Soldat (5e Class)
Soldat[edit]
Soldats are the most common soldiers of the underground war. Ever since the Kings and Queen war started, millions of soldiers were conscripted, given arms to exterminate the opposition. The grinder has consumed more than a couple hundred thousand souls, and it continues to eat more and more, most of the sacrificed being the soldats. However, with the advent of Magicide Event, the few surviving fighters of this caste have evolved into fighters with unrecognizable skill and fortitude, capable of adapting to any situation and coming out of it alive. Be it through gunpowder, magic, or sheer determination, the soldats of the new era will pull through and cling to life even fiercer than before.
Remnants of the Great War[edit]
The Kings and Queen war might have been forcefully terminated, but the death has not left our midst. With the newly appearing magical energy surging the surface, humanity is forced to live underground once more, this time combating supernatural forces coming from the surface. With no leisure to wage wars against themselves, the Royal Nation and Golden Empire was forced to unite and stand together against the new era, and the front of this resistance was the soldiers who participated in the aforementioned war.
Possessing the latent power of magic, the soldiers of the old are capable of awakening to the power called “Bioshocks”. These “Bioshocked” soldiers are capable of harnessing the magic and use it in both military and civilian use. It is known fact that the soldier’s experience plays a large role with which kind of “Bioshock” they end up with, and the soldats end with the “Gunmage Bioshock”, magic capable of manifesting through use of gunpowder weapons. With the magical beasts swarming the surface and underground alike, the humanity is forced to depend on the remaining soldiers who survived the Magicide Event, trying to hold out as they rise the new generation in the new era they have found themselves in, hoping that humanity will manage to overcome this trial - like they have overcome everything else in the past.
Creating a Soldat[edit]
Soldats are soldiers who have awoken “Gunmage Bioshock” after the Magicide Event, an event that wiped out half of the remaining humanity and altered an already inhospitable surface that it no longer looks like a part of our earth. Despite this, the Soldat is, first and foremost, a survivor of the cataclysm that accompanied the arrival of magic, and is a remnant of the old superpowers that once waged war between them. Which superpower did you serve before the cataclysm: Royal Nation, or Golden Empire? Maybe you were a rogue bandit instead, rejecting to die for the whims of a nation? Which regiment did you belong to? Did your regiment survive the Magicide Event, or was it wiped out? How did you manage to survive the incident? Do you still have squadmates that were part of your force, or have they perished in the cataclysm? If not, do you still have connections with them, and what is your relationship with them? Are you still part of your old superpower, or are you part of the united one?
- Quick Build
You can make a Soldat quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background. Third, choose either Sniper Rifle and Camo Suit if you wish to act as a, well, a sniper, take Standard Rifle or a shotgun and Combat Armor if you wish to be a skirmisher, take Heavy Armor and a rifle or a shotgun to act as a tank or take a Pistol, Sabre and a Combat Armor if you wish to be something of a middle between a melee fighter and a gunner.
Class Features
As a Soldat you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Soldat level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soldat level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Martial Weapons, Simple Firearms, Advanced Firearms
Tools: Gunsmith kit, Medical kit
Saving Throws: Dexterity, Constitution
Skills: Choose two skills from Acrobatics, 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) Sniper Rifle (“Volk”, “Judgement” or “Whisper” Rifle) or (b) Standard Rifle (“Prince”, “Adjudicator”, “Jesse” or “Crestfall” Rifle) or (c) Shotgun (“Equine” or “Hellion” Shotgun) or (d) Pistol (“Honor”, “Grace”, “Kneel”, “Talon”, “Negotiator” or “Union” Pistol) And Sabre
- (a) Combat Armor or (b) Camo Suit or (c) Heavy Armor
- Gunsmith Kit
- 10 Rations, a lamp with 4 4Oz flasks of kerosene as a fuel, a combat knife, a standard pickaxe, and a medical kit
- If you are using starting wealth, you have 250$ (1$ = 1GP) in funds.
