Soldier | Element 133 Occupation | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

Remove these ads. Join the Worldbuilders Guild

Soldier

Ability Score Increase
STR+2, DEX+2
Wealth, Reputation and Supply
WEA +1, REP +1, SUP +1
Speed Modifier
+10
Skill Proficiencies
Expertise in Acrobatics and Athletics. Proficiency in Perception and Insight
Weapon & Armor Proficiencies
Dagger, Handaxe, Brass Knuckles, Machete, Hand Mortar, Personal Weapons, Explosive Weapons
Tool Proficiencies
Civilian Vehicles
Languages
4 of your choice
Equipment
An insignia of rank, a trophy/remembrance taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes

FEAT: Strategic Approach

You are throughouly trained to move accross terrain quickly and quietly. You have access to the following abilities and improvements;

  • You gain proficiency in Survival. If you are already proficient with this skill, you add twice your proficiency bonus in checks with it. In addition, you have advantage on (Wisdom) Survival checks made to track humans, or while using a map or navigation device.
  • You have advantage on Constitution saving throws to avoid exhaustion from traveling at forced march and not drinking enough water, to resist the effects of extreme cold or heat and to recuperate from injury, disease or poison after three days of downtime. In addition, you add your proficiency bonus to the amount of minutes you can hold your breath, the amount of rounds you take to start choking and the number of days you can go without food.
  • While traveling at fast pace, you don't have penalties on your passive Wisdom (Perception), and is able to use Dexterity (Stealth). In addition, you are able to contribute to your group's passive Wisdom (Perception) when making Wisdom (Survival) checks.
  • You can take the Hide action even when in plain sight. Any cover granted acts as the next class of cover higher. At 6th Tier, You can take the Hide action while in plain sight in any sort of terrain.

FEAT: Military Rank

You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

FEAT: Bootcamp

Every soldier is trained in a specific type of Warfare, choose two abilities from the same Warfare table bellow, as well as the tool/weapon proficiencies included.

Naval Warfare

Roll the Dice
1Rapid Inlet - You gain a swimming speed equal to your walking speed plus 10. Additionally, you can breathe both air and water via the Amphibio Device.
2Expertise - Choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
3Adept Climber - You do not have to make Athletic checks to scale a climbable surface as long as you have at least one free hand, and your climbing speed equals your base walking speed. At 9th Tier, you do not require at least one free hand to use this feature.
4Sturdy Sea Legs - A lifetime of fighting on land and sea has taught you to travel with ease over any terrain. You may ignore difficult terrain up to 1/2 your move speed. You gain +5ft movement speed and gain a +10ft bonus to movement speed on ships.
5Eagle Eyes - Your time at sea has given you an affinity for spotting incoming foes. You have advantage on all Perception rolls initiated by the DM. In addition, you may use a bonus action on your turn to make a Perception check to find a hidden creature.
6Follow Foe - As your foe retreats, you stay on their heels, moving through the path made by their escape. When a target within 10 feet of you that you’re fighting takes the disengage action, you may use your reaction to move up to your target's movement speed to keep up with your target. You must use this movement to stay as close to your target as possible, you cannot move through opponents, you do not incur attacks of opportunity when you move this way, you do not set off traps, and other creatures cannot gain advantage against you for flanking or surrounding you until the end of your next turn.
7Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below...
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.
Proficiency:

Light Explosives, Anti-Aircraft Artillery, Rocket Artillery. Choose four of the following: Combat/Assault Transport, Command Ship, Attack Submarine, Submarine, Missile Submarine, Guided Missile Destroyer, Coastal Patrol Ship, Guided Missile Cruiser, Mine Countermeasures Ship, Fast Combat Support Ship, Hospital Ship, Aircraft Carrier, Special Operations Naval Vehicle, Landing Craft, Amphibious Assault Ship

Ground Warfare

Roll the Dice
1Nature Lore - Whenever you make a Intelligence (Nature) check, you can add your Wisdom modifier to the check. In addition, if you roll a 9 or lower on a Intelligence (Nature) check, you can choose a 10 instead.
2Fleet of Foot - Once in each of your turns you can move 15 feet after making a ranged attack.
3Armor Pierce - When you hit an creature wearing armor with a ranged attack, you gain a bonus equal to half your proficiency bonus (rounded down) to all subsequent ranged weapon attacks against that enemy.
4Lethal Shot - Your ranged attacks score a critical hit on a 19 or 20 on the d20. This increases to 18-20 at 8th Tier. In addition, you roll an additional 1d6 on the damage of critical hits with ranged attacks. This increases to 2d6 at 6th Tier.
5Powerful Shot - You gain a bonus of +2 to your damage rolls with ranged weapons. This bonus increases to +4 at 8th Tier.
6Take Aim - If you don't move at the start of your turn, you have advantage on your next ranged weapon attack. Your movement is reduced to 0 after making the attack.
7Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below...
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.
Proficiency:

Anit-material Weapons, Machine Guns, Heavy Explosives, Artillery. Military Land Vehicles.

