Rifleman
Class ListQuick Start
- 13 STR, 14 DEX, 16 CON, 10 INT, 11 WIS, 14 CHA. Races: HumanHuman
- 15 HP, +10 HP per level. Armor: Standard Ballistic Plates, 14 ACStandard Ballistic Plates, 14 AC. Extra Init: 0+2 Initiative. Saves: +5 DEX, +5 CON+5 DEX, +5 CON
- Equipment: Items: M4A1 (+3, 2d6+3), infantry kit, ammo box, 4 rifle magazines, 3 handgun magazines, M67 fragmentation grenade, and 10 gp.Items: M4A1 (+3, [2d6]+3), infantry kit, ammo box, 4 rifle magazines, 3 handgun magazines, M67 fragmentation grenade, and 10 gp.
- Skills: +2 Survival, +3 Athletics+2 Survival, +3 Athletics.
- Background: Riflemen are the tanks of the team, while also providing the ammo box, an extremely important asset. They are versatile and hold positions very well while having an equal mix of support and damage with their designated riflesRiflemen are the tanks of the team, while also providing the ammo box, an extremely important asset. They are versatile and hold positions very well while having an equal mix of support and damage with their designated rifles.
Level | Proficiency Bonus | Features | Ammo Box LVL | 1st | 2nd | 3rd | 4th | 5th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Ammo Box, Unyielding Combatant | 1 | 2 | ||||||||||||||
2nd | +2 | Quick Feet, Under Fire | 1 | 2 | 3 | |||||||||||||
3rd | +2 | Intermediate Tactics | 1 | 3 | 4 | 2 | ||||||||||||
4th | +2 | Ability Score Improvement, Ammo Box Upgrade | 2 | 3 | 4 | 3 | ||||||||||||
5th | +3 | Covering Fire, Fast Movement | 2 | 4 | 2 | 4 | 3 | 2 | ||||||||||
6th | +3 | Advanced Tactics | 2 | 4 | 2 | 4 | 3 | 3 | ||||||||||
7th | +3 | Effective Communicaton | 2 | 4 | 3 | 4 | 3 | 3 | 1 | |||||||||
8th | +3 | Ability Score Improvement, Ammo Box Upgrade | 3 | 4 | 3 | 4 | 3 | 3 | 2 | |||||||||
9th | +4 | 5.56 Black Tip | 3 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 1 | |||||||
10th | +4 | Expert Tactics | 3 | 4 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | |||||||
11th | +4 | Spirit of Camaraderie | 3 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
12th | +4 | Ability Score Improvement, Ammo Box Upgrade | 4 | 4 | 3 | 3 | 4 | 3 | 3 | 3 | 2 | 1 | ||||||
13th | +5 | Stocked Weapons | 4 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
14th | +5 | Mastered Tactics | 4 | 4 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | ||||
15th | +5 | Ammunition Expert | 4 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
16th | +5 | Ability Score Improvement, Ammo Box Upgrade | 5 | 4 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |||
17th | +6 | Permanent Piercing, Rapid Reload | 5 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | |
18th | +6 | Attachment Specialist | 5 | 4 | 3 | 3 | 3 | 1 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | |
19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
20th | +6 | Ultimate Infantryman | 5 | 4 | 3 | 3 | 3 | 2 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Class Features
As a Rifleman, you gain the following class features.
Hit Points
Hit Dice: 1d12 per Rifleman level
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Rifleman level after 1st
Proficiencies
Armor: Standard Ballistic Plates, Ballistic Shield
Weapons: Rifles
Tools: Entrenching Tool
Saving Throws: Strength, Constitution
Skills: Choose two from Animal Handling, Athletics, Acrobatics, Nature, Perception, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
M4A1, Standard |
Infantry Kit |
Ammo Bag |
10 GP |
Fragmentation Grenade |
1st
Ammo Box
Your equipment is light enough to carry along an ammo box. During battle, you may deploy it for yourself or teammates as an action.
Your ammo box contains the following at level 1:- 5 Rifle/SMG magazines
- 6 Handgun magazines
- 8 Shotgun shells
- 1 Fragmentation grenade
- 2 Machine gun magazines
- 2 Grenadier rounds
- 2 Smoke grenades
- 3 Sniper magazines
You cannot pick back up the ammo box until combat has ceased. Nor can you move it around on the battlefield. It will only refill at a designated ammo box.
Reloading from the ammo box counts as a bonus action and requires you and your teammates to be at its emplaced location.
After placing the ammo box, you gain +1 DEX, Athletics, and Acrobatics until it is picked back up.
Unyielding Combatant
You are determined to win the fight beyond human capabilities. Once per session, you may receive fatal damage from any light or medium ammunition/attack and survive with 1HP. This passive ability may only be activated once.
