The rifleman is a 1st level fighter, paired with the archery fighting style. and posseses the training of a magic initiate, of the wizard class. It additionally posses proper training with the spear (spear mastery).
Discipline: advantage on saves versius fear.
Medical kit. Can stabilize a dying creature with no skill check.
Multiattack. The veteran one musket shot. If it is within movement distance it approaches if advisable and makes one shot before it gets within 5 ft, and then a melee strike with rest of movement. if right next just two melee strikes.
Musket. ranged Weapon Attack: +8 to hit, range 120/480 ft., one target. Hit: 9 (1d12 + 3) piercing damage.
Bayonet. Melee Weapon Attack: +7 to hit, reach 5 ft (10 if extended reach)., one target. Hit: 8 (1d10 + 3) piercing damage.
Dagger. Melee Weapon Attack. +6 to hit, reach 5 ft (20/60 if thrown), one target. Hit 5 (1d4+3) slashing damage
Receive charge. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (2d10 + 3) piercing damage. As a bonus action, choose a creature you can see that is at least 20 feet away from you. If that creature moves within reach on its next turn, it can make a melee attack against as a reaction.
Bomb. The veteran throws a bomb up to 60 ft away radius 5 ft. Each creature in that area must make a DC 12 Dexterity saving throw, taking 9 (3d6) fire damage on a failed save, or half as much damage on a successful one.
Increase reach. as a bonus action, the rifleman can increase its reach with its bayonet by 5 ft for the rest its turn.
Create cover. Using the move earth ability, the rifleman will create 3/4th cover for itself if on natural terrain. Adding +5 to ac and Dexterity saving throws when applicable (AC 21, DEX save +8 when in use)
Second wind. as a bonus action, the rifleman may restore 1d10+1 hp to itself.
Spellcasting. The rifleman is an initiate in spellcasting (wizard). intelligence is its spellcasting ability. Save dc 12, +4 to hit. has the mending and move earth cantrips and the reaction spell shield (once per long rest).
Shield. +5 to ac for rest of turn. once per long rest.
Charge received. Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 13 (2d10 + 3) piercing damage. As a reaction, when the receive charge ability has been used beforehand, the offending target that moved with reach may be attacked.
Description
Setting forth to new lands and old lands alike, these trained and structured soldiers dig in when assaulted, or alternatively settle new and unconquered lands for the nation they originate from. They can be found exploring new lands in expeditions or putting down rebellions and natives alike.
Colonialism, but in this magically enhanced setting.
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