Militia

Militia actions for 5e systems

militia-actions-for-5e-systems

Sometimes in D&D and similar games you need to empower the players to manage groups of allies supporting the narrative, without precise actions by individuals. When running a rebellion, skirmish or base defense you can use militia actions representing the training a character conducted with a group of commoners.

  1. On every PC’s turn they now have a Militia Action. This is independent of their character’s actions and reflect the training that the character put into the small unit (think squad sized) during downtime.
  2. In initiative the Militia Action happens after all player actions and the actions of that character’s companions (familiars, pets, constructs, etc)
  3. A militia is a Swarm of Commoners (AC: 10, HD: 6, PB: 0, all abilities are 10, a Swarm may have a tool proficiency or skill for flavor). Every time it is attacked it makes a Wisdom ability check against the damage dealt. It gains a bonus from the controlling character’s Charisma (Persuasion). Each failure removes a Hit Die. When it drops below 3 HD it loses one of its damage dice. Do not track damage.
    Suggestion: Use a d6 to track the HD of a Swarm of Commoners.
  4. Pick one of the following actions
    • Ranged attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Range is 30/60 to represent inaccurate and improvised weapons. Damage is 2d4.
    • Melee attack – this attack is rolled with an Attack Bonus of + controlling character’s Charisma+PB (and whichever ability they use to command). Reach is 10′ to represent pitchforks, spears, and other implements. Damage is 2d6.
    • Funnel – the swarm moves 20′ and creates an 10Ɨ10 area of difficult terrain. If the terrain is already difficult it now costs twice that movement. After that the terrain becomes impassable except through magical means.
    • Rally – the militia energizes an ally, enabling it to expand an Hit Die. If the ally is another militia it regains a Hit Die.
    • Pester – if an opponent is in reach of the militia the unit can distract it so that the next attack against the opponent is at Advantage.
    • Move and/or Hide – the militia unit can move 20′ and then if cover is available it can make its defensive check at advantage.
    • Activate terrain, traps, spell craft or siege weapons – If a siege weapon is nearby a Swarm of Commoners has as many Utilize Actions as it does damage dice. It can also activate Magic Items, Rituals or Terrain as allowed by the scenario and dungeon master.
  5. A player may choose to use a second Bonus Action (if they have one, to make another Militia Action.

A character may only command one Swarm of Commoners unless they are a Propagandist or Inspiring Leader (PB number of Swarms).

This is a refined approach on the earlier Introducing Militia Actions to support base defense in urban rebellionĀ play.

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