Your equipment is light enough to carry along an ammo box. During battle, you may deploy it for yourself or teammates as an action.
Your ammo box contains the following at level 1:
[list][*]5 Rifle/SMG magazines
[*]6 Handgun magazines
[*]8 Shotgun shells
[*]1 Fragmentation grenade
[*]2 Machine gun magazines
[*]2 Grenadier rounds
[*]2 Smoke grenades
[*]3 Sniper magazines
[/list]
You cannot pick back up the ammo box until combat has ceased. Nor can you move it around on the battlefield. It will only refill at a designated ammo box.
Reloading from the ammo box counts as a bonus action and requires you and your teammates to be at its emplaced location.
After placing the ammo box, you gain [+1] DEX, Athletics, and Acrobatics until it is picked back up.
[title]Unyielding Combatant[/title]
You are determined to win the fight beyond human capabilities. Once per session, you may receive fatal damage from any light or medium ammunition/attack and survive with 1HP. This passive ability may only be activated once.
2nd
Quick Feet
Starting at 2nd level, you can rush across the battlefield with great speed. Using an action, you can double your speed for one turn. Has unlimited use.
Under Fire
At 2nd level, your fight/flight reflexes have heightened. After taking fire that did not hit you, you can roll for a DC 15 dexterity saving throw. Passing this roll gives you advantage on your next shot OR you may cross an enemy without receiving an opportunity attack.
Starting at 2nd level, you can rush across the battlefield with great speed. Using an action, you can double your speed for one turn. Has unlimited use.
[title]Under Fire[/title]
At 2nd level, your fight/flight reflexes have heightened. After taking fire that did not hit you, you can roll for a DC 15 dexterity saving throw. Passing this roll gives you advantage on your next shot OR you may cross an enemy without receiving an opportunity attack.
3rd
Intermediate Tactics
At 3rd level, you become trained in a specific field of combat that pertains to the rifle's widespread utility. You can choose a fighting style that gives you a specific proficiency in its field.
- Close Quarters: Gain stealth advantage as well as +2 DMG while within an enclosed area.
- Woodland Warrior: Gain permanent nature advantage as well as +3 DMG while within a forest.
- Mid Range: Gain perception advantage as well as +2 DMG to things 50-80 feet away.
- Long Range: Gain focus ability, which uses a bonus action during combat. Your next firearm based attack has hit advantage at to enemies over 80 feet away.
At 3rd level, you become trained in a specific field of combat that pertains to the rifle's widespread utility. You can choose a fighting style that gives you a specific proficiency in its field.
[list][*]Close Quarters: Gain stealth advantage as well as [+2] DMG while within an enclosed area.
[*]Woodland Warrior: Gain permanent nature advantage as well as [+3] DMG while within a forest.
[*]Mid Range: Gain perception advantage as well as [+2] DMG to things 50-80 feet away.
[*]Long Range: Gain focus ability, which uses a bonus action during combat. Your next firearm based attack has hit advantage at to enemies over 80 feet away.
[/list]
4th
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Ammo Box Upgrade
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
Your ammo box contains the following at level 2:- 6 Rifle/SMG magazines
- 7 Handgun magazines
- 10 Shotgun shells
- 1 Fragmentation grenade
- 2 Machine gun magazines
- 2 Grenadier rounds
- 3 Smoke grenades
- 3 Sniper magazines
- 1 Rocket
- 2 Field Dressings
- 2 Special ammunition magazines
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
[title]Ammo Box Upgrade[/title]
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
Your ammo box contains the following at level 2:
[list][*]6 Rifle/SMG magazines
[*]7 Handgun magazines
[*]10 Shotgun shells
[*]1 Fragmentation grenade
[*]2 Machine gun magazines
[*]2 Grenadier rounds
[*]3 Smoke grenades
[*]3 Sniper magazines
[*]1 Rocket
[*]2 Field Dressings
[*]2 Special ammunition magazines
[/list]
5th
Covering Fire
Beginning at 5th level, you may use a bonus action to cover yourself with fire while moving, doing 1d8 DMG. Your movements are unstable and inaccurate, causing you to roll your hit with disadvantage.
Fast Movement
Starting at 5th level, your speed increases by 5 feet if you aren't carrying your ammo bag.
Beginning at 5th level, you may use a bonus action to cover yourself with fire while moving, doing [1d8] DMG. Your movements are unstable and inaccurate, causing you to roll your hit with disadvantage.
[title]Fast Movement[/title]
Starting at 5th level, your speed increases by 5 feet if you aren't carrying your ammo bag.
6th
Advanced Tactics
Your skills in your chosen field of combat proficiency have grown further, now giving you advantage on initiative rolls while in your specified range.
