SMOOSH JUICE
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.
- On every PCās turn they now have a Militia Action. This is independent of their characterās actions and reflect the training that the character put into the small unit (think squad sized) during downtime.
- In initiative the Militia Action happens after all player actions and the actions of that characterās companions (familiars, pets, constructs, etc)
- 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 characterās 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. - Pick one of the following actions
- Ranged attack ā this attack is rolled with an Attack Bonus of + controlling characterās Charisma+PB (and whichever ability they use to command). Range is 30/60 to represent inaccurate and improvised weapons. Damage is 2d4.
- Melee attack ā this attack is rolled with an Attack Bonus of + controlling characterās Charisma+PB (and whichever ability they use to command). Reach is 10ā² to represent pitchforks, spears, and other implements. Damage is 2d6.
- Funnel ā the swarm moves 20ā² and creates an 10Ć10 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 ā the militia energizes an ally, enabling it to expand an Hit Die. If the ally is another militia it regains a Hit Die.
- Pester ā 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 ā the militia unit can move 20ā² and then if cover is available it can make its defensive check at advantage.
- Activate terrain, traps, spell craft or siege weapons ā 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.
- 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.