Soldier (5e Class)
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- 1 Soldier
- 2 SOLDIER ARCHETYPES
As a soldier you specialize in ground-based warfare with modern weaponry. You are effective in all kinds of combat situations, whether you're protecting your friends or fighting the enemy. Go out there and get 'em, kid. Your country's depending on you!
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, Dexterity
Skills: Choose Five from Acrobatics, Athletics, History, Intimidation, Insight, Medicine, Perception, Performance, Stealth, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an automatic rifle, a semiautomatic pistol, 2 fragmentation grenades, and 100 bullets or (b) a Sniper Rifle, a SMG, 2 fragmentation grenades, and 125 bullets, and a tactical wing suit granting a glide of 100 ft
- (a) a pair of commando fatigues (AC 13 + Dex, Advantage on stealth checks) or (b) a pair of infantry fatigues (AC 15 + Dex (max 2), Gain 25 rounds of ammo)
- (a) a dungeoneer's pack and a gunsmiths kit or (b) an explorer's pack and a gunsmiths kit
|2nd||+2||Ability Score Improvement, Action Surge (one use)|
|3rd||+2||Soldier Archetype, weapon craft|
|4th||+2||Ability Score Improvement, Faster Crafting|
|5th||+3||Extra Attack, Efficient Crafting|
|6th||+3||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|9th||+4||Additional Fighting Style|
|10th||+4||Ability Score Improvement, Archetype Feature|
|11th||+4||Extra Attack (2), Faster Crafting(2)|
|12th||+4||Ability Score Improvement, Efficient Crafting(2)|
|14th||+5||Ability Score Improvement|
|15th||+5||Action Surge (two uses)|
|16th||+5||Ability Score Improvement|
|17th||+6||Additional Fighting Style|
|18th||+6||Ability Score Improvement, Archetype Feature|
|19th||+6||Ability Score Improvement|
|20th||+6||Faster Crafting(3), Efficient Crafting(3), 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.
- Burst Fire
The DC of Dexterity saving throws made against your burst fire attacks is 20 (not 15). When you roll damage for a burst fire attack and roll the highest number possible on any of the dice, choose one of those 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 1d6+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 1d6+4 at 9th level (2d6+8), and again at 17th level (3d6+12).
You are proficient with improvised weapons. Your unarmed strikes use a d6 for damage, and you can roll a d6 in place of the normal damage of an improvised weapon, club, dagger, or shortsword. When you hit a creature with an unarmed strike, improvised weapon, club, dagger, or shortsword on your turn, you can use a bonus action to attempt to grapple a target. You roll 2d8 for damage with this feature once you reach 9th level, and 3d10 for damage with this feature once you reach 17th 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 and 17-20 once you reach 17th level.
- Grenade Thrower
The range you can throw a grenade doubles, and Dexterity saving throw DC of fragmentation grenades you throw increases by 5. When you roll damage for a grenade and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage.
You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 2 at 9th level (+4), and again at 17th level (+6).
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 level (+2/+20 feet), and again at 17th level (+3/+30 feet).
Ability Score Increase
When you reach 2nd level, and again at 4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 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.
You may craft more rifles, pistols, grenades, or ammo. You can also craft other weaponry such as LMGs, Sniper Rifle, or SMGs. All you need is the gun kit and spare metal, gun powder (or magic powder for magic ammo). These will take time to craft.
50 gp and 6h/1day to craft a pistol, SMG, or rifle.
100 gp and 8h to craft a LMG or Sniper Rifle.
200 gp and 5h to craft 5 grenades (of any kind, but you need some sort of alchemy kit to make a smoke or gas grenade)
10 gp and 4h to craft 40 ammo
10 gp, specified plants, and 8h to craft 40 Tranquilizer Rounds
20 gp and 6h to craft 40 Stun Rounds
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.
Starting at 4th level, you can craft weapons/ammo at a faster rate (4h/18h for pistol/rifle, 3h for 5 grenades, 3h to craft 40 ammo, 6h to craft Tranquilizer Rounds, 4h to craft 40 Stun Rounds.) It decreases again at 11th level, (3h/12h, 2h, 2h, 4h, 3h) and again at 20th level (2h/9h, 1h, 1h, 2h, 2h).
