Soldier Class (Metal Gear Supplement)

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Soldier[edit]

Military Training[edit]

A military operative ducks behind cover as a torrent of bullets fly by him. Armed with only a pistol and a few rounds in his rifle, he retaliates against his aggressors. The shots expertly neutralize the oncoming attackers until only one is left, leaving him without ammo in the process. The final attacker hears the empty clicks of the operative's guns and dives over their cover. The aggressor knocks the operative's weapons out of their hands and aims his own, thinking to himself that it will be an easy kill. However, the operative was trained for this exact situation; quickly, the operative hits his opponent in the face, sending their head back and dazing them. Without hesitation, the operative begins to dismantle the assailant's weapon. After the weapon is rendered useless, the operative sends his attacker to the ground, knocking him out cold and continuing his mission.

Creating a Soldier[edit]

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[Source]

Why did you become a soldier in the first place? Did you join a state military, a rebel uprising, or simply became a mercenary? Have you had an interaction with one of history's so-called "legendary soldiers" that shaped your worldview like so many others have? Do you have hope of one day returning to civilian life, or has your life become war?

Quick Build

You can make a soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. If you plan on taking the Gunner or Martial Specialization, Strength should be your highest or second highest score, or Charisma if you plan on taking the Psychic Specialization. Second, choose a breastplate, life medicine, a gas mask, and a night-vision device.

Class Features

As a Soldier you gain the following class features.

Hit Points

Hit Dice: 1d12 per Soldier level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Soldier level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Constitution, or Wisdom, and Strength, Intelligence, or Charisma
Skills: Survival, Intimidation, Athletics, and your choice of Perception or History

Equipment

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

Table: The Soldier

Level Proficiency
Bonus
Features
1st +2 Soldier Specialization
2nd +2 Hustle
3rd +2 Fighting Style
4th +2 Ability Score Improvement
5th +3 Soldier Specialization feature
6th +3 Adaptability
7th +3 Fighting Style (2)
8th +3 Ability Score Improvement
9th +4 Soldier Specialization feature
10th +4 Resourceful
11th +4 Resistant
12th +4 Ability Score Improvement
13th +5 Soldier Specialization feature
14th +5 Battle Hardened
15th +5 Fighting Style (3)
16th +5 Ability Score Improvement
17th +6 Legendary Soldier
18th +6 Extra Attack
19th +6 Ability Score Improvement
20th +6 Soldier Specialization feature

Soldier Specialization[edit]

At 1st level, you must choose a Specialization that determines what kind of tactics you seek training in, all of which are detailed at the end of this class's description. Your Specialization also grants you equipment at 1st level if you did not multiclass into the soldier class. Your Specialization of choice grants you additional features at 5th level, and again at 9th, 13th, and 20th levels.

Some soldier class features require the target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:

  • Your Soldier save DC = 10 + your Strength or Dexterity modifier + your Proficiency bonus

Hustle[edit]

At 2nd level, you are trained to get things done as efficiently as possible, even at the expense of your own health. You may take the dash, disengage, dodge, help, hide, or search action as a bonus action on each of your turns, but you gain 1 level of exhaustion immediately after doing so.

Fighting Style[edit]

At 3nd level, 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. You gain an additional Fighting Style at 7th level, and again at 11th level.

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. If you are not wielding a shield, you take half the damage the attack would have dealt.

Dueling

When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to attack and 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.

Two-Weapon Fighting

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

CQC

You are trained in the hand-to-hand style developed by some of the world's greatest soldiers. You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes, and you can roll 1d4 in place of the normal damage of your unarmed strike. As a reaction when you are targeted by an attack made by a creature within your reach, you may make an unarmed strike against them, and on a hit the target must succeed a Dexterity saving throw or have the attack automatically miss.

Enhanced Disarm - Requires CQC

When a creature fails CQC's saving throw, you may attempt to disarm them of the weapon they attacked with.

Enhanced Throw - Requires CQC

When you shove a creature, they take your unarmed strike's damage as well and are moved an additional 5 feet away from you and are knocked prone.

