Armies

In order to have military presence, you require... a fuckin military

## Initial Training

Assuming you have a town, or a group of willing (or unwilling) troops to train, you can spend 4 weeks of training to get them up to scratch, these downtimes dont need to be consecutive, but preferably within the same year

Upon completion of this first week, they gain a small selection of features and proficiencies out of ones you had

 Weapon/Armor Proficiency

For their stats, assign them as if using standard array ignoring racial bonuses using these scores

```
**8,10,14,14,16,18**

```

Once that is done, roll 2d20 for traits

(these wont be active for now but its still worth having, descriptions will latter be swapped out for effects, this may eventually be changed to be smaller tables based on primary stats if enough ideas are worked out)

**Ignore this lower stuff, just draft notes of what it might be for the latter stuff**

after that, undefined training time (avarage of 2 to 4 weeks)

(choose 2 of these)

Gain 1 class feature, or a subclass feature if of the same class as inital training

Optional +1 weapon profienciy or +1 to a stat

Spellcasting gains 1 first level slot to a max of 5 or convert 3 of one spell slot to one of a higher level, 1 cantrip for every time you get a new level of spells

Pact magic gains a known spell each time they are trained (level is based on the warlock spell table, the amount of training being the position of the level in this case)

Training can only be done of things that person has (so they need the profiency or class to train in it)

Spells known is based on spell slots (extras can be gained from somebody writing out the spells for every member of the unit and adding it to their spellbook, they gain it onto their list once the next training is completed)

The level of pact magic slots is the amount of times spent training divided by 4 (max 5th level)

Every troop has a capitain (or some hired mercernary working as a capitain or a player)

While as a capitain, they all have special bonus actions and actions

Actions

-Demoralise

Intimidate a enemy troop, they make a wisdom save with a bonus of how many suriving troops they have, on a failure they begin to scramble, they can make another save at the end of their turn, if they fail they aim to leave the fight, if they succeede they attempt to form back up

-Reinforce

Give advantage and add your charisma modifer to a save against demoralizing actions done by others

Bonus actions

-Target

Set a new target for the troop which they will use their actions each turn to attack

-Charge

The troop will move forward attacking if they meet with somebody, moving at double speed (a seperate action required to attempt to attack them afterwards, else they will try to push forward with a athletics contest)

-Fallback

Just straight disengage and move away

-Defence

Reform the troop into a line who are taking the dodge action and forming a wall

-Prepare

Once a target is set this one can be done allowing an opportunity attack when they leave range

Troops usually are about 20 people, 1 attack for every 5 remaining (extra attack training just adds one more attack for every 10 for each level of it)

1d6 hp for each troop (some forces may be trained to have 1d8 per troop or a even higher die, but thats mostly NPC armies for now)

Troops have a bonus to hit based on how many times they have gotten trained divided by 2