Elite Sniper (Metal Gear Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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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.

Elite Gunner[edit]

Medium humanoid (Human), any alignment


Armor Class 16 (Chain Shirt)
Hit Points 86 (9d12+27)
Speed 30 ft.


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

Saving Throws Str +4, Dex +3, Con +8
Skills Athletics +6, Insight +5, Intimidation +4, Perception +5, Survival +5
Senses passive Perception 15
Languages any one
Challenge 9 (5,000 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).

Great Weapon Fighting.' When the soldier rolls a 1 or 2 on a damage die for an attack they make with a weapon that they are wielding with two hands, they can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for them to gain this benefit.

Keen Eye. When the soldier takes the search action, they may make 1 attack with a ranged weapon as part of the same action.

ACTIONS

Battle Rifle. Ranged Weapon Attack: +8 to hit, range 120/1,200 ft., one target. Hit: 15 (3d6 + 4) piercing damage. Must be reloaded as an action after 20 shots, can be reloaded up to 2 times.

Scope. If the soldier has not moved since the end of their last turn, they can use an action to aim down the scope of their battle rifle. Once they do so, they are incapacitated and their speed becomes 0 until the start of your next turn. However, the first attack they make at the start of their next turn with their battle rifle does not have disadvantage from the target being within the weapon's long range.

Handgun. Ranged Weapon Attack: +10 to hit, range 60/600 ft., one target. Hit: 11 (2d6 + 6) piercing damage. Must be reloaded as a bonus action after 12 shots, can be reloaded up to 2 times.

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, they deal 4 additional damage on a hit, and they may make 2 attacks when they take the Attack action. At the end of a turn the soldier used this feature on, this feature ends and they gain 1 level of exhaustion.


Certain expert soldiers are trained to maximize the use of long-ranged weapons, often staying in a single location for days on end.


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