Soldier (The Walls Supplement)

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Soldier[edit]

Soldiers that fly around on gas powered grappling cables and transform into giants.

Introduction[edit]

A thirty-year-old man in Omni-Directional Mobility (ODM) gear zooms through the destroyed town, dodging Titans left in right. His eyes narrow as he spots his target: a 6-meter Titan lumbering forward to a frightened little girl. Gas billows out of his ODM, lurching his body forward. The strain would have paralyzed any other man, but he was used to it at this point. His swords lash out and smacked the Titan right in the nape of his neck. A piece of Titan skin flies out of the neck and the Titan falls to the ground at the girl’s feet. The man landed on top of the head and looked down at the girl. . .

A black-haired girl ran across the rooftop from the Titan. The Titan smashed through the building just as the girl activated her Omni-Directional Mobility Gear. Compressed gas shot her forward just as the Titan lunged forward. . .

Screaming in rage as the cannon is pointed towards him, a cadet grabs his friends. As the cannon fires, he bites his tongue. A flash of yellow and red lightning strikes him, creating a huge explosion. A giant body started forming around him, starting from the bones and muscles. In a second, before the transformation was finished, he lifted his titan hand causing the cannonball to strike it.

Heroes of the Walls[edit]

Description

Creating a Soldier[edit]

Did you ever consider how or why you joined the Cadet Corps? Did Titans invade your home? Where you forced by your parents? Do you come from a place where not joining the military is seen as a sign of cowardliness? Maybe you were trying to track down a girl you overheard two priests talking about. Perhaps your dad said you couldn't come back until you were normal. Whatever the case, life in the Cadet Corps is not easy. You want to end the threat of the Titans, but how will you do that? Will you join the famed Scout Regiment and go out in Titan country to face the Titans head on? Or will you join the Garrison, the soldiers that protect the walls with heavy artillery and grit? Or will you end your training by becoming one of the top 10 in your class and joining the Military Police, the soldiers that protect the interior and the King?

Quick Build

You can make a Soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Exile background if you are from Wall Maria, Hunter or Guild Artisan background if you are from Wall Rose, and Noble background if you are from Wall Sina.

Class Features

As a Soldier you gain the following class features.

Hit Points

Hit Dice: 1d8 per Soldier level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Soldier level after 1st

Proficiencies

Armor: Light armor, Omni-Directional Mobility gear
Weapons: Simple weapons, martial melee weapons
Tools: {{{tools}}}
Saving Throws: Dexterity, Constitution
Skills: Acrobatics and two of the following: Animal Handling, History, Intimidation, Perception, Stealth, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A martial melee weapon or (b) two simple melee weapons or (c) a flare gun with 15 green flares, 15 red flares, and 5 black flares
  • (a) Omni-Directional Mobility Gear or (b) a martial melee weapon or (c) any light armor
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • If you are using starting wealth, you have 2d4 x 10 GP in funds.

Table: The Soldier

Level Proficiency
Bonus
Features
1st +2 Fighting Style, ODM Strike
2nd +2 Heroism
3rd +2 Military Branch
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Military Branch Feature
7th +3 Battle Scan
8th +3 Ability Score Improvement
9th +4 Military Branch Feature
10th +4 Lightning Attack
11th +4 Agile
12th +4 Ability Score Improvement
13th +5 Military Branch Feature
14th +5 Sword Throw
15th +5 Extra Attack (2)
16th +5 Ability Score Improvement
17th +6 Heroism Improvement
18th +6 Military Branch Feature
19th +6 Ability Score Improvement
20th +6 Instinct Mode

Fighting Style[edit]

At 1st level, 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 again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

ODM Strike[edit]

At 1st level, you are not only trained in standard use of ODM gear, but its combat applications. When you move using Omni-Directional Mobility Gear, you may make an attack any time during this movement, may make a two-weapon fighting attack as part of the same bonus action, and melee attacks during this movement have their critical range increased by 1 (20 → 19-20 → 18-20).

Heroism[edit]

Starting at 2nd level, your courage reflects onto your allies. As a bonus action, all allies within 60 ft. gain advantage on saving throws against being frightened for 1 minute, and can make a free saving throw against any frightened conditions on them immediately. Once you use this feature, you must complete a long or short rest before you can use it again.

