Air Marshal. The soldier takes 1 fall damage for every 10 fall damage he'd normally take.
Class Weapons. The demo does not have all the following weapons listed, he only has one primary, one secondary, and one melee.
- Primary. The soldiers rocket launcher has a 25% chance to knock a target 10 ft. airborne (Direct Hit is an exception due to it's guarantee to knock targets airborne).
- Secondary. The soldier's hit point maximum is increased by 20 points if he's using the Battalions Backup and he passive regains 5 hit points at the start of his turn if he's using the Concheror. As an alternative to these he can equip the Base Jumper, the Gun Boats, or the Mantreads. If he has the Base Jumper equipped he takes no fall damage and can choose to descend 20 ft. slower while falling, if he has the Gunboats equiped he takes half damage from his own explosive attacks, and if he has the Mantreads equiped he gains full air control and can move through the air equal to twice his movement speed and he takes only half the damage from falling and doesn't land prone upon hitting the ground.
Rocket Launcher (Primary). Ranged Weapon Attack: +12 to hit, range 40/60 ft., 1 target. Hit: 30 (4d12 + 10) fire damage plus 20 (5d8) fire damage to every creature within 10 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 10 (3d6) fire damage to the creature. The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d8 fire damage.
Direct Hit (Primary). Ranged Weapon Attack: +12 to hit, range 60/90 ft., 1 target. Hit: 40 (6d12 + 10) fire damage and if the missile hits, the target is knocked 15 ft. airborne. If the attack misses it deals no damage.The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d8 fire damage.
Black Box (Primary). Ranged Weapon Attack: +12 to hit, range 40/60 ft., 1 target. Hit: 20 (2d12 + 10) fire damage plus 10 (3d8) fire damage to every creature within 10 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 7 (2d6) fire damage to the creature. If the attack hit the soldier regains 10 hit points.The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d8 fire damage.
Cowmangler(Primary). Ranged Weapon Attack: +12 to hit, range 40/60 ft., 1 target. Hit: 30 (4d12 + 10) lighting damage plus 10 (3d6) fire damage to every creature within 5 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 10 (3d6) fire damage to the creature. As an alternative, the soldier can use this action to charge this weapon and then at the start of his next turn, fire it which fires a rocket that instead deals 50 (7d12 + 10) lightning damage plus 12 (4d6) fire damage. The Soldier can not gain advantage with this weapon and critical hits with this weapon are converted into normal hitsThe soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d8 fire damage.
Beggar's Bazooka(Primary). Ranged Weapon Attack: +7 to hit, range 30/40 ft., 1 target. Hit: 15 (1d12 + 10) fire damage plus 4 (1d8) fire damage to every creature within 5 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 4 (1d8) fire damage to the creature. As an alternative the soldier can expend his reaction to fire an additional action and his bonus action to fire another rocket on top of that.The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d8 fire damage.
Airstrike (Primary). Ranged Weapon Attack: +12 (+8 to hit while airborne) to hit, range 40/60 ft. (90/120 ft. while airborne), 1 target. Hit: 15 (2d8 + 10) fire damage plus 8 (2d8) fire damage to every creature within 10 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 8 (2d8) fire damage to the creature. If the Solider is airborne while using this action he can fire up to 5 rockets instead.The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 2d8 fire damage.
Liberty Launcher (Primary). Ranged Weapon Attack: +15 to hit, range 60/90 ft., 1 target. Hit: 20 (3d12 + 10) fire damage plus 9 (2d8) fire damage to every creature within 10 ft. of the target and if the attack doesn't hit the rocket crashes into the ground beneath the creature and deals 10 (3d6) fire damage to the creature and the chance to knock a creature airborne with this weapon is 50%.The soldier can alternatively launch himself 25 ft. airborne and/or 25 ft. in a direction of his choice with the weapon but in return he take 3d6 fire damage.
Rocket Jumper (Primary). This attack deals no damage or soldier can alternatively launch himself a minimum of 20 ft. to 50 ft. airborne and/or 20 to 50 ft. in a direction of his choice with the weapon without taking .
Shotgun (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 26 (8d4) piercing damage and this attack deals an additional 1d4 damage for every 5 ft. of closeness the Soldier has to the target.
