Soldier
Hit Points
Hit Dice: d10 per Soldier level
Hit Points at first Level: 10+Con Modifier
Hit Points at Higher Levels: 1D10 (Or 6) + Con Modifier
Proficiences
Armor: Light, Medium, and Heavy Armor
Weapons: Simple Weapons and Firearms
Tools: None
Saving Throws: Strength and Constitution
Skills: Choose 2 from the list:
- Acrobatics
- Athletics
- Intimidation
- Medicine
- Stealth
- Survival
Overview & Creation
The classic modern-aged soldier. Rifles, pistols, and everything else are all known by soldiers. Although, not all soldiers are created the same. Some soldiers specialize in generalist tactics, while some others focus on sniping, surpressive fire, etc. No matter what, the key to a great military platoon is a balance of all types of soldiers.
When building a soldier, make dexterity, constitution, and either wisdom or strength your 3rd highest. You will be both dealing heavy damage and taking heavy damage. Damage from firearms can be very painful. Kill or be killed.
Class Features
Fighting Style
At 1st level, choose one of the fighting styles below:
- Steady Shot: You can give yourself a +2 to hit with a two-handed firearm at the cost of only firing once per round and giving up your bonus action.
- Full-Automatic: When you're using a heavy gun, once per initiative roll, you can use an attack action to fire a number of times equal to the gun's maximum-shots-per-round value. All of the attack rolls will be performed with disadvantage.
- Spray and Pray: When you attack a creature with a firearm, you can use your bonus action to try to attack another creature within 10ft of the original target (can not be the initial target). Do not add your dexterity mod to the bonus action attack's damage roll.
- Akimbo: You can now dual-wield pistols and can add your dexterity mod to both damage rolls.
Battle Grit
At 1st level, you can use a reaction to reduce an attack's damage roll by 1/2 (round down). You can use this a number of times equal to your strength or constitution score. This recharges with a short or long rest.
Action Surge
At 2nd level, you can now take an additional action on your turn. This extra action can be used to make another attack, dash, disengage, or hide. This recharges with a short or long rest.
Soldier's Division
At 3rd level, you pick your soldier's division. These divisions allow you to gain special abilities that help fill certain rolls in your party. There are 3 divisions:
Generalist, Sniper, Heavy Gunner, and Field Medic.
Ability Score Improvement
At 4th level, you can increase either 1 ability score by 2 or 2 ability scores by 1. You get this again at 6th, 8th, 12th, 14th, 16th, and 19th level. If your DM allows it, you can instead grab a feat instead of boosting score(s).
Extra Shot
At 5th level, you can now shoot your firearm more than once on your turn when you take the attack action. The amount of times you can fire your gun is dependent on its max-shots-per-round number and your own dexterity modifier. If you have a +4 in dexterity, but your gun has can only shoot twice per turn, you can only shoot twice per turn.
Target Analysis
At 9th level, you can spend 1 minute out of combat to analyze a group of enemies. After the 1 minute, you know of their AC, HP, and weapons. Also, the next time you start to fight these targets, each creature can be attacked once with advantage.
Fully Aware
At 11th level, you can no longer be surprised by enemy ambushes. If an enemy attempts to make an ambush and/or attack from stealth, you can make an attack roll against them as a reaction with any weapon. Extra Shot can be applied to this.
Unavoided Duty
At level 20, your abilities of a soldier has reached maximum finesse. You can, whenever you make a skill check, attack roll, or saving throw, you can turn whatever number you roll into a natural 20. This can be done a number of times equal to your dexterity modifier.
Starting Equipment
- A rifle, a shotgun, or heavy gun (That does not require RP)
- A sidearm weapon of your choice
- 2 Extra sets of magazines for your primary and secondary
- 2 Daggers (attachable to primary)
- A flak vest
Subclass Options
Generalist
When you choose the generalist subclass at 3rd level, you become a standard jack-of-all-trades type of soldier. You can decently use all firearms and can be a great help to your team.