Brutal Strike

Whenever you hit a creature with a melee attack with a weapon that you are wielding with two hands, you can attempt to drive the target back. If the target is Medium or smaller, it must make a Strength saving throw. On a failed save, the target is shoved as well. The weapon must have the two-handed or versatile property for you to gain this benefit, and you may not use this effect more than once a turn.

Close Quarters Shooter

You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll and your base movement speed increases by 5 feet.

Hit And Run

When you hit a creature with a melee attack, you do not provoke opportunity attacks from that creature by moving un and out of its attack range.

Hurler

When you throw a weapon, as part of the same attack, you may pull out another weapon and you do not incur disadvantage for attacking with a thrown weapon at its long range.

Improvised Fighting

You gain proficiency in improvised weapons, and you gain a +2 bonus to your attack and damage rolls with improvised weapons.

Leadership

As an action, you may lead one creature that can see or hear you within 30 feet. Any time they make a saving throw, attack roll, or check within the next minute, they may spend your leadership before or after the roll, but not before the result is decided, to gain a bonus to the roll equal to half your proficiency bonus, rounded down. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.

Enhanced Leadership - Requires Leadership

You may use the Leadership Fighting Style twice as many times, and you regain 2 uses at the end of a short rest.

Intimidating

As an action, you may attempt to intimidate your foes. Any creatures of your choice that can see or hear you within 30 feet of you must attempt a Charisma saving throw. On a failure, they become frightened of you for 1 minute. They may retry this saving throw at the end of each of their turns, ending this effect on a success. You may use this feature a number of times equal to your Charisma modifier (minimum 1), regaining 1 use at the end of a short rest and all uses at the end of a long rest.

Ability Score Improvement[edit]

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

Adaptability[edit]

Starting at 6th level, you have become much more adapted to the myriad of challenges life on the battlefield presents. When you fail a saving throw, you may choose to succeed instead. Immediately after using this feature, you gain 1 level of exhaustion.

Resourceful[edit]

At the 10th level, you've become much more adept at life in militaristic environments. Once on each of your turns, you can choose to take an additional action. After taking this action, you immediately gain 1 level of exhaustion.

Resistant[edit]

At 11th level, your ability as a soldier allows you to better avoid certain effects, such as a grenade or missile. Choose one of the following ability scores:

  • Brawn - Strength
  • Evasion - Dexterity
  • Endurance - Constitution
  • Discernment - Wisdom and Intelligence

When you are subjected to an effect that allows you to make a saving throw of the chosen ability to only take half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Battle Hardened[edit]

Upon reaching 14th level, your time adapting on the battlefield has built you to be more resilient. You can have 2 additional levels of exhaustion before suffering its effects (i.e. having 3 levels of exhaustion has the same effects that having 1 level would without this feature). Additionally, you lose 1 level of exhaustion at the end of a short rest, and 3 at the end of a long rest.

Legendary Soldier[edit]

At 17th level, whenever you would be reduced to 0 hit points but not outright killed and the source of the damage was not a critical hit or a saving throw that you rolled a "natural 1" on, you instead fall to 1 hit point and gain 1 level of exhaustion.

Extra Attack[edit]

At 18th level, you can attack twice when you take the Attack action on your turn.

Specializations[edit]

Stealth Specialization[edit]

A stealth-specialized soldier is one that has great skill in keeping their presence unknown from their enemies.

Starting Equipment

If you did not multiclass into the soldier class, you gain a laser sight, a suppressor,

Stealth Skills

At 1st level level, you can choose 2 skills to become proficient in from the following: Deception, Investigation, Stealth, Sleight of Hand, or Acrobatics.

Disappear

At 5th level, you become much more attuned to hiding yourself. While you are within an object, such as a cardboard box or barrel, and not moving, you are visually indistinguishable from a normal object.

Alternate Feature - Impersonate

At 5th level, you gain proficiency in disguise kits. When spending a long rest, you can use that time to make yourself visually and audibly to one creature you spend the long rest with. If the creature is dead, you may also impersonate them biologically, making yourself indistinguishable from the creature by most identification technology (i.e. blood tests, hand prints, eye scans).

Stealth Take-down

At 9th level, when you make an attack against a creature that is unaware of you and the attack does not have disadvantage, the attack is automatically a critical hit. If the attack has disadvantage, the attack only counts as a critical hit if it hits normally.

