Soldier, 2nd Variant (5e Class)

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Soldier, Modified[edit]

A martial class, focused on combat.

Creating a soldier[edit]

Quick Build

You can make a soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background.

Class Features

As a soldier you gain the following class features.

Hit Points

Hit Dice: 1d10 per soldier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per soldier level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons, firearms (if applicable)
Tools: {{{tools}}}
Saving Throws: Strength or Dexterity, and Constitution
Skills: Choose any Four

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Spear or (b) a Shortsword or (c) a Longsword
  • (a) a Light or Heavy Crossbow and 20 bolts or (b) a Shortbow or Longbow and 20 arrows or (c) a Firearm and ammunition (if applicable)
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack

a Dagger, a set of Leather Armor
If using starting gold, you have 5d4x10gp.

Table: The soldier

Level Proficiency
Bonus
Features
1st +2 Fighting Style
2nd +2 Action Surge
3rd +2 Soldier Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Additional Fighting Style
10th +4 Archetype Feature
11th +4 Extra Attack
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Ability Score Improvement
15th +5 Action Surge (two uses)
16th +5 Ability Score Improvement
17th +6 Additional Fighting Style
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack

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.

Marksmanship

You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 1 at 9th class level(+3).
You can hold concentration on an Indirect Firearm attacks to allow your benefits to be applied if the attack hits a creature.

Mobility

You gain a +1 bonus to AC, and your walking speed increases by 5 feet. Your AC improves by 1 and your walking speed increases by 5 more feet at 9th class level (+2/+10 feet).

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.

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.

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.

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.

Close Quarters Shooter

When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.

Mariner

As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to armor class.

Tunnel Fighter

As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach.

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 on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.

Soldier Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. All detailed at the end of the class description.

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

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 and to four once you reach 20th level.

Soldier Archetypes[edit]

Heavy Support[edit]

Expert in using heavy weapons and armor, the frontline fighter.

Loader

Once you become a Heavy Support Trooper, you are accompanied by a Private, who serves as your weapon bearer and loader for extra heavy weapons.

Oversized Weapon Use

Once you become a Heavy Support Trooper, you can wield two-handed weapons in one hand, wield weapons with the versatile property in one hand and do two-handed damage, and you treat all one-handed weapons as if they had the light property. You cannot benefit from wielding a two handed weapon in one hand, and a shield, at the same time.

Powerful Build

At 7th you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tough Skin

Once you reach 7th level, you reduce the damage you take from bludgeoning, piercing, and slashing damage by your proficiency bonus.

Heavy Handed

Starting at 10th level, You can choose to hit with all your might, you take a -5 to-hit on your next melee attack, but deal +10 damage.

Gunner’s Muscles

At 13th level, your Strength and Constitution scores increase by 4. Your maximum for those scores also increase by 4.

Unyielding Attack

Starting at 18th level, your melee attacks are treated as magical for overcoming resistances.

Medic[edit]

Tasked with healing those injured in battle, the medic sprints across the field to stabilize their allies.

Nurse

Once you become a Medic, you are accompanied by a Private, who serves as your nurse.

Trained Medic

Starting at 3rd level, you gain Expertise in the Medicine and Sleight of Hand skills, or Proficiency if you aren't proficient in them already.

Steady Hands

Starting at 7th level, when you attempt to stabilize an ally, you have Advantage on the check.

Steady Hands

Also starting at 7th level, you can use an action to heal a friendly creature within 5ft. The target creature regains a number of HP equal to 1d4+ your Wisdom modifier. You can do this a number of times equal to two times your level in this class per long rest.

Load Bearer

Starting at 10th level, you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Medic's Training

Starting at 13th level, your Dexterity and Wisdom increase by four. Your maximum for those scores also increase by 4.

On the spot

At 13th level, your movement speed increases by 10ft, and you can take the Dash Action as a Bonus Action.

Emergency Medical

Starting at 18th level, you can use an action to bring a creature that has died within 1 minute back to life. The creature is stabilized and has 1 HP. You can do this a number of time equal to your Wisdom modifier per long rest.

Sergeant[edit]

Can either lead his troops from the front, or command them from behind cover, Sergeant is a versatile tool, with his soldiers being valuable buddies! (Or decent meat shields, depending on your perspective.)

Commander's Strike

Once you become an Sergeant, any time on your turn or another creature’s turn you can use your reaction to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately make one unarmed strike or weapon attack.

