Soldier in Ascent of the Old Ones | World Anvil
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Soldier

The system may be in a state of anarchy, but there are always those who seek to impose order upon it. In a world where reason and neighbourliness are each in scarce supply, every cause needs its army. Most soldiers are trained to fight in support of such a cause, whether it be as lowly as guarding a settlement, a cargo space ship or as grand as protecting the interests of the government or resistance. Many soldiers work for private organisations or serve as part of a mercenary army that sells its skills to the highest bidder.
Level Prof Bonus Feature
1 2 Combat Style, Second Wind
2 2 Action Surge (One Use)
3 2 Archetype Feature
4 2 Ability Score Improvement
5 3 Extra Attack
6 3 Ability Score Improvement
7 3 Archetype Feature
8 3 Ability Score Improvement
9 4 Indomitable (One Use)
10 4 Archetype Feature
11 4 Extra Attack (2)
12 4 Ability Score Improvement
13 5 Indomitable (Two Uses)
14 5 Ability Score Improvement
15 5 Archetype Feature
16 5 Ability Score Improvement
17 6 Action Surge (Two Uses), Indomitable (Three Uses)
18 6 Archetype Feature
19 6 Ability Score Improvement
20 6 Extra Attack (3)

Hit Points

Hit Dice: 1d10 per Soldier level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per Soldier level after 1st.  

Proficiencies

Armor: Light armor, medium armor, heavy armor, shields
Tools: None
Saving Throws: Strength OR Dexterity, Constitution
Skills: Choose two from 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) A Combat Knife
• (a) a Ballistic Pistol and 20 Bullets (Sidearm) or (b) One melee weapon
• One Primary Arm weapon and (a) 30 standard Ammunition (any) or 20 Shells
• (a) Layered Carbide Plating or (b) Tactical Nanofiber
• A Backpack, Sleeping Bag, Mess Kit, Lighter, Flashlight, MRE's (10), Waterbottle, Paracord (50')  

Multiclassing

If you multiclass into Soldier you gain the following proficiencies: Shields, Medium Armor.  

Class Features

As a Soldier, you gain the following class features.  

Combat Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Combat Style option more than once, even if you later get to choose again.   Deadeye
You gain a +2 bonus to attack rolls you make with ranged weapons.   Demolitions Master
When you throw a grenade, fire a grenade or rocket from a ranged weapon, or set a mine in place, the DC of the explosive’s saving throw is increased by +2.   Dual Wielder
When you engage in two-weapon fighting, only one of the one handed melee weapons you wield needs to be light. You can also add your ability modifier to the damage of the second attack.   Duellist
When you’re wielding a melee weapon in one hand and no other weapons, you gain a +1 bonus to attack and a +2 bonus to damage rolls with that weapon.   Guardian
You gain the following benefits:
• While you’re wearing armor, you gain a +1 bonus to AC.
• If you’re wielding a shield or a melee weapon in your off hand, 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.   Heavy Hitter
You gain the following benefits when you roll damage with a melee weapon that you’re wielding with two hands (one with either the two-handed or versatile property):
• A result of 1 on a die always counts as a 2.
• You can reroll one or more of the damage dice. You must use the new roll.   Melee Gunplay
You gain the following benefits:
• You have a +1 bonus to attack rolls you make with a ranged weapon against targets within the weapon’s short range.
• You have no disadvantage on your attack roll when you make a ranged attack while within 5 feet of a hostile creature.
• You add your proficiency bonus to a melee attack using your firearm as an improvised melee weapons. On a successful hit with such an attack, you deal bludgeoning damage equal to 1d4 + your Strength modifier.  

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

You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action in addition to your regular action and bonus action (if any). 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 Action Surge twice before a rest, but only once on the same turn.  

Archetype

You define you define the reason that you polish your battle skills.   Soldier Archetypes  

Ability Score Improvement

Each time you gain this feature you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can’t increase an ability score above 20 using this feature.   Any time you gain an ability score improvement, you can forgo the ability score improvement for that level and instead select a feat for which you qualify.  

Extra Attack

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

Indomitable

You can reroll a failed saving throw. If you do, you must use the new roll. Once you’ve used this feature you can’t use it again until you finish a long rest. You can use this feature twice between long rests when you reach at 13th level in this class, and three when you reach 17th level.
Soldier 1.jpg
Hit Die: d10   Saving Throw Proficiency:
Strength and Constitution   Armor Proficiencies:
Light, Medium and Heavy Armor, and Shields   Archetype Options:
Soldier Archetypes

Articles under Soldier


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