Cyberpunk 5E: Soldier

by Iriazi

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Brute

Brutes are simple warriors who rely on mighty attacks and their own durability to overcome their enemies. Some brutes combine this physical might with tactical cunning. Others just hit things until those things stop hitting back. All soldiers who take this path however, focus their training and focus into melee combat.

Brute Features
Soldier Level Feature
3rd Brute Force
7th Brutish Durability
10th Relentless Aggressor
15th Devastating Critical
18th Survivor

Brute Force

Starting at 3rd level, you're able to strike with your weapons with especially brutal force. Whenever you hit with a melee weapon that you're proficient with and deal damage, the weapon’s damage increases by an amount based on your level in this class, as shown on the Brute Bonus Damage table.

Soldier Level Damage Increase
3rd 1d6
10th 1d8
16th 1d10
20th 1d12

Brutish Durability

Beginning at 7th level, your toughness allows you to shrug off assaults that would devastate others.

Whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Relentless Aggressor

At 10th level, you have have learned to call upon your most primal instincts as you wade into combat. Attacks you make gain a +1 bonus for each enemy creature within 5 feet of you beyond the first, up to a maximum of +3.

Additionally, you reduce all bludgeoning, piercing, and slashing damage you take by an amount equal to the bonus you receive from this feature.

Devastating Critical

Starting at 15th level, when you score a critical hit with a melee weapon attack, you gain a bonus to that weapon’s damage roll equal to your soldier level.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Commander

Commanders are experts on the ways of battle and know exactly how to direct allies in combat. Keen leaders that operate with a tactical mastery over the battlefield.

Commander Features
Soldier Level Feature
3rd Lead the Charge, Rally
7th Field Medicine
10th Covering Fire
15th Advanced Target Designation
18th Supreme Commander

Lead the Charge

When you choose this archetype at 3rd level, you have learned how to lead others into battle with unmatched leadership. When you roll initiative, you can grant up to 3 creatures you can see within 30 feet of you a bonus equal to your Charisma modifier (minimum of 1).

Rally

At 3rd level, you are able to direct allies in battle with swift efficiency. You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

Field Medicine

At 7th level, you have learned how to aid those who fight with you when the situation is dire. When you use your Second Wind feature, you can choose up to three creatures within 60 feet of you that are allied with you. Each one regains hit points equal to your soldier level, provided that the creature can see or hear you.

Covering Fire

At 10th level, you are able to lay down suppressive fire for your allies. When you use your Action Surge feature, up to 2 creatures within 30 feet of you can use their reaction to take the Dodge action.

Starting at 18th level, you can choose up to 3 creatures.

Advanced Target Designation

At 15th level, you can designate targets with such efficiency that allies are able to land devastating attacks against them. When you use the Help action to aid an ally in attacking a creature, that allies next attack against the target deals an additional 2d6 damage.

Supreme Commander

At 18th level, you have reached the pinnacle of combat command. When you take the Help action as a bonus action, you can now aid up to 2 allies in attacking a creature.

Demolitions Expert

Demolitions experts have studied the dangerous art of making and modifying explosives. These soldiers excel at inflicting maximum casualties against their enemies. Able to cripple the most powerful transports and bring down the tallest buildings given enough time and explosives.

Demolitions Expert Features
Soldier Level Feature
3rd Explosive Knowledge, Demolitions Stash (2 options)
7th Siege Master
10th It's Just A Little Fire, Demolitions Stash (3 options)
15th Blast Shield
18th Trail of Havoc, Demolitions Stash (4 options)

Explosive Knowledge

At 3rd level, you have started to master the art of creating, setting, and disarming explosives. You gain proficiency with the Demolitions Kit and the Electronics skill. Additionally, when you use your Demolitions Kit to arm or disarm explosives you add twice your proficiency.

Demolitions Stash

At 3rd level, you learn how to create special ordinance that you can use to great effect in battle. When you gain this feature, you learn how to create two Demolition Devices (detailed below). During a long rest, you are able to create a number of devices that you know how to create equal to your proficiency bonus. Each device can be used once. You are able to carry a number of devices equal to your proficiency bonus at once.

You gain additional Demolition Device options of your choice at 10th level (3 options), and 18th level (4 options).