Urban Warfare

Roll the Dice
1Brawler - If you take the Attack action on your turn to make one or more melee weapon attacks—excluding unarmed strikes—but hit with none of them, you can use your bonus action to make an unarmed strike.
2Fighting Posture - You learn how to take a more proper fighting stance. As a bonus action, you can posture yourself defensively to gain +1 to your AC, or aggressively to gain +1 damage on your damage rolls. The effects of your chosen posture last for 1 minute.
3Urban Pursuit - You can move through difficult urban streets quickly, you have no disadvantage for moving through difficult terrain. Additionally, you are proficient in the Acrobatics skill. If you are already proficient, then add double your proficiency bonus to Dexterity (Acrobatics) checks.
4Overpowered - You learn how to fight opponents who outmatch yourself. When you fight with an opponent with the size Large or higher, or when you have two or more opponents and no allies within 5 feet, you cause additional 1d8 damage with your melee weapon attacks. You can cause this additional damage once per enemy.
5Awareness - You gain advantage in Wisdom (Perception) checks to spot traps or hidden threats. Additionally, you can no longer be surprised as long as you are not incapacitated or unconscious.
6Blockade - You stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, creatures within 5 feet of you roll their weapon attack rolls with disadvantage.
7Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below...
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.
Proficiency:

Anit-material Weapons, Machine Guns, Flamethrowers, Heavy Explosives, Mortar, Field Gun. Civilian Vehicles, Commercial Land Vehicles, Military Land Vehicles, Military Helicopters.

Air Warfare

Roll the Dice
1Improved Durability - Your time flying has made you stronger against colder temperatures and areas of high altitude. You are now acclimated to Extreme Cold, as described on page 110 of the Dungeon Master's Guide. Additionally, the number of minutes you can hold your breath and the number of rounds you can survive after suffocating are doubled.
2Gotta Fly - The crisp, clean air begins to have a healing effect on you. On your turn, you can use a bonus action to regain Hit Points equal to 1d12 + your Tier. You must be outdoors or have access to fresh air in order to use this feature. After you use this feature, you cannot use it again until you finish a short or long rest.
3Impossible Flight - Your maneuverability and speed in the sky is unmatched. While using flying speed and/or hovering, you gain advantage on all Dexterity saving throws and Acrobatics or Navigation skill checks you make.
4Flyby - When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
5Tactical Flight - You have learned to make quick decisions on where to fly while fighting. During your turn, you can use a bonus action to target a creature within sight. Melee attacks made by you against a targeted creature gain advantage until you miss. You must finish a long rest before you can use this feature again.
6Drone Recon - You are also able to send an aerial drone to scout ahead of you for treasure or danger. While you are not in combat, you can choose to send your drone on a scouting mission. Depending on where it's sent during its scouting mission, your drone may find treasures, secret passages, enemy positions, or other useful information for you. The furthest distance away your drone can be from you is 2mi. Your drone's ability to find anything is still dependant on levels of visibility or any other external factors that would affect vision or hearing (i.e. light levels, canopy cover, foliage, cloaking technology, weather).
7Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below...
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.
Proficiency:

Machine Guns, Heavy Explosives, Civilian Vehicles, Commercial Air Vehicles, Military Helicopters, Military Fixed-wing Vehicles

Space Warfare

Roll the Dice
1Action Surge - You can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 8th Tier, you can use it twice before a rest, but only once on the same turn.
2Energize - As a bonus action, you may use an energy cell to power your cybernetic implants and regain a number of hit points equal to 1d12 + your Tier. Once you've used this feature, you can't use it again until you've finished a short or long rest. Once you reach 5th Tier, you may use this feature twice before a rest instead.
3Futuristic Weapon Training - You gain a +2 to attack rolls made with futuristic weapons.
4Solar Resistance - You are resistant to radiant and necrotic damage.
5Alien Understanding - You have advantage on any check to try and understand technology, and you may add your proficiency bonus to any roll you make to operate or figure out a technological device.
6Rocket Science - You have advantage on any check made to disable, fire, aim, trigger, calculate the trajectory of, or to identify any large projectile (bomb, missile, torpedo, rocket etc.)
7Battle Tactics - You learn a number of special tactics you can employ in battle. Once per turn, when you use your Battle Orders feature on a creature, you may give one of the following benefits to the creature. You can use this feature a number of times equal to your Charisma modifier (minimum 1) and regain all expended uses when you finish a short or long rest. See below...
Full Infantry Defense: The chosen creature gains a bonus to AC equal to your proficiency bonus until the start of your next turn.
Tactical Flanking: The next time the chosen creature hits with a melee weapon attack before the start of your next turn, they can push the target a number of feet equal to 2 times your proficiency bonus or knock them prone.
Assassin's Strike: The chosen creature can add your proficiency bonus to the next attack roll it makes before the start of your next turn.
Immovable Line: Creatures provoke opportunity attacks from the chosen creature when they enter or leave the chosen creature's melee range. When the chosen creature hits another creature with an opportunity attack, they can add your proficiency bonus to the damage roll of the attack. The chosen creature loses those benefits at the start of your next turn.
Proficiency:

Machine Guns, Heavy Explosives, Energy Weapons, Civilian Vehicles, Commercial Air Vehicles, Military Fixed-wing Vehicles, Space Vehicles.


Created by

BreePeterson.

Statblock Type

Element 133 Occupation

Link/Embed