Your skills in your chosen field of combat proficiency have grown further, now giving you advantage on initiative rolls while in your specified range.
7th
Effective Communicaton
By 7th level, your teamwork skills have built you up both as a combatant and as a person. You gain advantage on persuasion rolls.
By 7th level, your teamwork skills have built you up both as a combatant and as a person. You gain advantage on persuasion rolls.
8th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]Ammo Box Upgrade
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
Your ammo box contains the following at level 3:- 7 Rifle/SMG magazines
- 7 Handgun magazines
- 10 Shotgun shells
- 2 Fragmentation grenades
- 3 Machine gun magazines
- 3 Grenadier rounds
- 4 Smoke grenades
- 3 Sniper magazines
- 1 Rocket
- 3 Field Dressings
- 3 Special ammunition magazines
- 1 Timed explosive device
- 1 Anti tank mine
[title]Ammo Box Upgrade[/title]
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
Your ammo box contains the following at level 3:
[list][*]7 Rifle/SMG magazines
[*]7 Handgun magazines
[*]10 Shotgun shells
[*]2 Fragmentation grenades
[*]3 Machine gun magazines
[*]3 Grenadier rounds
[*]4 Smoke grenades
[*]3 Sniper magazines
[*]1 Rocket
[*]3 Field Dressings
[*]3 Special ammunition magazines
[*]1 Timed explosive device
[*]1 Anti tank mine
[/list]
9th
5.56 Black Tip
Beginning at 9th level, you may load your rifle with 5.56 armor piercing ammunition from your ammo box. Using an action in combat as well as two rifle magazines, your next magazine will be empowered with this ammunition type. You may not reload your armor piercing rounds with a bonus action.
The details for 5.56 armor piercing ammunition are listed in the Weapons and Ammunition Guidebook.Beginning at 9th level, you may load your rifle with 5.56 armor piercing ammunition from your ammo box. Using an action in combat as well as two rifle magazines, your next magazine will be empowered with this ammunition type. You may not reload your armor piercing rounds with a bonus action.
The details for 5.56 armor piercing ammunition are listed in the Weapons and Ammunition Guidebook.
10th
Expert Tactics
[#Primal Path]Path Feature[/#]At 10th level, your training in your chosen field of expertise becomes even more advanced, proving you highly skilled on the battlefield. Your chosen proficiency gains the following advantages.
- Close Quarters: As a bonus action, you may attack twice with a handgun while within an enclosed area. You have headshot advantage rolls while within this area as well.
- Woodland Warrior: Gain a ghillie suit.
- Mid Range: You may see through smoke that is 50-80 feet away.
- Long Range: Focus ability now reduces crit requirement from rolling a 20 to a 19 as well.
At 10th level, your training in your chosen field of expertise becomes even more advanced, proving you highly skilled on the battlefield. Your chosen proficiency gains the following advantages.
[list][*]Close Quarters: As a bonus action, you may attack twice with a handgun while within an enclosed area. You have headshot advantage rolls while within this area as well.
[*]Woodland Warrior: Gain a ghillie suit.
[*]Mid Range: You may see through smoke that is 50-80 feet away.
[*]Long Range: Focus ability now reduces crit requirement from rolling a 20 to a 19 as well.
[/list]
11th
Spirit of Camaraderie
Starting at level 11, your companionship with your teammates has grown to the point of being able to boost their confidence with your mere presence. Teammates within 20 feet of you have +2 on constitution and charisma saving throws.
Starting at level 11, your companionship with your teammates has grown to the point of being able to boost their confidence with your mere presence. Teammates within 20 feet of you have +2 on constitution and charisma saving throws.
12th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]Ammo Box Upgrade
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
You may carry two extra weapons in your ammo box that can be taken using an action.
Your ammo box contains the following at level 4:- 8 Rifle/SMG magazines
- 7 Handgun magazines
- 11 Shotgun shells
- 3 Fragmentation grenades
- 4 Machine gun magazines
- 4 Grenadier rounds
- 4 Smoke grenades
- 4 Sniper magazines
- 2 Rockets
- 5 Field Dressings
- 4 Special ammunition magazines
- 1 Timed explosive device
- 2 Anti tank mines
[title]Ammo Box Upgrade[/title]
Your ammo box has been modified to store increased ammunition as well as further ammunition types.
You may carry two extra weapons in your ammo box that can be taken using an action.
Your ammo box contains the following at level 4:
[list][*]8 Rifle/SMG magazines
[*]7 Handgun magazines
[*]11 Shotgun shells
[*]3 Fragmentation grenades
[*]4 Machine gun magazines
[*]4 Grenadier rounds
[*]4 Smoke grenades
[*]4 Sniper magazines
[*]2 Rockets
[*]5 Field Dressings
[*]4 Special ammunition magazines
[*]1 Timed explosive device
[*]2 Anti tank mines
[/list]
13th
Stocked Weapons
Weapons taken out of your ammo box for the first time in combat will be fully loaded with one magazine of a random special ammunition type. This applies to all weapon types.
