Mobian Soldier (5e Class)
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Mobian Soldier[edit]
Two armies clash each other in a blood soaked battleground. One side is falling, seemingly losing one soldier after another. With both sides diminished, their foes have what little is left of our heroes cornered. Then a loud gunshot is heard as a single soldier of the wicked army falls, then another, and another. As the good army looks up, they see a silhouette of a wolf with a sniper rifle, picking off the last of their foes from far off.
Mobian[edit]
Mobius is a separate and world from our and yet parallel to it. Every now and again, they may appear in our world for a brief period at a time. Some may even choose to stay.
The Soldier[edit]
Mobian Soldiers are trained in combat, and trained to think rationally and to work well under pressure. This allows them to be truly efficient in even the most heated combat.
Creating a Mobian Soldier[edit]
As you build your Mobian Soldier, here are questions to consider. Where did you receive your training? Were you in some sort of military academy? Perhaps you were self taught or had a mentor? Why did you decide to take training in combat? Are you after revenge, and if so against who or what? Perhaps there is someone or something you wish to protect? Or do you simply find fighting to be fun?
- Quick Build
You can make a Mobian Soldier quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose chainmail, a long sowrd and a shield, a light crossbow and 20 bolts, followed by an explorer's pack. For your race, choose Mobian, with the Bear subrace. Click here for the Mobian Race
Class Features
As a Mobian Soldier you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Mobian Soldier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mobian Soldier level after 1st
- Proficiencies
Armor: light armor, Medium Armor, Heavy Armor, Shields
Weapons: simple, Martial
Tools: none
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) chain mail or (b) leather armor, longbow, and 20 arrows
- (a) a martial weapon and a shield or (b) two martial weapons
- (a) a light crossbow and 20 bolts or (b) two handaxes
- (a) a dungeoneer's pack or (b) an explorer's pack
- If you are using starting wealth, you have 1d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Chaos Points |
---|---|---|---|
1st | +2 | Chaos Points, Fighting Style | 1 |
2nd | +2 | Action Surge | 2 |
3rd | +2 | Chaos Maneuvers (3 Total), Soldier Archetype | 3 |
4th | +2 | Ability Score Improvement | 4 |
5th | +3 | Extra Attack | 5 |
6th | +3 | Extra Maneuvers (5 Total) | 6 |
7th | +3 | Archetype Feature | 7 |
8th | +3 | Ability Score Improvement | 8 |
9th | +4 | Indomitable | 9 |
10th | +4 | Archetype Feature | 10 |
11th | +4 | Extra Attack (2) | 11 |
12th | +4 | Ability Score Improvement | 12 |
13th | +5 | Indomitable (2) | 13 |
14th | +5 | Extra Maneuvers (7 Total) | 14 |
15th | +5 | Archetype Feature | 15 |
16th | +5 | Ability Score Improvement | 16 |
17th | +6 | Action Surge(2), Indomitable (3) | 17 |
18th | +6 | Archetype Feature | 18 |
19th | +6 | Ability Score Improvement | 19 |
20th | +6 | Super Form | 20 |
Fighting Style[edit]
You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
- Archery.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Blind Fighting.
You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- Chaos Efficient
You can add your proficiency bonus to your maximum chaos points.
- Defense.
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Durability
Your maximum HP increases equal to your level.
- Great Weapon Fighting.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you 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 you to gain this benefit.
- Hit And Run
When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.
- Interception.
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Thrown Weapon Fighting.
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
- Two-Weapon Fighting.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Unarmed Fighting.
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
Chaos Points[edit]
Starting at 1st level, your body has a limited pool of chaos energy. You have a set amount of Chaos Points equal to your Mobian Soldier Level. You can expend Chaos Points to use a variety of skills within this class. You regain all chaos points after a short rest or long rest.
Action Surge[edit]
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Chaos Maneuvers[edit]
Starting at 3rd level, your training allows you to combine your inner chaos energy with your fighting prowess, whether it be giving you heightened strength and speed for a split second, or enhancing your senses to better counter your foes. You can only use a single maneuver on each attack.
You may choose 3 of the following Chaos Maneuvers, followed by another 2 at 6th level, and another 2 at 14th level. When you learn new Chaos Maneuvers, you can replace one of the chaos Maneuvers you know with another.
