Warfare

This ruleset is designed to simulate large scale combat in a simplified form that fits with fifth edition while still keeping players engaged.

Units

Combat units are considered Gargantuan creatures and have hit points equal to the number of individuals in the unit. Most units have around 100 hp and a base armor class of 10. They earn +1 proficiency for each combat the unit survives. This proficiency bonus is added to armor class, attacks, damage, and saves. While they may not be difficult to attack, they are large enough to pose a serious threat to low level adventurers.

All units also gain a bonus based on the people that make up the majority of the unit. Only one bonus can be used per unit.

Dwarven Armor - Units with a majority Dwarven composition have +1 AC

Elven Precision - Units with a majority Elven composition may reroll 1s from damage dice.

Halfling Courage - Units with a majority Halfling composition may use their reaction to double their proficiency modifier for a morale save. This must be done before results are declared.

Human Resilience - When reduced to less than half of their starting hitpoints, units with a majority human composition may gain temporary hitpoints equal to their proficiency bonus at the start of each turn.

Orcish Strength - Units with a majority orcish composition add double their proficeincy bonus to damage rolls.

Morale Saves

Every time a unit takes damage, it must make a morale save. The DC equals 10 or the damage taken, whichever is higher. If the save fails, the unit takes double damage and has -1 on all future morale saves.

Units with a commander have advantage on these saves while ones without have disadvantage. If the commander is in the midst of a duel they make the save as normal.

Commanders

Each unit has a commander slot avaliable. While a unit can exist without a commander, including one offers significant advantages. Any character that shares a language with the unit and has a positive charisma modifier can serve as a commander. Characters can only lead one unit at a time.

While in command, a successful attack against the unit they command deals damage equal to the total damage dealt divided by the commander's charisma modifier (minimum of 1) to the commander.

At any point in combat, a commander can issue a challenge to an enemy commander. If both commanders agree, a duel is started, outlined later in this chapter. If a commander refuses a duel, both the commander and unit under their command have disadvantage on all rolls until the start of the next turn.

Unit Feats

Unit Feats are chosen by their commander when they are initially created. Once chosen, a feat cannot be removed. Units can take a number of feats equal to the intelligence modifier of their commander. If a commanders intelligence modifer is improved, additional feats can be taken after a long rest.

Arcane

Prerequisite: Commander must be able to cast arcane magic This unit deals an additional d6 elemental damage of a chosen type.

Armored

This unit gains +2 AC.

Blessed

Prerequisite: Commander must be able to cast divine magic This unit has +1 AC and deals an additional d4 radiant damage on attacks.

Heroic

Allied units get +1 on attack and damage rolls.

Menacing

This unit may make an intimidation check against target opponent as a bonus action. If the opponent fails their save, they have disadvantage on attacks against this unit until the start of the next turn.

Merciless

This unit deals an additional d6 damage, which is upgraded to a d12 if the target failed their morale check.

Shieldwall

This unit gains +4 AC as long as it has not been dealt damage.

Siege Weapons

Deal double damage to structures.

Skirmisher

Once per turn, this unit can make a ranged attack for half damage if their initial attack succeeded.

Unyielding

This unit gains +1 AC and adds double their proficiency on morale checks.