Saving Throws. Some of your devices require your target to make a saving throw to resist its effects. The saving throw DC is calculated as follows:

Maneuver save DC = 8 + your proficiency bonus + your Intelligence modifier

Siege Master

At 7th level, you have learned how to inflict catastrophic damage against structures and vehicles. Once per turn, when you deal damage to a structure or object that is not being worn or carried, you deal additional damage equal to your soldier level.

It's Just A Little Fire

At 10th level, you have grown used to the mishaps of your line of work. You gain resistance to fire damage.

Additionally, when you cause an explosion or effect that requires creatures to make a saving throw to avoid it's effects, you can choose up to 3 creatures you can see within the effect's area. Those creatures have advantage on the saving throw.

Blast Shield

At 15th level, you have learned how to best cover yourself from destructive effects. Whenever you reroll a saving throw with your Indomitable feature, you gain resistance to all damage until the end of the current turn.

Trail of Havoc

At 18th level, you have gained mastery over the chaos of war. Each of your Demolition Devices gain an additional effect (listed in their description). Additionally, when you take a short rest, you are able to create up to 2 Demolition Devices and you can now carry up to 2 + your proficiency bonus at one time.

Demolitions Devices

EMP Grenade

A small puck shaped grenade. As an action you can throw this grenade to a space you can see within 30 feet. At the end of your turn, the grenade detonates. Electronic devices within 10 feet of the grenade that are not being worn or carried are disabled for 1d4 rounds. Any creature wearing or carrying an electronic device within the grenades area of effect must succeed on an Intelligence saving throw or have their electronics disabled for 1d4 rounds.

Trail of Havoc Feature: The grenade sends out a small burst of electric energy when it detonates. Creatures that fail their saving throw against this grenade now take 4d6 lightning damage.

Fragmentation Grenade

A small round grenade. As an action you can throw this grenade to a space you can see within 30 feet. At the end of your turn, the grenade detonates. Creatures within 10 feet of the grenade when it detonates must make a Dexterity saving throw. A creature takes fire and piercing damage each equal to 1d6 + half your soldier level on a failed save, or half as much damage on a success.

Trail of Havoc Feature: You overload the grenade with explosives. Its explosion radius is now 15 feet and it deals an additional 1d6 fire and 1d6 piercing damage.

HIVE Bomb

A large explosive device loaded with micro drones that each carry an explosive payload. As an action, you can throw this bomb to a space you can see within 15 feet. When it hits a solid surface, it detonates, releasing a swarm of micro drones. A number of creatures up to your proficiency bonus within 60 feet of the bomb must make Dexterity saving throws. A creature takes fire damage equal to 1d6 + half your soldier level on a failed save, or half as much on a success.

Trail of Havoc Feature: Each creature targeted by the bomb is now targeted by 2 micro drones. Only one saving throw needs to be made still.

Incendiary Grenade

A canister shaped grenade. As an action, or in place of one of your attacks when you take the attack action, you can throw this grenade to a space you can see within 30 feet. At the end of your turn, the grenade detonates. The grenade releases a spray of sticky, flammable gel followed by a burst of white hot flame. Creatures within 10 feet of the grenade must make a Dexterity saving throw. A creature takes fire damage equal to 1d8 + your soldier level on a failed saving throw, or half as much on a success.

The ground in a 10 foot radius around the grenade is then covered in burning gel until the end of your next turn. Creatures that failed their saving throw take 1d8 fire damage at the start of their next turn. Any creature that enters the area for the first time on their turn take 1d8 fire damage.

Trail of Havoc Feature: The gel now burns for 1 minute or until it is extinguished and creatures that fail their save or enter the burning area now continue burning until they use an action to put out the flames. A burning creature takes 1d8 fire damage at the start of each of their turns.

Plastic Charge

A large clump of plastic explosives with a detonator. As an action, you can plant the charge in a space within 5 feet of you. You can then detonate the charge using your bonus action as long as you are within 120 feet of the charge. When detonated, creatures within 30 feet of the charge must make a Dexterity saving throw. A creature takes fire damage equal to 3d10 + your soldier level on a failure, or half as much damage on a success.

Objects, structures, and vehicles within the blast radius automatically fail the saving throw and take twice as much damage from the blast.

Trail of Havoc Feature: The charge deal an additional 2d10 fire damage and can be remotely detonated as a free action as long as you are within 300 feet of the charge.

