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

Table: The soldier

Level Proficiency
Bonus
Features
1st +2 Fighting Style
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 Extra Attack, Efficient Crafting
6th +3 Ability Score Improvement
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.)

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.

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


Firearms
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.
Grenade
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.
Ammunition
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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