Soldier (FMA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Fighter class and Soldier (5e Background) background, and as such does not follow traditional CR.

Medium humanoid, lawful neutral


Armor Class 17 (natural armor)
Hit Points 46 (7d10 + 7)
Speed 30 ft.


STR DEX CON INT WIS CHA
13 (+1) 18 (+4) 12 (+1) 12 (+1) 13 (+1) 12 (+1)

Saving Throws Str +4, Dex +7
Skills Athletics +4, History +4, Insight +4, Investigation +4, Perception +4, Survival +4
Senses passive Perception 14
Languages Common
Challenge 7 (2,900 XP)


Calm Precision. The solder gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls.

Tactical Stance. While wielding a firearm and no melee weapon, the soldier gains a +1 bonus to their AC and damage rolls (included in AC and attack).

Action Surge (1/Short or Long Rest). On their turn, the soldier takes an additional action and bonus action.

Steady Aim (3/Short or Long Rest). As a bonus action, the soldier gains the following on all attacks against a creature they can see that is within range of a ranged weapon they are wielding until the end of their turn:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals 5 additional damage.

ACTIONS

Multiattack. The soldier makes two shortsword, submachine gun, or handgun attacks.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Submachine Gun. Ranged Weapon Attack: +7 to hit, range 60/600 ft., one target. Hit: 9 (2d4 + 4) piercing damage 1d4 times. Must be reloaded after 8 shots.

Handgun. Ranged Weapon Attack: +7 to hit, range 30/300 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Must be reloaded after 12 shots.

Second Wind (1/Short or Long Rest). As a bonus action, the soldier regains 12 (1d10 + 7) hit points.

Careful Eyes. The soldier takes the search action as a bonus action.


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[Source]

Amestris's run-of-the-mill servicemen, soldiers defend key military points and take place in numerous military raids across the country. They are outranked by most specialized soldiers.



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