Strider, Variant (Soldier)(5e Class)

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Strider Soldier[edit]


Late into the night a human soldier stares up at the bulwark with his eyes, searching for his target. His mission is to clear the walls from all enemies. A flicker of movement happens and the soldier views a tired sentry walking his way along the wall. In a flash the soldier sprints across the clearing and up the side of the wall. Upon reaching the edge of the bulwark the soldier frees one hand while still using us momentum to fly up and over the edge while reaching for his dagger.

An elf woman clings to the leg of a Giant Eagle as she stands on the talons of the bird. The flyer, tasked with bringing the woman to the front lines hovers over the turmoil.While still 20 ft in the air, the elf leaps from the talons while releasing black fire from her heels to clear the path of the ground below.

Deadly Soldiers[edit]

The Strider Soldier lives to fight. They were once regular soldiers fighting for a cause until they grew to close to death's embrace. Too many times have they been in the cluthes of the dark embrace and too many times have they escaped all but a whisker's breath from their end. Now they have granted gifts from death's vast well of power. They use these gifts to become Shock Soldiers for kingdom's armies, self serving adventurers, and even the villains of fearful stories.

Creating a Strider Soldier[edit]

What made Death itself turn its eye on you? What made you leave your military order? How many times has death been barking at your heels? These are some of the questions that a Strider Soldier should answer.

Quick Build

You can make a Strider quickly by following these suggestions. First, Dexterity or Strength should be your highest ability score, followed by Constitution. Second, choose the Soldier background. (If you want to be a former spec ops soldier then choose the homebrew background Military asset)

Class Features

As a Strider, Variant (Soldier) you gain the following class features.

Hit Points

Hit Dice: 1d10 per Strider, Variant (Soldier) level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Strider, Variant (Soldier) level after 1st


Armor: All Armor
Weapons: Simple Weapons, Longbow, Martial Melee Weapons
Tools: Thieves' tools, musical instrument
Saving Throws: Dexterity and Constitution
Skills: Choose three from Acrobatics, Athletics, Insight, Intimidation, Nature, Perception, Persuasion and Stealth


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

  • (a) Leather Armour or (b) Chain shirt
  • (a) A martial melee weapons or (b) Two simple melee weapons
  • (a) Shortbow and 20 Arrows or (b) 5 daggers
  • (a) Explorers Pack and Thieves' Tools or (b) Adventurers Pack and Thieves' tools

If you are using starting wealth then roll 5d4 x 10.

Table: The Strider, Variant (Soldier)

Level Proficiency
1st +2 Killers Grace, Path of the Strider Soldier
2nd +2 A Gift from Death, Hands of Fate
3rd +2 Path Feature, Flames of the Void
4th +2 Ability Score Improvement
5th +3 Extra Attack, Dual Wield Modifier
6th +3 A Gift from Death
7th +3 Path Feature
8th +3 Ability Score Improvement
9th +4 Shadow Walker
10th +4 Lingering Death, Extra Attack
11th +4 Path Feature
12th +4 Ability Score Improvement
13th +5 Cold Fingers
14th +5 Control in Carnage
15th +5 A Gift from Death
16th +5 Ability Score Improvement
17th +6 Path Feature
18th +6 Deathless
19th +6 Ability Score Improvement, Extra Attack
20th +6 Dread Strider

Killers Grace[edit]

A Strider Soldier has learned that brute strength is almost never the most effective answer. Starting at 1st level, all simple and martial melee weapons you wield have the finesse property. Does not include weapons with the heavy or two handed properties. You cannot benefit from this and the versatile property at the same time.

Soldier's tongue[edit]

As a specialized soldier you receive training in 1 language of your choice aside from common.

Path of the Strider Soldier[edit]

When you first became Death's hand in the mortal realm, you knew you would have to focus on one tool with which to become most adept at ending life. Choose a Strider Soldier's path starting at 1st level, and gain features in this path at 1st, 3rd, 7th, 11th, and 17th level, as described at the end of the class description.

Hands of Fate[edit]

From your multiple encounters with the near death you have learned that two weapons are better than one. At level 2, you are able to dual wield. During your turn of attack you can use your bonus action to attack with your second weapon while adding your ability modifier to the attack roll. At level 5 you are able to add your modifier to the damage roll as well.

A Gift from Death[edit]

Starting at second level, your connection to Death and the art of the kill has given you power beyond your understanding. Starting at second level, choose one of the following Boon's. Gain a second Boon at 6th level, and a third at 15th level. You may only take a Boon once.

Wings of Dread

Whenever you move, it almost appears as if a black cape shimmers behind you, but seem to disappear upon closer inspection. Base movement speed is increased by 10 feet, and you can move over the surface of water, difficult terrain, and vertical surfaces without a penalty to movement.

Gravewalkers Gaze

Death has twisted your body to make it more welcome in the Void. Gain Darkvision up to 120 feet.

Dark Visage

Your connection to Death has given you a palpable aura of menace and danger, as well as a sly tongue. Gain proficiency in Intimidation and Deception. If already proficient, double your proficiency bonus for these skills.

