JNAProductions
2023-07-27, 11:52 PM
HIT POINTS
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial weapons
Tools: Any one artisan tool or instrument
Saving Throws: Strength and Constitution
Skills: Choose two 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) Studded Leather Armor, (b) Scale Mail, or (c) Chain Mail
-(a) Two weapons[1], or (b) one weapon[1] and a shield
-Any simple weapon[1]
-Any one pack
[1]-Any weapon with the Thrown property also comes with two extra copies. Any weapon that uses ammo comes with 20 pieces of ammo.
Soldier
Level
Proficiency
Bonus
Features
Grit
Grit
Die
1st
+2
Fighting Style, Grit
0/2
1d4
2nd
+2
Action Surge, Second Wind
0/2
1d4
3rd
+2
Archetype
0/2
1d4
4th
+2
Ability Score Improvement
0/2
1d4
5th
+3
Extra Attack
1/3
1d6
6th
+3
Indomitable (One Use)
1/3
1d6
7th
+3
Archetype Feature
1/3
1d6
8th
+3
Ability Score Improvement
1/3
1d6
9th
+4
Improved Fighting Style
1/4
1d8
10th
+4
Hardened, Indomitable (Two Uses)
1/4
1d8
11th
+4
Extra Attack II
2/4
1d8
12th
+4
Ability Score Improvement
2/4
1d8
13th
+5
Indomitable (Three Uses)
2/5
1d10
14th
+5
Master Fighting Style
2/5
1d10
15th
+5
Archetype Feature
2/5
1d10
16th
+5
Ability Score Improvement
2/5
1d10
17th
+6
Extra Attack III
3/6
1d12
18th
+6
Archetype Feature, Indomitable (Four Uses)
3/6
1d12
19th
+6
Ability Score Improvement
3/6
1d12
20th
+6
Master Of War
3/6
1d12
Fighting Style
At level one, gain any one Fighting Style (excluding a style that grants Cantrips or Maneuvers).
Grit
At level one, you gain a pool of Grit. You begin encounters with the first number, and have a maximum Grit equal to the second number. At level one, you begin with zero Grit and have a maximum of two.
Once per turn, when you take damage in a fight, you gain one Grit. Once per turn, when you hit with an attack, you gain one Grit. And you may spend a bonus action to gain one Grit if you have missed with an attack.
Any Soldier may spend Grit in the following ways. Any Grit usage that calls for a save is made with a DC of 8+your Proficiency modifier+the higher of your Strength or Dexterity modifier.
Bait And Switch (1 Grit): As a bonus action or reaction, you may swap places with an adjacent and willing ally. Roll your Grit die, and add the result to either you or the ally's AC until the end of your next turn.
Brace (1 Die): When a creature moves into your reach of a melee weapon, you may use your reaction to make an attack against them. Add your Grit die to the damage dealt.
Evasive Footwork (1 Die): When you provoke an Attack of Opportunity, you may roll a Grit die without an action, and add the result to your AC against that attack and any others provoked until the end of your turn.
Goading Attack (1 Die): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Wisdom save. On a failure, the creature has disadvantage to attack any creature except for you on its next turn, and any saves it forces anyone besides you to make are made with advantage.
Parry (1 Die): When you take damage, you may use your reaction to reduce the damage by a number equal to a roll of your Grit die plus the higher of your Strength or Dexterity modifier. Note that, if damage is reduced to 0, you do not gain Grit.
Precision Attack (1 Die): When you make an attack, you may add your Grit die to the attack roll.
Pushing Attack (1 Die): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Strength saving throw. On a failure, it is pushed up to 15' back or knocked prone.
Riposte (1 Grit): When a creature misses you with a melee attack, you may use your reaction to attack it. On a hit, add your Grit die to the damage.
Skillful (1 Grit): When you make an ability check, you may add your Grit die to the result.
Disarming Strike (2 Grit): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Strength saving throw. On a failure, it drops an item it's holding or wielding. If you are within reach, you may take the object-otherwise, it falls to their feet.
If you wish to perform one of these actions outside of a fight, you are assumed to have your starting Grit value. Any Grit expended stays expended until you are able to catch your breath-usually requiring only a minute or two of calm[1].
[1]-Note that, for something like a tense negotiation or a similar non-combat encounter, you will not be able to catch your breath and restore your Grit to its base value. Despite not being in physical harm (usually) a Soldier needs actual peace. Do not expect to use Skillful to add your Grit die to every skill check made ever.