Better Targeting
At 3rd level, whenever you land a shot with a firearm, you can add your proficiency to the damage. This can be done a number of times equal to 1/2 you current fighter level (round up).
Fast Hands
At 7th level, when you need to reload your firearm, you can simply use your bonus action to reload instead of your action. Also, while you're using a two-handed weapon, you can use a reaction to draw out a sidearm and try to shoot someone who is attacking you. You can only attack once with your sidearm reaction.
Determined
At 10th level, your resolve can truly shine at the darkest moments. As a bonus action, you can make yourself immune to being frightened and charmed for the next 10 minutes, as well as being able to resist firearm damage. This can be done a number of times equal to your wisdom mod (minimum 1).
Minor Retreat
At 15th level, whenever you take damage, you can use a reaction to move up to 1/2 your speed to a better location. You can not be slown by any type of rough terrain.
Lethal Shots
At 18th level, your firearm attacks now all do an extra D8 of damage whenever you hit. The extra D8 of damage can not be resisted under any circumstances.
Sniper
Snipers are all about being extremely distant from the fray of the battle. They don't always need to take down a mass amount of enemies, but rather they learn to prioritize one which target is the most dangerous and thus, should be the first one to be taken out. Automatic guns are not your cup of tea and semi-automatic rifles that can hit hard are your favorite.
Stealth Attack
At 3rd level, you gain the ability to maximize your ability to stay out of the main battle. When you are in stealth and are unseen by the enemy(s), you not only attack with advantage, but also get to add your proficiency bonus to the damage roll. If you miss while from stealth though, your cover will be revealed and you won't be able to perform another stealth attack until you manage to fully stealth and hide yourself again.
Sensed Shots
At 7th level, you can add your wisdom mod to all of your firearm attack rolls. If your wisdom mod is a negative, you instead just add 1/2 your proficiency bonus (round down) to your attacks.
Deadly Critical
At 10th level, your critical shots can become extremely dangerous. Whenever you attack from stealth, rolling an attack roll higher than a 20, natural 20 or not, will guarentee a critical hit. So, if you roll a 17 and then add a +4 from your dexterity mod, that counts exactly like a critical hit. Deadly critical can be used a number of times equal to your dexterity mod and recharges on a long rest.
Improved Stealth Attack
At 15th level, your shots can deal even more damage than ever. You can now deal stealth attack damage on your first turn in combat. Additionally, you can now add an extra D10 to your stealth damage.
True Assassination
At 18th level, you can fire off one of your most powerful shots. At the cost of sacrificing your whole turn to one attack roll, you can make an attack that is a guarenteed hit, and have the critical damage done be completely maxed out. In order to initiate this, you must be stealthed and unseen. The damage done will include the extra damage dice from Improved Stealth Attack.Heavy Gunner
Heavy Gunner
The Heavy Gunner soldier is a trooper that focuses on utilizing heavy guns. Surpressive fire is the name of the game and heavy machine guns are a staple.
Increased Firepower
At 3rd level when you choose the heavy gunner subclass, all firearms that you use gain an extra +1 to their maximum-shots-per-round.
Mowdown
At 7th level, you gain the ability to seemingly sweep enemy lines with your heavy machine guns. When you take the attack action with a heavy gun, you can double the total number of maximum-shots-per-round on your current weapon. You can then fire off up to the new maximum number of shots at all chosen targets in range. Keep rolling seperate attack rolls for all chosen targets. For example, if you have a gun that originally had a max of 3 shots per round, you can now fire off 6 rounds on your attack and roll 6 seperate attack rolls along with the 6 seperate damage rolls. If you have the Full-Automatic fighting style, Mowdown does not roll with disadvantage. Mowdown can only be done once per long rest.
