Soldier

"'If fighting is sure to result in victory, then you must fight!' Sun Tzu said that, and I'd say he knows a little more about fighting than you do, pal, because he invented it, and then he perfected it so that no living man could best him in the ring of honor.' - An Unnamed Soldier."

Health
Hit Dice: 1d12 per Soldier Level

Proficiencies
Armor: Light, Medium and Heavy

Weapons: Light, Medium and Heavy

Tools: None

Saving Throws: Strength and Constitution

Attack DC: 8 + your Proficiency + your Strength or Dexterity Modifier

Starting Equipment

 * Placeholder Armour (Any)
 * Hunting Rifle, Hunting Shotgun or Light SMG
 * 9mm Pistol or .357 Revolver
 * 60 Rounds of Pistol Ammo, 60 Rounds of Light Rifle Ammo or 20 Shells
 * 40 Rounds of Pistol Ammo or 30 Rounds of Heavy Pistol Ammo
 * Simple or Martial Melee Weapon

Fighting Style
You specialize into a personal Fighting Style, allowing you to make the most of your chosen weapon. Choose one Fighting Style from the list below. You are able to retrain into a different Fighting Style over a month of downtime.

Defense
You have +1 to your AC while wearing armour.

Close Quarters Shooter
+1 to hit against targets in cover, ignore Close Range penalties.

Tunnel Fighter
As 5e.

Marksman
+2 to Hit on Ranged Strike rolls against targets greater than 30ft away from you.

Two-Weapon Fighting
Add ability mod to offhand weapon.

Blind Fighting
As 5e.

Interception
As 5e.

Unarmed Fighting
As 5e.

Grenadier
Increase your grenade DC by 2.

Guerrilla
You gain the ability to perform sneak attacks as described in the Agent class. You have a D6 for your sneak attack dice. If you already have sneak attack dice, you gain an additional D6.

Old West
+2 damage with with one handed weapons within 30ft whilst holding no offhand weapon.

Dueling
+4 damage with one handed melee weapons and no offhand weapon.

Heavy Weapon Fighting
As 5e.

Second Wind
You can push yourself beyond your physical normal, bolstering your body to withstand the storm. As a Bonus Action you can heal a number of HP equal to 1d10 plus your Soldier Level. At 11th Level you gain a second usage of this. This ability resets on a Short Rest.

Action Surge
You push yourself beyond regular human capabilities, acting decisively to turn the tide of the battle. Once per Short Rest, you can grant yourself an additional Action on your turn. You gain a second use of this at 11th Level and a third at 17th Level, although you can only give yourself one extra Action per turn.

Subclass

 * Trooper
 * Gunner
 * Professional
 * Shieldbearer
 * Brawler

Ability Score Improvement
As 5e. You also gain a Feat. You gain this Ability again at 6th Level, 8th Level, 12th Level, 14th Level, 16th Level and 19th Level.

Extra Attack
You may make two strikes instead of one when you take the attack action on your turn. At 11th Level, you may make three strikes, and at 20th Level you may make four total strikes.

Legendary Resistance
You gain the ability to power through effects that would fell a lesser warrior. You are no lesser warrior. When you fail a Saving Throw, you may expend a Legendary Resistance to automatically succeed on it. You have three Legendary Resistances, increasing to four at 13th Level and five at 17th Level.