Level | Proficiency Bonus | Features | Technology Carrying Capacity | Technology Charges | Max Complexity Level |
---|---|---|---|---|---|
1st | +2 | Double Time, Second Wind | - | - | - |
2nd | +2 | Action Surge, Tech-Weaving | 4 | - | Low |
3rd | +2 | Promotion | 5 | 3 | 1 |
4th | +2 | Ability Score Improvement | 6 | 3 | 1 |
5th | +3 | Extra Attack | 7 | 3 | 1 |
6th | +3 | Ability Score Improvement | 8 | 4 | 1 |
7th | +3 | Promotion Feature | 9 | 4 | 2 |
8th | +3 | Ability Score Improvement | 10 | 5 | 2 |
9th | +4 | Indomitable (one use) | 11 | 5 | 2 |
10th | +4 | Promotion Feature | 11 | 5 | 2 |
11th | +4 | Fire and Boom | 12 | 6 | 2 |
12th | +4 | Ability Score Improvement | 12 | 7 | 2 |
13th | +5 | Indomitable (two uses) | 13 | 7 | 3 |
14th | +5 | Ability Score Improvement | 13 | 8 | 3 |
15th | +5 | Promotion Feature | 14 | 8 | 3 |
16th | +5 | Ability Score Improvement | 14 | 9 | 3 |
17th | +6 | Indomitable (three uses) | 15 | 9 | 3 |
18th | +6 | Promotion Feature | 15 | 10 | 3 |
19th | +6 | Ability Score Improvement | 16 | 10 | 4 |
20th | +6 | Last Stand | 16 | 10 | 4 |
Class Features
As a Trooper, you gain the following class features
Hit Points
Hit Dice: 1d10 per combat level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 + your Constitution modifier per level after 1st
Proficiencies
Armor: Heavy armor
Weapons: Simple weapons, martial weapons
Tools: Medical Supplies
Saving Throws: Strength, Constitution
Skills: Choose two from Survival, Athletics, Nature, Medicine, and Intimidation.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- a martial weapon of your choice
- a simple weapon of your choice
- a full set of raider armor
Double Time
Beginning at the 1st level, physical endurance training has enabled you to move at greater speeds. Your movement speed is increased by 5. Double Time's bonus increases by an additional 5 feet when you reach 5th level, and again at 10th, 15th, and 20th level.
Second Wind
Also at 1st level, 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 Trooper level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Technology
Starting at 2nd level, you gain the ability to weave technology into your combat style.
Low-Charge Technology
At 1st level, you have access to two low-charge technology abilities of your choice from the technology ability list. You obtain additional low-charge technology of your choice at higher levels, as determined by the technology carrying capacity column.
Charged Technology
The Trooper table shows a max charge level that dictates the highest charge level ability you may learn. To weave one of these charged technologies, you must expend a charge of the technologies charge level or higher. You regain all expended technology charges when you finish a long rest.
For example, if you know the 1st level technology ability Acid Spray and have two charges available, you can cast Acid Spray at either a +1 or +2 charge level.
Technology Charge Levels
Upon reaching level 2, you may know two technology abilities of your choice from the technology ability list.
The Technology Charges column of the Trooper table shows when you learn more technology abilities of your choice. Each of these technology abilities must be of a level for which you have charges. For instance, when you reach 5th level in this class, you can learn one new technology of low, 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the technologies you know and replace it with another technology from the technology ability list, which also must be of a level for which you have charges.
Tech-Weaving Ability
Intelligence is the tech-weaving ability for your technologies. You use your Intelligence whenever a technology ability refers to your tech-weaving ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a technology ability you weave and when making an attack roll with one.
Tech save DC = 8 + your proficiency bonus + your Intelligence modifier
Tech attack modifier = your proficiency bonus + your Intelligence modifier
Action Surge
Also at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Promotion
At the 3rd level, your superiors have taken note of both your leadership and combat prowess. You have been offered the opportunity to commission and become a Commander of your very own squad. Ordering grunts not your style? The Republic could always use more heavy weapons Assault Troopers. Assault Troopers provide necessary firepower to accomplish the mission.
Ability Score Improvement
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.
Extra Attack
Beginning at the 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Explosive Ordnance
Beginning at 11th level, when you make a melee or ranged weapon attack you may also throw a low-charge grenade as a bonus action. You now have access to any low-charge technology power with the word "grenade" in the name. Technology powers known this way do not count towards your technology carrying capacity. You may use this feature a number of times equal to your Strength modifier.
