Super Solider - Fighter Archetype by u/manosteel93
CQC Expert
Beginning at 3rd Level, you train yourself increasing your skills at your base level, remember that a fighter must prepare themselves for any situation, even when they are unprepared don't have their personal effects.
You gain the following benefits:
- Your AC when not wearing armour is 10 + Your Dexterity Modifier + your Constitution Modifier. You maintain the benefits of a shield.
- Your gain proficiency in Unarmed Strikes. When using a Dexterity based unarmed strike the dice is a d4, and using a Strength based unarmed strike is a d6.
- You gain proficiency in Improvised Weapons.
- You can choose an additional Fighting Style. Each time you Level up you can swap one fighting style for another. At 10th level you gain another Fighting Style.
Martial Dice
Also at 3rd Level you gain the ability to learn moves that only a Super Soldier can achieve. You gain number of Martial Dice which are used to fuel your Martial Maneuvers, these increase in power as you level up.
You choose a number of Talents and Maneuvers which is shown in the following table.
| Level | Dice | Talents | Maneuvers |
|---|---|---|---|
| 3rd | 4d4 | 2 | 3 |
| 7th | 3d6 | 2 | 4 |
| 10th | 3d8 | 3 | 5 |
| 15th | 2d10 | 3 | 6 |
| 18th | 1d12 | 4 | 7 |
Each time you level up you can swap one Talent and one Maneuver for another. You regain all expended Martial Dice after a Short or Long Rest
Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Manuever Save DC
Heightened Senses
At 7th Level your mental and tactical prowess meld into one unifying sense enabling you perceive your surroundings without hindrance and work almost instinctively.
You gain expertise in two skills you are already proficient in. You also gain a 20ft radius of Blindsight and cannot be surprised within the radius. Additionally after finishing a long rest you gain proficiency in one tool and one language of your choice. This ability is lost at the start of a long rest, requiring you to choose another language and tool.
Enhanced Physiology
At 10th Level, your body has been trained to peak mortal condition and you are able to display an olympic level of maneuvers and feat, all without exerting yourself.
When you dash or hold your breath you can add your proficiency bonus (on top of your Constitution Modifier) allowing you to dash more and hold your breath longer. (See page 252 'Running the Chase' DMG & page 183 'Suffocating' PHB)
You can survive without sustenance or sleep, and march and labour in days equal to your constitution modifier before gaining exhaustion and add your proficiency bonus to checks for exhaustion or minor poison effects (Constitution). Additionally you can carry, lift and drag twice as much, and your jump distance is doubled.
Resounding Words
At 15th Level, you learn to string words in a way that can almost stir up courage or fear in people, even if the odds are against you.
When talking to a group of people you can Charm or Fear them, you can choose a number creatures whose entire CR level is rounded up to your Fighter Level and cannot exceed it.
You talk to the group for 1 minute, they must be able to hear and understand you otherwise the ability fails. The group must make a Charisma Saving Throw against your DC. On a fail the group of people are either Charmed or Feared by you for 1 hour, depending on your words, on a success the effect on affects 1 third of the group.
Additionally allies who can hear your speech gain a 1d10 dice to use on an ability check, saving throw or attack roll and have advantage on checks and saves against Charm or Fear effects for 1 hour.
Once you use this feature, you cannot use it until you complete a long rest.
Healing Factor
Finally at 18th level your body and mind has completed its almost metamorphic change that allows your to surpass a normal mortal coil.
When using your Second Wind feature, you can use this feature to boost its capabilities. When using Second Wind you can add a number of Short Rest Hit Dice up to a maximum of your Constitution Modifier to heal yourself, making your recovery skills stronger, also you can choose a number of allies equal to your Constitution Modifier who can hear you gain temporary hit points equal to your result.
Once you use this feature, it is unavailable until you complete a long rest.
Additionally you have increased longevity, you can now live twice as long as your race allows and minor injuries such as fractures, internal tears and wounds are healed naturally within a full rest, maintaining an almost youthful appearance.
Martial Dice, Talents and Maneuvers
Talents
Talents are akin to Cantrips and dont require any Martial dice to use, these natural talents are an extension of yourself.
Tactical
If you choose this talent, it remains active. You can on your turn swap weapons/items in hand for another a number of times equal to your proficiency bonus, and reloading a weapon becomes a Bonus Action.
Counter
When attacked by a Melee attack, you can use your reaction to parry the attack and reduce its damage towards you. You reduce the damage by 1d10 + Your Strength or Dexterity Modifier + Your Fighter Level.
Brace (Requirement: Shield)
When attacked by a Ranged attack you can use your reaction to use your shield to brace the incoming attack and reducing damage. You reduce the damage by 1d10 + Your Strength or Dexterity Modifier + Your Fighter Level
Ricochet
As an Action, you throw an improvised weapon you can cause it to ricochet hitting multiple targets or take an unorthodox route to its destination.
When choosing a target, you do so at a range of 20/40ft and make an attack roll against it with your improvised weapon, on hit the improvised weapon is throw to it dealing its relevant damage (DM Discretion) and its range is reset on impact, allowing you to choose target within its reset range which require a separate attack roll or have it return to you if it is within its range and catch it as a reaction.
Or you can throw it to a point you can see or sense and cause it to ricochet of an appropriate surface at a range of 20/40ft. You can reset the improvised weapons range a number of times equal to your Proficiency Bonus, the improvised weapon cannot exceed a 5ft cube in size and 10lbs in weight.