When you reach 17th level in this class, you are completely immune to being frightened, and so are all allies within 60 ft.

Military Branch[edit]

At 3rd level, you have finished your training as a cadet and are ready to join one of the three branches of the military: The Scout Regiment, The Garrison, or The Military Police. All of them are detailed at the end of the description. Your choice also grants you additional features at 6th, 9th, 13th, and 18th level.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th 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.

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 at 15th level.

Battle Scan[edit]

At 7th level, you are always aware of the threats around you, and always on edge to defend yourself from threats. Hostile creatures have disadvantage when making Dexterity (Stealth) checks against your passive Wisdom (Perception) score, and creatures attacking you when you are surprised have disadvantage on their attack rolls. When you are in initiative, you can make Wisdom (Perception) or Intelligence (Investigation) checks as a bonus action.

Lightning Attack[edit]

At 10th level, you have practiced with you ODM enough that you can strike targets with incredible haste. When a creature takes a reaction in response to an attack you make, the reaction takes effect after your attack deals damage or misses.

Agile[edit]

At 11th level, your skills while flying rival even the toughest captain. While using your ODM, you can take the disengage action as a bonus action on your turn.

Sword Throw[edit]

At 14th level, you have mastered the art of detaching your blade at the right moment to propel it into the air. You may make thrown attacks with titan-slaying swords with a range of 20/60. These attacks maintain the critical hit range increase of titan-slaying swords and Omni-Directional Movement Gear.

Instinct Mode[edit]

At 20th level, you can go into a concentrated rage that unleashes the pure instincts in your blood to destroy your enemies. As a bonus action, you can enter Instinct Mode. When in Instinct Mode, all your attacks are considered critical hits, you have advantage on Strength, Dexterity, and Constitution saving throws, and you are considered resistant to all damage types except psychic. When you make a titan-slaying sword attack while in Instinct Mode, you may double the attack's damage and cause the weapon to automatically break after dealing damage. Instinct Mode ends after a minute, or until you take a bonus action to end it. Once you use Instinct Mode, you must finish a long rest before you can do so again.

Scout Regiment[edit]

Your first option is the Scout Regiment. These brave soldiers go outside the Walls into titan country and face the enemy head on. The Scout Regiment rides on horses and use them to out speed the Titan threat. Traveling through forests and exotic locations, all we know about the titans comes from these soldiers. The symbol for the Scout Regiment is the Wings of Freedom.

Excellent Rider[edit]

At 3rd level, you gain proficiency, or expertise if you already have proficiency, in Animal Handling. If you start your turn riding a mount, your critical hit range increases by 1 (20 → 19-20 → 18-20). When you would fall prone, such as from falling off your mount, you may attempt a DC 15 Dexterity saving throw. On a success, you may use your Omni-Directional Mobility Gear immediately as a reaction instead of as a bonus action.

Survey Corps[edit]

At 6th level, you have been chosen for a special unit dedicated to gathering knowledge on titans. Whenever you would deal damage to a titan, you may forgo dealing damage to gather 1 piece of information to a maximum equal to your proficiency bonus. When you make an attack against a titan, you may spend 1 piece of information to grant the attack advantage.

ODM Dodge[edit]

When you reach 9th level, you have become quick and reflexive with your ODM Gear. When you use your Omni-Directional Mobility Gear, you may gain advantage on Strength and Dexterity saving throws until the beginning of your next turn as a reaction. You may use this feature once, regaining all uses at the end of a long rest.

Improved ODM Dodge[edit]

At the 13th level, ODM Dodge can be used at will when you use your Omni-Directional Mobility Gear, and may be used a number of times equal to half your proficiency bonus, regaining all uses at the end of a long rest.

Squad You[edit]

When you reach 18th level, you gain a squad of four Scout Regiment soldiers. They act on your turn, and you control their actions. If one of these soldiers dies, you are given a replacement within a week if you are near a military base.

The Garrison[edit]

The Garrison is a troop of soldiers sent to protect the walls using cannons and ODM gear. This is the most common choice for graduating cadets, as it is the least dangerous. Their experience with cannons and weaponry makes them ideal people to hold off a Titan invasion. The symbol of the Garrison is two roses.

