Soldier, Variant (5e Class)
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Class focusing mostly on ranged combat, closer in power to base classes, while maintaining the original idea.
Creating a soldier
- 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.
As a soldier you gain the following class features.
- Hit Points
Armor: All armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Gunsmith’s Kit
Saving Throws: Strength, Constitution
Skills: Choose Four from Acrobatics, Athletics, History, Intimidation, Perception, Performance, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Just roll for 5d4x10 starting gold, and don't bother with starting equipment. or (b) Just do it.
|2nd||+2||Action Surge (one use)|
|4th||+2||Ability Score Improvement|
|6th||+3||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Additional Fighting Style|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement|
|15th||+5||Action Surge (two uses)|
|16th||+5||Ability Score Improvement|
|17th||+6||Additional Fighting Style|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
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 it again. You can choose a second option from the Fighting Style class feature at 9th level, and you can choose a third option from the Fighting Style class feature at 17th level.
- AOE Expert
The DC of saving throws made against your burst fire and grenade attacks is increased by 3. When you roll damage for a burst fire (or grenade) attack and roll the highest number possible on any of the dice, roll it again and add that roll to the damage.
- Combat Medic
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d8+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a long rest. The amount of hit points you restore increases by 1d8+4 at 9th class level (2d8+8).
You are proficient with improvised weapons. Your unarmed strikes use a d8 for damage, and you can roll a d8 in place of the normal damage of an improvised, simple, or martial melee weapon. When you hit a creature with an unarmed strike, improvised weapon, simple or martial melee weapon on your turn, you can use a bonus action to attempt to grapple the target. You roll 2d8 for damage with this feature once you reach 9th class level.
- Critical Striking
Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 9th level in the soldier class.
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 gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th class level (+2/+20 feet).
Ability Score Increase
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.
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.
At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Heavy Gunner, Officer, or Special Forces, all detailed at the end of the class description.
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.
Expert in using heavy weapons and armor, the frontline fighter.
- Burly Build
Once you become a Heavy Gunner, you lose proficiency with light armor & martial weapons, but get an increase in the amount of ammo you can carry for two guns (up to 75 rounds/gun). Your AC is also increased by 1 at levels 7, 10, 13, and 18.
- Oversized Weapon Use
Once you become a Heavy Gunner, 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.
- Improved Burst Fire
Starting at 10th level, a weapon with the burst fire property deals one extra die of its damage when you hit with it.
- Gunner’s Muscles
At 13th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
- Super Burst Fire
Starting at 18th level, when you use a weapon with the burst fire property, you can spray a 20-foot-cube area instead of a 10-foot-cube area.
Can either lead his troops from the front, or command them from behind cover, Officer 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 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 friendly creature who can see or hear you. That creature can immediately make one unarmed strike or weapon attack.
Another benefit of being a Officer is that on adventures you are accompanied a devotedly loyal NPC private who will assist you in combat situations. If you lose him you'll get a replacement once you have downtime, or earlier if the DM says so. Each private has the stats of a Scout, except that its hit dice are increased by one (changing the maximum hp to 24), and instead of a longbow attack a private has the following attack:
Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 180/600 ft., one target. Hit: 9 (2d6+2) piercing damage.
Once you reach 7th level, you command 2 privates instead of one, and they both gain an another hit dice (increasing their max hp to 32).
- Improved Commander's Strike
Starting at 7th level, the commander's strike attack is made at advantage.
Once you reach 10th level, you command 3 privates instead of two, they gain another hit dice (increasing their hp to 40), and their weapon attack is changed to following:
Automatic Rifle. Ranged Weapon Attack: +7 to hit, range 200/600 ft., one target. Hit: 13 (2d8+4) piercing damage.
- Greater Commander’s Strike
Once you reach 13th level, when you use commander's strike, the creature you choose can make two unarmed strike or weapon attacks instead of one.
- Special Tactics
Beginning at 18th level, you and all friendly creatures within 100 feet of you can take an extra turn in the first round of combat.
Excelling in infiltration and attacking enemies while unseen, Special Forces is best at quickly striking down strong enemies, then fading back into shadows.
- Dead Silence
Once you choose this archetype at 3rd level, on the first round in combat, you gain advantage on all attack rolls using suppressed weapons.
- Trained Infiltrator
Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.
- Rigorous Training
Starting at 7th level, you can spend a use of this feature, in order to use Intelligence instead of Charisma or Wisdom, for all Wisdom and Charisma based ability or skill checks. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.
- Shadow Operative
Starting at 10th level, you can use your bonus action to become invisible for a period of time equal to your proficiency bonus in minutes. Anything you are wearing or carrying becomes invisible as long as it is on your person. If you make a weapon attack, or cast a spell, the maximum duration of invisibility is reduced to rounds equal to your proficiency bonus. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest. This feature is not magical in nature and can't be suppressed or dispelled.
- Stunt Man
Starting at 13th level, your Dexterity and Intelligence increase by four. Your maximum for those scores are now 24.
At 13th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.
- Vital Strike
Starting at 18th level, once per turn when you attack and hit a creature, and your attack reduces the creature to 20% of its maximum hit points or less, it must suceed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + (your Intelligence or Dexterity modifier), otherwise dies or is knocked out instantly (your choice).
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