Air Trooper (Metal Gear Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the Soldier class and no background, and as such does not follow traditional CR.

Air Trooper[edit]

Medium humanoid (Human), any alignment


Armor Class 15 (Chain Shirt)
Hit Points 51 (6d12+12)
Speed 30 ft., fly 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +3, Dex +2, Con +5
Skills Athletics +5, Intimidation +3, Perception +4, Survival +4
Senses passive Perception 14
Languages any one
Challenge 6 (2,300 XP)


Armor. The soldier has a damage threshold of 7 and disadvantage on Stealth checks.

Hustle. The soldier may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of their turns, but they gain 1 level of exhaustion immediately after doing so.

Adaptability. When the soldier fails a saving throw, they may choose to succeed instead. Immediately after using this feature, they gain 1 level of exhaustion.

Close Quarters Shooter. When the soldier makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll and their base movement speed increases by 5 feet.

Dueling. When the soldier is wielding a weapon in one hand and no other weapons, they gain a +2 bonus to attack and damage rolls with that weapon (included in attack).

ACTIONS

Submachine Gun. Ranged Weapon Attack: +9 to hit, range 60/600 ft., one target. Hit: 11 (2d4 + 6) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 8 shots, can be reloaded up to 3 times.

Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) slashing damage.

Fragmentation Grenade (1/day). Every creature in a 20 ft. radius up to 60 ft. from the soldier must make a DC 15 Dexterity saving throw. On a failure, they take 18 (5d6) piercing damage on a failed save. On a success, they take half as much damage.

Steady Aim. As a bonus action, the soldier's ranged attacks ignore half and three-quarters cover, and they deal 3 additional damage on a hit. At the end of a turn the soldier used this feature on, this feature ends and they gain 1 level of exhaustion.


Chara06.png
[Source].

Used most prominently patrolling along the rooftops of Outer Heaven's facilities and canyons of Zanzibar Land, air troopers use advanced single-soldier propulsion devices (colloquially known as "jetpacks") to achieve a height advantage against their target. After the introduction of SoP, air troopers became far more common, typically using sliders as their propulsion, allowing them to detach into two units.


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