Heavy Weapons Training[edit]

At 3rd level, you gain proficiency in martial ranged weapons.

Battle Tales[edit]

When you reach 6th level, your tales of combat can be used to sway civilians into following your lead. If you recount some old tales to non-Military citizens, you gain advantage on all Charisma (Persuasion) and Charisma (Intimidation) checks against them.

Acting Authority[edit]

When you reach 9th level, you have gained a high enough rank to be an acting police officer. This gives you advantage on all Wisdom and Intelligence saving throws against creatures that have the word “Evil” in their alignment. You also have advantage on Intelligence (History), Wisdom (Insight), Intelligence (Investigation), and Wisdom (Perception) checks against the same group. If you do not have it already, you gain proficiency in the Intelligence (Investigation) skill. If you already have it, your proficiency doubles.

Hometown Advantage[edit]

When you reach 13th level, your will to fight becomes inspiring. When fighting within a Village, Town, or City that has not been abandoned, you gain the ability to rally for soldiers to join the fight. Roll 2d4. That is how many town soldiers come out to help you fight. They will fight on your side relentlessly until they are dead or the fight is over. A few clarifications to this rule:

  • Use the MM stat block in the humanoids section for their stats.
  • The soldiers will not leave the Village, Town, or City you are in.
  • The soldiers panic and must make a DC 18 Wisdom saving throw or run away from the fight if you are knocked unconscious or killed.
  • You cannot use this feature when you shift into a Titan.
  • They will only fight creatures with the word “Evil” or "Unaligned" for their alignment.

Once you use this ability, you must make a short or long rest to use it again.

There is a variant feature to this, where you can summon 1d4 Scout Regiment Soldier instead if you are playing in the The Walls (Attack on Titan) campaign setting. Reflavor the Scout Regiment Soldiers as Garrison Soldiers instead. The rest of the rules stay the same.

Commander[edit]

At the 18th level, you have been promoted to Commander of whatever military you are in. You can take control of any operation by friendly or neutral forces as long as their current leader is not a general or other royalty. You can also issue an order to nearby military bases for troop requests. It takes 1 day to acquire every 10 troops you request, not counting travel time for the message to spread if you are in the field. The most troops you can command is 100. You also receive a badge/emblem that marks you as this rank.

You also receive an NPC bodyguard who is proficient in ODM skills, even if the rest of your campaign doesn't include elements from Attack on Titan. Use the following stat block for his stats. He follows your actions and will not question your leadership unless you are hostile to him. Reflavor the stat block as a Garrison soldier.

Scout Regiment Soldier

The Military Police[edit]

The Military Police is an elite organization only meant for the best of the best. Only the top 10 students from each cadet training region are eligible to join. The Military Police's job is to protect the king and maintain order. Because this class is so elite, ask your DM if you made the cut. You can also determine this by rolling 1d100 and scoring a 95 or higher. The symbol of the Military Police is the head of a unicorn.

Royal Contacts[edit]

At 3rd level, you have joined the Military Police and have dedicated your life to serving the king. Because of this, you have instant contacts throughout the Royal Government and Military. You can learn the whereabouts of any important people in the government if you spend an hour asking around any military installation. You also have full access to classified information in the government, as well as first class gear and equipment. Because of this, you do not need to do weekly maintenance on your gear and it will not fail unless excessively damaged.

Revenge[edit]

By 6th level, you have seen countless battles and have learned to make you enemies hurt. When attacking a creature that has taken away over 30% of your hit points, you can choose to deal double damage against them. You can only do this extra damage once per turn.

Perfect Guard[edit]

When you reach 9th level, your defensive capabilities go unmatched. When a creature makes a melee weapon attack on you, and if you can see them and you are holding two Titan piercing swords (or two loaded anit-personal guns later), you can use your reaction to gain a bonus to AC equal to your Constitution modifier for the attack and impose an opportunity attack on the creature if it misses. Later, if you choose the Non-shifter feature at 18th level, you can do the same if you have to guns equipped.

