Grunt

> I am a Soldier, I fight where I am told, and I win where I fight. - *George S. Patton*
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## Kitted Out

The Grunt serves a vital role in the team's structure since they are focused on combat first and foremost. They are proficient in most forms of firearms as well as the strongest armor that Chicago has to offer. With this, Grunts have a little more flexibility when it comes to their initial build. Don't like getting your hands dirty? Specialize in the Designated Marksman class? Prefer to keep things quiet, consider Black Ops training. Are you an up close and personal type of person, become a shotgunner. Tailor yourself for the battlefield you want.

## Schools of Training

* Black Ops
	+ +? to attacks with silenced weapons
	+ +? to attacks from enemies that can't see you
* Designated Marksman
	+ +? to attacks made from ? feet away
	+ Aimed Shot
		- After ? turns stationary, you can target a specific location on a foe’s body, so long as the foe’s body has the location you want to target.
			* Armshot
				+ On a hit, the target must make a Constitution saving throw or drop a single held item of your choice.
			* Headshot
				+ On a hit, the target must make a Constitution saving throw or have disadvantage on attacks made until the start of your next turn.
			* Legshot
				+ On a hit, the target must make a Constitution saving throw or fall prone.
			* Bodyshot
				+ On a hit, the target must make a Constitution saving throw or have disadvantage on Strength and Dexterity ability checks and saving throws until the start of your next turn.
			* Wingshot
				+ On a hit, the target must make a Constitution saving throw or fall 60 feet. Creatures of Huge size or larger automatically succeed on saving throws made against this shot.
* Shotgunner
	+ One Two Punch
		- If you're within five feet of an enemy, take one ranged attack then follow up with a melee attack, either with the butt of your gun or a melee weapon.
* Rifleman
	+ Burst Fire
		- Attack twice in one turn, second shot with disadvantage (maybe?).
* Demolitions Expert

## Class Features

### Superior Training

Starting at 2nd level, you gain +1 AC while wielding a weapon you're proficient with.

### Extra Attack

At 5th level, you can attack twice instead of once.

### Crescendo of Violence

At 20th level, you gain an extra action and bonus action.

## Officer Features

### Commanding Presence

Starting at 3rd level, you gain proficiency in the Intimidation or Persuasion skill, and if you already have proficiency in them, you can double your proficiency bonus.

### Guidance

Starting at 4th level, whenever you or a creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma Mod (Min. 1)

## Student of War

At the 5th level, you study the art of war not only in battle but out of it grants you proficiency in an artisan tool of your choice and you may choose one skill to gain proficiency in. Skills you can gain proficiency in are Animal Handling, Athletics, History, Insight, Intimidation, Medicine, and Persuasion.

### Battle Tactics

At 7th level, you learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature.

* **Full Infantry Defense**
	+ The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.

* **Tactical Flanking**:
	+ The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.

* **Assassin's Strike**
	+ The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.

* **Immovable Line**
	+ Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest.

### Inspiring Attack

At 9th level, your attacks score a critical hit on a roll of 19-20. If it is already 19-20, then it is 18-20. When you score a critical hit you inspire your allies and yourself to battle on. Choose a creature that can see or hear you. That creature gains temporary hit points equal to 1d10 + your charisma ability modifier. Starting at the 12th level the creature regains 2d10 + your charisma ability modifier. At 15th level, the creature regains 3d10 + your charisma ability modifier.

### Heroic Resolve

At 11th level, as a reaction, you can use this feature to provide one of the following effects. You may only use this once per short or a long rest.

* **Keep Going!**
	+ When an ally that can see and hear would suffer a level of exhaustion, you can spend your reaction to delay your ally from suffering that level of exhaustion for 1 hour.

* **Only Thing to Fear...**
	+ When an ally that can see and hear you, fails a saving throw against being frightened, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the frightened condition for 1 minute.

* **Snap Out of It!**
	+ When an ally that can see and hear you, fails a saving throw against being charmed, you can spend your reaction to allow that ally to reroll that saving throw. All allies that can see and hear you have advantage on saving throws against the charmed condition for 1 minute.

* **Stay With Me!**
	+ When an ally within 5 feet of you fails a death saving throw, you can spend your reaction to allow that ally to reroll that saving throw. For up to 1 minute, that ally has advantage on death saving throws as long as you remain within 5 feet of him or her.

At 16th level, you may use this feature twice before completing a short or a long rest.

### Great Leader

At 13th level, you may use your bonus action to command an ally to make a single attack against a creature you've attacked this round and that an ally can move up to 10 feet before making the attack.

### Boot & Rally

By 14th level, your presence inspires those around you. As an action, you can speak out words of encouragement to all allied creatures within 60ft. They gain temporary hit points equal to your commander level + Charisma modifier (minimum of one)and have resistance to ranged attack. You regain use of this feature after you finish a long rest.

### Experienced Combative

By 15th level, you have obtained unrivaled experience in close range combat. Whenever you are hit with a melee attack, you may use your reaction to reduce the damage by 2d8 + your Strength or Constitution modifier.

### Superior Tactics

At 18th level, your experience in battle tactics becomes unrivaled. You can use your battle tactics feature unlimited times. You can use Heroic Resolve three times.

### Singular Focus

By 20th level, you can command legions to focus down a single target. As an action, you can single out the target of Singular Focus within 120ft. of you. Until the start of your next turn, that target has disadvantage on all saving throws, and all allied creatures within 120ft of you have advantage on attacks and saving throws against the target of Singular Focus. If you are in a city you can persuade the some of the high ranked militia and their followers to join you automatically. You regain the use of this feature after you finish a long rest.