Some Maneuvers will force creatures to make a saving throw, in which case, the DC is equal to 8 + your proficiency bonus + strength or dexterity modifier (your choice).
- Cripple
When you hit a creature with an attack, you can spend 1 chaos point to force the creature to make a Strength saving throw. On a failed save, the creature has disadvantage on attack rolls against you until the start of your next turn.
- Daze
When you hit a creature with an attack, you can spend 1 chaos point to have that creature make a Constitution saving throw. On a failed save, the creature is stunned until the end of its next turn.
- Draw Agro
When you hit a creature with an attack, you can spend 1 chaos point to force the creature to make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against all creatures other than you until the start of your next turn.
- Enhance Muscle
When you make a Strength Athletics check, you can 1 spend chaos point up to roll a d8 and gain a bonus to the check equal to the result. You can do this after you roll the Athletics check but before the DM has confirmed the result.
- Enhance Precision
When you make a attack, you can 1 spend chaos point up to roll a d8 and gain a bonus to the check equal to the result. You can do this after you make the attack roll but before the DM has confirmed whether the attack hits or misses.
- Enhance Reflex
When you make a Dexterity Acrobatics check, you can 1 spend chaos point up to roll a d8 and gain a bonus to the check equal to the result. You can do this after you roll the Acrobatics check but before the DM has confirmed the result.
- Illusion Feint
As a bonus action, you can spend 2 chaos points to give yourself advantage on a single melee attack during this turn.
- Instant Counter
When a creature makes a melee attack against you, weather it hits or misses, you can spend 2 chaos points and your reaction to make a single melee attack.
- Knock Down
You can spend 2 chaos points to make a Shove action as a bonus action.
- Swift Grapple
You can spend 2 chaos points to make a Grapple action as a bonus action.
- Swift Recover
As a bonus action, you can spend 1 Chaos point to regain hit points equal to 1d10+your Mobian soldier level. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you complete a short or long rest.
- Quick Correction
When you miss with an attack, you can spend 2 chaos points to reroll the attack, but you must take the new result.
Soldier Archetype[edit]
At 3rd level, you choose 1 of the following Soldier Archetypes. The Archetype you choose gives you a feature at 3rd level, followed by another feature at 7th level, 10th level, 15th level, and then finally 18th level.
- Knight
- Gunner
- Skirmisher
- Juggernaut
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class.
Indomitable[edit]
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Super Form[edit]
Starting at 20th level, you have mastered the power of chaos energy and have acquired the ability to momentarily transform into a seemingly invincible being. You take on a shining, metallic, golden color, and you maintain this form for 5 minutes.
You must spend 15 Chaos Points to change into your super form, as a free action. You can only change into your super form once, and you cannot do so again until 1d4 months have passed or longer/shorter at your GM's discretion. At your GM's discretion, you can also/instead be required to have one or more legendary artifacts or/and be in a certain situation in order to change into your super form. While in your super form, you gain the following benefits.
- You do not need to spend chaos points to use any of your class features.
- Your movement speed doubles.
- You gain a flying speed equal to your movement speed.
- You gain an additional action during each of your turns. (You cannot stack this with action surge.)
- You do not need to breathe to survive.
- You gain immunity from non magical damage.
- You gain a +3 bonus to AC, attack rolls, your Spell Save DC, and Spell Attack Rolls.
- Any damage you inflict increases by 2d6.
- All damage you inflict becomes force Damage for the purpose of overcoming resistance and immunity.
- When you change into this form, you restore all HP to your current Maximum.
Soldier Archetypes[edit]
Knight[edit]
The Knight uses tactics to subdue their foes.
- Knight's Training
You gain the Chaos Efficient Fighting Style. If you already have the Chaos Efficient Fighting Style you can choose one other Fighting style.
- Knight Maneuvers
When you gain Chaos Maneuvers in this class, the following options are added to the list of maneuvers you can take.
- Perfect Hit
When you hit a creature with a melee weapon attack roll, you can spend 1 chaos point to deal the maximum damage instead of rolling. (Example, if your weapon’s damage is 1d8+your strength mod, you deal 8+your strength mod.)
