Soldier Archetypes

## Heavy Gunner

Expert in using heavy weapons and armor, the frontline fighter.

* **Burly Build** Once you become a Heavy Gunner, you lose proficiency with light armor & martial weapons, but get an increase in the amount of ammo you can carry for two guns (up to 75 rounds/gun). Your AC is also increased by 1 at levels 7, 10, 13, and 18.

* **Oversized Weapon Use** Once you become a Heavy Gunner, you can wield two-handed weapons in one hand, wield weapons with the versatile property in one hand and do two-handed damage, and you treat all one-handed weapons as if they had the light property. You cannot benefit from wielding a two handed weapon in one hand, and a shield, at the same time.

* **Powerful Build** At 7th you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

* **Tough Skin** Once you reach 7th level, you reduce the damage you take from bludgeoning, piercing, and slashing damage by your proficiency bonus.

* **Improved Burst Fire** Starting at 10th level, a weapon with the burst fire property deals one extra die of its damage when you hit with it.

* **Gunner’s Muscles** At 13th level, your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

* **Super Burst Fire** Starting at 18th level, when you use a weapon with the burst fire property, you can spray a 20-foot-cube area instead of a 10-foot-cube area.

## Officer

Can either lead his troops from the front, or command them from behind cover, Officer is a versatile tool, with his soldiers being valuable buddies! (Or decent meat shields, depending on your perspective.)

* **Commander's Strike** Once you become an Officer, any time on your turn or another creature’s turn you can use your reaction to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you. That creature can immediately make one unarmed strike or weapon attack.

* **Fireteam** Another benefit of being a Officer is that on adventures you are accompanied a devotedly loyal NPC private who will assist you in combat situations. If you lose him you'll get a replacement once you have downtime, or earlier if the DM says so. Each private has the stats of a Scout, except that its hit dice are increased by one (changing the maximum hp to 24), and instead of a longbow attack a private has the following attack: Automatic Rifle. Ranged Weapon Attack: +5 to hit, range 180/600 ft., one target. Hit: 9 (2d6+2) piercing damage.

* **Squad** Once you reach 7th level, you command 2 privates instead of one, and they both gain an another hit dice (increasing their max hp to 32).

* **Improved Commander's Strike** Starting at 7th level, the commander's strike attack is made at advantage.

* **Section** Once you reach 10th level, you command 3 privates instead of two, they gain another hit dice (increasing their hp to 40), and their weapon attack is changed to following: Automatic Rifle. Ranged Weapon Attack: +7 to hit, range 200/600 ft., one target. Hit: 13 (2d8+4) piercing damage.

* **Greater Commander’s Strike** Once you reach 13th level, when you use commander's strike, the creature you choose can make two unarmed strike or weapon attacks instead of one.

* **Special Tactics** Beginning at 18th level, you and all friendly creatures within 100 feet of you can take an extra turn in the first round of combat.

## Special Forces

Excelling in infiltration and attacking enemies while unseen, Special Forces is best at quickly striking down strong enemies, then fading back into shadows.

* **Dead Silence** Once you choose this archetype at 3rd level, on the first round in combat, you gain advantage on all attack rolls using suppressed weapons.

* **Trained Infiltrator** Starting at 3rd level, you are proficient in the Stealth and Perception skills, if you aren't proficient in them already. You add double your proficiency bonus to Stealth and Perception checks, instead of your normal proficiency bonus.

* **Rigorous Training** Starting at 7th level, you can spend a use of this feature, in order to use Intelligence instead of Charisma or Wisdom, for all Wisdom and Charisma based ability or skill checks. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

* **Shadow Operative** Starting at 10th level, you can use your bonus action to become invisible for a period of time equal to your proficiency bonus in minutes. Anything you are wearing or carrying becomes invisible as long as it is on your person. If you make a weapon attack, or cast a spell, the maximum duration of invisibility is reduced to rounds equal to your proficiency bonus. Once you’ve used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest. This feature is not magical in nature and can't be suppressed or dispelled.

* **Stunt Man** Starting at 13th level, your Dexterity and Intelligence increase by four. Your maximum for those scores are now 24.

* **Takedown** At 13th level, your unarmed strikes and weapon attacks do double damage against creatures that are surprised.

* **Vital Strike** Starting at 18th level, once per turn when you attack and hit a creature, and your attack reduces the creature to 20% of its maximum hit points or less, it must succeed on a Constitution saving throw with a DC equal to 8 + your proficiency bonus + (your Intelligence or Dexterity modifier), otherwise dies or is knocked out instantly (your choice).