Weapons taken out of your ammo box for the first time in combat will be fully loaded with one magazine of a random special ammunition type. This applies to all weapon types.
14th
Mastered Tactics
[#Primal Path]Path Feature[/#]At 14th level, you have completely mastered your field of combat. Your chosen proficiency gains the following advantages.
- Close Quarters: You may access your ammo box if it is in the same close quarters area as you, regardless of actual range.
- Woodland Warrior: Your senses are enhanced by the wilderness. You can see enemies through all cover in forests and shrubbery. You also gain permanent nature advantage.
- Mid Range: Gain a permanent +2 DMG to things 50-80 feet away. You gain +2 hit if it is not behind cover.
- Long Range: Focus ability can only end if you fall unconscious or if you choose to end it.
At 14th level, you have completely mastered your field of combat. Your chosen proficiency gains the following advantages.
[list][*]Close Quarters: You may access your ammo box if it is in the same close quarters area as you, regardless of actual range.
[*]Woodland Warrior: Your senses are enhanced by the wilderness. You can see enemies through all cover in forests and shrubbery. You also gain permanent nature advantage.
[*]Mid Range: Gain a permanent +2 DMG to things 50-80 feet away. You gain +2 hit if it is not behind cover.
[*]Long Range: Focus ability can only end if you fall unconscious or if you choose to end it.
[/list]
15th
Ammunition Expert
Beginning at 15th level, you give any teammates within a 40 foot radius an extra d4 damage if they are using a weapon that fires medium ammunition.
Beginning at 15th level, you give any teammates within a 40 foot radius an extra d4 damage if they are using a weapon that fires medium ammunition.
16th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]Ammo Box Upgrade
Your ammo box has been modified to store the maximum amount of ammunition and weapons possible.
The ammo box can now hold four weapons.
Your ammo box contains the following at level 5:- 10 Rifle/SMG magazines
- 9 Handgun magazines
- 14 Shotgun Shells
- 5 Fragmentation grenades
- 5 Machine gun magazines
- 5 Grenadier rounds
- 5 Smoke grenades
- 5 Sniper magazines
- 3 Rockets
- 6 Field Dressings
- 7 Special ammunition magazines
- 2 Timed explosive devices
- 3 Anti tank mines
[title]Ammo Box Upgrade[/title]
Your ammo box has been modified to store the maximum amount of ammunition and weapons possible.
The ammo box can now hold four weapons.
Your ammo box contains the following at level 5:
[list][*]10 Rifle/SMG magazines
[*]9 Handgun magazines
[*]14 Shotgun Shells
[*]5 Fragmentation grenades
[*]5 Machine gun magazines
[*]5 Grenadier rounds
[*]5 Smoke grenades
[*]5 Sniper magazines
[*]3 Rockets
[*]6 Field Dressings
[*]7 Special ammunition magazines
[*]2 Timed explosive devices
[*]3 Anti tank mines
[/list]
17th
Permanent Piercing
Starting at level 17, one rifle of your choice will be constantly chambered in 5.56 AP rounds. This ability can be toggled on and off with your next reload.
Rapid Reload
Starting at level 17, you and your teammates will have their movement speed doubled directly after taking ammunition or a weapon from your ammo box.
Starting at level 17, one rifle of your choice will be constantly chambered in 5.56 AP rounds. This ability can be toggled on and off with your next reload.
[title]Rapid Reload[/title]
Starting at level 17, you and your teammates will have their movement speed doubled directly after taking ammunition or a weapon from your ammo box.
18th
Attachment Specialist
Beginning at 18th level, you may add 1d6 DMG to your rifle if it has two or more attachments. Also, all of your equipped weapons may receive attachments regardless of incompatibility.
Beginning at 18th level, you may add 1d6 DMG to your rifle if it has two or more attachments. Also, all of your equipped weapons may receive attachments regardless of incompatibility.
19th
Ability Score Improvement
[#Ability Score Improvement]Ability Score Improvement[/#]20th
Ultimate Infantryman
At 20th level, your teamwork and combat abilities have been honed to their fullest. Once every long rest, you may use an action to refill all teammates ammunition with infinite range as well as give them an extra 1d6 DMG on their next attack
At 20th level, your teamwork and combat abilities have been honed to their fullest. Once every long rest, you may use an action to refill all teammates ammunition with infinite range as well as give them an extra 1d6 DMG on their next attack
Class Paths
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