Action Surge
At level two, you may take an extra action on your turn. You may do so once, and regain the ability to do so upon completing a short rest.
Second Wind
At level two, you may regain 1d10+Soldier Level HP as a bonus action. You may do so once, and regain the ability to do so upon completing a short rest.
Archetype
At level three, gain your chosen Soldier archetype. This grants benefits at levels three, seven, ten, fifteen, and eighteen.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, improve any one ability score by two, or any two by one.
Extra Attack
At level five, you may attack twice when you take the Attack action, instead of once. This increases to three attacks at level eleven and four at level seventeen.
Indomitable
At level six, in response to failing a save, you may reroll it. This reroll is made without advantage or disadvantage, and you may add your Constitution modifier as a bonus to the new roll. You may do so once, and regain the ability to do so upon completing a short rest. You gain the ability to do so an extra time at levels ten, thirteen, and eighteen, though you may not use Indomitable to reroll a save that has already been rerolled with it.
Improved Fighting Style
At level nine, you may either gain another Fighting Style, or improve an existing one.
Archery
You gain +1 to damage rolls made with ranged weapons.
Blind Fighting
Your blindsight increases to 15'.
Defense
Your AC increases by 1, even when not wearing armor. This stacks with the original +1 when wearing armor.
Dueling
You gain +1 to-hit with a weapon wielded in one hand.
Great Weapon Fighting
If a final damage die made with a weapon wielded in two hands would be less than your proficiency bonus, set that value to your proficiency bonus.
Interception
Add your Strength or Dexterity modifier to the amount of reduced damage.
Protection
The first time you use this ability in a round, it does not use your reaction.
Thrown Weapon Fighting
Gain +2 to attack rolls with thrown weapons.
Two Weapon Fighting
You may make your bonus attack as part of the attack action when wielding two weapons, rather than as a bonus action.
Unarmed Fighting
Increase your damage die to 1d8, or 1d12 when using two hands.
Hardened
At level ten, you gain proficiency in another save of your choice.
Master Fighting Style
At level fourteen, you may either master your improved Fighting Style, improve a second Fighting Style, or gain an additional Fighting Style.
Archery
You may make ranged attacks without disadvantage from having enemies within melee range of you, and may use a ranged weapon to make attacks of opportunity like a melee weapon.
Blind Fighting
Your blindsight increases to 25'.
Defense
Reduce any damage you take by your Proficiency bonus.
Dueling
TBD
Great Weapon Fighting
TBD
Interception
Increase the die to 2d10.
Protection
The first time you use this ability in a turn, it does not use your reaction.
Thrown Weapon Fighting
TBD
Two Weapon Fighting
You now gain two additional attacks with your offhand weapon.
Unarmed Fighting
TBD
Master Of War
At level twenty, you may use your Action Surge and Second Wind an additional time between rests. The first time you use Indomitable in an encounter, it does not take a regular use. And you add your proficiency bonus to all damage rolls made.
Warlord
Warlord's Grit
At level three, you may use your reaction to gain one Grit when an ally takes damage. You also gain the following new uses of Grit.
Rally (1 Grit): As a bonus action, an ally within 60' gains THP equal to your Grit die plus your Charisma modifier.
Commander's Strike (2 Grit): As a bonus action, you may let an ally make a single weapon attack as a reaction, adding your Grit die to the hit or damage roll (the ally's choice).
Steady (2 Grit): As a reaction to an ally failing a save within 60', you may add a Grit die to their total save roll.
War Cry (4 Grit): As an action, you release a war cry. All allies within 60' of you, including yourself, gain advantage on all d20 rolls made until the end of your next turn.
Leader
At level seven, you may take the Help action as a bonus action.
Look Out Sir!
At level fifteen, you may use your reaction to swap places with an ally that is within your movement range in response to the ally being targeted by a hostile action.
Valor
TBD
Okay. It's close to midnight where I am, so I'm going to stop here. A few things are still TBD, notably the level 18 Warlord feature, but it's largely playable. Or at least, largely complete-lemme know what you think, and what critiques you have.