Last Stand
At 20th level, you are dedication to the Republic allows you to make a last stand, even while staring death in the face. When your hit points reach 0 instead of being knocked unconscious you instead are knocked prone.
You still make death saving throws on your turn as normal but maintain the ability to take actions. However, while under the effects of Last Stand you may only crawl and take the attack action.
Lastly, should you actually die you are prepared to take the enemy with you. If you so choose, all units in a 20 foot radius take 5d10 fire damage as you set off the remaining explosives in your possession. Doing so renders your body unrecoverable and impossible to resurrect.
Combat Medic
Chemical Warfare
Beginning when you chose this promotion at 3rd level, your understanding of chemicals grants additional damage to poison abilities. You can add your Intelligence modifier to damage rolls on poison based technology powers.
Additionally, upon reaching the 6th level in this class you gain resistance to poison damage.
First Responder
Beginning at 7th level, whenever you heal an ally as an action, you may also make a weapon attack as a bonus action.
Whatever the Cost
At 10th level, your dedication to saving allies is your primary focus. If you would provoke an attack of opportunity, attackers may not add their proficiency bonus to the attack roll. Additionally, damage taken in this way is reduced by half your trooper level.
Adrenaline Shot
Starting at 15th level, you may use an action to inject yourself or an ally with an adrenaline shot when wounded. Whenever someone falls below 20 hit points, you inject them with a shot of adrenaline granting them an additional action for two turns.
Once the effects of Adrenaline Shot end, the affected user has disadvantage on their next action and is given 2 points of exhaustion. Adrenaline Shot may only be used once per long rest.
Seasoned Medic
At 18th level, technology powers that restore hit points now restore for the full amount.
Commando
Combat Shield
Beginning when you choose this specialization at 3rd level, you deploy a small forward-facing shield that allows you to fire your weapon while advancing safely. Combat Shield shares your defensive rating and has a hit point total of your Trooper level plus your Constitution modifier. Combat Shield can only defend attacks from the direction you end your turn facing. If you were to take damage, Combat Shield takes it instead.
When Combat Shield drops to 0 hit-points it's effects end. Additionally, you must take a long rest before Combat Shield can be used again.
Rallying Cry
Beginning at 7th level, you learn how to inspire your allies to fight on past their injuries.
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 trooper level, provided that the creature can see or hear you.
Additionally, you gain one extra use of the Second Wind feature.
Recharge
At 10th level, as an action you may expend 4 technology charges in order to recharge your Combat Shield.
Return Fire
Starting at 15th level, you are quick to return fire to those that attack you. You have one free reaction a round that may be used to make a single weapon attack at someone who has attacked you. Return Fire can only be used on a target within both range and vision.
Tenacity
At 18th level, you cannot be stunned, slowed, or dazed by abilities or weapons. Additionally, you have advantage on any saving throws.
Vanguard
Ammunition
When you choose this Promotion at 3rd level, you gain access to a range of prototype ammunition. Whenever you cool-down your weapon you may choose to swap between different types ammunition.
Explosive Rounds
Anyone in a 5 foot radius of a target attacked with explosive rounds takes 1d4 fire damage.
Armor-Piercing Rounds
Attacks made with Armor-Piercing Rounds ignore 2 of a targets defensive rating value.
Ion Rounds
Droids or electronic combatants damaged by Ion Rounds make a dc 12 constitution saving throwing. Failing this saving roll grants other attackers advantage on attack rolls against the failing creature for one round.
Sonic Rounds
Targets damaged with Sonic Rounds have disadvantage on there next attack roll.
Hail of Bolts
At 7th level, attacking the same target multiple times in a row wears them down and increases your damage output. Every consecutive attack you make against a creature increases the damage by 1d4. Hail of Bolts caps at four consecutive attacks and ends if you do not use your action to make a weapon attack.
The damage die increases to 2d4 when you reach the 18th level in this class.
Extra Attack
Beginning at 10th level, you attack three times, instead of twice, whenever you take the Attack action on your turn.
The number of attacks increases to four when you reach the 18th level in this class.
Lightning Cool-down
Starting at 15th level, you can now cool-down your weapon as a bonus action.
Extra Attack
At 18th level, you can attack four times, instead of three, whenever you take the Attack action on your turn.