2IC

Once you become a Sergeant, you command 1 Corporal, who serves as your second in command.

Fireteam

Once you reach 7th level, you command 1 Corporal, and 2 Privates.

Commander's Mind

Starting at 7th level, level, your Intelligence and Charisma scores increase by 4. Your maximum for those scores also increase by 4.

Improved Commander’s Strike

Once you reach 10th level, when you use commander's strike, you can choose a number of creatures equal to your Charimsa Modifier.

Squad

Once you reach 13th level, you command 1 Corporal and 8 Privates.

Into the Fray

Beginning at 18th level, you and all friendly creatures within 100 feet of you have advantage on Initiative checks.
You also gain two of your choice from the following: Private, Heavy Support Trooper, Medic, Sniper, or Spotter

Sniper[edit]

Excelling in infiltration and attacking enemies while unseen, Snipers are best at quickly striking down strong enemies, then fading back into shadows.

Spotter

Once you become a sniper, you are accompanied by a Spotter, who helps you find your next target.

Trained Infiltrator

Starting at 3rd level, you gain Expertise in the Stealth and Perception skills, or Proficiency if you aren't proficient in them already.

Careful Aim

Starting at 7th level, You can forgo your multi-attack, to make a single well aimed ranged weapon attack. You have a +5 to-hit, and deal double damage on a hit.

Special Ammo

Starting at 10th level, Your ranged weapon attacks count as magical when overcoming resistances.

Sniper's Mobility

Starting at 13th level, your Dexterity and Intelligence increase by four. Your maximum for those scores also increase by 4.

Takedown

At 13th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.

Vital Strike

Starting at 18th level, when an attack you makes reduces a creature to 1/4 its maximum health or less, you can give it 1d6 levels of exhaustion.

Veteran Soldier (Prestige Levels)[edit]

As a Veteran soldier you gain the following class features.

Hit Dice

1d10 per Veteran Soldier level.

Armor Proficiencies

All armor, shields

Weapon Proficiencies

Simple weapons, martial weapons, firearms (if applicable)

Saving Throws

Strength or Dexterity, and Constitution

Skills

Choose any Four

Equipment

The Veteran Soldier class does not grant any special equipment.

Veteran Archetype

At 1st level, you have been through combat enough to have developed a certain style of combat. Choose from the Combat Engineer, Commando, Field Surgeon or Officer, archetypes. Your choice grants you abilities now and as you level further in the Veteran Class.

Combat Engineer[edit]

Commando[edit]

Elite Team

Once you become a Commando, you are accompanied by 3 special troops: A 3rd level Soldier-Heavy Support, A 3rd Level Soldier-Sniper, and a 3rd Level Soldier-Medic.
These troops do not gain any support troopers from their features. Instead they each can Improve their ability scores by a total of 2 points (2 into one ability, or 1 into 2 abilities) or take 1 feat.

In the Thick of It

At 2nd level, your Special Troops increase their soldier levels by 3.
At 3rd level, they increase again by 3.
At 4th level, they increase again by 3.
At 5th level, they increase by 3 one final time.

Spread Out

At 3rd level, you and your Special Troops each gain a special ear piece. These ear pieces allow the user to cast sending at will, but they can only target the other ear pieces.

Prefered Equipment

At 4th level, you and your Special Troops become experts with any weapons, and tools they are proficient with. (You add your proficiency modifier to checks/attacks/etc. with these items again.)

Suicide Mission

At 5th level, when you or any of your Special Troops are reduced to 0 hit points while within 10ft of another conscious member of your group, you can choose for them to drop to 1 hit point instead. Each member of your group can benefit from this ability a number times equal to the lowest Charisma modifier of your group.

Field Surgeon[edit]

Officer[edit]

Commanding Officer

Once you become an Officer, any time on your turn or another creature’s turn you can use your reaction to direct one of your companions to strike. When you do so, choose a number of friendly creatures who can see or hear you equal to your Charisma modifier X your Veteran Level. Those creatures can immediately make one unarmed strike or weapon attack each.

Officer's Cadre

Also when you become an officer, you are accompanied by 4 support troops, who form your personal Cadre, and function as your personal staff.
One is a Staff Sergeant, and the other three are your choices: Sergeant, Corporal, Heavy Support Trooper, Medic, Private, Sniper, Spotter

Junior Officer

When you reach 2nd level officer, you are accompanied by CHA mod (min 2 - max 6) Infantry squads, which are comprised of 1 Sergeant, 1 Corporal, and 8 Privates.

