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Soldier

Soldier

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 Levels: 1d10 (or 6) + your Constitution modifier per soldier level after 1st

Proficiencies

Armor: All armor, shields

Weapons: Simple weapons, martial weapons

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, medicine, Athletics, Bureaucracy, Interface, Media, Insight, Intimidation, Perception, and Survival

Equipment

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

• (a) grizzly 500 or (b) specter A-9 armor, sniper rifle, and 20 rounds

• (a) a martial weapon and a shield or (b) two martial weapons

• (a) a revolver and 20 rounds or (b) two simple weapons

• (a) a burglar’s pack or (b) an explorer’s pack

Tactical Specialization

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a tactical specialization option more than once, even if you later get to choose again.

Marksmanship

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.

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.

Two-Weapon Fighting

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

Auto-Stim

You have a limited dose of panacea implanted within you 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

Redline

Starting at 2nd level, 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 17th level, you can use it twice before a rest, but only once on the same turn.

Military Occupational Specialty

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Sniper, Tactician, Combat Tech all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th leve

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

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

Operational Stress Control

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.


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People-First Approach · Reliability You Can Count On · A Focus on Quality ·

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