hit dice:
1d8
hit points at 1st level:
8 + constitution modifier
hit points at higher levels:
1d8 + constitution modifier
armor proficiencies:
Light, Medium
weapon proficiencies:
Simple Weapons, Martial Weapons, Firearms
tools:
Tinkers Tools
saving throws:
Dexterity, Constitution
skills:
Choose two from: Athletics, Perception, Acrobatics, Stealth, Insight, Investigation, Medicine
starting equipment:
Dungeoneers or Explorers Pack
Rifle, Hunting or Revolver
Any Martial Weapon or Two Simple weapons
20 bullets (Revolver or Rifle) & tinkers tools
Padded armor, light crossbow 20 bolts, or Hide Armor
spellcasting:
class features:
Lvl1: Resilient: Whenever you take a short rest, you get an additional amount of hit dice equal to your proficiency bonus. Also, whenever you or an ally bring an enemy to 0 hp, regain hp = to your con mod+proficiency.
Lvl2: Grit: You gain 2 grit points, these can spent on special abilities for each subclass. Gain additional grit at higher levels, regain half grit points rounded down on SR and all on LR.
Level 2: Training: Newbie: When you gain this feature, choose 1 ability to learn that costs grit points to use, you gain another choice at levels : 5, 11, & 17, and everytime you level up you can exchange one ability for another.
Abilities to choose are at the bottom of this section.
Subclass: Choose a Path:
Sentinel
Ghost
Close Combat
Lvl5: Trained: Cadet
Regain 1 Grit Point at the start of combat.
Lvl8: Gain Proficiency in Complex weapons, allowing you to use many new-age turrets and battle structures. You also know how to craft ammo for any gun you've equipped, and can repair them.
Lvl9: PTSD: When you reach this level, choose a mental stat saving throw to gain proficiency in and gain 1 skill from that stat.
Lvl11: Trained: Experienced, You now gain all grit points back on a short rest.
Lvl13: PTSD+: Spend two grit points and an action to become Hyper-Vigilant for an hour, doubling your passive perception & Investigation, and gaining advantage on saving throws against traps.
Lvl17: Trained: Veteran, Regain a grit point whenever you crit once per turn.
Lvl19: PTSD++: You are always prepared, add your proficiency bonus to your initiative and gain a free equip action and an additional bonus action on the first turn of combat.
Lvl20: Trained Eye: Once per short rest, when you hit an attack, you can use this feature to make it a critical if it isn't already.
Trained Ability Options:
Coordinated: Spend a grit point and hold your action and choose an ally with 10 feet of you. On their turn, you follow them when they move as much as you can using your full movement, and you can use your held action to attack anyone they attack. You both gain a bonus to hit equal to your proficiency bonus.
First-Aid: As a bonus action, you can spend a grit point to patch up yourself or an ally within 5ft, healing HP equal to your Soldier level + Proficiency.
Grenadier: You can now use your bonus action and 1 grit point to throw grenades, and your Grenade DC is increased by your prof bonus.
Stim-Pack: Spend 2 grit points and target yourself or an ally within 5 feet, increasing their movespeed by 5 x prof bonus, & an extra action for 4 turns plus a number of turns equal to your prof bonus, they are stunned until the end of their next turn when it ends.
Tactical Maneuvers: You can spend a grit point to either dash, hide, or disengage once per turn, when you use this feature, you gain a bonus to your athletics, stealth, & acrobatics checks equal to your proficiency bonus until the start of your next turn. You also gain 5ft of climbing speed
Martial Skills: You gain proficiency in unarmed strikes, and whenever you are attacked in melee range you can use your reaction and 1 grit point to make an attack roll with your Dex+proficiency, if you beat their attack roll, you deal unarmed strike damage to them and disarm them, causing their weapon to fall to the ground.
Neutralize: When making an attack with a firearm, spend 2 grit points to aim for the knees or shoulders. On hit, arms: the targeted arm is out of condition for a number of turns equal to your prof bonus. Legs: Knocked prone and movement reduced by half for a number of turns equal to your prof bonus.
subclass options:
Sentinel
Ghost
Lvl3: Lurker: When you have advantage on a target with a firearm, gain the benefits of Sneak attack, adding 1d6 +1d6 per 1 proficiency bonus additional damage. Gain prof in stealth if you dont already.
Lvl7: No Trace: While in combat, if in dim light or if you are light obscured, Spend 2 Grit points and your bonus action to become invisible until the start of your next turn or when you make an attack or interact with an object, This costs 1 on the first turn of combat.
Whenever you bring an enemy to 0 hp with a sneak attack, regain 1 grit.
Lvl10: Sneaky Beaky: Gain expertise in stealth, while unnoticed and outside of combat, you can spend 2 Grit points to make a unarmed strike against a medium or smaller target using your dex, On a hit, you deal dmg. The target makes a Constitution save(DC: 8+dex+prof. If the creatures neck is reachable and exposed, it makes the save with disadvantage.
Stealthy Plant: While unnoticed, you can use you can use your action & 2 grit to plant a grenade within 5ft of you, it will then go off at the end of your turn, and creatures make the save with disadvantage.
Close Combat
3: Too Close: if you have a one handed Firearm in your offhand, you can add your prof bonus to the hit roll, you also don't get disadvantage on Ranged attacks while threatened.
7: Rambo: Using your BA & 2 Grit Points, you enter a state of focus for one minute, your attacks within 20ft crit on 19 or 20, and for every attack hit during the duration increases your AC, bonus to Dirty Fighter roll, to hit & damage rolls by 1(up to your prof bonus) for the duration. If you end your turn more than 10ft away from an enemy, this ends early.
Dirty Fighter: Once per turn, you can use your bonus action and a grit point to attempt to grapple an opponent of your size or smaller until you let go or it succeeds a check.(Athletics or acrobatics contest), the target is restrained and both of you have 0 movement, Anyone making an attack roll against you has disadvantage, and on a miss they hit the grappled target instead. The target re makes the save at the end of each of their turns.
10: Double Trouble: Once per turn, you can spend 2 Grit to gain this feature for the turn: Whenever you make an attack with your mainhand within 10ft of your target, you can also attack another target with your offhand weapon(melee or ranged)
Blunted: If you have a melee weapon or a two-handed Firearm, use 1 Grit point and your bonus action to make a melee weapon attack against a target within 5ft, on hit, you deal 1d6+dex and stun them until the start of their next turn.
15: Stuck in here with me: Enemies no longer gain the surrounded or flanking bonus against you, if you use your action and 1 Grit point with a fully-auto weapon, divide all of the fully-auto attacks amongst all enemies within 10ft of you, gain advantage on anyone within 5ft.
18: All attacks within 10ft need 1 less on the d20 to crit (stacks).
Level | Abilities |
---|
1 | Resilient |
2 | Grit: 2 |
3 | Covering Fire, Choose a Title, |
4 | Ability Score Improvement, Grit: 3 |
5 | Trained, Extra Attack |
6 | Ability Score Improvement, Grit: 4 |
7 | Title Feature |
8 | Complex Weapons, +, Ability Score Improvement |
9 | PTSD, Grit: 5 |
10 | Title Feature |
11 | Trained+, Extra Attack, Grit: 6 |
12 | Ability Score Improvement |
13 | PTSD Grit: 7 |
14 | Ability Score Improvement |
15 | Title Feature, Extra Attack |
16 | Ability Score Improvement, Grit 8 |
17 | Trained+ |
18 | Title Feature |
19 | PTSD + |
20 | Trained Eye |