Reserve Shooter (Secondary). Ranged Weapon Attack: +10 to hit, range 25/30 ft., 1 target. Hit: 16 (6d4) piercing damage.
Panic Attack (Secondary). Ranged Weapon Attack: +10 to hit, range 15/20 ft., 1 target. Hit: 18 (6d4) piercing damage and this attack deals an additional 2d4 damage for every 5 ft. of closeness the soldier has to the target.
Righteous Bison (Secondary). Ranged Weapon Attack: +5 to hit, range 15/30 ft., 1 target. Hit: 10 (2d10) lightning damage and this attack can pass through the creature and hit a target behind the creature for half the damage.
Shovel (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 20 (3d10 + 8) bludgeoning damage.
Market Gardener (Melee). Melee Weapon Attack: +12 to hit while airborne (+7 to hit while airborne), reach 5 ft., 1 target. Hit: 16 (2d10 + 8) bludgeoning damage and this attack deals an automatic critical hit if the soldier was airborne and hit the attack.
Equalizer (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 16 (2d10 + 8) piercing damage and this attack deals an additional 1d4 damage for every 10 hit points the soldier is missing.
Escape Plan (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 20 (3d10 + 8) piercing damage and the soldier gains a 5 ft. speed boost for every 10 hit points he's missing while using this weapon however he receives damage vulnerability to all for until the start of his next turn upon using this weapon.
Disciplinary Action (Melee). Melee Weapon Attack: +15 to hit, reach 15 ft., 1 target. Hit: 10 (1d10 + 8) bludgeoning damage and if the target is an ally of the Soldier, he instead grants him and the creature a 5 ft. speed boost for one minute.
Half-Zatochi (Melee). Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 8) slashing and if the attack kills the target the Soldier gains temporary hit points equal to half his current hit points.
Pain-Train (Melee). Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 30 (5d10 + 8) piercing damage and the Soldier gains vulnerability to piercing damage until the end of his next turn.
Deadly Counter (1/day). The soldier performs a move designed to defeat people of any kind (The DM can make them as they wish but these are some examples). If the creature is a spell caster, the Soldier shows them what he thinks about magic by pulling a rabbit right out of them (search up soldier merasmus lines for more details) which strips them of their ability to cast spells for one minute. If the creature is more melee focused then the soldier says "I'm gonna claw my way down your throat and tear out your very soul." to a medium or larger creature within 15 ft. of him and then he proceeds to jump down their throat and burst through their abdomen a couple seconds later carrying the creatures soul, without a soul the creature falls unconscious but stable for one minute or until the soldier takes damage.
Buff Banner (Secondary, Recharge 8). The Soldier blows his war horn and grants him and all the friendly creatures within 15 ft. of him advantage on attack rolls and allows them to add an additional damage dice to their attacks for until the end of his next turn.
Battalions Backup (Secondary, Recharge 8). The soldier blows his other war horn and grants him and other creature immunity to critical hits and 4d6 less damage from all sources for until the end of his next turn
Concheror (Secondary, Recharge 7-8). The soldier blows his war conch and grants him and friendly creatures within 15 ft. of him a 10 ft. speed bonus and 35 temporary hit points for one minute. The Concheror can not be recharged during the duration.
Reserve Shooter (Secondary). In response to a creature within range becoming airborne, the soldier makes a critical reserve shooter attack against them.
Description
"Sun Tzu invented fighting! And then he used his fight money to buy two of every animal on earth and a boat where he beat them up!"
The Soldier or Mr. Jane Doe is a man who suffers from lead poisoning and was deemed to insane for the military so he became a mercenary.
Mr. Jane Doe's Ballistic Helmet - Legendary - Helmet.
While wearing this helmet the creature's intelligence modifier is removed and is instead applied as bonus to their constitution and strength modifiers and your charisma modifier is removed but you instead gain an armor class bonus equal to half of it while wearing the helmet. Also intelligence and charisma based checks and saving throws made while wearing this helmet can be swapped out for a strength or constitution saving throw.
Curse. If the wearer is a spell caster they lose their ability to cast spells while wearing this helmet and all their spell slots are expended when they take it off.
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Posted Mar 18, 2026*tps bread*