5e Soldiers (Metal Gear Supplement)

Art by Japanese Artist Yoji Shinkawa

Soldier

Military Training

A military operative ducks behind cover as a torrent of bullets fly by him. Armed with only a pistol and a few rounds in his rifle, he retaliates against his aggressors. The shots expertly neutralize the oncoming attackers until only one is left, leaving him without ammo in the process. The final attacker hears the empty clicks of the operative's guns and dives over their cover. The aggressor knocks the operative's weapons out of their hands and aims his own, thinking to himself that it will be an easy kill. However, the operative was trained for this exact situation; Quickly, the operative hits his opponent in their face, sending their head back and dazing them. Without hesitation, the operative begins to dismantle the assailant's weapon. After the weapon is rendered useless, the operative sends his attacker to the ground, knocking him out cold and continuing his mission.

Creating a Soldier


Quick Build

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Class Features

As a Soldier you gain the following class features.

Hit Points

Hit Dice: 1d10 per Soldier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Soldier level after 1st

Proficiencies

Armor: Light Armor, Medium Armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Dexterity, Constitution
Skills: Survival, Intimidation, Athletics, and your choice of Perception or History

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Fatigues
  • (a) M9 or (b) M1911A1
  • 20 rounds for either weapon you chose
  • 3 Rations

Table: The Soldier

LevelProficiency
Bonus
Features
1st+2CQC, Codec
2nd+2Extra Attack
3rd+2Soldier Specialization
4th+2Ability Score Improvement
5th+3Disarm
6th+3Soldier Specialization Feature
7th+3Adaptability
8th+3Ability Score Improvement
9th+4Extra Attack
10th+4Soldier Specialization Feature
11th+4Resourceful
12th+4Ability Score Improvement
13th+5Throw
14th+5Battle Hardened
15th+5Soldier Specialization Feature
16th+5Ability Score Improvement
17th+6Extra Attack
18th+6Soldier Specialization Feature
19th+6Ability Score Improvement
20th+6Soldier Specialization Feature

CQC

At the 1st level, you recall the basics of CQC (Close Quarters Combat) from your intense combat training. When making unarmed strikes, a successful strike deals 1d4 Bludgeoning damage to the target. Likewise, if an enemy is making a melee attack against you from no more than 5 ft., you may deal a quick unarmed strike against them as a reaction. The target must make a Dexterity saving throw of DC13, or their attack is negated and you deal 1d4 Bludgeoning damage to them instead.

Codec

At the 1st level, you have a built-in radio with it's own frequency inside of your body. Using the Codec allows you to talk to anyone who has your frequency in complete silence. In this aspect, the entire call takes place inside your mind. The Codec can either be acquired from Cochlear Implants, or Nanomachines (Player's choice).

Extra Attack

At the 2nd level, you can attack twice when you take the Attack action on your turn. The number of additional attacks you gain from this feature increases to two at the 9th level, and to three at the 17th level.

Soldier Specialization

At the 3rd level, you must choose a Specialization that determines what kind of Soldier you wish to be. Choose from the sneaky Stealth Specialization, the explosive Demolitions Specialization, or the precise Sharpshooter Specialization, all of which are detailed at the end of this class's description. Your Specialization of choice grants you additional features at the 3rd level and again at the 6th, 10th, 15th, 18th, and 20th level.

Ability Score Improvement

When you reach the 4th level, and again at the 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.

Disarm

Upon reaching the 5th level, you learn a new technique to use in your kit of CQC maneuvers. When an enemy makes a melee attack against you from no more than 5ft. away, you can use your reaction to disarm them and knock their weapon to the ground. The target must make a Dexterity saving throw of DC13, or their attack is negated and their weapon is knocked out of their hands.

Adaptability

Starting at the 7th level, you have become much more adapted to life on the battlefield and the weapons on it. Due to this accustomization, you can become proficient with any specific weapon after 2 minutes (20 Full Turns) of using it.

