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, you can reroll one damage die and take the new result. Uses = PB per Long Rest.
Level 2 – Defensive Posture
When you take the Dodge action, you gain +2 AC until the start of your next turn.
Marksman Path Traits (Level 3+)
At level 3, your character commits to the Marksman path — focusing on long-range shooting, precise positioning, and
battlefield control through accurate, high-impact attacks. The traits below are unique to the Marksman and build on
the shared Soldier foundation above.
Level 3 – Marksman’s Patience
Once per turn, if you don’t move and don’t use your bonus action, your next ranged attack before your next turn deals extra damage: +2 (L3–6), +3 (L7–12), +4 (L13–17), +5 (L18–20).
Level 5 – Cover Expert
While behind half or three-quarters cover, you gain an additional +1 AC. L10: +2. L15: +3.
Level 6 – Distance Discipline
No penalty at Short; –2 at Medium (instead of –5); –5 at Long (instead of –10). L14: +2 at Short, 0 at Medium, –3 at Long.
Level 7 – Sharpshooter's Composure
Once per Short Rest, gain +2 to a ranged attack roll; your next ranged attack suffers –2. L15: that boosted attack also deals +1d6 damage.
Level 9 – Tactical Shot
On hit, you may forgo damage; target makes STR save (DC 8 + PB + DEX). On fail, either knock prone or push 10 ft (your choice).
Level 10 – Sharpshooter's Composure
(see level 7 description)
Level 11 – Ghost Movement
When moving from cover to cover, you may attempt to Hide as part of movement. If you haven’t attacked this turn, make the Stealth check with advantage.
Level 13 – First Blood
When you attack a surprised creature, you automatically deal max damage.
Level 14 – Longshot Precision
Critical range becomes 19–20 when using sniper/heavy rifles. L18: 18–20 instead.
Level 15 – Perfect Line of Sight
Once per Short Rest, ignore partial cover from one target.
Level 17 – Snipe and Relocate
Once per Short Rest, after a ranged attack, Dash as a bonus action without provoking opportunity attacks.
Level 18 – Battlefield Marksman
Allies who can see you gain +2 to their next attack roll against any creature you damaged this turn.
Level 19 – Unseen Terror
After you make a ranged attack while hidden, creatures can’t take Reactions against you until your next turn. If that attack kills a creature, enemies within 30 ft must WIS save (DC 8 + PB + DEX) or be frightened until your next turn.
Level 20 – Final Shot Preparation
Once per Long Rest, if you take an entire turn with no actions/bonus/movement, your next ranged attack gets +4 to hit and +2 weapon dice damage.