Surpressive Fire
At 10th level, you can initiate an onslaught of shots from your heavy gun. First choose a target zone (30ft Cone). Roll 1D8 to determine the duration. Once surpressive fire is activated, you drop prone, speed goes to 0, and you begin to fire off your gun at full-auto. Each turn, you shoot an amount equal to your gun's normal max-shots-per-round value, however the damage is only as if you've shot 1 round. For example, you have a gun that deals 2D8 damage and has a max of 3 shots per round. You expend 3 rounds from your gun's magazine, but all creatures in the zone will only take 2D8, not 6D8. All creatures within the zone must make a DC-14 dexterity save to take 1/2 damage. This onslaught of bullets continue until your gun runs out of ammo and requires a reload, the duration ends, or if you decide to stop it on your next turn. This can only be done once per 24 hours.
Sprayers
At 15th level, you can seemingly guarentee to hit your targets. When you make a firearm attack, you can instead choose to fire off 2 rounds instead of 1. However, the target must make a DC-14 dexterity save to take half damage. This does not apply to Extra Shot and you can only fire off these 2 rounds, but roll two sets of damage dice instead of one.
Bullet Hell
At 18th level, as long as you drop and stay prone on the ground, you get to shoot with advantage. This can be combined with Extra Shot and Mowdown, but not with your other abilities.
Field Medic
Field medics or combat medics play a very important role in a squad. In combat, people will be getting hurt and it is the field medic's job to take care of those who get injured.
Team Healer
At 3rd level, you can use a healer's kit to initiate a healing process. By using your action on a willing creature and with a healer's kit in your hand, you can expend a use of the kit to heal the target by 2D4 HP. (PLEASE IGNORE THIS IF YOU HAVE THE HEALER FEAT) In addition, you have proficiency in herbalism kits and can make medicines during downtime.
Healing-Infused Items
At 7th level, you can spend materials and money to craft one of the following items over the course of a day of downtime:
- Syringe of Cure Wounds: Requires 50gp ($50) of materials and heals by 1D8+3 HP (bonus action). 1 use.
- Auto-Stabilizer Injector: Requires 75gp ($75) of materials and is attached to a creature like a patch. When the creature drops to 0 HP, they instantly stabilize the creature. 1 use.
- Morphine Patch: Requires 100gp ($100) of materials and gives someone resistence to non-magical bludgeoning, piercing, and slashing damage for 4 hours. 1 bonus action to apply and stops working after the duration.
- Restorative Ointment: Requires 250gp ($250) of materials and heals by 2D8 (action). Removes poisons and cures a disease. 4 uses.
Health Boosters
At 10th level, you gain an alternate use with healing kits. Instead of expending a use to heal by 2D4 regular HP, you can expend a use to instead give a willing creature 1D12+2 temporary HP. A creature can only be given the boost of THP if they already have full HP and do not already have THP on them.
More Infused Items
At 15th level, you can now craft the following items with 2 days of downtime:
- Regenerative Bandage: Requires 200gp ($200) of materials. When applied to a willing creature, for the next 12 hours, they can use their bonus action to heal their HP by 1D6.
- Auto-Cauterize Injection: Requires 250gp ($250) of materials. Creates 3 syringes with special liquids that when injected into the blood stream, it prepares itself to automatically turn a bullet wound back into normal skin cells. When a willing creature is injected with this, they have 3 days before this effect goes away. As a reaction to taking damage, they can completely negate the damage that they took. Once that's used, they can't do it again until another injection. A creature can only be injected once until use.
- Warrior's Drug: Requires 400gp ($400) of materials. Creates a drug that, when consumed as a bonus action, doubles the consumer's base speed, allows them to make 2 actions per turn, and prevents them from dropping unconscious when their health drops to 0. This effect lasts for 1 minute and afterwards, they take 1 point of exhaustion as well as 1D8 of poison damage.
Pulse of Healing
At 18th level, you can expend 3 uses of your healer's kit to instead create a healing pulse that heals all selected creatures within a 10ft radius of you by 2D10+5 HP. This can only be done once per short or long rest.