Resourceful

At the 11th level, you've become much more adept at life in militaristic environments. This allows you to gain advantage to any Perception checks made in this type of environment.

Throw

At the 13th level, you learn another technique to use in your kit of CQC maneuvers. When an enemy is making a melee attack against you, you can use your reaction to grab them and throw them up to 5 ft. away towards the ground or at another target to knock both of them prone. When doing this the enemy must make a DC13 Dexterity saving throw or be thrown 5 ft., knocked prone, and take 1d4 Bludgeoning damage. If you are throwing them into a target, then that target must also make the Dexterity saving throw of DC13, or be knocked prone and take 1d4 Bludgeoning damage as well.

Battle Hardened

Upon reaching the 14th level, your time adapting on the battlefield has built you to be more resilience to forces. This resilience gives you a permanent +1 to your Armor Class (AC).

Stealth Specialization

A stealth specialized soldier is one that has great skill in keeping their presence unknown from their enemies.

Stealth Skills

At the 3rd level, you can choose 2 skills to become proficient in between Deception, Investigation, Stealth, Sleight of Hand, or Acrobatics.

Suppression

When reaching the 6th level, you can find materials around you to make a make-shift suppressor for any pistol or assault rifle you own. To do this you need to make a standard Perception check the DC being the DM's decision. Then you need to make a Performance check with a DC of the GM's decision again. Doing this will make it so your weapons no longer make any sound while firing.

Disappear

Reaching the 10th level, you become much more attuned to hiding yourself from anyone. You have advantage on all Stealth checks you make.

Stealth Take-down

When reaching the 15th level, you learn your last technique in your kit of CQC maneuvers. If you are hidden, you can instantly knock an enemy unconscious as long as they are within 5 ft. of you. When using this feature, the target must make a Dexterity saving throw of DC11 or be knocked unconscious. If there is an enemy within 10 ft. of the one you knocked out, they must make a Perception skill check to see if they heard the commotion while you were knocking their ally out.

Expertise

Upon reaching the 18th level, the skills you've acquired have evolved to an unparalleled level. You can choose two of the following skills to have expertise in: Deception, Investigation, Stealth, Sleight of Hand, or Acrobatics. (This feature's expertise follow the same rules as a Rouges')

Slither

At the 20th level, your Dexterity score increases by 4, with your maximum score for Dexterity increasing to 24. Likewise, your crawling speed is now as fast as your maximum speed, allowing you to maintain stealth.

Demolitions Specialization

A demolitions specialized soldier is one that has great control over the ways of combustion.

Explosive Skills

At the 6th level, you gain proficiency in two of the following skills: Performance, Intimidation, Insight, or Perception. You also become proficient in any two Martial Ranged Weapons on the Metal Gear Setting Equipment list.

Combustion Expert

Upon reaching the 10th level, your knowledge of what makes things explode has reached an unparalleled level. This knowledge allows you to make makeshift bombs from various materials you find on the battlefield, as long as you find the correct materials to do so. Doing so would require a standard Perception check to look for materials and a Performance check while you assemble them together (You have advantage on this). This bomb can be a timer, grenade type, etc. (Player's Choice). The makeshift bombs deal a 5d12 of Bludgeoning damage in a radius of 20 ft. upon exploding, causing heavy damage to it's surroundings.

Insightful Bombing

At the 15th level, you have great knowledge on the structure of buildings. You know exactly where to place explosives on almost any type of building to make it all come tumbling down.

Explosive Resistance

Upon reaching the 18th level, you have become accustomed to the heat of explosives. All damage taken from explosives is halved.

Potent Explosives

At the 20th level, any explosive you wield is much more deadly than your typical Soldiers'. When spending a short rest, you can use that time to work on the various explosives and explosive ammo types to make them pack an even heavier punch. Any explosive weapon you use that you've worked on now deals an extra 2d20 Bludgeoning damage.


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