Expertise

At 13th level, you gain a deep mastery over infiltration skills. You can choose two of the following skills to have expertise in: Deception, Investigation, Stealth, Sleight of Hand, or Acrobatics.

Slither

At 20th level, your Dexterity score increases by 4, with your maximum score for Dexterity increasing to 24. Additionally, your crawling speed is now as fast as your walking speed, you do not have disadvantage on attack rolls while prone, and attack rolls against you do not gain advantage from you being prone.

Demolitions Specialization[edit]

A demolitions-specialized soldier is one that has great control explosives.

Starting Equipment

If you did not multiclass into the soldier class, you gain any 10 grenades and a multiple grenade launcher, a rocket launcher and 5 rockets, or 15 plastic explosives.

Explosive Skills

At 1st level, you gain proficiency in two of the following skills: Performance, Intimidation, Insight, or Perception. You also become proficient in any two martial ranged weapons.

Explosives Expert

At 5th level, you know when and where to place explosives for maximum effect. When you force a creature to make a saving throw from an explosive, such as a grenade or missile, you may replace the weapon's DC with your Soldier save DC.

Insightful Bombing

At 9th level, you know how to place explosives in such a way to only affect intended targets. When you detonate an explosive, you may choose any creatures within the explosion's radius to not be affected.

Heavy Armor Training

At 13th level, you gain proficiency in heavy armor, and any armor penalty higher than -3 is reduced to -3 while you are wearing it.

Potent Explosives

At 20th level, any explosive you wield is much more deadly than your typical soldier's. When spending a short rest, you can use that time to work on the various explosives and explosive ammunition to make them pack an even heavier punch. Any explosive weapon that you've worked on deals an additional 3d6 bludgeoning damage.

Sharpshooter Specialization[edit]

A sharpshooting-specialized soldier specializes in hitting their target no matter what; regardless of the weapon or conditions.

Starting Equipment

If you did not multiclass into the soldier class, you gain a revolver, bolt-action rifle, or battle rifle and 30 bullets for the chosen weapon.

Steady Aim

At 1st level level, you gain proficiency with martial ranged weapons. As a bonus action, you may hyperfocus on hitting your target. Until the end of your turn, your ranged attacks ignore half and three-quarters cover, and you deal additional damage equal to your proficiency bonus on a hit. At the end of a turn you used this feature on, you gain 1 level of exhaustion.

Gunfighter

At 5th level, you are an expert at attacking multiple targets and filling a single target full of holes. While you are under the effects of Steady Aim, you may make 1 additional attack with a ranged weapon when you take the Attack action. Additionally, you may wield two one-handed ranged weapons regardless of if they have the light property.

Keen Eye

At 9th level, when you take the search action, you may make 1 attack with a ranged weapon as part of the same action.

Fancy Shooting

At 13th level, when you take the Attack action, you may decrease the number of attacks you make by 1 to grant advantage to 1 attack you make as part of the action.

Trick Shot

At 20th level, while under the effects of Steady Aim, you ignore the effects of full cover as well. Additionally, your ranged attacks count as critical hits on a roll of 19-20.

Gunner Specialization[edit]

A heavy weapons-specialized soldier wield massive weapons into battle.

Starting Equipment

If you did not multiclass into the soldier class, you gain a pump shotgun, double-barreled shotgun, automatic rifle, or machine gun and 30 shots for the chosen weapon.

Heavy Weapons Skills

At 1st level, you gain proficiency in two of the following skills: Athletics, Intimidation, Insight, or Survival. You also become proficient in any two martial ranged weapons.

Automatics Expert

At 5th level, when you make an attack with a weapon with the spread property, you may spend 1 additional shot to target every creature in a 5 ft. radius of the target.

Smoking Barrel

At 9th level, you may increase Automatics Expert's radius by 5 ft. for every additional shot spent above 2. When you make an attack with a weapon with the spread property, you may instead force every targeted creature to attempt a Dexterity saving throw. On a failure, they take the weapon's damage. On a success, they take half as much damage.

