Soldier (JJBA Supplement)

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This content deviates from 5e standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This creature was created as part of the Player Equivalent CR variant rule using the 5e SRD:Fighter class and Soldier (5e Background) background, and as such does not follow traditional CR.


Medium humanoid, lawful neutral

Armor Class 14 (chain shirt)
Hit Points 20 (3d10 + 3)
Speed 30 ft.

14 (+2) 16 (+3) 12 (+1) 10 (+0) 12 (+1) 10 (+0)

Saving Throws Str +2, Dex +1, Con +3
Skills Athletics +4, History +2, Intimidation +2, Perception +3, Stealth +1
Senses passive Perception 13
Languages Any one language
Challenge 3 (700 XP)

Chain Shirt. The soldier has a damage threshold of 7, and they have disadvantage on Stealth checks.

Calm Precision. The soldier gains a +1 bonus to damage rolls when making ranged or thrown attacks with weapons (included in attack). At the beginning of each of their turns, they may take aim. Until the beginning of their next turn, their movement speed drops to 0, they ignore the loading quality of weapons they are proficient with, and they gain a +1 bonus to ranged attack rolls.

Defense. While the soldier is wearing armor, you gain a +1 bonus to AC.

Action Surge (1/Short or Long Rest). On their turn, the soldier takes an additional action and bonus action.

Steady Aim (3/Short or Long Rest). As a bonus action, the soldier gains the following on all attacks against a creature they can see that is within range of a ranged weapon they are wielding until the end of their turn:

  • The attacks ignore half and three-quarters cover.
  • On each hit, the weapon deals 3 additional damage.


Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 60/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage 1d4 times. Must be reloaded after 10 shots.

Handgun. Ranged Weapon Attack: +5 to hit, range 30/300 ft., one target. Hit: 10 (2d6 + 3) piercing damage. Must be reloaded as a bonus action after 12 shots.

Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Fragmentation Grenade (1/day). Each creature in a 20 ft. radius up to 120 ft. from the soldier must make a DC 15 Dexterity saving throw. On a failure, they take 34 (5d6) piercing damage. On a success, they take half as much damage.

Second Wind (1/Short or Long Rest). As a bonus action, the soldier regains 8 (1d10 + 3) hit points.

Soldiers fight wars and defend key locations with skilled training and solid equipment. A small group of soldiers isn't the hardest to take out, but if a group of soldiers were to not report back, many more would certainly be sent to investigate.

Variant: UV Soldier

During the fight to keep the Pillar Men from becoming the ultimate lifeform, the Speedwagon Foundation outfitted platoons of soldiers with shoulder-mounted ultraviolet lights that could quickly reduce a creature to dust.

UV Lights. The soldier sheds dim light that counts as sunlight in a 30 foot cone originating from the soldier, designated at the beginning of each of the soldier's turns.

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