Insight
As an Action you choose a target you can see or sense, and it must make a Wisdom Saving throw, the target has advantage if it knows its being studied. On a fail learn one of the following about it from the DM, if the target succeeds the ability it wasted:
- HP: If it HP is greater or lower than yours
- Level: If its Level is greater or lower than yours
- Class: If it is a Combatant or a Magic User
- Lip Read: You can Lip Read the target if you cant hear them, providing you can clearly see them
- Scent/Sound: You know their location within a 20ft radius centered on you, providing you know what they smell or sound like (Remembering what your chosen target sounds/smells like requires a Survival Check beating a 10)
CQC Expert
When you make a Melee Attack, you can immediately make a Grapple against a target as a within melee range as part of your action. Once grappled you can achieve different abilities:
- Pin: As a Bonus Action you attempt to pin the target, the target must make a Athletics or Acrobatic Check contested by your Athletics Check. If successful both you and the target are restrained (targets larger than you has advantage, targets twice as large than you cannot be grappled or pinned)
- Point Blank: You can attempt to attack an already grappled target, you hastily grab your weapon and make a rash attack. As an Action against your target you are currently grappling. You can make an attack with a Simple, Improvised weapon or Unarmed Strike at Disadvantage. If you successfully hit, you deal critical damage instead.
Maneuvers
Martial Dice are needed to fuel your Maneuvers, these are akin to spells but performed by only the fittest and highly trained combatants.
Once you use a Martial Maneuver and expend Martial dice it is unavailable to you until you finish a short or long rest
Counter Attack
When a Melee attack against you is reduced to 0hp with the Counter talent, you can make an attack with your off hand weapon or an unarmed strike as part of your reaction, you roll to hit you add your Martial Dice to its damage.
Deflect (Requirement: Shield)
When a Ranged Attack against you is reduced to 0 with the Brace talent, you can deflect the attack in a direction of your choice at a range of 10/20ft. You roll to hit and add your Martial dice to its damage
Targeted Attack - 1 Dice per Target Max.
As a part of your Attack (including Extra Attacks) when you make a Melee or Ranged to a target you can choose to target a specific point and achieve different results. When you roll to hit, upon a successful hit you deal the appropriate effects:
- Head: If you successfully hit your target, the creature must make a Constitution Saving throw. On a fail the target takes the additional damage to your Martial Maneuver roll and is Incapacitated until the start of their next turn turn. On a Save the target takes half damage and suffers no effects.
- Body: If you successfully hit your target, the creature must make a Strength Saving Throw. On a fail the target is Shoved back 15ft and lands Prone and takes additional damage to what your Martial Maneuver roll. On a Save the target is only pushed back 5ft and and talks half damage.
- Arms: If you successfully hit your target, the creature must make a Strength Saving Throw. On a fail the target looses their held weapon of your choice and it lands at their feet, taking additional damage to your Martial Maneuver roll. On a Save the target does not loose their weapon but takes half damage.
- Legs: If you successfully hit your target, the creature must make a Dexterity Saving Throw. On a fail the target falls prone and must use all their movement speed to stand and takes additional damage to your Martial Maneuver roll. On a Save the targets movement speed is reduced by half until the start of its next turn and takes half damage.
- Wings/Flight: If you successfully hit your target, the creature must make a Constitution Saving Throw. The target plummets equal to their entire movement speed and if they hit the ground they take normal falling damage with the additional damage to your Martial Maneuver roll. On a Save the target only falls equal to half their movement speed and take half damage.
Enhanced Ricochet - 2 Dice Max
you can throw your Improvised Weapon with such force and precisison it its able to attack anyone caught in its way. As an Action the Improvised Weapons maximum range becomes a radius centered on you and targets within the radius take damage equal to the weapons damage, plus the Martial Dice damage. Targets within the radius must make a Dexterity Saving Throw, on a fail the targets take full damage, on a success they take half, the improvised weapon returns to you once the Maneuver is complete
Bullseye - 2 Dice Max.
As an Action when making a ranged attack, you can choose a point within the attacks range and hit one target or spot of your choice. If you choose a creature, the target must make a Dexterity Saving Throw. On a fail the target takes full damage and damage from the Martial dice, on a success the target takes half damage. If choosing a point, the ranged attack hits.
Rally Cry
When using the Help/Aid action, you choose targets equal to your wisdom mod and boost their morale. Until the end of their turn you roll your dice and the result is added to their attack to hit or a skill check.
Retreat
As a reaction you can alert allies of incoming danger. You roll your dice and add the result to yourself and your allies, choosing a number of allies equal to your Wisdom Modifier. The result is the number of feet they are able to move (with 1 on the dice as 5ft) and the dice result added to their AC. They use their reaction to move and this does not use their movement speed.
Brace For Impact
As an Action you can expend a number of dice reduce to any fall damage you take. You reduce the fall damage taken by the roll result times your fighter level. You enter a stance which reduces your fall damage. This stance lasts for 1 minute and using any Action, Bonus Action or Reaction during this minute breaks the stance, resulting in the benefit ending. The first time you take fall damage during the duration of your stance, you activate this ability.
Damage Resistance
As an Action you can prepare yourself to resist a damage type by commanding your body to strengthen itself at certain point. Until the start of your next turn you enter a stance and choose a damage type you want to gain resistance to. You can roll your Martial Dice. When you take the damage type you use the result to subtract the damage against you. Moving, using a Action, Bonus Action or Reaction until the start of your next turn breaks the stance and the benefit is lost
Superior Protection Fighting Style (Prerequisite: Shield and Protection Fighting Style)
You throw your Shield towards an ally as a reaction at a range of 30ft. You roll your Martial Dice and subtract the damage dealt to your ally to your roll result, you ally takes the remaining damage if there is any left. Your shield returns in your direction with its remaining range used if any