The Soldier

Soldier

A soldier, also referred to as a trooper, was a being who fought, usually in an army or navy, in defense of an organization, government, or ideal. Soldiers were well trained and organized to fight and some were in elite units or special forces. Soldiers were generally the front-line fighters while officers served as commanders and strategists.

Creating A Soldier

While creating your Soldier character, consider where your loyalties lie. You could be part of a formal military, one of countless troopers fighting for your enterprise. Perhaps you are a gun-for-hire, traveling the galaxy in search of your next gig.

What weapons do you prefer and specialize in? Who or what do you fight for? Do you have aspirations of a life beyond the battlefield, or have you been at war so long you know of nothing else?

Quick Build

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

​HIT POINTS

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

PROFICIENCIES

  • Armor: All armor, primitive shields, energy shields
  • Weapons: Simple weapons, martial weapons, pistols, rifles, grenades
  • Bonus Feats: Two-Weapon Fighting
  • Saving Throws: Strength, Constitution
  • Skills: Choose two skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Mechanics, Perception, and Survival
  • Languages: Basic and one of your choice

EQUIPMENT

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

  • • (a) a blaster pistol or (b) any martial weapon
  • • (a) a blaster pistol or (b) a blaster rifle
  • • blast helmet and vest
  • • (a) a soldier's pack or (b) a traveler's pack
  • • A vibrodagger and a basic Energy Shield
  • You start with a number of credits equal to the total of 5d4 x 10.

FIGHTING STYLE: 

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.

  • BOMBARDER: When you make an attack with a weapon that deals area damage, increase the area of effect by 10ft.
  • DEFENSE: While you are wearing armor, you gain a +1 bonus to AC.
  • DUELING: When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. This applies to unarmed damage as well, but only for the primary attack, not an off-hand attack.
  • 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.
  • 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.
  • TWO-HANDED EXPERT: When you roll a 1 or 2 on a damage die for an attack you make with a weapon that has the Two Handed trait you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. 

Bonus Feat:

Starting at 1st level you can choose a Bonus Feat from the Bonus Feat List. You can choose another Bonus Feat at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th and 19th Level. 

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: 

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 17th level, you can use it twice before a rest, but only once on the same turn.

MARTIAL ARCHETYPE: 

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques: Bounty Hunter, Brawler,Commando, or Vanguard. Your archetype grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

ABILITY SCORE IMPROVEMENT: 

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

EXTRA ATTACK: 

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 in this class and to four when you reach 20th level in this class.

INDOMITABLE: 

Beginning at 9th 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 13th level and three times between long rests starting at 17th level

.