| Level | Proficiency Level | Features |
|---|---|---|
| 1st | +2 | Fighting Style, Second Wind |
| 2nd | +2 | Action Surge |
| 3rd | +2 | |
| 4th | +2 | Ability Score Improvement |
| 5th | +3 | Extra Attack |
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
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.
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.
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.
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.
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.
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.
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.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!