Specialists

When you reach 3rd level officer, your infantry squads gain 2 more troops of your choice from the following: Heavy Support Trooper, Medic, Private, Sniper, Spotter

Support Squads

When you reach 4th level officer, you are further accompanied by CHA mod (min 1 - max 4) Support Squads of your choosing from the following:
Extra Infantry Squad
Heavy Support Squad: 1 Sergeant, 1 Corporal, 3 Heavy Support Troopers, 3 Privates. Every member of this squad has +4 STR
Medical Squad: 1 Sergeant, 1 Corporal, 3 Medics, 3 Privates. Every member of this squad has +4 WIS
Sniper Team: 1 Sergeant, 1 Corporal, 2 Snipers, 2 Spotters. Every member of this squad has +4 DEX, and Expertise in Stealth

Senior Officer

When you reach 5th level officer, you are accompanied by CHA mod (min 2 - max 6) Junior officers each with their own Officer's Cadre. One takes over your Infantry Squads from your Junior officer feature and your Support Squads, the others have their own Infantry Squads from their Junior Officer and Specialists Features and their own Support squads.

Extended Information[edit]

Feats[edit]

Better Officers Prerequisites: Must be a 5th level Veteran with the Officer Archetype.
Each of your Officers gain 2d4 Charisma, Officers you gain after taking this feat also benefit from this feat.

Support Troops[edit]

Support Troops are devotedly loyal NPCs who will assist you in combat situations. If you lose them you'll get replacements once you have downtime, or earlier if the DM says so.

All support Troops have the same Base Stats
Medium Humanoid (Any race)
AC-12, HP-11(2d8+2), Speed-30ft
STR-11, DEX-12, CON-12, INT-10, WIS-10, CHA-10
Senses- Passive Perception 10
Languages- Any one (usually common) Proficiencies: All armor and shields. All Simple and Martial Weapons. (And Firearms if Applicable)
Types and additions

Corporals Proficiency in: Intimidation.
Abilities: Pack Tactics
Heavy Support Troopers Proficiency in: Athletics, Intimidation.
Abilities: Brute, Parry
Medics Proficiency in: Medicine, Nature, Sleight of Hand.
Abilities: Spell Casting
The Medic is a 1st-level spell caster. Its spellcasting ability is Wisdom. It has the following spells prepared:
Cantrips: Spare the Dying
1st level (3 slots): Cure wounds
Privates None.
(ANY) Officers Proficiency in: Athletics, Deception, Insight, Intimidation, Perception, Persuasion.
Abilities: Pack Tactics, Parry
Officers also have +1d4+1 Charisma.
Sergeants Proficiency in: Athletics, Intimidation, Perception.
Abilities: Pack Tactics
Snipers Proficiency in: Nature, Perception, Stealth, Survival.
Abilities: Cunning Action, Keen Hearing And Sight, Sneak Attack (dice are equal to your Veteran level)
Spotters Proficiency in: Nature, Perception, Stealth, Survival.
Abilities: Keen Hearing And Sight
Staff Sergeants Proficiency in: Athletics, Deception, Insight, Intimidation, Perception, Persuasion.
Abilities: Pack Tactics, Parry

Equipment

No matter the Type, your Support Troops always have:
(a) a Spear or (b) a Shortsword or (c) a Longsword
(a) a Light or Heavy Crossbow and 20 bolts or (b) a Shortbow or Longbow and 20 arrows or (c) a Firearm and ammunition (if applicable)
(a) a Dungeoneer's Pack or (b) an Explorer's Pack
a Dagger, a set of Leather Armor, a set of common clothes

Leveling

As you increase in Class level, your support troops get better, gaining 1 hit dice, or 2 for each Veteran level.
This happens at your Soldier levels of 3rd lvl, 7th lvl, 11th lvl, 15th lvl, and 19th lvl, and each of your veteran levels.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the soldier class, you must meet these prerequisites: Strength 13 and Dexterity 13

Proficiencies. When you multiclass into the soldier class, you gain the following proficiencies: All armor, simple weapons, martial weapons, firearms, and 1 skill from the class skill list

Prestige[edit]

Prerequisites. To qualify for prestige version of the Soldier class "Veteran Soldier", you must be at least a total character level of 10.
You must also have at least Strength 13, Dexterity 13 and Either Intelligence 13 or Charisma 13.


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