Level | Proficiency Bonus |
MR Potency | Features |
---|---|---|---|
1st | +2 | 1d4 | Gun Mage, Fighting Style, Veteran (1 use), Resilient), Magic Rounds |
2nd | +2 | 1d4 | Steady Aim |
3rd | +2 | 1d4 | Gunmage Archetype |
4th | +2 | 1d4 | Ability Score Improvement, Ability Score Improvement |
5th | +3 | 1d4 | Extra Attack |
6th | +3 | 1d6 | Ability Score Improvement |
7th | +3 | 1d6 | Gunmage Archetype feature, Indomitable (1 use) |
8th | +3 | 1d6 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | 1d6 | Advanced Magic Rounds, Gun sorcerer |
10th | +4 | 1d6 | Gunmage Archetype feature |
11th | +4 | 1d8 | Will to Live |
12th | +4 | 1d8 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | 1d8 | Magekiller Rounds |
14th | +5 | 1d8 | Ability Score Improvement |
15th | +5 | 1d8 | Gunmage Archetype, Indomitable (2 uses) |
16th | +5 | 1d10 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | 1d10 | Veteran (2 uses) |
18th | +6 | 1d10 | Gunmage Archetype |
19th | +6 | 1d10 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | 1d12 | Gun Archmage |
Gun mage[edit]
You have awoken “Gunmage Bioshock”, a line of magic that allows you to infuse your firearm’s bullets with magic. Starting from 1st level, whenever you attack using a firearm, before you roll an attack roll, you can choose to infuse your bullet with magic. Choose one of the options listed below: your attack gains the chosen option’s effect. If an effect requires a saving throw, saving throw DC is calculated as follows:
Gun Magic Save DC = 8+Prof.Bon+Dex.Mod.
Blast: Your ranged firearm attack now also creates a 10 ft sphere originating from the target of your attack. All creatures within the sphere must pass a dexterity save against your Gun Magic Save DC or take force damage equal to half your soldat level.
Pierce: Your ranged firearm attack now attacks 5 ft wide and the weapon's normal range long line, and all creatures within the affected area must pass dexterity save against your Gun Magic Save DC or get hit with your attack.
Push: If your ranged firearm attack hits the target, the target must pass a strength save against your Gun Magic Save DC or be pushed back 10 ft and be knocked prone. On successful save, the target is pushed back 5 ft and is not knocked prone.
Augment: Your ranged firearm attack now deals either Fire, Thunder, Cold, or Lightning damage type instead of its normal damage type.
You can use this feature number of times equal to your proficiency bonus. You regain one use when you finish a short rest, or you regain all uses of this feature when you finish a long rest.
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 again.
Trigger: You can make ranged opportunity attacks using your firearms whenever a hostile character moves within 15ft of you.
Marksman: You don’t suffer disadvantage when firing within your weapon’s long range.
Hotshot: If you have moved this turn, gain +1 to attack and damage rolls with all attacks you make using firearms until the end of your turn.
Deviant: You don’t suffer disadvantage when making a ranged attack using a firearm while a hostile creature is within 5ft of you.
Ambidextrous: While you are dual-wielding a firearm and a melee weapon, whenever you take an attack action, you can use a bonus action to make one ranged firearm attack as part of the same action.
Veteran[edit]
As a veteran of an old war, you are already accustomed to pushing your body beyond your limits temporarily in order to survive any predicament. 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 18th level, you can use it twice before a rest, but only once on the same turn.
Resilient[edit]
You have been through a fair share of danger, and you know how to grit your teeth and ignore the pain in order to keep breathing and survive. As a reaction to an attack reducing your health to 0 hit points, you can instead ignore all damage taken by the attack and regain hit points equal to your constitution modifier.
You can use this feature number of times equal to half your proficiency bonus (rounded up), and you regain all uses of this feature when you finish a long rest.
Magic Rounds[edit]
Starting from 1st level, whenever you attack using a firearm, you can choose to add MR Potency die (which is a d4) to either an attack or damage roll. Additional damage dealt with this feature is force.
MR Potency die increases to 1d6 once you reach 6th level, to 1d8 once you reach 11th level, to 1d10 once you reach 16th level and to 1d12 once you reach 20th level.
Steady Aim[edit]
Starting from 2nd level, you learn how to use magic to aid you in holding your breath perfectly in order to eliminate all gun sway and shoot accurately. At the start of your turn, you can reduce your speed to 5 ft in order to gain advantage on all ranged weapon attack rolls until the end of your turn.
Gunmage Archetype[edit]
At 3rd level, you chose a Gunmage Archetype, a modified line of magic that specialises in certain aspects of firearms. Choose between Spellgun, ghostgun, or flashgun, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 10th, 15th and 18th.
Ability Score Improvement[edit]
When you reach 4th level, and again at 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Indomitable[edit]
Beginning at 7th 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 15th level.
