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soldier Class Features

CLASS FEATURES

As a soldier, you gain the following class features.

 

HIT POINTS

Hit Dice: 1d10 per Solider level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Level: 6 + your Constitution modifier per soldier level after 1st.

 

PROFICIENCIES

Armor: All armor

Weapons: All blasters, all electroweapons, all fuseweapons

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

STARTING WEALTH & EQUIPMENT

In addition to items given from your background, you start with your own wealth to purchase your starting gear. You gain the below amount for your starting wealth plus any credit given from your background:

     Soldier: 2000 Credits     

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CLICK HERE FOR EQUIPMENT

FIGHTING STYLE

Beginning at 1st level, you adopt a particular style of fighting as your specialty. Choose one of the Fighting Style options. You can't take a Fighting Style option more than once, even if you later get to choose again. You can find a list of fighting styles located [HERE]. 

 

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've used 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've used 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.

 

COMBAT SUPERIORITY

Also, at 2nd level, you learn gimmicks that are fueled by special dice called mastery dice. You can find more details about this mechanic below.

 

SOLDIER SPECIALTY

At 3rd level, you choose a specialty that you strive to emulate in your combat styles and techniques, which is detailed at the end of the class description. The archetype you choose 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. Alternatively, you can choose a feat. (see here)

 

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

 

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.

 

GREATER EXTRA ATTACK

Beginning at 11th level, you can attack three times, instead of once, whenever you take the Attack action on your turn. Additionally, when you use a bonus action to engage in two-weapon fighting, you can make two attacks instead of one.

 

MASTER OF COMBAT

At 20th level, you are the master of combat. Your Strength or Dexterity score increases by 2, and your Constitution score increases by 2. Your maximum for those scores is now 22. Additionally, you can attack four times, instead of once, whenever you take the Attack action on your turn.

COMBAT SUPERIORITY

You learn two maneuvers of your choice, which are detailed under "Maneuvers" below, and you earn more at higher levels, as shown in the Maneuvers Known column of the Soldier class table. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack, and you may only use each maneuver once per turn. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

 

MASTERY DICE

You have two superiority dice, which are d4s, and you earn more at higher levels, as shown in the Mastery Dice column of the Soldier class table. A mastery die is expended when you use it. You regain all your expended mastery dice when you finish a short or long rest.

 

SAVING THROWS

Some of your maneuvers require your target to make a saving throw to resist the maneuver’s effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).

 

GIMMICKS

The maneuvers are presented in alphabetical order.

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Commander's Strike

When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one mastery die. That creature can immediately use its reaction to make one weapon attack, adding the mastery die to the attack’s damage roll.

 

Disarming Attack

When you hit a creature with a weapon attack, you can expend one mastery die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the mastery die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

 

Distracting Strike

When you hit a creature with a weapon attack, you can expend one mastery die to distract the creature, giving your allies an opening. You add the mastery die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

 

Evasive Footwork 

When you move, you can expend one mastery die, rolling the die and adding the number rolled to your AC until you stop moving.

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Feinting Attack

You can expend one mastery die and use a bonus action on your turn to feint, choosing one creature engaged with you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the mastery die to the attack’s damage roll.

 

Goading Attack

When you hit a creature with a weapon attack, you can expend one mastery die to attempt to goad the target into attacking you. You add the mastery die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

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Menacing Attack

When you hit a creature with a weapon attack, you can expend one mastery die to attempt to frighten the target. You add the mastery die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

 

Parry

When another creature damages you with a melee attack, you can use your reaction and expend one mastery die to reduce the damage by the number you roll on your mastery die + your Dexterity modifier.

 

Precision Attack

When you make a weapon attack roll against a creature, you can expend one mastery die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

 

Rally 

On your turn, you can use a bonus action and expend one mastery die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the mastery die roll + your Charisma modifier + Soldier level.

 

Riposte

When a creature misses you with a melee attack, you can use your reaction and expend one mastery die to make a melee weapon attack against the creature. If you hit, you add the mastery die to the attack's damage roll.

 

Sweeping Attack

When you hit a creature with a melee weapon attack, you can expend one mastery die to attempt to damage another creature with the same attack. You choose another enemy creature if the original attack roll would hit the second creature, it takes damage equal to the number you roll on your mastery die. The damage is of the same type dealt by the original attack.

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Trip Attack

When you hit a creature with a weapon attack, you can expend one mastery die to attempt to knock the target down. You add the mastery die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

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