Build A Drill Sergent

Post/Author/DateTimePost
#1

FrogReaver

Jun 18, 2015 11:34:29

I think it could be incredibly fun to play role play a drill sergent, I'm thinking more of the full metal jacket type but there's plenty of other fun takes on them to.

 

So the question is which mechanics work together to give me a nice gruff take no crap kind of character?

#2

shintashi

Jun 18, 2015 11:43:21

first of all, you want to give them double proficiency bonus toward intimidation, it is definitely a class skill as well.

 

They would also be skilled in survival, probably double proficiency there too.

 

Roll D10s for hit points, and take that feat that gives you better hit points. Constitution is your primary stat, followed by Strength. Dexterity and Wisdom would follow closely afterwards. Give them that bar fight/grappling feat. Proficiency with all weapons. Give them the best cross bow set or just go to the DMG section on guns. If thats too modern, give them a long bow and a long sword. 5e doesn't stack dex well with Armor so you could give them heavy armor and leave the Dex stat lower than usual, and take an initiative bonus attribute. their primary saves would be constitution and wisdom.

 

Give them stealth and hiding techniques similar to Rangers and Rogues.

 

The hardest part will be finding a way to max out intimidation, the rest can be accomplished by mixing monk, ranger/rogue, and fighter.

#3

jaappleton

Jun 18, 2015 11:49:15
Battlemaster Fighter/Swashbuckler Rogue. Expertise in Intimidate and Survival, SA with melee, and great maneuvers. Including big the Battlemaster ability to let them size up an opponent, that screams Drill Sargeant.
#4

rgoodbb

Jun 18, 2015 13:12:30

They do need high Intimidation so charisma mixed with melee 

 

They don't need to be the best of the best, but they do need to make the best of the best

 

Supporting and driving and entheusing and scaring the best out of everyone else.

 

= Valour Bard of course

#5

RicknMO

Jun 18, 2015 14:22:28

How I would do a drill sergent.

 

Variant Human: (point buy)

Str 12 (+1 from VH)

Dex 12

Con: 16 (+1 from VH)

Int: 10

Wis 12

Cha: 13

 

Feat: Inspiring Leader

 

Skills: Athletics, History, Insight, Intimidation, Performance.

 

Fighting style: Protection.

 

2nd level go rogue for Expertise on Intimidation and Performance.

 

Then fighter to battle master.

#6

Macv12

Jun 18, 2015 16:54:32

Bard seconded. Inspiration dice. Just reflavor the spells, or only take the ones that can be flavored as "inspiration" of some kind.

 

I wouldn't to bard all the way, but enough to make the inspiration dice count. 5th level minimum, with a sweet CHA. Battlemaster fighter is great after that.

 

A selection of workable spells:

Blade Ward: you're just that tough, when you need to be.

True Strike: cuz weapon attacks.

Vicious Mockery: it's your job.

 

Cure wounds: non-magical medicine.

Healing Word"rub some dirt on it! You want me to call yer mommy?!"

Heroism: that butt-slap thing coaches do before sports games.

Longstrider: forced march.

 

Enhance Ability: inspiration/instruction.

Enthrall: it's just a spell to make you the center of attention.

Shatter: concussion grenade.

 

Fear: duh.

Fireball: firebomb. (Get it with Magical Secrets).

#7

Razintarr

Jun 18, 2015 22:57:22

Valor bard. Replace inspirational words/songs with "Look here you maggots! Kill that dragon or it's cleaning latrines with your toothbrushes!"

#8

Treantmonklvl20

Jun 19, 2015 6:22:59

I like the idea of the Lore Bard.  I'm imagining Cutting Words: "You call that an attack you worthless scum off the armpit of a troglodite!  You crawl back to your Mommy and ask her to show you how to hit you son of a Dretch!"