Soldier Archetypes in Ascent of the Old Ones | World Anvil
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Soldier Archetypes

The following archetypes are available for the Soldier class.  

Brawler

Pick this archetype if you intend to face the threats of the world with only your fists, your wits, and whatever lies closest to hand!   Some of your features require their targets to make a saving throw. The saving throw DC of your Brawler features equals 8 + your Proficiency bonus + your Strength or Dexterity modifier (whichever is higher).   Never Harmless
Levels 3, 5, 11, and 17   You’re deadly even when you have no weapon. You gain the following benefits:
• You add your proficiency bonus to weapon attacks with improvised melee weapons.
• Your unarmed attacks deal 1d4 damage.
• The damage of your unarmed attacks and improvised weapons you wield increases as you gain levels in the Soldier class:
☣ 5TH LEVEL: 1d6
☣ 11TH LEVEL: 1d8
☣ 17TH LEVEL: 1d10   7 - Iron Body
Your long experience of brutal brawls against tough and often armed opponents dramatically increases your endurance. You gain the following benefits:
• You can now use your Second Wind twice between rests.
• You have advantage on saving throws against exhaustion.   10 - Technical Fighting
Once per turn when you hit a target with an unarmed strike, you can choose to force the target to make a Strength or Dexterity saving throw or else suffer one of the following effects (your choice):
• You move the target to any free space within 10 feet of both the target and yourself.
• You and the target switch places.
• The target becomes prone.   15 - Signature Move
You gain one of the following features (your choice).   Cross-Counter
When an attacker that you can see and within your reach hits you with a melee attack, you can use your reaction to make an unarmed strike against them.   Rabbit Punch You can forfeit your extra attacks during an Attack action you make while unarmed, making only a single attack instead. Your rabbit punch has the following special characteristics:
• You score a critical hit on a roll of 18, 19, or 20.
• On a hit your target is also stunned until the beginning of your next turn.   Uncanny Dodge
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.   18 - Taste of Victory
Every hit you lands adds fuel to your inner fire.   You regain 3 hit points each time you successfully hit a hostile creature with an unarmed attack or improvised weapon, as well as each time you successfully grapple a hostile creature.  

Champion

Pick this archetype if you want to hone yourself into a powerful and deadly physical specimen.   3 - Better Criticals
Your keen eye and powerful blows make your attacks all the more dangerous.   Your weapon attacks score a critical hit on a roll of 19 or 20.   7 - Remarkable Athlete
You’re capable of extraordinary feats of athleticism. You gain the following benefits:
• You can add half your Proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check you make that doesn’t already use your Proficiency bonus.
• When you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.   10 - Additional Fighting Style
You can choose a second option from the Soldier’s Fighting Style class feature.   15 - Superior Criticals
Your weapon attacks score a critical hit on a roll of 18, 19, or 20.   18 - Survivor
You attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.  

Heavy

Pick this archetype if you want to specialise in heavy weaponry.   3 - Controlled Chaos
When you fire a weapon with the automatic property, or you use a blast weapon or Grenade, you can select any number of creatures in the targeted area and exclude them from the effect.   3 - Mighty Build
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   3 - Power and Precision
The short range category of a heavy ranged weapon you wield is increased by 30 ft., to a maximum increased range equal to the weapon’s long range.   7 - Sturdy
You’re a strapping and resilient physical specimen.
• Your hit point maximum increases by 7 when you gain this feature. Whenever you gain a Soldier level thereafter, your hit point maximum increases by an additional 1 hit point.
• When you roll a Hit Die to regain hit points on a short rest, add +1 to the number of hit points you regain.
• You can add half your Proficiency bonus (rounded up) to any Strength or Constitution check you make that doesn’t already use your Proficiency bonus.   10 - Heavy Combat Style
When you wield a heavy ranged weapon you gain the following benefits:
• You add you Proficiency bonus to melee attacks you make with the heavy ranged weapon as an improvised melee weapon.
• When you make a melee attack with your heavy ranged weapon, it deals bludgeoning damage equal to 1d8 + your Strength modifier on a hit.
• The weapon’s bulk gives you some cover, granting a +1 bonus to your Armour Class.   15 - Appetite for Destruction
When you use a heavy weapon or explosive to deal damage to creatures in an area, you gain 1 temporary hit point for every creature in the area of effect that takes damage.   18 - One Last Blast
Whenever you’re out of ammunition for a heavy ranged weapon you’re wielding, you can fire the weapon one more time as though you had enough ammunition left to do so (this includes weapons with the automatic property).   Once you’ve used this feature for a given heavy ranged weapon, you can’t do so again until you acquire more ammunition for the weapon.  