Heavy Armor Training

At 13th level, you gain proficiency in heavy armor, and any armor penalty higher than -3 is reduced to -3 while you are wearing it.

Vulcan

At 20th level, your Strength score increases by 4, with your maximum score for Strength increasing to 24. When you make an attack with a martial ranged weapon with the stabilizing property, you ignore said property and can use your Strength modifier in place of your Dexterity modifier. If your Strength score is 24 or higher, you may wield a light autocannon as if it were a machine gun, but you can not ignore its stabilizing property and your armor penalty increases by -2 (this penalty is not reduced by Heavy Armor Training).

Martial Specialization[edit]

A martial-specialized soldier wields melee weapons on the battlefield, an unusual move but one that becomes more viable by the day as enhancements improve.

Starting Equipment

If you did not multiclass into the soldier class, you gain any 2 martial melee weapons of your choice, or 1 martial melee weapon and one set of armor of your choice.

Martial Training

At 1st level level, you gain proficiency with martial melee weapons, heavy armor, and shields.

Melee Fighter

At 5th level, you gain 1 additional Fighting Style, but its effects must apply to a weapon, and said effects only apply to melee weapons.

Conditioning

At 9th level, you can add half your proficiency bonus (rounded up) to any Strength, Dexterity, or Constitution check, attack roll, or saving throw you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Bullet Parry

At 13th level, when you are targeted by any attack, you may attempt a Dexterity saving throw with a DC equal to the attack roll. On a success, your DT increases by your weapon's attack. If the attack was not a melee attack, you gain 1 level of exhaustion immediately after using this feature.

Warrior

At 20th level, your Strength and Dexterity scores increase by 2, with your maximum score for Strength and Dexterity increasing to 22. Additionally, your melee attacks count as critical hits on a roll of 18-20.

Psychic Specialization[edit]

A psychic-specialized soldier is a very rare find; a soldier capable of truly supernatural abilities using only their mind.

Starting Equipment

If you did not multiclass into the soldier class, you gain a set of padded armor, 4 common pieces of adventuring gear, 2 uncommon pieces of adventuring gear, or 1 rare piece of adventuring gear

Psychic Power

At 1st level, you gain a number of psychic powers equal to your Intelligence of Wisdom modifier, all detailed at the end of this Specialization description. You may cast a psychic power a number of times equal to your Intelligence or Wisdom modifier (i.e. with an Intelligence score of 16, you could spend your 3 uses to cast Levitate twice and Precognition once), regaining 1 use at the end of a short rest and all uses at the end of a long rest.

Telekinetic Soldier

At 5th level, you may replace your Strength or Dexterity modifier with your Intelligence or Wisdom modifier when calculating your Soldier save DC.

Mind Barrier

At 9th level, you become immune to being charmed and frightened, and you gain resistance to psychic damage.

Mental Evasion

At 13th level, when a creature is affected by any psychic power you cast other than Telekinetic Throw, you gain a glimpse into their next actions, causing any attacks they make against you to have disadvantage.

Psycho

At 20th level, your Intelligence or Wisdom score increases by 4, with your maximum score for the chosen ability increasing to 24. Additionally, you may cast a psychic power twice as many times, and you regain 2 uses at the end of a short rest.

Psychic Powers[edit]

Telekinetic Throw: As an action, you manipulate an object within 30 feet of you that weighs no more than 29 lbs. to any place within 30 feet of you. If the item is being held or worn by another creature, you must disarm them of it using Arcana or Insight instead of Athletics. You may also make an attack with the object using Arcana or Insight, dealing 1d6 + your Intelligence or Wisdom modifier bludgeoning damage on a hit. You may gain 1 level of exhaustion to increase the damage dealt to 2d6 or its range to 60 feet, or 2 levels of exhaustion to do both.

Telekinetic Barrier: As an action, or as a reaction to being targeted by an attack or Dexterity saving throw, you draw objects to yourself, granting yourself half cover until the beginning of your next turn. You may gain 1 level of exhaustion to instead gain three-quarters cover, or 2 levels of exhaustion to instead gain full cover. Requires Telekinetic Throw.

