Soldier

The soldier is the most versatile class in Neo York. They have the most branches in the paths they choose to take, and specialize in using multiple different types of firearms. The background of a soldier can span from having a long dark past as a mercenary to choosing to join the military as a rich kid to find a sense of duty and purpose.

## Basic Features

### **Hit Points**

* **Hit Dice:** 1d10 per soldier level
* **Hit Points at 1st Level:** 10 + your Constitution modifier
* **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per duelist level after 1st

### **Hit Points**

* **Armor:** All armor, all shields
* **Weapons:** Simple weapons, pistols
* **Tools:** Simple computers, simple gadgets
* **Saving Throws:** Strength, Dexterity
* **Skills:** Choose two from Acrobatics, Athletics, Driving, Electronics, History, Insight, Intimidation, Perception, and Survival

### **Equipment**

Along with the equipment and credits you start with from your background, you also start with an extra 2d4 x 200 credits. You are expected to purchase your own equipment from the shopping lists.

## First Weapon of Preference

At 1st level, you can choose one of the following weapon preferences with the accompanying bonus:

* **Pistols:** Whenever you successfully land an attack with a pistol, add an additional +2 to your damage roll.
* **Rifles:** You are now proficient in using rifles. Additionally, whenever you deal damage with a rifle and you have a completely full clip, you get +2 bonus damage to your attack roll.
* **Shotguns:** You are now proficient in using shotguns. Additionally, whenever you deal damage with a shotgun to an enemy 10 feet or less in front of you, you attack with advantage.
* **Heavy Weapons:** You are now proficient in using heavy weapons. Additionally, whenever you deal damage with a heavy weapon, you now critically hit on a 19-20.

## Suppressive Fire

Starting at 2nd level, so long as you are using a weapon that fires more than 1 round per turn, you can begin using suppressive fire against target creature. While suppressive fire is active, you can take no other actions, bonus actions, or movements. While your target is affected by suppressive fire, the following applies:

* If the target attempts to move from their position, you may make an attack of opportunity against them.
* Every time the target attacks another creature, they must roll a d6. On a 1-3, their attack automatically misses.

This ability can be used an unlimited amount of times per day and can be canceled at any time.

## Path of the Soldier

Starting at 3rd level, you can choose one of the many paths of the soldier to take.

* Path of the Freerunner
* Path of the Medic
* Path of the Trooper

 Ability Score Improvement

When you reach 4th level, and again at 8th, and 12th 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.

## Second Weapon of Preference

At 6th level, you can choose one of the following weapon preferences. You may preference the same weapon twice.

* **Pistols:** Whenever you attack with a pistol that's completely loaded with ammo, upon a successful hit deal critical damage. (Requires the first pistol weapon of preference.)
* **Rifles:** You are now proficient in using rifles. Additionally, whenever you attack with a rifle, add a die of damage to the roll.
* **Shotguns:** You are now proficient in using shotguns. Additionally, you now have an additional 10 feet in range to deal regular damage with a shotgun.
* **Heavy Weapons:** You are now proficient in using heavy weapons. Additionally, whenever you attack with a heavy weapon, get +2 to both your attack and damage roll.

## Extra Attack

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

## Path of the Freerunner

The path of the freerunner is taken by those with quick feet and light guns. It is a path taken traditionally by professional freerunners in order to evade the ground forces of the police.

### **Fast Movement**

At 3rd level, your movement speed increases by 10 feet while you aren't wearing heavy armor. Additionally, you gain proficiency in acrobatics. If you are already proficient in acrobatics, you have now mastered acrobatics.

### **Freerunning**

At 5th level, you can activate freerunning as a bonus action. While freerunning, opportunity attacks against you have disadvantage, and you can use dash as a bonus action. Freerunning ends once you have not used your full movement speed in a turn, or after 10 turns.

At 5th level, freerunning can only be activated once per short rest. At 10th level, freerunning can be activated twice per short rest.

### **Wall Running**

At 9th level, you can run 30 feet vertically up walls as long as you get a 10 foot running start. Additionally, once you've reached a height of 30 feet, you can make an Acrobatics roll DC 16 to do a backflip off of the wall to leap 20 feet in the opposite direction. Upon failure, you fall 10 feet instead of 20 and take 3d6 bludgeoning damage from the fall.

### **Drop Kick**

At 13th level, you can perform a drop kick as an action. Treat this as a regular unarmed attack. Upon a successful hit, the target must make a Strength saving throw against 8 + your Strength modifier + your Dex modifier. Upon failure, they are knocked prone and take an additional 1d4 bludgeoning damage as well as standard melee attack damage.

The drop kick will only work on enemies who are your size or smaller.

### **Dashing Dodge**

At 14th level, whenever you are about to take damage from a ranged attack, if you have 20 feet remaining in your movement speed, you can make a Dexterity save DC 16. Upon success, the attack misses and you move 20 feet in a direction of your choice.

## Path of the Medic

The path of the medic is taken by medical professionals. They turn the soldier effectively in a half-damage, half-support class, and is the closest to cleric as you're gonna get.

### **Medical Expert**

At 3rd level, you gain proficiency in Medicine. If you are already proficient in Medicine, you now gain mastery in Medicine.

### **Bad Chemist**

At 5th level, whenever you deal damage with poison, your target automatically fails any associated Constitution save.

At 14th level, your target additionally takes double the poison damage.

### **Resuscitate**

At 9th level, you are an expert in resuscitating those who have been hurt. Whenever you try to help a teammate who has reached zero hit points, you can choose one of the following effects before beginning:

* Skip the roll to assist and automatically help them succeed in a death saving throw.
* Make the roll to assist, and upon success they succeed in two death saving throws.

Resuscitate can be used once every long rest. At 15th level, it can be used twice every long rest.

### **Healer**

Starting at 10th level, two times per short rest when healing a creature, you can choose (before applying the medical effects) to have them heal double what they normally would.

### **Immunity**

Starting at 13th level, you have developed an immunity to poison and stun attacks.

## Path of the Trooper

The trooper is the standard path for most soldiers. It is concerned with damage output and combat capabilities.

### **First Strike**

Starting at 3rd level, once per short rest you can replace your Initiative roll with a 20.

### **Action Surge**

Starting at 5th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional 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.

### **Better Overwatch**

At 9th level, when getting an attack of opportunity using Overwatch, add a damage die.

### **Army Crawl**

At 10th level, whenever you emerge from or begin being prone, only 10 feet of your movement speed is subtracted instead of half.

### **Double Take**

At 14th level, you can take two reactions per round instead of just one.