Thought to be remnants of the last war some 40 years past, the super soldier programs initiated around the world are still in effect today. Declassified information shows that three known serums were used in conjunction with grueling training for 15 years prior to selection to produce incredibly skilled soldiers with enhanced capabilities specialized for their role in war. Most of these soldiers were given entirely new identities and backgrounds, to attempt to live normal lives. However, there are plenty that chose instead to seek a life of adventure and thrills to fill the yearning left behind.
Unknown to the public, many corporations still create super soldiers. These people are given ways to be notified of their duty should a mission arise, and are encouraged to live out a normal life otherwise. Others procure the serum needed on the black market, and while many die in the process of changing, those with exceptional physique will emerge from the treatment enhanced in ways even cyberware and spellware cannot compare to.
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Serum Injection
At 3rd level, when you choose this archetype, you undergo treatment using a serum engineered to modify your genetics. Gain the benefits of your choice of serum below. The serum you choose will determine features you gain later on in this archetype.
- Blue - Nimble Soldier: Advantage on all Dexterity checks and saving throws, +2 to Acrobatics, Sleight of Hand, and Stealth.
- Red - Heavy Soldier: Advantage on all Strength checks and saving throws, +2 to Athletics, you may wield heavy and two handed melee weapons in one hand.
- Green - Frontline Soldier: Advantage on all Constitution checks and saving throws, resistant to poison and disease, gain an additional 5 hit points every level.
- Black - Secret Soldier: Advantage on all Deception and Insight checks, heal 5 hit points at the start of any turn if you have at least 1 hit point.
Super Soldier Training
At 3rd level, you gain proficiency in one of the following, as appropriate for your choice of serum:
- Blue - Proficiency in firearms and thieves' tools.
- Red - Proficiency in exotic melee weapons and nanotech armor.
- Green - Proficiency in magnetic firearms and land vehicles.
- Black - Proficiency in explosives and disguise kits.
Secondary Treatment
At 7th level, you take a second injection of your serum. Gain the benefit belonging to the serum you chose at 3rd level below:
- Blue - +1 to your Dexterity score (Max of 22)
- Red - +1 to your Strength score (Max of 22)
- Green - +1 to your Constitution score (Max of 22)
- Black - +10 hit points
Superior Senses
At 7th level, your senses increase to unnatural levels. You gain expertise in Perception and Investigation.
Genetic Cleansing
At 10th level, you undergo a genetic therapy to remove imperfections and undesirable traits from your DNA. You become resistant to poison, disease, and necrotic damage.
Final Treatment
At 15th level, you inject yourself with a third and final treatment of your chosen super soldier serum. Gain the benefits corresponding to the serum you chose at 3rd level below:
- Blue - All successful ranged weapon attacks cause bleeding and disadvantage on the target's next attack. You may become invisible for up to 5 minutes once per long rest.
- Red - All successful melee weapon attacks push targets back 5ft. and disable one limb. You may enter one barbaric Rage once per long rest.
- Green - Gain +2 to your base armor class, gain advantage on all saving throws against being pushed or knocked down. You may paralyze a target once per long rest.
- Black - Gain +20 to your base movement speed. You may cast polymorph on yourself once per long rest.
Perfect Soldier
At 18th level, your training, treatments, and genetic therapy finally reach a culminative tipping point. You gain an additional 50 hit points, an additional extra attack, and become resistant to all nonmagical damage. Additionally, gain the following benefit corresponding to the serum you chose at 3rd level below:
- Blue - Gain the ability to breathe underwater; while underwater, you are undetectable by creatures on land.
- Red - You are immune to knockdown effects; if a creature attempts to knock you down within 5ft. you may make an attack of opportunity against it.
- Green - You cannot be knocked unconscious except by reaching 0hp; poison heals you for the same amount rolled as damage.
- Black - You gain the ability to climb on sheer surfaces, including ceilings, at your base speed; surprise attacks you successfully hit heal you an amount equal to 1/2 the damage you deal.
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