Class Traits by Level
Soldier Training – Shared Soldier Traits (Levels 1–2)
All Soldiers begin their journey with the same foundational combat training. These early-level traits represent the
drills, battlefield conditioning, and disciplined weapon practice shared by every Soldier before they specialize at level 3.
Level 1 – Combat Focus
You gain +1 to Initiative rolls.
Level 1 – Weapon Familiarity
Choose one weapon category (Melee or Ranged). You gain +1 to attack rolls with that weapon category. You can change your chosen category at level 4, 8, 12 and 16.
Level 2 – Weapon Discipline
Once per turn when you make a weapon attack, whenever you roll a 1 on a weapon damage die, you may reroll the die and must use the new result, even if it is another 1. You can use this feature a number of times equal to your Proficiency Bonus per Long Rest.
Level 2 – Second Wind
Once per Long Rest, you can regain 1d10 + Character Level Hit Points.
Commando Path Traits (Level 3+)
At level 3, your character commits to the Commando path — focusing on mobile assaults, coordinated fire, and
dominating short-to-medium range combat. The traits below are unique to the Commando and build on the shared
Soldier foundation above.
Level 3 – Trigger Work
You turn blaster recoil into rhythm.
• Now — Rapid Shot: with a non-autofire melee or ranged weapon, make one attack at –2; on hit, +1 weapon die damage.
• L6 — Extra Ranged Attack: you can attack twice when using a ranged weapon.
• L10 — Burst Fire Precision: with autofire vs single target, –5 to hit, +2 dice damage.
• L13 — Controlled Burst: autofire/Burst Fire penalty becomes –2; if you Brace an autofire-only weapon, no penalty.
• L17 — Collateral Damage: when Rapid Shot hits, make a second attack (–2) vs another target within 10 ft; on hit, deal half the original attack’s damage.
Level 5 – Cover Fire
Once per turn, take –2 to your attack to grant +2 AC to one ally within 10 ft of you or your target until your next turn. L10: two adjacent allies.
Level 6 – Extra Attack
You can attack twice instead of once when you take the Attack action.
Level 7 – Distance Control
• Point-Blank Precision: +1 attack and damage vs targets within 20 ft.
• Long-Range Mastery: treat range category as one step shorter for attack penalties.
Level 9 – Flanking Expert
+2 to attack rolls vs flanked enemies. L13: +2 damage as well. L17: +1d6 instead.
Level 10 – Snap Shot
Once per round, when a creature enters your weapon’s normal range, use Reaction to make a ranged attack at –2.
Level 11 – Mobile Assault
After a ranged attack, move up to half your speed as a free action. Uses = PB per Long Rest.
Level 13 – Evasive Maneuvers
When hit by a ranged attack, Reaction Dex save (DC = attack roll). On success: half damage. Uses = PB per Long Rest.
Level 14 – Extended Threat
With a ranged weapon that can make Attacks of Opportunity, you Threaten all squares within 10 ft.
Level 15 – Killzone Control
Bonus action: mark a 15-ft radius zone within range until your next turn. Any enemy entering/leaving provokes a ranged opportunity attack from you (once per creature; up to PB times per activation).
Level 17 – Coordinated Barrage
Once per turn, when you hit a creature, the next two allies to attack it before the end of their next turn gain +2 to hit and +2 damage.
Level 18 – Combat Veteran
+2 to attack, +2 damage, and +2 AC with ranged and melee weapons.
Level 19 – Commando Mastery
Your ranged critical range improves to 19–20; your speed increases by 10 ft.
Level 20 – Overwatch Protocol
Once per Long Rest, bonus action; 3 rounds: you can make one ranged attack as a reaction when a hostile in range attacks or moves >10 ft (up to PB times per round; once per creature). Coordinated Barrage applies to all allies who attack a creature you’ve damaged since your last turn. Allies within 30 ft gain +2 AC and advantage on their first attack each round.