Starting at 5th level, you can craft ammo for efficiently and waste less resources in doing so. You now craft 60 rounds instead of 40. It increases again to 80 rounds at 12th level, and to 100 rounds at 20th level. (This does not apply to Tranquilizer and Stun rounds.)
You're a big guy, and a big guy wants big weapons! You’re a swole enough dude that you can wield crew-served support weapons on your own. Impress girls with your mighty muscles!
- Powerful Build
Once you become a Heavy Gunner, you 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 4.
- Oversized Weapon
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 may wield Oversized weapons as if you were a Large creature.
- Strong Arms
At 7th level you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- Iron Skin
Once you reach 7th level, you gain resistance against the damage you take from bludgeoning, piercing, and slashing. You reduce any bludgeoning, piercing, and slashing damage you take by 5.
- 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 5. Your maximum for those scores is now 25.
- Super Burst Fire
Starting at 17th level, when you use a weapon with the burst fire property, you can spray a 15-foot-cube area instead of a 10-foot-cube area.
With a knack for taking charge and giving orders, it’s only natural that you earn a promotion or two. You lead other soldiers into combat! You can make your buddies fight better!
- 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 by a fireteam of 2 devotedly loyal NPC privates who will assist you in combat situations. If you lose them you'll get two replacements once you have downtime, or earlier if the DM says so. Each soldier has the stats of a Scout, except with 24 maximum hit points (not 16), and instead of a longbow attack a private has the following attack:
Automatic Rifle. Ranged Weapon Attack: +6 to hit, range 180/600 ft., one target. Hit: 11 (2d8+2) piercing damage.
Once you reach 7th level, you command 4 privates instead of two, and the maximum hit points of each private increases 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 6 privates instead of four, and the maximum hit points of each private increases to 40.
- 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 17th level, you and all friendly creatures within 100 feet of you can take an extra turn in the first round of combat.
Excelling in prolonged special operations and unusual combat situations, you are trained to fight both night and day! Too bad you're kind of a lone wolf...
- Suppressed Weaponry
Once you choose this archetype at 3rd level, you gain proficiency with Suppressed weaponry, but lose proficiency with heavy armor and shields.
- 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.
- Shadow Operative
Starting at 7th level, you can use your bonus action to become invisible for up to 1 minute. Anything you are wearing or carrying becomes invisible as long as it is on your person. 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.
- Tranquilizer Ammo
Starting at 7th level, you gain proficiency with Herbalism Kit, and can use certain plants to create Tranquilizer rounds (1d6 Knock Out) for your pistol. (Ask DM for which species, as plants might change from Campaign to Campaign)
- Stun Ammo
Starting at 10th level, you gain the ability to craft Stun Rounds (1d8 Stun) for your rifle.
- 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 17th level, when you attack and hit a creature, and your attack reduces the creature to 25% of its maximum hit points or less, it 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
(use dexterity modifier when shooting guns)
(Suppressed weaponry have an advantage on stealth and attacks of opportunity)
Semiautomatic Pistol: 2d6 Piercing (30/60 range)
Automatic Rifle: 2d8 Piercing (180/600 range)
SMG: 3d6 Piercing (45/90 range)
Sniper Rifle: 3d12 Piercing (600/ 6000 range)
LMG: 3d8 Piercing (240/600 range)
Suppressed Pistol: 1d6 Piercing (25/50 range)
Suppressed Rifle: 2d8 Piercing (120/450 range)
Suppressed SMG: 3d6 Piercing (40/80 range)
Suppressed Sniper Rifle: 3d12 Piercing (570/ 4000 range)
Fragmentation Grenade: 3d6 Force and 3d6 Piercing in a 20-foot cube area. Thrown (15/30)
Smoke Grenade: Heavy obscuration 10-foot radius light obscuration for an additional ten feet, the smoke fades after 1 minute or after 2 rounds in a powerful wind. Thrown (20-40) [is eligible for a wood elf's "mask of the wild" trait]
Gas Grenade: 4d8 poison [ten-foot radius] and if you end your turn in that 10-foot radius you take that damage at the end of your turn, the gas fades after 1 minute or after 2 rounds in a powerful wind. Thrown, Range (20-40)