Advanced Magic Rounds[edit]
Starting from 9th level, once during your turn you can choose to use your Magic Rounds feature to add MR Die to both attack roll and damage roll of a ranged firearm attack. You must decide to use this feature before you make an attack roll.
Gun Sorcerer[edit]
Beginning from 9th level, you gain a larger reportiere of bullet augmentations. Whenever you use your Gun Mage feature to augment your ranged firearm attack, you may choose one of the following options instead:
Poison: If your ranged firearm attack hits the target, the target must pass a constitution save against your Gun Magic Save DC or become poisoned for one minute. Affected target can repeat this saving throw at the start of their turns, ending the poisoned condition on success.
Trace: If your ranged firearm attack hits the target, the target must pass a wisdom save against your Gun Magic Save DC or become traced. While traced, the target gives off illumination, can’t benefit from darkness or invisibility, sheds dim light within 5 ft radius, and the next attack made against the target is made with advantage. Once your next turn starts or the target is successfully hit with an attack, the traced condition ends.
Will to Live[edit]
You have pulled through multiple hopeless situations before you gained the magic, and repeated clashes with danger have finally allowed your magic to seep into you as a power to call through whenever you are desperate. Starting from 11th level, at the start of your turn you can trigger Will to Live, gaining resistance to all damage types, you make all saving throws, ability checks and attacks with advantage, and you gain additional action, bonus action and reaction. In addition, for the next one minute, you can use your reaction to halve damage you take from non-magical attacks and your movement speed is increased by 15 ft.
Once you use this feature, you can’t use it again until you finish a long rest.
Magekiller Rounds[edit]
Beginning from 13th level, your Magic Rounds feature now ignores resistances and immunity towards force damage, and instead deals double damage to creatures that possess resistances or immunity towards force damage.
Gun Archmage[edit]
At 20th level, you have reached the pinnacle of gun magic, allowing you to use even more fearsome bullet imbuements. Gain following options to choose from whenever you use your Gun Mage feature:
Torrent: Your ranged firearm attack now also creates a 20 ft sphere originating from the target of your attack. All creatures within the sphere take 30 force damage and must pass a strength save against your Gun Magic Save DC be pulled 15 ft towards the center of the sphere.
Intoxicate: If your ranged firearm attack hits the target, the target must pass a constitution save against your Gun Magic Save DC or take 3d12 poison damage and become poisoned for one minute. Affected targets can repeat this saving throw at the start of their turns, taking 2d12 poison damage on failure and ending the poisoned condition on success.
Split Round: Make five additional ranged firearm attacks using the same weapon. These bullets are produced by magic and so do not require you to load them in your firearm, and ignores loading property if the weapon has it.
Subclasses[edit]
Spellgun[edit]
Spellgun soldats are all-rounders that focus on using their gun magic to its fullest, improving their magic rounds and bullet imbuement to reach their maximum potency.
- Force Mage
Starting from when you choose this archetype at 3rd level, your bullet imbuements become more deadlier. Whenever you use your Gun Mage feature, all targets affected by chosen effect also take damage equal to your proficiency bonus.
- Magic Gunner
Starting from 7th level, you can passively imbue your firearms with magic to overcome resistances towards mundane attacks. All ranged firearm attacks you make are considered to be magical for purposes of overcoming resistances and immunities to non-magical damage.
In addition, whenever you use a firearm that does not have a bullet chambered, you can produce the bullet through magical means, allowing you to shoot the gun even without reloading. This bullet is a mundane bullet and is not considered to be magical for purposes of overcoming resistances and immunities to non-magical damage through using feature.
- Phantom Rounds
Beginning from 10th level, you can forgo using your Magic Rounds feature on your ranged firearm attack to make one additional attack as part of the same action. You do not expend additional ammunition to make this attack.
- Force Sorcerer
At 15th level, you become more potent in imbuing destructive power in your imbuements. Whenever you use your Force Mage feature, you can instead deal damage equal to two MR die rolls.
- Force Archmage
At 18th level, you become a master at imbuing destructive power in your bullets. Whenever you use your Force Mage feature, you can instead deal damage equal to your proficiency bonus plus two MR die rolls.
<!-Class Option 2->[edit]
Placeholder before i add Ghostgun and Flashgun subclasses.
Back to Main Page → 5e Homebrew → Classes<!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-uses guns or other ranged weapons-><!-class does not use tags and does not fall into any of the archetypes of the tags above->