Hit Dice: 1d10
Hit Points at 1st Level: 10+Constitution Modifier
Hit Points at Higher Levels: 1d10 (6)+Constitution Modifier
PROFICIENCIES
Armor: Light, Medium, Heavy, and Shields
Weapons: All Simple and Martial weapons
Tools: Any one artisan tool or instrument
Saving Throws: Strength and Constitution
Skills: Choose two 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) Studded Leather Armor, (b) Scale Mail, or (c) Chain Mail
-(a) Two weapons[1], or (b) one weapon[1] and a shield
-Any simple weapon[1]
-Any one pack
[1]-Any weapon with the Thrown property also comes with two extra copies. Any weapon that uses ammo comes with 20 pieces of ammo.
Soldier
Level
Proficiency
Bonus
Features
Grit
Grit
Die
1st
+2
Fighting Style, Grit
0/2
1d4
2nd
+2
Action Surge, Second Wind
0/2
1d4
3rd
+2
Archetype
0/2
1d4
4th
+2
Ability Score Improvement
0/2
1d4
5th
+3
Extra Attack
1/3
1d6
6th
+3
Indomitable (One Use)
1/3
1d6
7th
+3
Archetype Feature
1/3
1d6
8th
+3
Ability Score Improvement
1/3
1d6
9th
+4
Improved Fighting Style
1/4
1d8
10th
+4
Hardened, Indomitable (Two Uses)
1/4
1d8
11th
+4
Extra Attack II
2/4
1d8
12th
+4
Ability Score Improvement
2/4
1d8
13th
+5
Indomitable (Three Uses)
2/5
1d10
14th
+5
Master Fighting Style
2/5
1d10
15th
+5
Archetype Feature
2/5
1d10
16th
+5
Ability Score Improvement
2/5
1d10
17th
+6
Extra Attack III
3/6
1d12
18th
+6
Archetype Feature, Indomitable (Four Uses)
3/6
1d12
19th
+6
Ability Score Improvement
3/6
1d12
20th
+6
Master Of War
3/6
1d12
Fighting Style
At level one, gain any one Fighting Style (excluding a style that grants Cantrips or Maneuvers).
Grit
At level one, you gain a pool of Grit. You begin encounters with the first number, and have a maximum Grit equal to the second number. At level one, you begin with zero Grit and have a maximum of two.
Once per turn, when you take damage in a fight, you gain one Grit. Once per turn, when you hit with an attack, you gain one Grit. And you may spend a bonus action to gain one Grit if you have missed with an attack.
Any Soldier may spend Grit in the following ways. Any Grit usage that calls for a save is made with a DC of 8+your Proficiency modifier+the higher of your Strength or Dexterity modifier.
Bait And Switch (1 Grit): As a bonus action or reaction, you may swap places with an adjacent and willing ally. Roll your Grit die, and add the result to either you or the ally's AC until the end of your next turn.
Brace (1 Die): When a creature moves into your reach of a melee weapon, you may use your reaction to make an attack against them. Add your Grit die to the damage dealt.
Evasive Footwork (1 Die): When you provoke an Attack of Opportunity, you may roll a Grit die without an action, and add the result to your AC against that attack and any others provoked until the end of your turn.
Goading Attack (1 Die): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Wisdom save. On a failure, the creature has disadvantage to attack any creature except for you on its next turn, and any saves it forces anyone besides you to make are made with advantage.
Parry (1 Die): When you take damage, you may use your reaction to reduce the damage by a number equal to a roll of your Grit die plus the higher of your Strength or Dexterity modifier. Note that, if damage is reduced to 0, you do not gain Grit.
Precision Attack (1 Die): When you make an attack, you may add your Grit die to the attack roll.
Pushing Attack (1 Die): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Strength saving throw. On a failure, it is pushed up to 15' back or knocked prone.
Riposte (1 Grit): When a creature misses you with a melee attack, you may use your reaction to attack it. On a hit, add your Grit die to the damage.
Skillful (1 Grit): When you make an ability check, you may add your Grit die to the result.
Disarming Strike (2 Grit): When you hit a creature with an attack, you may add your Grit die to the damage, and force it to make a Strength saving throw. On a failure, it drops an item it's holding or wielding. If you are within reach, you may take the object-otherwise, it falls to their feet.
If you wish to perform one of these actions outside of a fight, you are assumed to have your starting Grit value. Any Grit expended stays expended until you are able to catch your breath-usually requiring only a minute or two of calm[1].
