Soldier (5e Class)
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Soldier[edit]
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[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
Tools: Gunsmith’s Kit
Saving Throws: Strength, Dexterity
Skills: Choose Five from Acrobatics, Athletics, History, Intimidation, Insight, Medicine, Perception, Performance, Stealth, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) an automatic rifle, a semiautomatic pistol, a riot shield, 2 fragmentation grenades, and 100 bullets or (b) a Sniper Rifle, a SMG, 2 fragmentation grenades, 125 bullets, and a tactical wing suit granting a glide of 100 ft
- (a) a pair of commando fatigues (AC 14 + 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
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Fighting Style, Expertise |
2nd | +2 | Ability Score Improvement, Action Surge (one use) |
3rd | +2 | Soldier Archetype, weapon craft, Battle Hardened |
4th | +2 | Ability Score Improvement, Faster Crafting |
5th | +3 | Additional Fighting Style, Extra Attack, Efficient Crafting |
6th | +3 | Ability Score Improvement, Expertise |
7th | +3 | Archetype Feature |
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) |
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 | Ability Score Improvement, Archetype Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Faster Crafting (3), Efficient Crafting (3), Extra Attack (3) |
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 it again. You can choose a second option from the Fighting Style class feature at 5th level, another at 9th level, a fourth at 14th, and you can choose a 5th 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).
- CQC
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 6th level, 3d10 for damage with this feature once you reach 12th level, and 4d12 at 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 6th level, 17-20 once you reach 12th level, and 16-20 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.
- Marksmanship
You gain a +2 bonus to attack and damage rolls you make with twohanded ranged weapons. These bonuses each increase by 2 at 6th level (+4), at 12th level,(+6) and again at 17th level (+8).
- Mobility
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 6th level (+2/+20 feet), and again at 12th (+3/+30) and 17th level (+4/+40 feet).
Ability Score Increase[edit]
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.
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. Choose Heavy Gunner, Officer, or Special Forces, all detailed at the end of the class description.
Battle Hardened[edit]
At 3rd level, you are constantly ready for a fight. Double your initiative bonus (from your Dexterity modifier). Gain proficiency in Constitution saves.
Weapon Craft[edit]
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 6 hours/1 day to craft a pistol, SMG, or rifle.
100 gp and 8 hours to craft an LMG or Sniper Rifle.
200 gp and 5 hours 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 4 hours to craft 40 Standard Rounds
30 gp, and 8 hours to craft 40 Tranquilizer Rounds
20 gp and 6 hours to craft 40 Stun Rounds
30 gp and 6 hours to craft 40 Explosive Rounds
20 gp and 6 hours to craft 40 Armor Piercing Rounds
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. This version of extra attack will stack on top of other versions of extra attack.
Faster Crafting[edit]
Starting at 4th level, you can craft weapons/ammo at a faster rate (4 hours/18 hours for pistol/rifle, 3 hours for 5 grenades, 3 hours to craft 40 ammo, 6 hours to craft Tranquilizer Rounds, 4 hours to craft 40 Stun, Explosive, and Armor Piercing Rounds.) It decreases again at 11th level, (3 hours/12 hours, 2 hours, 2 hours, 4 hours, 3 hours) and again at 20th level (2 hours/9 hours, 1 hour, 1 hour, 2 hours, 2 hours).
Efficient Crafting[edit]
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, Stun, and Explosive rounds.)
Expertise[edit]
At 1st level, choose two of your skill proficiencies Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies to gain this benefit.
Soldier Archetypes[edit]
Heavy Gunner[edit]
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 1 at 3rd level, 2 at 5th level, 3 at 9th level, and 4 at 11th level (level of you character overall).
- 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. At 10th level this increases to huge.
- 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 deals twice the damage die when you hit with it.
- Gunner’s Muscles
At 13th level, your Strength or dexterity 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.
Officer[edit]
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.
- Fireteam
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.
- Squad
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.
- Section
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.
Special Forces[edit]
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.
- 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 short or 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.
- Takedown
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).
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the soldier class, you must meet these prerequisites: Dexterity 13 and Constitution 13
Proficiencies. When you multiclass into the soldier class, you gain the following proficiencies: All armor, shields, simple weapons, martial weapons, firearms, Gunsmith’s Kit, and 1 skill from the class skill list
Name | Cost | Dmg | Range | Reload | Weight | Properties | Special |
---|---|---|---|---|---|---|---|
Semiautomatic Pistol | 100 gp | 2d6 Piercing | 30/60 | 6 | 4 lbs. | Ammunition, Light, Reload | — |
Automatic Rifle | 100 gp | 2d8 Piercing | 200/600 | 4 | 9 lbs. | Ammunition, Two-Handed, Reload, Burst fire | — |
SMG | 100 gp | 3d6 Piercing | 45/90 | 20 | 9 lbs. | Ammunition, Two-Handed, Reload, Burst fire | — |
LMG | 200 gp | 3d8 Piercing | 240/600 | 40 | 13 lbs. | Ammunition, Heavy, Two-Handed, Reload, Burst fire | — |
Sniper Rifle | 200 gp | 3d12 Piercing | 300/600 | 2 | 10 lbs. | Ammunition, Two-Handed, Reload | — |
Suppressed Pistol | 100 gp | 1d6 Piercing | 25/50 | 5 | 3 lbs. | Ammunition, Light, Reload, Spacial | You have advantage on Stealth checks to hide it in your person. |
Suppressed Rifle | 100 gp | 2d8 Piercing | 120/240 | 2 | 8 lbs. | Ammunition, Two-handed, Reload, Burst fire, Spacial | You have advantage on Stealth checks to hide it in your person. |
Suppressed Sniper Rifle | 200 gp | 3d12 Piercing | 250/500 | 2 | 9 lbs. | Ammunition, Two-handed, Reload, Spacial | You have advantage on Stealth checks to hide it in your person. |
Name | Cost | Dmg | Range | Weight | Effect | Spacial |
---|---|---|---|---|---|---|
Fragmentation Grenade | 80 gp | 3d6 Force and 3d6 Piercing | 15/30 | 1 lbs. | 20-foot cube area. | — |
Smoke Grenade | 80 gp | — | 20/40 | 1 lbs. | 10-foot radius | Heavy obscuration, light obscuration for an additional 10ft radius, 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 | 80 gp | 4d8 poison | 15/30 | 1 lbs. | 10-foot radius | if you end your turn in that 10-foot radiant you take that damage at the end of your turn, the gas fades after 1 minute or after 2 rounds in a powerful wind. |
Name | Cost | Amount | Effect | DC |
---|---|---|---|---|
Standard Rounds | 10 gp | 40 Rounds | — | — |
Tranquilizer Rounds | 30 gp | 40 Rounds | Creatures shot by these rounds must succeed in a Constitution save or become unconscious for 5 minutes. If shot by a burst, roll save for every 2 shots. These deal no damage. | DC 12 for a Medium sized creature. +2 for every size down and -2 for every size up. +1 DC for every succeeded save. |
Stun Rounds | 20 gp | 40 Rounds | Creatures shot by these rounds must succeed in a Constitution save or become stunned for the rest of the round. | DC 15 for a Medium sized creature. +2 for every size down and -2 for every size up. |
Explosive Rounds | 30 gp | 40 Rounds | Each creature within a 5-foot radius of the target will take 2d4 Fire damage. Halved on a successful Dexterity save. The target hit takes full damage. | DC 12 for a Medium sized creature. -1 for every size down and +1 for every size up. |
Armor Piercing Rounds | 20 gp | 40 Rounds | Gain a +2 to attack and damage roll. | — |
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