D&D Wiki:Sandbox

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This is a sandbox. It will be periodically cleaned. Play around in this sandbox to see how things look like, however please do not edit above the line!

Last cleaned byConcealedLightChatmod.png (talk) 01:22, 22 July 2019 (MDT)


I'm building a sand castle!

Anyone wanna join?

Steps:

  1. Get wet sand (please do NOT use spit to make the sand wet!)
  2. Mold the sand
  3. Hope no one bullies you and kicks it
  4. Make a beautiful sand castle
  5. Watch it for hours on end as it slowly gets worn down by the wind
  6. Or until someone else goes and kicks it


Revised Soldier[edit]

As a soldier you specialize in ground-based warfare with modern weaponry. You are effective in all kinds of combat situations, whether you're protecting your friends or fighting the enemy. Go out there and get 'em, kid. Your country's depending on you!

Creating a soldier[edit]

Quick Build

You can make a soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Strength. Second, choose the Soldier background.

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 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per soldier level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons, firearms
Tools: Gunsmith’s Kit
Saving Throws: Strength, Constitution
Skills: Choose Four from Acrobatics, Athletics, History, Intimidation, Perception, Performance, Stealth, and Survival

Equipment

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

  • (a) Just roll for 5d4x10 starting gold, and don't bother with starting equipment. or (b) {{{item1b}}}

Table: The soldier

Level Proficiency
Bonus
Features
1st +2 Fighting Style
2nd +2 Action Surge (one use)
3rd +2 Soldier Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Archetype Feature
8th +3 Ability Score Improvement
9th +4 Additional Fighting Style
10th +4 Ability Score Improvement, Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Archetype Feature
14th +5 Ability Score Improvement
15th +5 Action Surge (two uses)
16th +5 Ability Score Improvement
17th +6 Additional Fighting Style
18th +6 Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Fighting Style[edit]

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 it again. You can choose a second option from the Fighting Style class feature at 9th level, and you can choose a third option from the Fighting Style class feature at 17th level.

AOE Expert

The DC of Dexterity saving throws made against your burst fire and grenade attacks is equal to 18. When you roll damage for a burst fire (or grenade) attack and roll the highest number possible on any of the dice, roll it again and add that roll to the damage.

Combat Medic

When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d8+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a long rest. The amount of hit points you restore increases by 1d8+4 at 9th level (2d8+8).

CQC

You are proficient with improvised weapons. Your unarmed strikes use a d8 for damage, and you can roll a d8 in place of the normal damage of an improvised, simple, or martial melee weapon. When you hit a creature with an unarmed strike, improvised weapon, simple or martial melee weapon on your turn, you can use a bonus action to attempt to grapple the target. You roll 2d8 for damage with this feature once you reach 9th level.

Critical Striking

Your weapon attacks and unarmed strikes score a critical hit on a roll of 19 or 20. You score a critical hit on a roll of 18-20 once you reach 9th level.

Marksmanship

You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 1 at 9th level (+3).

Mobility

You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th level (+2/+20 feet).

Ability Score Increase[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

Action Surge[edit]

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 15th level, you can use it twice before a rest, but only once on the same turn.

Soldier Archetype[edit]

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Heavy Gunner, Officer, or Special Forces, all detailed at the end of the class description.

Extra Attack[edit]

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 and to four once you reach 20th level.


SOLDIER ARCHETYPES[edit]

Heavy Gunner[edit]

You're a big guy, and a big guy wants big weapons! You’re a swole enough dude that you can wield crew-served support weapons on your own. Impress girls with your mighty muscles!

Burly Build

Once you become a Heavy Gunner, you lose proficiency with light armor & martial weapons, but get an increase in the amount of ammo you can carry for two guns (up to 75 rounds/gun). Your AC is also increased by 1 at levels \7, 10, 13, and 18.

Oversized Weapon Use

Once you become a Heavy Gunner, you can wield two-handed weapons in one hand, wield weapons with the versatile property in one hand and do two-handed damage, and you treat all one-handed weapons as if they had the light property. You cannot benefit from wielding a two handed weapon in one hand, and a shield, at the same time.

Powerful Build

At 7th you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Tough Skin

Once you reach 7th level, you reduce the damage you take from bludgeoning, piercing, and slashing damage by your proficiency bonus.

Improved Burst Fire

Starting at 10th level, a weapon with the burst fire property deals one extra die of its damage when you hit with it.

Gunner’s Muscles

At 13th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Super Burst Fire

Starting at 18th level, when you use a weapon with the burst fire property, you can spray a 20-foot-cube area instead of a 10-foot-cube area.

Officer[edit]

With a knack for taking charge and giving orders, it’s only natural that you earn a promotion or two. You lead other soldiers into combat! You can make your buddies fight better!

Commander's Strike

Once you become an Officer, any time on your turn or another creature’s turn you can use your reaction to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately make one unarmed strike or weapon attack.

Fireteam

Another benefit of being a Officer is that on adventures you are accompanied a devotedly loyal NPC private who will assist you in combat situations. If you lose him you'll get a replacement once you have downtime, or earlier if the DM says so. Each private has the stats of a Scout, except that its hit dice are increased by one (changing the maximum hp to 24), and instead of a longbow attack a private has the following attack:

Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 180/600 ft., one target. Hit: 9 (2d6+2) piercing damage.

Squad

Once you reach 7th level, you command 2 privates instead of one, and they both gain an another hit dice (increasing their max hp to 32).

Improved Commander's Strike

Starting at 7th level, the commander's strike attack is made at advantage.

Section

Once you reach 10th level, you command 3 privates instead of two, they gain another hit dice (increasing their hp to 40), and their weapon attack is changed to following:

Automatic Rifle. Ranged Weapon Attack: +7 to hit, range 200/600 ft., one target. Hit: 13 (2d8+4) piercing damage.

Greater Commander’s Strike

Once you reach 13th level, when you use commander's strike, the creature you choose can make two unarmed strike or weapon attacks instead of one.

Special Tactics

Beginning at 18th level, you and all friendly creatures within 100 feet of you can take an extra turn in the first round of combat.

Special Forces[edit]

Excelling in prolonged special operations and unusual combat situations, you are trained to fight both night and day! Too bad you're kind of a lone wolf...

Suppressed Weaponry

Once you choose this archetype at 3rd level, you gain proficiency with Suppressed weaponry, but lose proficiency with heavy armor and shields.

Trained Infiltrator

Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.

Rigorous Training

Starting at 7th level, you can spend a use of this feature, in order to use Intelligence instead of Charisma or Wisdom, for all Wisdom and Charisma based ability or skill checks. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

Shadow Operative

Starting at 10th level, you can use your bonus action to become invisible for a period of time equal to your proficiency bonus in minutes. Anything you are wearing or carrying becomes invisible as long as it is on your person. If you make a weapon attack, or cast a spell, the maximum duration of invisibility is reduced to rounds equal to your proficiency bonus. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest. This feature is not magical in nature and can't be suppressed or dispelled.

Stunt Man

Starting at 13th level, your Dexterity and Intelligence increase by four. Your maximum for those scores are now 24.

Takedown

At 13th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.

Vital Strike

Starting at 18th level, once per turn when you attack and hit a creature, and your attack reduces the creature to 20% of its maximum hit points or less, it must suceed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + (your Intelligence or Dexterity modifier), otherwise dies or is knocked out instantly (your choice).

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the soldier class, you must meet these prerequisites: Strength 13 and Dexterity 13

Proficiencies. When you multiclass into the soldier class, you gain the following proficiencies: All armor, simple weapons, martial weapons, firearms, and 1 skill from the class skill list


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