- Strike True
When you hit a creature with a melee weapon attack that the creature is resistant to, you can spend 1 chaos point to ignore the resistance for that attack.
- Disarm
When you hit a creature with a melee weapon attack, you can spend 1 chaos point to force that creature to make a strength saving throw, on a failed save, they drop any weapon they are holding, and it lands in a random location within 5 feet of them.
- Lunge
When you make a Melee weapon attack, you can spend 1 chaos point to give yourself an extra 5 feet reach for that attack.
- Powerful Attack
When you hit a creature with a Melee Weapon attack, you can spend 2 chaos points to roll your weapon’s damage die twice instead of once and add the total result. (Example: If your weapon’s damage is 1d8+you strength modifier, you roll 2d8+your strength modifier)
- Extra Maneuver
At 3rd level, you gain 1 additional Chaos Maneuver.
- Power Move
Starting at 7th level, when you hit a creature with a melee attack that you used a Chaos Maneuver with, you can add 1d6 to the damage roll. This damage is the same as the weapon use used for the attack.
- Soul Surge
Starting at 10th level, when you uses your action surge feature to make the attack action, you can use a single Chaos Maneuver on your first attack with that action without expending any Chaos Points.
- Soul Assimilator
Starting at 15th level, you can use 2 Chaos Maneuvers in a single attack, however they must be different maneuvers and you still need to pay the full amount of chaos points for both maneuvers.
- Improved Power Move
Starting at 18th level, the extra damage from your Power Move feature becomes 2d6.
Skirmisher[edit]
The Skirmisher love to assist and support their allies. The stronger they make everyone else the better.
- Fast Footwork
You gain the Hit and Run Fighting Style. If you already have the hit and run Fighting Style you can choose one other fighting style.
- Skirmisher Maneuvers
When you gain Chaos Maneuvers in this class, the following options are added to the list of maneuvers you can take.
- Side Step
You can spend 1 chaos point to dash or disengage action as a bonus action.
- Distraction
When you hit a creature with an attack, you can spend 2 chaos points and choose 1 friendly creature you can see within 30 feet of you (you cannot choose yourself). Until the start of your next turn. That creature has advantage on attack rolls against the creature you hit.
- Dogpile
When you hit a creature with an attack, you can spend 2 chaos points and choose 1 creature you can see within 30 feet of you (you cannot choose yourself). Once, until the start of your next turn, when that creature hits the creature you hit with an attack, they gain a bonus to the damage roll equal to your Mobian Soldier level.
- Disrupt
When you hit a creature with an attack, you can spend 1 chaos point. That creature cannot take reactions until the start of your next turn.
- Head Games
When you hit a creature with an attack, you can spend 2 chaos points and choose 1 creature you can see within 30 feet of you (you cannot choose yourself). Until the start of your next turn, when the creature you hit inflicts damage to the creature you chose, reduce the damage by half of your Mobian Soldier level (rounded up).
- Assist
Starting at 3rd level, your quick thinking and action allows you to assist others while still looking after yourself. You can use the Help action as a bonus action.
- Copy Me
Starting at 7th level, as a bonus action, you can choose 1 maneuver you know and 1 willing creature you can see within 30 feet of you. Spend the chaos points for that maneuver to allow the creature you chose to use that maneuver 1 time within 1 minute.
- Create Opening
Starting at 10th level, when a creature other than yourself hits a hostile creature that you are within 5 feet of, that creature can add 1d6 to the damage roll. Each creature can only benefit from this once per round.
- Energetic Aura
Starting at 15th level, you can inspire others with your high spirit and energy. Friendly creatures within 30 feet of you gain a bonus to attack rolls equal to your Charisma Modifier. You must be conscious to grant this bonus.
- Create Improved Opening
Starting at 18th level, the extra damage from your Create Opening Feature becomes 2d6.
Juggernaut[edit]
Juggernauts are powerhouses that can take almost any hit and still stand. Anyone trying to get past them will have a rough time.
- Walking Wall
You gain the Durability Fighting Style. If you already have the Durability Fighting Style you can choose one other Fighting style.
- Juggernaut Maneuvers
When you gain Chaos Maneuvers in this class, the following options are added to the list of maneuvers you can take.
