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.
Vanguard Path Traits (Level 3+)
At level 3, your character commits to the Vanguard path — becoming a hardened frontline warrior capable of absorbing
punishment, locking down threats, and holding the line against overwhelming odds. The traits below are unique to the
Vanguard and build on the shared Soldier foundation above.
Level 3 – Power Attack
Before making a melee attack, you can choose to take a –2 penalty to the attack roll. If the attack hits, it deals +4 bonus damage.
This bonus increases to +6 at level 10 and +8 at level 17.
You can use Power Attack only once per turn, and only while wielding Heavy or two-handed melee weapons.
Level 5 – Armor Mastery
While wearing armor, you gain +1 AC at level 5, +2 at level 10, +3 at level 15. You lose this bonus if incapacitated or not wearing armor.
Level 6 – Extra Attack
You can attack twice instead of once when you take the Attack action.
Level 7 – Battle Cry
Once per Short Rest, bonus action; allies within 30 ft gain advantage on attack rolls until your next turn; enemies save (DC 8 + PB + STR) or have disadvantage on their next attack. L11: 2/Short Rest, allies also deal +2 damage and failed enemies are frightened until your next turn. L17: Effects last 3 rounds.
Level 9 – Taunt
Bonus action: up to two creatures within 30 ft save (DC 8 + PB + STR) or are taunted (disadvantage vs. anyone but you) until your next turn. Uses equal PB/Long Rest. L13: target up to three creatures, lasts 3 rounds; if they attack an ally, you may Reaction melee attack. L19: target any number within 30 ft; first time a taunted creature hits you each round it takes STR mod damage.
Level 10 – Extra Attack
You can attack twice instead of once when you take the Attack action.
Level 11 – Staggering Counter
Once per round, when a melee attack misses you, you can use your Reaction to make a melee attack against the attacker.
Level 13 – Battle Anchor
When you hit a creature with a melee opportunity attack, its speed becomes 0 until the end of its turn.
Level 14 – Sweeping Strike
Action: make one melee attack against each creature within reach. First target full damage; each additional target –2 damage cumulatively.
Level 15 – Unbreakable State
Once per Long Rest, enter an empowered state for 3 rounds: +2 attack, +2 AC, and lightsaber attacks deal +1d6 energy.
Level 17 – Weapons Discipline
When you roll a 1 or 2 on a weapon damage die, reroll it (use new result). On a critical hit, roll one additional weapon damage die.
Level 18 – Guardian Aura
While conscious and wielding a melee weapon, allies within 15 ft gain +2 AC and advantage on saves vs. frightened/charmed. Reaction: reduce an ally’s damage by your CON mod.
Level 19 – Melee Mastery
Your melee weapon critical range improves to 19–20.
Level 20 – Unbreakable Form
Once per Long Rest, bonus action; 3 rounds: resistance to all damage; HP can’t drop below 1; gain temp HP = (2 × Vanguard level + CON mod); use Battle Cry and Taunt without expending uses.