Infantry

## Overview

These soldiers sweat bullets, bleed grenades, and cry because of PTSD.

Infantry are tough front-line soldiers that can take and deal a ton of damage.

## Rushes / Rush Damage per Level

1: 2\+2

2: 2\+2

3: 3\+2

4: 3\+2

5: 3\+2

6: 4\+2

7: 4\+2

8: 4\+2

9: 4\+3

10: 4\+3

11: 4\+3

12: 5\+3

13: 5\+3

14: 5\+3

15: 5\+3

16: 5\+4

17: 6\+4

18: 6\+4

19: 6\+4

20: NA\+4

#### Rush

Take a bonus action to go into a Rush. While in a Rush, you get advantage on STR/CON ability checks and saving throws. You get a bonus equal to the amount shown on your level tree. You also gain resistance to physical damage. The Rush lasts four turns, or until you get knocked out or take a turn without attacking or taking damage.

#### Combat Ready

Restore 1d10 + level hit points as a bonus action. You can use this a number of times equal to half your CON mod (rounded up).

### Level 6

#### Flush out

+1 attack bonus against enemies in half cover, +2 bonus against enemies in full cover.

### Level 7

#### Experienced

You gain advantage on initiative rolls. You can choose to use a Rush whenever you get surprised to ignore the affects of being surprised.

### Level 9

#### Never give up

Reroll failed saving throws up to CON modifier times per long rest.

### Level 10

#### Suppression

Whenever you may take an attack, you can instead choose to suppress a 15 by 15 foot square. Enemies in the square make attacks with disadvantage, and you can take a reaction shot if they attempt to move.

### Level 11

#### Aimed Shot

Roll another damage die when you score a critical hit

### Level 13

#### Speed Demon

Three times per long rest, you may take the dash action as a bonus action

### Level 15

#### Unstoppable Force

Your Rushes continue until you go unconscious or until you chose to end it

### Level 16

#### Ability Score Improvement

###

### Level 18

#### Aimed Shot Improvement

Roll 3 extra dices on a critical hit. You also crit on 19s (or 18 if you have the Even the Odds Feature)

### Level 20

#### Manufactured In Hell

Your CON and STR raise by 4. Your max for these is 24

####

## War Paths

### Tech (War of Robotic Secession)

Cantrips known / Programs Known / Program Slots

3rd 2 3 2

4th 2 4 3

5th 2 4 3

6th 2 4 3

7th 2 5 4 2

8th 2 6 4 2

9th 2 6 4 2

10th 3 7 4 3

#### Level 3

##### APDOW usage

Follow the Eldric Knight spellcasting tree. Use your APDOW to cast programs.

##### Mind for Machines

Double proficiency bonus for tech (arcana) checks

#### Level 6

##### APDOW Combat UI

If you take the attack action, you can cast a cantrip as a bonus action.

#### Level 9

##### Blank Mind

Turn any spell save type you are forced to do into a constitution spell save.

#### Level 12

##### Old Enemies

You gain advantage while fighting tech. You deal an extra die of damage against them as well

### Nobility (War of the Seven Stars)

#### Level 3

##### Call to Duel

Use a bonus action to force a target to make a CHA saving throw of a DC equal to 12 + your proficiency bonus. On a fail, the target gets disadvantage against all other targets besides you, and you get advantage against the target. On a success, the target is still "marked" for the purpose of other features, but sufferes no other negative effects. You can only have one marked target at a time.

##### Silver Tongue

Double your proficiency bonus for persuasion checks

#### Level 6

##### Brutal Duelist

You can take an extra attack against your marked target.

#### Level 9

##### Bloody Business

Regain 2d10 hit points and 1 Rush upon killing a marked target. This feature only works twice per day.

#### Level 12

##### Fair Fight

Add two damage dice if your marked opponent has more health than you

###

### Brutality (20 Days Conflict of Sector WS-809)

#### Level 3

##### Frenzy

Whenever you enter a Rush, you can choose to enter a Frenzy. You can take an extra attack when in a frenzy. This attack has disadvantage, but if it hits, it does 1d6 extra damage. At the end of a frenzy, make a CON saving throw equal to 10 + (2 times the number of rounds frenzied). On a fail, AC is halved for 3 rounds and you take 1d12 damage.

#### Level 6

##### Killing Fields

Three times a day, if wielding an automatic weapon and surrounded by 2 or more enemies, divide the damage however you want around the enemies (max 5) for one attack. Round down on the division. Deal an extra 1d4 to each enemy targeted. You must choose targets before making the attack. Make one attack roll. The roll must beat each individual armor class.

#### Level 9

##### Fatal Mistake

Use a reaction to force an enemy to attack you. This attack is made with disadvantage. If it misses make an attack with advantage against the enemy.

#### Level 12

##### Opportunist's Folly

You may take a reaction attack against an opponent that takes an opportunity attack against you. Keep in mind that you can only have 1 reaction in a turn.

### Luck (Freelance Work)

#### Level 3

##### Specialist

Double Proficiency bonus for any one skill

##### Lucky Stars

Reroll any attack roll, saving throw, or ability check once per Short Rest.

#### Level 6

##### Lucky Stars Improvement

You can now use this feature 3 times per short rest. You can now use this feature on any creature you can see, not just yourself.

#### Level 9

##### Even the Odds

You get natural Crits on a 19. Reroll any d20 roll you make if it lands on a 1 or 2. You can choose to take the average of damage rolls. If you do take the average, you must take the average of all dice rolled, not just the low rolls.

#### Level 12

##### Specialist Improvement

Choose another skill to double proficiency in