Technological Advancements[edit]

When you reach the 13th level, your developments in ODM flight technology have reached their limits. You can stay flying for double the minutes of what it normally would be. This feature includes the added time of the ODM Improvement feature. Your flying speed also increases to 90 feet.

Anti-Personnel ODM[edit]

At the 18th level, you have either designed or received from your superiors guns that are designed to work in tangent with your ODM gear. You now have 2 sets of triggers: one for swords, and one for guns. You can switch which triggers you are using as a bonus action. The gun triggers have a range of 30/90. They also have light and finesse properties. You can connect these barrels as a bonus action, and fire one of them as an attack. You may not have a sword blade and gun barrel equipped at the same time. Make a ranged attack roll. On a hit, the target takes 4d8 piercing damage. Anyone within 5 feet of the target also takes an additional 2d8 piercing damage (including the target). Once fired, the guns are spent, and you can detach the barrels as a free action. You can store up to 5 additional barrels on each of your thighs. The damage die increases to d10 when you go into instinct mode. You can also use your extra attack to attach either another barrel or sword when they are discarded.

If you run out, you can create more by spending 10 GP per barrel and 30 minutes crafting it, or by getting more at a military center. You can have five barrels on each leg.

At this level, you have also received or crafted custom ODM armor that features a lightweight metal breastplate and arm and shoulder guards. When you wear this armor, your AC is 14 + your Dexterity modifier.

Titanshifter[edit]

Feature[edit]

At 3rd level,

Titan Shift[edit]

At 6th level, you discover your Titan blood. You can shift into a Titan when you have suffered slashing or piercing damage from yourself and you have a purpose in your heart, usually a life or death scenario. Once undergoing these conditions a few things happen.

You change into a Titan of your choice. Choose one of the following options, but be careful, because you cannot pick a new Titan later. Once you decide what Titan you want, that is the only Titan you can transform into. your choices are listed below:

  • The Attack Titan (Attack Power): A combat-focused Titan that is meant to be in the vanguard of the attack and face the enemy head-on.
  • The Armored Titan (Defense): A Titan with great defensive capabilities. While being relatively weak in combat in terms of Titan standards, the Armored Titan is an unstoppable force that can charge through almost anything.
  • The Jaws Titan (Mobility): A relatively small Titan that can climb on buildings and trees, and has a massive set of jaws that can break through the hardest materials known to man.
  • The Cart Titan (Speed): A Titan that walks on all four legs for the extra speed.
  • The Female Titan (Agility): Another combat-focused Titan that specializes in critical moves and quick movement.
  • The Beast Titan (Strength): Simply put, the Beast Titan is the physically strongest Titan out of the Soldiers, and can throw heavy objects a great distance.
  • The War Hammer Titan (Weapons): A unique Titan that controls it's Titan form from a crystal made out of hardened Titan skin. Can use it's powers to conjure weapons and traps out of thin air.

You have half of your Titan's total average hit points, and your attacks do half the damage dice. Your regeneration feature only gives you half as much hit points per turn. You lose your multi-attack if you have on, any resistances you have, and any immunity your Titan form has becomes a resistance (these are strictly for balancing reasons. Your resistances do not become immunities again when you reach 20th level). Any psychic damage done to your or damage done to your nape doesn’t affect your Titan but instead deals damage to your character directly.

You can stay as a Titan for a number of minutes equal to your Soldier level. Once these minutes are up, or you want to become a humanoid again before that, you can use your action to have your Titan form fall to the ground, and you will burst out of the Titan's nape. The body will evaporate into steam over the course of the next 1d4 minutes.

You transform under the affects of the true polymorph spell, except you keep your Intelligence, Wisdom, and Charisma scores, as well as your personality and alignment. Your physical body is still in the nape of the Titan, but is melded with it slightly so you see out of the Titan's eyes, and such. When you transform, you instantly regain any lost limbs, all non-magical conditions on you are removed, and you regain all of your lost hit points. Any damage you take is done to your Titan form, unless it is done to the nape.

Every time you transform, you must make a DC 15 Wisdom saving throw or lose control of your titan form. If you lose control, your titan form goes under the affects of the confusion spell. You can re-roll the save at the start of each of your turns, ending it on a success. If you spend at least one minute in concentration before you transform, you don't have the make the check.