[1]-Note that, for something like a tense negotiation or a similar non-combat encounter, you will not be able to catch your breath and restore your Grit to its base value. Despite not being in physical harm (usually) a Soldier needs actual peace. Do not expect to use Skillful to add your Grit die to every skill check made ever.
Action Surge
At level two, you may take an extra action on your turn. You may do so once, and regain the ability to do so upon completing a short rest.
Second Wind
At level two, you may regain 1d10+Soldier Level HP as a bonus action. You may do so once, and regain the ability to do so upon completing a short rest.
Archetype
At level three, gain your chosen Soldier archetype. This grants benefits at levels three, seven, ten, fifteen, and eighteen.
Ability Score Improvement
At levels four, eight, twelve, sixteen, and nineteen, improve any one ability score by two, or any two by one.
Extra Attack
At level five, you may attack twice when you take the Attack action, instead of once. This increases to three attacks at level eleven and four at level seventeen.
Indomitable
At level six, in response to failing a save, you may reroll it. This reroll is made without advantage or disadvantage, and you may add your Constitution modifier as a bonus to the new roll. You may do so once, and regain the ability to do so upon completing a short rest. You gain the ability to do so an extra time at levels ten, thirteen, and eighteen, though you may not use Indomitable to reroll a save that has already been rerolled with it.
Improved Fighting Style
At level nine, you may either gain another Fighting Style, or improve an existing one.
Archery
You gain +1 to damage rolls made with ranged weapons.
Blind Fighting
Your blindsight increases to 15'.
Defense
Your AC increases by 1, even when not wearing armor. This stacks with the original +1 when wearing armor.
Dueling
You gain +1 to-hit with a weapon wielded in one hand.
Great Weapon Fighting
If a final damage die made with a weapon wielded in two hands would be less than your proficiency bonus, set that value to your proficiency bonus.
Interception
Add your Strength or Dexterity modifier to the amount of reduced damage.
Protection
The first time you use this ability in a round, it does not use your reaction.
Thrown Weapon Fighting
Gain +2 to attack rolls with thrown weapons.
Two Weapon Fighting
You may make your bonus attack as part of the attack action when wielding two weapons, rather than as a bonus action.
Unarmed Fighting
Increase your damage die to 1d8, or 1d12 when using two hands.
Hardened
At level ten, you gain proficiency in another save of your choice.
Master Fighting Style
At level fourteen, you may either master your improved Fighting Style, improve a second Fighting Style, or gain an additional Fighting Style.
Archery
You may make ranged attacks without disadvantage from having enemies within melee range of you, and may use a ranged weapon to make attacks of opportunity like a melee weapon.
Blind Fighting
Your blindsight increases to 25'.
Defense
Reduce any damage you take by your Proficiency bonus.
Dueling
TBD
Great Weapon Fighting
TBD
Interception
Increase the die to 2d10.
Protection
The first time you use this ability in a turn, it does not use your reaction.
Thrown Weapon Fighting
TBD
Two Weapon Fighting
You now gain two additional attacks with your offhand weapon.
Unarmed Fighting
TBD
Master Of War
At level twenty, you may use your Action Surge and Second Wind an additional time between rests. The first time you use Indomitable in an encounter, it does not take a regular use. And you add your proficiency bonus to all damage rolls made.
Warlord
Warlord's Grit
At level three, you may use your reaction to gain one Grit when an ally takes damage. You also gain the following new uses of Grit.
Rally (1 Grit): As a bonus action, an ally within 60' gains THP equal to your Grit die plus your Charisma modifier.
Commander's Strike (2 Grit): As a bonus action, you may let an ally make a single weapon attack as a reaction, adding your Grit die to the hit or damage roll (the ally's choice).
Steady (2 Grit): As a reaction to an ally failing a save within 60', you may add a Grit die to their total save roll.
War Cry (4 Grit): As an action, you release a war cry. All allies within 60' of you, including yourself, gain advantage on all d20 rolls made until the end of your next turn.
Leader
At level seven, you may take the Help action as a bonus action.
Look Out Sir!
At level fifteen, you may use your reaction to swap places with an ally that is within your movement range in response to the ally being targeted by a hostile action.
Valor
TBD
Okay. It's close to midnight where I am, so I'm going to stop here. A few things are still TBD, notably the level 18 Warlord feature, but it's largely playable. Or at least, largely complete-lemme know what you think, and what critiques you have.