Soldier

Soldiers take arms for their countries, some to defend their families, some to quench their thirst for blood. Their motives might different, but the result is the same: they are professional killers.   Alignment: Any.   You must have a Dexterity or Strength score of 13 or higher in order to multiclass in or out of this class.  
LevelProficiency BonusFeatures
1 +2 Fighting Style, Second Wind
2 +2 Action Surge (x1)
3 +2 Martial Archetype
4 +2 Ability Score Improvement, Martial Versatility (Optional)
5 +3 Extra Attack (x1)
6 +3 Ability Score Improvement, Martial Versatility (Optional)
7 +3 Martial Archetype Feature
8 +3 Ability Score Improvement, Martial Versatility (Optional)
9 +4 Indomitable (x1)
10 +4 Martial Archetype Feature
11 +4 Extra Attack (x2)
12 +4 Ability Score Improvement, Martial Versatility (Optional)
13 +5 Indomitable (x2)
14 +5 Ability Score Improvement, Martial Versatility (Optional)
15 +5 Martial Archetype Feature
16 +5 Ability Score Improvement, Martial Versatility (Optional)
17 +6 Action Surge (x2), Indomitable (x3)
18 +6 Martial Archetype Feature
19 +6 Ability Score Improvement, Martial Versatility (Optional)
20 +6 Extra Attack (x3)
   

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 + your Constitution modifier Hit Points at Higher Level: 6 + your Constitution modifier per Soldier level after 1st.  

Proficiencies


Armor: All armor, shields Weapons: Simple weapons, martial weapons Tools: None Saving throws: Strength, Constitution Skills: Chose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival  

Equipment


You start with the following equipment, in addition to the equipment granted by your background:
  • (a) chain mail or (b) leather, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack
     

Fighting Style


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.
  • Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
  • Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
  • 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.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
  • Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.
  • Musketeer. When you engage a two-weapon fighting with a firearm and a melee weapon, if you make both attacks on the same target, you have advantage on the attack roll you make with the second attack.
  • Sniper. While you are wielding a firearm and no melee weapon, you gain a +1 bonus to your AC and damage rolls.
  • Gunslinger. When you engage in dual wielded shooting, you can add your ability modifier to the damage of the second attack.
 

Second Wind


You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Soldier level. Once you use this feature, you must finish a short or long rest before you can use it again.  

Action Surge


Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype


At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
  Spelltouched Archer
Battlemaster
Mounted Soldier
Champion
Spelltouched Knight
Psi Soldier
Rune Knight
Mercenary
Spelltouched Duelist
Master-At-Arms
Arcane Gunslinger
Abyss Walker
Ancient Weaponmaster
Dragoon
   

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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.  

Martial Versatility (Optional)


Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice: Replace a fighting style you know with another fighting style available to Soldiers. If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.      

Extra Attack


Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.  

Indomitable


Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Career

Qualifications

Generally trained by a Professional Military Organization

Career Progression

Tactician, Officer, Bodyguard

Payment & Reimbursement

Around 50 darts/week

Perception

Purpose

Defending the land or invading others'

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