User:Quincy/Soldier (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Soldier[edit]

Writing letters home was the most difficult thing. When he put pen to paper it opened up emotions inside of him that he had locked down hard in order to be able to do his job. It made him softer, more vulnerable. But at the same time it was all that kept him going, to re-read his crumpled mud-stained correspondence, to remind him what he was fighting for. It was hard to know what to say though, he didn't want to scare her, he didn't want to say so much he cried while writing it. Spelling had always been a problem for him too, so he was reluctant to use large words. In the end it was brief, he ended it with a description of the battlefield at sundown that he hoped was poetic. He told her of his undying love for her and how he hoped she would write soon.

A soldier is all about combat! When they get into combat they can focus on doing may things to fight off enemies or protect allies.

Creating a Soldier[edit]

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: Light Armor and Shields
Weapons: Laser, Plasma, Ballistic Guns, Slash and Bash
Tools: Medic Pack, Mining Tools, Gaming Set (Dice)
Saving Throws: Constitution and Strength
Skills: Choose two from Arcana (Psionics), Deception, Insight, Performance, Athletics and Intimidation

Equipment

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

  • (a) a Laser Rifle and Pistol or (b) 2 Revolver and a Knife
  • (a) Flight Suit and 4 Mags or (b) Flight Armor Mk2 with 1 Mag
  • 10 darts
  • (a) A Medic Pack(10 Doses) or (b) a Gaming set (Dice and a Deck of Cards)

Table: The Soldier

Level Proficiency
Bonus
Features
1st +2 Weapon Specialization
2nd +2 Throw Grenade, Fighting Style
3rd +2 Soldier Archetype
4th +2 Ability Score Improvement, Ability Increase
5th +3 Extra Attack
6th +3 Extra Feat
7th +3 Archetype Feature,
8th +3 Ability Score Improvement, Unarmed Strike, Ability Increase
9th +4 Combat Endurance
10th +4 Archetype Feature,
11th +4 Soldier's March ,
12th +4 Ability Score Improvement, Ability Increase
13th +5 Knife Upgrade
14th +5 Weapon Specialization +1
15th +5 Multiple Grenade Throw
16th +5 Ability Score Improvement, Extra Attack,Ability Increase
17th +6 Archetype Feature,
18th +6 Shatter Strike, Unarmed Attack +1
19th +6 Ability Score Improvement, Ability Increase
20th +6 Second Wind


Class Features[edit]

Weapon Specialization[edit]

At first level, a Soldier gains the Weapon Focus class feature, providing the benefit of the feat with the same name. The Soldier chooses a specific weapon. The soldier can choose unarmed strike or grapple as the weapon. The soldier must be proficient with the chosen weapon. You take no disadvantage on the attack rolls. At level 14 you gain a +1 to attack rolls

Throw Grenade[edit]

As an action, you may throw any throwable at the target at no penalty

Fighting Style[edit]

At 2nd 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.

Gunner 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.

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

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 you 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]

At levels 5 and 16, you are able to take another action to attack.

Unarmed Strike[edit]

At level 8, you are able to make a unarmed strike that does 2d6 damage as long as the enemy is within 5 ft. At level 18 you get a +1 to Attack Rolls.

Combat Endurance[edit]

Starting at 9th level, when you take damage that would take you to 0 HP, you are able to go to 1 HP instead, You gain this again after a long rest.

Solider March[edit]

At level 11, you are able to travel 10 more feet during combat.

Knife Upgrade[edit]

At level 13, you are able to increase the damage that your knife will do to 1d8, if you do not have a knife, one will appear but only will do 1d4.

Shatter Strike[edit]

At Level 18 you attacks become very brutal, tearing at the fabric of a creatures soul. You now critical hit on a 19-20 and damage dice you roll can be re-rolled on any result of 1 on the dice when you roll a critical hit once only per dice.

Second Wind[edit]

At 20th level, once per day you can make a standard action that allows you to spend a hit die + Con Mod to restore Hit points.

Archetypes[edit]

Grunt[edit]

Well Done....Your a Grunt....NOW GO BE MY MEAT SHIELD

Survival of the Fittest[edit]

Starting at 3rd level, you become proficient in the following skills: Survival and Persuade. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

Spray and Pray[edit]

Starting at 7th level, You gain a +1 to attack only if you are wielding an Automatic Rifle or Better.

Mighty Roar[edit]

Starting at 10th level, You can make a loud roar, the enemy must make a WIS saving throw equal to 8+Intimidation Prof+STR MOD+CON MOD. Should they fail, they must flee no less than 10ft away from you.

Extra Feat[edit]

Starting at 17th level, You may have another Feat


Spec-Ops[edit]

Hiding in Shadows, you kill for a living

Improved Reactions[edit]

Starting a level 3, You gain a +2 to Initiative

Hand-To-Hand Masters[edit]

At level 7, your unarmed strikes become a 1d10.

Combat Eyes[edit]

At level 10, due to combat experience you are able to see in dark light up to 30 ft.

Situational Awareness[edit]

At level 17, you are able to know your surroundings seeing enemies that are hiding in nearby buildings and bushes

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Soldier class, you must meet these prerequisites: Strength 16 Constitution 15

Proficiencies. When you multiclass into the Soldier class, choose one of the following proficiencies: Arcana or Insight