Soldier (Metal Gear 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 Soldier class and no background, and as such does not follow traditional CR.

Soldier[edit]

Medium humanoid (Human), any alignment


Armor Class 14 (Fatigues)
Hit Points 26 (3d12+6)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 14 (+2) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +3, Dex +2, Con +4
Skills Athletics +4, Insight +3, Intimidation +2, Perception +3, Survival +3
Senses passive Perception 13
Languages any one
Challenge 3 (700 XP)


Fatigues. Choose one type of camouflage: arctic, coast, desert, forest, grassland, mountain, swamp, outdoor manmade, or indoor manmade. The soldier gains advantage on Stealth checks while in the chosen terrain while wearing their fatigues.

Hustle. The soldier may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of their turns, but they gain 1 level of exhaustion immediately after doing so.

Close Quarters Shooter. When the soldier makes a ranged attack while they are within 5 feet of a hostile creature, they do not have disadvantage on the attack roll and their base movement speed increases by 5 feet.

Brutal Strike. Whenever the soldier hits a creature with a melee attack with a weapon that they are wielding with two hands, they can attempt to drive the target back. If the target is Medium or smaller, it must make a DC 13 Strength saving throw. On a failed save, the target is shoved as well. The weapon must have the two-handed or versatile property for the soldier to gain this benefit, and they may not use this effect more than once a turn.

ACTIONS

Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 60/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage 2 (1d4) times. Must be reloaded as a bonus action after 10 shots, can be reloaded up to 3 times.

Handgun. Ranged Weapon Attack: +5 to hit, range 60/600 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded as a bonus action after 12 shots, can be reloaded up to 2 times.

Fragmentation Grenade (1/day). Every creature in a 20 ft. radius up to 60 ft. from the soldier must make a DC 15 Dexterity saving throw. On a failure, they take 18 (5d6) piercing damage on a failed save. On a success, they take half as much damage.


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[Source].

Soldiers make up the bulk of most militaries and PMCs that a mission team will run into. While they don't have the best training or equipment, their sheer numbers more than makes up for it, with most missions having at least a hundred standing soldiers throughout the target location.


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