- Endure Hit
When you receive damage, you can spend your Chaos Points up to an amount equal to your proficiency bonus to roll a number of d6s equal to the amount spent, and reduce the damage by the total result.
- Enhance Resilience
When you make a saving throw, you can 1 spend chaos point and use your reaction to roll a d8 and gain a bonus to the check equal to the result. You can do this after you roll the saving throw but before the DM has confirmed the result.
- Soul Armor
As a bonus action, you can spend 2 chaos points up to gain a bonus to your AC equal to your proficiency bonus until the start of your next turn.
- Shake Off
As a bonus action, if you are paralyzed, stunned, or poisoned, you can spend 2 chaos points to end the effect. You can only end one effect this was at a time.
- Straight Head
As a bonus action, if you are Charmed or Frightened you can spend 2 chaos points to end the effect. You can only end one effect this was at a time.
- Durability
Starting at 3rd level, your training teaches you to take defensive measures to minimize pain. You gain resistance against Bludgeoning, Piercing, and slashing damage from nonmagical attacks.
- Aegis Guard
Starting at 7th Level, when you receive damage, you can use your Reaction to halve the damage against you.
- Improved Durability
Starting at 10th level, you have resistance against Bludgeoning, Piercing, and slashing damage from magical attacks.
- Soul Barrier
Starting at 15th level, when you roll initiative, you can gain temporary hit points equal to your Mobian Soldier level and restore chaos points equal to your proficiency bonus. You can do this a number of times equal to your proficiency bonus, regaining al expended uses when you complete either a short or long rest.
- Perfect Guard
Starting at 18th level, when you are hit by a critical hit, you can treat the hit as a normal hit.
Gunner[edit]
The Gunner likes to take pot shots from far off, and tend to have great aim.
- Ranged Fighter
You gain the Archery Fighting style. If you already have the archery Fighting Style you may pick one other Fighting Style.
- Gunner Maneuvers
When you gain Chaos Maneuvers in this class, the following options are added to the list of maneuvers you can take.
- Crow's Nest
As a bonus action, you can spend 1 chaos point to hide as a bonus action.
- Enhance Aim
When you make a ranged attack, you can 1 spend chaos point up to roll a d8 and gain a bonus to the check equal to the result. You can do this after you make the attack roll but before the DM has confirmed whether the attack hits or misses.
- Ricochet
When you hit a creature with a ranged weapon attack, you can spend 3 Chaos Points to make another ranged weapon attack against another creature within 30 feet of that creature. This second attack does not consume ammo.
- Quick Camo
When you make a dexterity stealth check, you can 1 spend chaos point up to roll a d8 and gain a bonus to the check equal to the result.
- Work Under Pressure
When you would make an attack roll, saving throw, or skill check at disadvantage, you can spend 2 chaos points to roll at neutral instead. You cannot do this if there is more than one source of disadvantage at a time on the roll.
- Piercing Shot
Starting at 3rd level, once per round, when you hit a creature with a ranged attack that you have advantage on, you can inflict extra damage to that creature equal to your Mobian Soldier level. You do not need advantage if you have an ally within 5 feet of the target creature while you do not have disadvantage on the attack roll, if you choose to spend 1 chaos point while you do not have disadvantage on the attack roll, or if you are in your super form.
- Auto Fire
Starting at 3rd level, you ignore the loading properties of your ranged weapons.
- Point Blank
Starting at 7th level, you no longer have disadvantage when attacking with a range weapon while a hostile creature is within 5 feet of you.
- Snipe
Starting at 7th level, attacking with a ranged weapon's long range no longer causes disadvantage.
- Expert Aim
Starting at 10th level, you know how to aim through even the smallest of gaps. You ignore half cover when firing a ranged weapon and you treat 3 quarters cover as if you were normally firing at a target with half cover.
- Crack Shot
Starting at 15th level, you can use your Piercing Shot feature twice per round instead of once per round.
- Expert Critical
Starting at 18th level, score a critical hit when you roll and 18, 19, or 20 on an attack roll. Additionally, when you hit a creature with a ranged attack roll, you can treat the attack as a critical hit. You can only do this once and must complete a short or long rest before you can do this again.