When you come out of the Titan, you gain one level of exhaustion.

You can use this feature once. In order to regain this use, you must succeed a DC 18 Constitution saving throw a the end of a short or long rest. Every time you fail this saving throw, its DC is decreased by 1 until you succeed it.

When you reach 14th level in this class, you no longer have to make a check to regain the ability to turn into a Titan when you take a rest, and you don't have to make a Wisdom when you transform to avoid confusion.

When you reach 20th level in this class, you can stay in your Titan form indefinitely and you can transform into a titan as many times as you want without accumulating any levels of exhaustion. Keep in mind that it still takes an action to leave your current titan. Your damage, maximum health, and regeneration is no longer halved. If you transform more than once in the same day, you do not regain all of your hit points when you transform the second time or anytime after that.

Regeneration[edit]

At 9th level, because you have transformed into a Titan so many times, you can regenerate hit points in humanoid form. You can heal 1 hit point every minute indefinitely. This feature also regenerates small scars and relativity obsolete injuries, like losing a finger or a tooth, and regenerates bigger injuries like severed limbs over the course of a few hours.

With your regeneration feature, you can also go into a boost mode that heals you faster. As an action, you can enter rapid-regeneration mode. When activated, you can heal 10 hit points per minute (1 per turn) instead of 1 until this feature is shut off. When you enter rapid-regeneration mode, you cannot turn into a Titan because your body is too focused on healing you. You can end rapid-regeneration mode as an action.

The first time you drop under 0 hit points, or you become unconscious with under half of your total hit points, you automatically enter rapid-regeneration mode and you cannot shut it off until you are have at least half of your maximum hit point, though if reduced to 0 hit points while in rapid-regeneration mode you will remain at 0 hit points and make death saves as per normal. If you enter rapid-regeneration mode this way, you are unconscious until you have half of your hit point maximum. This can only be done once per long rest.

This feature ceases to function when you are in your Titan form, as it already heals for you.


Feature[edit]

At 13th level,

Titan Steam[edit]

At 18th level, you gain the ability to release steam from your body in Titan form. When transformed into a Titan, you can spend 35 hit points as an action or reaction to force all creatures within a 120 ft. radius to make a DC 20 Dexterity saving throw, and you become stunned until the end of your next turn. On a failure, they take 20d10 fire damage. On a success, they take half as much damage. This feature can be used once, regaining use at the end of a long rest.

Skin Hardening[edit]

When you reach 18th level, you have become one with the Titans and learned their powers. You have access to the first skin hardening ability variant rule listed under your Titan form, meaning you can solidify parts of your skin to defend yourself or increase your attack. You only have the first part, so you cannot cover all of your skin, just a small portion.

Transfer Consciousness[edit]

At the 18th level, you learn a difficult feature used by the strongest Soldiers. As an action, you can transfer your consciousness to your Titan form, meaning if your human form dies in your Titan form, you continue to live in the Titan. Doing this requires so much energy that your Titan form cannot heal itself, and loses the regeneration feature. If your Titan form drops to zero hit points, you die, plain and simple. If your normal body does die when you are still in your Titan, you can make a DC 20 Constitution saving throw to transfer your consciousness as a reaction.

Five minutes after you transfer your consciousness, your Titan body regains the use of it's regeneration feature, but only for the purposes of healing your body (if it is damaged. If it is destroyed, the Titan body starts to make an identical body inside the nape of the Titan). Your body starts to regain hit points with the regeneration feature, but the Titan body does not start to heal. You can only transfer back to your normal body as an action when it has at half or more of its maximum hit points.

If you run out of time in your Titan form before your body is healed all of the way, your Titan body becomes completely stunned and cannot move, although the regeneration feature still works, so it can heal your normal body. When your body is at half or more health and in working condition, your consciousness is transferred back into your normal body and you gain two levels of exhaustion automatically. Your Titan body then starts to disappear like normal.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soldier class, you must meet these prerequisites: Dexterity 15 and Constitution 13

Proficiencies. When you multiclass into the Soldier class, you gain the following proficiencies: martial melee weapons, Omni-Directional Mobility Gear



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