Soldier (MoMT)

> *You do as you’re told, to defend your men and your country.* ~ Someone
>
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Honor and duty are the main concerns of a Soldier. Some follow this mentality to the extreme, while others search to find ways to change the current way of military thinking.

As a soldier you gain the following class features:

* Hit Dice: 1d10 per soldier level
* Proficiencies: All armor, shields, Simple weapons, martial weapons, firearms
* Tools: Gunsmith’s Kit
* Saving Throws: Strength, Constitution
* Skills: Choose Four from Acrobatics, Athletics, History, Intimidation, Perception, Performance, Stealth, and Survival

Equipment

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

(a)   Undercover Vest or (b) Concealable Vest

(a)    One Martial Firearm or (b) One Simple Firearm

(a) A toolset of your choice

Table: The soldier

## **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 it again. You can choose a second option from the Fighting Style class feature at 9th level, and you can choose a third option from the Fighting Style class feature at 17th level:

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* AOE Expert The DC of saving throws made against your burst fire and grenade attacks is increased by 3. When you roll damage for a burst fire (or grenade) attack and roll the highest number possible on any of the dice, roll it again and add that roll to the damage. -

* Combat Medic When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d8+4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feature again until it finishes a long rest. The amount of hit points you restore increases by 1d8+4 at 9th class level (2d8+8). -

* CQC You are proficient with improvised weapons. Your unarmed strikes use a d8 for damage, and you can roll a d8 in place of the normal damage of an improvised, simple, or martial melee weapon. When you hit a creature with an unarmed strike, improvised weapon, simple or martial melee weapon on your turn, you can use a bonus action to attempt to grapple the target. You roll 2d8 for damage with this feature once you reach 9th class level. -

* Marksmanship You gain a +2 bonus to attack and damage rolls you make with ranged weapons. These bonuses each increase by 1 at 9th class level(+3). -

* Mobility You gain a +1 bonus to AC, and your walking speed increases by 10 feet. Your AC improves by 1 and your walking speed increases by 10 more feet at 9th class level (+2/+20 feet). -

## **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 15th level, you can use it twice before a rest, but only once on the same turn.

## **Soldier Archetype**

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Heavy Gunner, Officer, or Special Forces, all detailed at the end of the class description. *[See Soldier Archetypes]*

## **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 and to four once you reach 20th level.

## **Indomitable**

Beginning at 5th 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.

## **Firearms Specialist**

At 11th level, when you roll a 1 or 2 on a damage die for an attack you make with a firearm, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

## **Superior Critical**

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18 to 20.