Proximity Mine

A small charge of explosives wired to a proximity sensor and detonator. As an action, you can plant the mine in a space within 5 feet of you. The mine arms at the end of the turn. Whenever a creature that is small or larger moves within 5 feet of the mine, it detonates. Creatures within 15 feet of the mine must make a Dexterity saving throw. A creature takes fire damage equal to 1d10 + half your soldier level plus piercing damage equal to 1d10 + half your soldier level on a failed save, or half as much on a success.

Trail of Havoc Feature: You modify the mine to be more effective against vehicles and armored targets. The mine now detonates whenever any creature or vehicle moves within 10 feet of the mine and the mines damage ignores Damage Thresholds.

Seeker Mine

A small ball made of a lightweight composite with small rollers in rings around its surface. The ball is filled with a small explosive charge. As an action, you can place the mine down in a space within 5 feet of you and mark a target within 100 feet of you that you can see. At the end of your turn, the mine begins rolling towards the target. The mine can move up to 50 feet, and moves at the end of your turn. When the mine reaches its target, it detonates. Creatures within 5 feet of the target (including the target) must make a Dexterity saving throw. A creature takes fire damage equal to 2d6 + your soldier level on a failed save, or half as much damage on a success.

Trail of Havoc Feature: You modify the mine to release a powerful concussive blast when it detonates. Creatures who fail their saving throw are also incapacitated until the end of their next turn.

Sentinel

Sentinels are highly trained combatants that focus their efforts on protecting their allies and charging headlong into battle. They augment their fighting styles with technological shields and abilities powered by cybernetic relays.

Sentinel Features
Soldier Level Feature
3rd Sentinel's Mark, Tech Armor
7th Dampening Field
10th Feedback Charge
15th Opportunistic Strikes
18th Enhanced Dampeners

Sentinel's Mark

At 3rd level, you have learned how to move and act in a way that makes your enemies less threatening to your allies. When you hit a creature with a weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die, or if someone else marks the creature.

A creature marked by you has disadvantage on any attack roll that doesn't target you.

In addition, if a creature marked by you deals damage to anyone other than you, you can make a special weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack deals extra damage to the target equal to half your soldier level.

Regardless of the number of creatures you mark, you can make this special attack a number of times equal to your Constitution modifier (minimum of 1), and you regain all expended uses of it when you finish a long rest.

Tech Armor

At 3rd level, you also gain an advanced barrier projector that you can use to protect yourself as you wade into battle. As an action, you can activate your tech armor, causing most of your body to be covered by a faintly glowing kinetic barrier. When you activate the armor, you gain temporary hit points equal to 10 + your soldier level. While you have these temporary hit points, you gain the following benefits:

  • Your AC increases by 1.
  • Any time you take damage that isn't psychic damage, it is reduced by an amount equal to your proficiency bonus.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 10th level, you can use it twice before a rest.

Dampening Field

At 7th level, you are able to slow down your foes with digital artifacts you are able to project into their sensory systems. Any creature you have marked with your Sentinel's Mark that starts their turn within 15 feet of you has their speed reduced by half.

Creatures that do not rely on sensory technology are not effected by this feature fully, and only suffer a penalty to their movement of 5 feet.

Feedback Charge

At 10th level, you are able to overcharge your tech shield. While your tech shield is active and you are hit by an attack from a creature within 5 feet of you, that creature takes force damage equal to your Constitution modifier (minimum of 1).

Additionally, when your tech shield's temporary hit points are depleted, it explodes in a flash of electricity. Creatures within 5 feet of you take lightning damage equal to half your soldier level and must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or become stunned until the start of their next turn.

Opportunistic Strikes

At 15th level, you are able to guide your attacks against marked targets with unparalleled efficiency. When you hit a creature that you have marked with your Sentinel's Mark feature with an attack, that creature takes an additional 1d8 damage from the attack. You can only gain this benefit once per creature you hit, per turn.

Enhanced Dampeners

At 18th level, you learn how to augment your tech armor to provide protection to your allies. While your tech armor is active and an ally within 5 feet of you takes damage, you can cause your tech armor to absorb some of that damage. The damage your ally takes is reduced by 1d10 and you take damage equal to the amount prevented.

This damage triggers your Feedback Charge feature and cannot be reduced by the armor's damage reduction feature.