than a single infantry unit at a time. Even a 20th-level player character might balk at the prospect of facing down an entire battalion, but for an epic, end-of-campaign encounter, it’s sure to be memorable.

In addition, should your player character be given command of an infantry unit, or parhaps an entire battalion, then as their renown grows throughout the campaign, so too will their effectiveness. At low levels, an infantry unit could be granted to the PCs to provide assistance while taking down a dangerous enemy; a PC who favors their Charisma could easily have 20 CHA at 6th level, and with 5 renown, their infantry unit would have 36 hit points–equal to that of a 6th-level Artificer’s steel defender.

However, do be aware that the infantry unit’s break ranks ability allows them to disband into individual creatures–multiple gladiators would likely be too powerful at that level, but 6 or 7 guards might be acceptable. This should be chosen by the GM as is appropriate–and most importantly, as is flavorful.

To Do:

Chaotic infantry (eg. Orcish hordes), cavalry units, battlemage units

Infantry Unit, Spearmen

Gargantuan Swarm of Medium Humanoids (any race), any Lawful alignment


Armor Class
16 (chain shirts, shields)
Hit Points
2 + your Charisma modifier + six times your renown (the swarm has a number of Hit Dice [d8s] equal to your renown)
Speed
30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 10 (+0) 6 (-2)

Damage Resistances
bludgeoning, piercing, slashing
Condition Immunities
charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses
passive Perception 14
Languages
Common plus any one language
Challenge
Proficiency Bonus (PB) equals your bonus

Break Ranks. When the swarm dies, it must make a DC 15 Wisdom saving throw. On a success, it summons 2 (1d4) + your Charisma modifier guards or 1 (1d2) + your Charisma modifier gladiators, which occupy the same space as the swarm. The summoned creatures are considered to be frightened of whatever killed the swarm. The summoned creatures are considered an extension of the swarm, and retain any active effects that the swarm had before its death (including but not limited to bardic inspiration or the bless spell), and can repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.

Piled High. The swarm’s corpse is considered difficult terrain and provides half cover.

Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through an opening as narrow as 5 feet wide. The swarm can’t regain hit points or gain temporary hit points.

Actions

Multiattack. The swarm makes two melee attacks or two ranged attacks, or one melee attack if the swarm has half of its hit points or fewer.

Spears. Melee or Ranged Weapon Attack: your Charisma modifier + PB to hit, reach 5 ft. and range 20/60 ft., one target you can see. Hit: 3 (1d6) + renown piercing damage.

Shield Bash. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 2 (1d4) + renown bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a Strength saving throw or be knocked prone. The DC is equal to 10 + your Charisma modifier.

Reactions

Shield Wall. The swarm adds 3 to its AC against one melee attack that would hit it. To do so, the swarm must see the attacker and have more than half its hit points.