Flames of the Void[edit]

Starting at level 3, Death has placed a fire in you, a cold fire from the Void. As an action unleash a bolt of black flame on any target within 15 feet. The target must make a Dexterity saving throw against your Strider DC or take 2d6 fire damage, and half damage on a save. The damage increases to 3d6 at level 6 and 4d6 at level 11. You may use this ability once per day. At 8th level you may use this ability up to twice per day.

Your DC for certain Strider abilities is equal to 8 + your proficiency bonus + your Charisma modifier.

Ability Score Increase[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]

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of extra attacks goes up by 1 on levels 10 and 19.

Shadow Walker[edit]

Beginning at level 9, your base movement speed increases by 10 feet, and any movement past a creature does not provoke attacks of opportunity. If you expend all of your movement and stop within 10 feet of a creature, you can leap forward, make an attack, and then return to where your movement ended.

Lingering Death[edit]

Beginning at level 10 your weapon attacks cause brutal and lasting damage. When you make an Attack action on your turn and hit the target, you cause bleeding damage that lasts for 2 of the creatures turns, or until the target expends an action to staunch the bleeding. The bleeding damage is 1d4, and increases by one die at 17th level (2d4). You may use this feature a number of times equal to your Dexterity modifier. You regain uses of this feature after a short or long rest.

Cold Fingers[edit]

Beginning at 13th level, your connection to Death has imbued you with a sliver of its essence, wanted or not. On your turn, you may use your bonus action to unleash a burst of the essence of Death, dealing an additional 4d8 necrotic damage on a target within 30 feet, this damage increasing to 6d8 at 19th level. This feature may be used once, regained upon a short rest.

Control in Carnage[edit]

To you, killing has become an expression of art, of pure beauty, but others see what you do and despair. Beginning at level 14, when you attack a target and kill it, you can choose to end them with brutality. When you do so, any creature that can see you must make a Wisdom saving throw against your Strider DC. On a failed save, target(s) becomes stunned until the end of their next turn. On a successful save, the target(s) lose their courage, and have half movement until the end of their next turn. After you use this feature, it cannot be used again until you take a long rest.


Death has offered a bargain for all the souls you have collected in its name. Beginning at level 18, Death has halted the hands on the clock of your life, and you no longer age, naturally or magically. Your body has also been spared from the ravages of hunger, disease, poison, or deadly temperatures.

Dread Strider Soldier[edit]

When you reach level 20, you and Death have become so entwined that you can summon Death itself into your body, shaping yourself in its image. Death shapes itself based on the Path of the Strider you have chosen. You may only summon Death once before requiring a long rest to use this feature again.

Path of the Sword

Death appears as the Pale Rider, atop a skeletal mount and wielding the scythe that collects souls. Choose a target on the battlefield, regardless of range. That creature must succeed a Constitution saving throw against your Strider DC. On a failed save, the Pale Rider reaps the creatures soul, causing 5d6 slashing damage and 10d6 necrotic damage, . On a success, the target takes half as much damage.

Path of the Bulwark

The Void manifests as a great wall. you may cast Prismatic Wall but all damage is necrotic, the wall is black, and it sheds no light.

Path of the Strider Soldier[edit]

Path of the Silent Sword[edit]

The sword is an extension of your arm, and with it you lay waste to your enemies.

Hide of the Panther

At level 1, you are hard as hard to see as Death is in the darkness. You gain advantage on stealth checks and once per turn you receive a sneak attack bonus of 1d6 when you are in the dark. You do not have advantage or sneak attack during the daylight hours unless you are in an area without light sources.

Closer to the Void

Starting at level 3, Death has granted you passage through his domain. Once per short rest, you may enter the Void and reappear anywhere within 60 feet. This can be used before or after your movement, and does not prompt attacks of opportunity.

Feeding the Void

The Void hungers for souls, and Death has given you the tools to collect those souls. Starting at level 7, you may coat your blade(s) in hungering shadow as a bonus action, dealing an additional 1d6 of necrotic damage to every weapon strike.

Like a Scythe to Grain

Starting at level 11, whenever groups of enemies converge, you feel obliged to send them to the Void together. Whenever you make a weapon attack against a creature, you may reach out with a blade of darkness and strike any other creatures as long as they are within 10 feet of you. Attacks made after the first do not benefit from adding your ability modifier to your damage roll. You may use this feature once per long rest.

Not Dead Yet!

At level 17 you have grown tougher and at the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left.

You don’t gain this benefit if you have 0 Hit Points.

Path of the Bulwark[edit]

You stand alone against the strongest of foes, ever ready to send them to the Void

Guardian of the Void

Death has given you the strength to protect the void, at level 1 you receive advantage on all strength checks.

Shield of the Void

The Void comes to your defense, at 3 level you may use your reaction to cast Shield a number of times equal to your proficiency bonus -1, and regain all uses after long rest.

Fear of the Void

The Void has changed you for the better, at 7th level you may cast Fear a number of times equal to your proficiency bonus, and regain all uses after long rest.

Greed of the Void

The Void hungers for souls and you give it as many as possible. At 11th level, as an action you may deal double weapon damage in necrotic damage to a grappled creature and gain hit points equal to the damage dealt. You may only do this once per long rest.

Bulwark of the Void

The Void has made you its champion, at 17 level the next time you enter an area of darkness you gain a mysterious cloak.

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