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Soldier


Hit Points

Hit Dice: d4 per Soldier level
Hit Points at first Level: 20
Hit Points at Higher Levels: 20x class level

Proficiences

Armor: All
Weapons: All
Tools: None
Saving Throws: Strength, Dexterity
Skills: Pick 2 from Acrobatics, animal handling, athletics, history, intimidation, insight, perception, survival,

Overview & Creation

Traditional weapons expert, at home on any battlefield.


Class Features

At Level 1:

  • 1. Fighting style, choose one:
  1. Accuracy you gain a +2 bonus to attack rolls made with ranged weapons.
  2. Defense. You gain a +1 bonus to AC when wearing armor.
  3. Shielded. You may use your reaction to add a +2 bonus to dexterity saving throws when you have a Hard light shield generator active.
  4. CQC. You no longer have disadvantage on ranged attack rolls against targets within 5 feet of you, and also ignore half and 3/4 covers when attacking targets within 60 feet.
  5. Brutal combat. When attacking with melee weapons, you may reroll 1 or a 2 on a damage die but must take the new result, additionally you can add a bonus to damage equal to the number of dice rerolled
  6. Two-weapon Fighting. When you engage in two-weapon fighting you may add your ability modifier to the damage of the second attack.
 
  • Grit: You have a number of Grit points equal to your proficiency bonus, you may expend a grit point to gain advantage on an attack roll with a weapon, you regain grit points on either a short or long rest, additionally you regain one grit point when you reduce a creature to 0 hit points, and also when you score a critical hit.
  At Level 2:
  • Limit Break: You may use a bonus action to enter an overdrive state, when you do so your speed is increased by 15, you may make an additional attack with your attack action, and regain a number of hit points equal to your level in this class plus your constitution modifier, and gain a bonus to damage equal to your proficiency bonus. You may continue this state by using a bonus action on each following turn, gaining all benefits again, during this state you must concentrate as if concentrating on a spell, and it may last up to a minute. After this state ends, you gain the incapacitated status and all attacks rolls against you are made at advantage until the end of your next turn. You regain all uses of limit break after competing a long rest.
  • At level 1 you have 2 limit breaks, this increases to 3 at 3rd level, 4 at 6th level, 5 at 12th level, 6 at 17th level, and 7 at 20th level.
At Level 3:
  • You pick a subclass that grants features at level 3,7,10,15, and 18.
    At Level 4:
  • you can increase an ability score by 2, 2 ability scores by 1, or gain a Feat. This happens again at level 6, 8, 12, 14, 16, and 19.
  At Level 5:
  • Whenever you take the attack action on your turn,you can attack twice instead of once whenever you take the attack action. This increases to three at level 11 and 4 and level 20
  At Level 9:
  • Deadly Accuracy: Whenever you score a critical hit when using a grit point, you may add an additional damage die of your weapon's type. This becomes 2 extra at level 13, and 3 extra at level 17.

 


Starting Equipment


 


Subclass Options

Close Quarters Specialist:   Beginning when you take this subclass at level 3:

  • you have advantage on constitution saving throws to hold concentration on your limit break, and additionally during that state you have a bonus to your AC equal to half your proficiency bonus rounded down when using a melee weapon.
  At level 7:
  • Your HP increases by an amount equal to twice your level in this class, and you gain an additional 2 hp every time you gain a level in this class.
At level 10: When a creature hits you with a melee attack you may use your reaction to reduce the damage by your proficiency plus your level in this class. When a creature misses you with a melee attack you may use your reaction to take an attack of opportunity against that target with a melee weapon.   At level 15:
  • When using a grit point to gain advantage on a melee attack roll, if the attack hits you may add an additional damage die to the total roll. This feature stacks with Deadly Accuracy.
  At level 18:
  • Your Melee attacks are critical hits on a dice roll of 18-20. You gain a +2 to your constitution score,which can go above the normal limit of 20. Additionally, during limit break your strength score is increased by +4.
      Long Range Specialist: Saving throw DC for this subclass is equal to 8+proficiency+Dex mod Beginning when you take this subclass at level 3,
  • You gain the Sharpshooter feat, with all the advantages that brings. Additionally, your max grit points is increased by 1.
  • You may now also spend a grit point to do one of the following Aimed Shot
  1. Disarming shot: the targeted creature must make a strength saving throw, on a fail the shot object is thrown 20 feet away and may be damaged.
  2. Winging shot: normal damage and the creature must make a strength saving throw or be knocked prone.
  3. Piercing shot: Attack roll at disadvantage at another creature in a line behind the original target.
  At level 7:
  • You may use a bonus action, rather than one of your attacks, to reload your firearm. Additionally, you may add proficiency to your initiative rolls.
At level 10:
  • Whenever you use a grit point on an attack roll, if the attack hits, the target has disadvantage on their next saving through before the end of your next turn.
  • You gain an additional max grit point
      At Level 15:
  • You may customize your UCA as an action, rather than over a minute. You may gain expertise in one form of your UCA, or your sidearm pistol. Finally, you gain the benefits of the CQC fighting style, If you already have this fighting style then you gain a plus 2 to all ranged damage rolls.
  At level 18:
  • Whenever you score a critical hit with a firearm, the target suffers half of the total damage again at the end of their next turn, and suffer from the Incapacitated status until the end of their next turn.

 


Created by

Caelian413.

Statblock Type

Class Features

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