Pit Fighter

Pick this archetype if you want to be a veteran of the wasteland’s brutal fighting arenas.   Some of your features require their targets to make a saving throw. The saving throw DC of your Pit Fighter features equals 8 + your Proficiency bonus + your Strength, Charisma, or Dexterity modifier (whichever is higher).   3 - Please the Crowd
You know exactly how to appeal to your audience. You gain the following benefits:
• You become proficient in Performance. If you’re already proficient in Performance you gain expertise in it, doubling your Proficiency bonus to Performance skill checks.
• When you use Performance to please the audience of a fight you’re part of, or when you use it as part of any of this archetype’s features, you make your choice of ability check: Strength (Performance), Dexterity (Performance), or Charisma (Performance).   3 - Flourish
You have a flashy combat style that distracts your opponents and exploits their vulnerabilities in embarrassing ways.   As a bonus action, you can make a Performance check and compare your result to the passive Wisdom (Insight) of a single creature within 30 feet that can see or hear you.   If your Performance check exceeds the target’s passive Wisdom (Insight), all attacks you make against them before the beginning of your next turn deal bonus damage. The damage type is the same as the weapon’s normal damage, and the amount of bonus damage depends on the difference between your Performance check and the target’s passive Wisdom (Insight), as shown on the Pit Fighter Flourish Damage table.  
Insight Beaten By...Bonus Damage
1-42
5-93
10-144
15-195
20+6
  7 - Iron Body
Your long experience of brutal brawls against tough and often armed opponents dramatically increases your endurance. You gain the following benefits:
• You can now use your Second Wind twice between rests.
• You have advantage on saving throws against exhaustion.   10 - Sow Dread
You learn to push your enemies, slowly eroding their confidence until it turns to apprehension.   If you deal damage to a creature at least twice during a single one of your turns, it becomes shaken until the end of its next turn. (see the Shaken Condition sidebar).   15 - Shield of Glory
You can shrug off blows that would fell other folk, enduring pain all for the sake of a glorious performance.   When a creature that you can see hits you with an attack, you can use your reaction to reduce the damage by your passive Performance score.   18 - Fearsome Reputation
Your dangerous reputation precedes you. At your option when initiative is rolled, all hostile creatures within line of sight of you make a Wisdom saving throw. On a failed save, a creature is frightened of you for 1 minute. A creature frightened by this feature can repeat its saving throw at the end of each of its turns.  

Sharpshooter

Pick this archetype if you want to hone yourself into a powerful and deadly physical specimen.   3 - Silent Step, Steady Hand
You become proficient in Stealth and Sleight of Hand. If you‘re already proficient in either skill, you instead gain expertise in it, doubling your Proficiency bonus to skill checks.   7 - Perfect Aim
You don’t suffer disadvantage at long range.   10 - Hide in Plain Sight
You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions.   Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.   15 - Sniper's Eye
Your ranged weapon attack rolls score a critical hit on a roll of 19-20.   18 - Perfect Shot
You can sacrifice quantity for accuracy. When you take an Attack action, you can choose not to take all of your attacks. You gain an Accuracy Die, a d20, for each attack you don’t take. You can assign any number of Accuracy Dice to each of your remaining attacks, rolling them in addition to the original d20 for the attack and taking the highest result.   If you roll two d20s when you make an attack you’re treated as though you have advantage, and disadvantage on the same attack cancels out your Accuracy Die. If you roll three or more d20s when you make an attack, disadvantage on the same attack cancels out one of the Accuracy Die, but you still roll the rest.
 

The Shaken Condition

While shaken, a creature suffers the following effect:
• If a creature moves 5 feet or more or takes the Dash or Disengage action on their turn while shaken, they have disadvantage on all attacks and ability checks made in the same turn.   Any special resistances a creature has to the frightened condition, such as immunity or advantage on saving throws, also apply against shaken.

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