Psycho Crash: As an action, you fire a condensed ball of psychic energy. Every creature in a 30 ft. line must make a Constitution saving throw. On a failure, they take 1d6 + your Intelligence or Wisdom modifier psychic damage. On a success, they take half as much damage. Immediately after using this psychic power, you gain 1 level of exhaustion. You may gain 1 additional level of exhaustion to increase the damage dealt to 2d6, or 2 levels of exhaustion to increase the damage dealt to 3d6.

Psycho Barrier: As an action, you create a 30 ft. radius, 1 inch thick invisible barrier that lasts until the end of your next turn unless you end it early at will. Nothing can pass through this barrier, including attacks and explosions, other than light and sound. You may gain 1 level of exhaustion to increase the barrier's duration to up to 1 minute with concentration or to use this psychic power as a reaction to being targeted by an attack, or 2 levels of exhaustion to do both.

Mind Reading: As an action, you cast detect thoughts without components. You may gain 1 additional level of exhaustion to use this psychic power as a bonus action, or 2 levels of exhaustion to also negate the need to maintain concentration.

Animal Control: As an action, you cast dominate beast without components. Immediately after this power ends, you gain 1 level of exhaustion. You may gain 1 additional level of exhaustion to double this psychic power's range. Requires Mind Reading.

Mind Control: As an action, you cast dominate person without components. Immediately after this power ends, you gain 3 levels of exhaustion. Requires Mind Reading.

Reverse Mind Control: As a bonus action, you feed on the psychic energy of one creature within 30 feet of you. They cast dominate person on you without components, but you gain a bonus to any psychic power effect you add your Charisma modifier to equal to their Charisma modifier. You may gain 1 additional level of exhaustion to add the target's Charisma modifier to your AC and DT or to negate the need for the target to maintain concentration, or 2 levels of exhaustion to do both. Requires Mind Control.

Levitate: As an action, you gain a flying speed equal to your walking speed for up to 1 minute with concentration, but you may only fly up to 20 feet above the surface below you. You may gain 1 level of exhaustion to remove the maximum height limit or to negate the need for the target to maintain concentration, or 2 levels of exhaustion to do both.

Teleport: As an action, you teleport to an open space up to 30 feet away. You may gain 1 additional level of exhaustion to increase this psychic power's range to 60 feet or to use it as a bonus action, or 2 levels of exhaustion to do both, increase its range to 90 feet, or use it as a reaction to being targeted by any negative effect. Requires Levitation.

Spirit Medium: As an action, you may commune with the spirits around you. For 10 minutes, you can ask up to five questions. Answers are usually brief, cryptic, or repetitive, and the spirits are under no compulsion to offer a truthful answer if you are hostile to them or they recognizes you as an enemy.

Spirit Strategist: While Spirit Medium is active, you may forgo asking a question to the spirits to gain information on your surroundings within 5 miles, referred to as 1 spirit information. You may spend 1 spirit information to grant a check, attack, or saving throw you make advantage, and you may do the same for another creature as a reaction when they make a check, attack, or saving throw. Immediately after Spirit Medium power ends, you gain 1 additional level of exhaustion. Requires Spirit Medium.

Spirit Assault: As an action, conjure a body for a nearby angry spirit that lasts for up to 1 minute with concentration. This body is Medium, is immune to all non-psychic effects, has 1 hit point, has a movement speed of 15 feet, and can not take actions, bonus actions, or reactions, but is otherwise identical to you. If the spirit touches another creature, they must make a Constitution saving throw. On a failure, they gain 1 level of exhaustion. Immediately after this psychic power ends, you gain 1 level of exhaustion. You may gain 1 additional level of exhaustion to increase the exhaustion the target gains to 2 levels, or 2 levels of exhaustion to increase the target gains to 3 levels on a failure and 1 level on a success. Requires Spirit Strategist.

Precognition: As an action, you focus your psychic powers on seeing the future for up to 10 minutes with concentration. Until this psychic power ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative. Immediately after this power ends, you gain 2 levels of exhaustion.

Zero Shift: As an action, you focus your psychic powers into your physical abilities, allowing you to add your Charisma modifier to any checks, saving throws, or attack or damage rolls that use your Strength, Dexterity, or Constitution modifier.


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