Line Infantry

Line Infantry — Private

ORCISH ARMY  |  NEWLY TRAINED SOLDIER

Line infantry are the backbone of the Orcish army. You have just completed training and are expected to hold positions, fight in formation, protect civilians and support troops, and obey battlefield signals. Your strength comes from cooperation, conventional arms, and carefully rationed magic.

Your spellcasting modifier is CON.

Starting character statistics

StatisticStarting rule
Hit points16 + 2 * CON Modifier
Proficiency bonus+2
Basic first aidProficiency bonus applies to first-aid checks: stabilize (action, DC 10 Medicine); field dressing (1 minute, DC 10 Medicine, heals 1d4 HP, once per injury episode). Each attempt uses 1 kit use.
Natural healing5 HP per 24 hours; no Hit Dice healing. See General Rules — Health, Recovery & First Aid.
Saving throw proficienciesStrength, Constitution
Skill proficienciesSurvival (basic army fieldcraft), Athletics, Perception
Armor proficiencyLight armor, medium armor, heavy armor, shields; trained to wear issued chain mail without the usual Strength 13 movement penalty
Weapon proficiencySimple weapons and martial melee weapons
Weapon masterySpear (Sap), shortsword (Vex), light crossbow (Slow)

Issued arms and equipment

ItemStandard issue
Primary weaponSpear (1d6 piercing; versatile 1d8)
SidearmShortsword (1d6 piercing)
Ranged weaponLight crossbow (1d8 piercing), 20 bolts
ProtectionChain mail (AC 16), shield (+2 AC), helmet
Field kitUniform, boots, bedroll, blanket, mess kit, waterskin, 3 days’ rations
Tools and suppliesEntrenching tool, whetstone, 50 feet of cord; Healer’s Kit (5 uses, including bandages and field dressings)
IdentificationIdentification tag and unit insignia

Weapon mastery training

WeaponMasteryEffect (2024 D&D rules)
SpearSapOn a hit, target has disadvantage on its next attack roll before the start of your next turn.
ShortswordVexOn a hit, gain advantage on your next attack roll against that target before the end of your next turn.
Light crossbowSlowOn a hit, reduce the target’s Speed by 10 feet until the start of your next turn.

Military spells taught during training

Shieldmate  •  3 mana

Casting: Reaction   |   Range/target: Adjacent ally   |   Duration: One triggering attack
While holding a shield, grant an adjacent ally +2 AC against the triggering attack.

Hold Fast  •  3 mana

Casting: Bonus action   |   Range/target: Self   |   Duration: 1 minute
Gain advantage on checks and saving throws against being knocked prone, forcibly moved, or suffering effects of fear.

Driving Thrust  •  5 mana

Casting: Bonus action   |   Range/target: Self / next melee hit   |   Duration: This turn
Your next successful melee weapon attack this turn deals +1d6 force damage and pushes the target 5 feet if it is no more than one size larger than you.

Steady the Line  •  5 mana

Casting: Action   |   Range/target: Up to 3 creatures within 15 ft   |   Duration: 1 minute
Chosen creatures (including yourself if selected) gain advantage on checks and saving throws against being knocked prone, forcibly moved, or suffering effects of fear.

Force Bolt  •  5 mana

Casting: Action   |   Range/target: 60 ft   |   Duration: Instantaneous
Make a ranged spell attack against a target. On a hit, deal 2d6 force damage.

Hold Fast and Steady the Line help resist new effects; neither reverses an effect already suffered.