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Soldier

LevelProficiency LevelFeatures
1st+2Fighting Style, Second Wind
2nd+2Action Surge
3rd+2
4th+2Ability Score Improvement
5th+3Extra Attack

hit dice: 1d10 per Fighter Level
hit points at 1st level: 10 + Constitution Modifier
hit points at higher levels: 1d10 (or 6) + Constitution Modifier per level after 1st.
armor proficiencies: All Armour, Shields
weapon proficiencies: Simple Weapons, Martial Weapons.
tools: None
saving throws: Strength, Constitution.
skills: Choose two skills from Acrobatics, Animal Handling, Climbing, History, Insight, Intimidation, Jumping, Perception, Survival
starting equipment:

A) Chainmail Armour or B) Leather Armour, Longbow, and 20 Arrows


A) Martial Weapon and a Shield or B) Two Martial Weapons


A)A Dagger or B) A Hand-Axe


A) Dungeoneers Pack or B) Explorers Pack



spellcasting:
class features:

Fighting Style

Archery;

You gain a +2 bonus to attack rolls you make with ranged weapons

Defence;

While you are wearing armour, you gain a +1 bonus to AC

Dueling;

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapon Fighting;

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection;

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wearing a shield.

Two-Weapon Fighting;

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your soldier level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Regiments

At 3rd level, that you can choose to emulate in your combat styles and techniques. The archetype that you choose gains features at 3rd, 7th, 11th, and 18th levels.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.

Extra Attack

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level and to four when you reach 20th level.

subclass options:

Regiments

Ironheim Bulldog

Fighting Spirit

Starting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level.

You can use this feature three times. You regain all expended uses of it when you finish a long rest.


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