The Perfect Soldier

[If you've found yourself here, these are class feats I've created for when the feat update drops. I'm placing them here temporarily for anyone who is nosy and wants to look at them ahead of time.]


Class Name: The Perfect Soldier

Core Fantasy: The Perfect Soldier is a Dexterity-based Breaker who fights equally well in melee and at range, swapping weapons and styles without losing tempo. In Dungeon Break ops they are the ideal GGA striker: always armed, always in the right place, and always using the right tool.

Level 1 Features

Regimented Training (Level 1)
You are drilled to fight with any weapon in any lane.
Rules:

  • You gain proficiency with all simple and martial weapons and with shields.

  • You gain proficiency in Athletics or Acrobatics (your choice). If you are already proficient in both, you instead gain proficiency in one other skill of your choice.

Fluid Arsenal (Level 1)
You flow between melee and ranged combat without opening yourself up.
Rules:

  • You do not suffer disadvantage on ranged attack rolls you make while you are within 5 feet of a hostile creature.

  • On your turn, you can draw or stow one weapon as part of making an attack with that weapon, instead of using your object interaction.

  • Weapons conjured by your class spells count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Level 3 Feature

E-Rank: Linked Techniques (Level 3)
At E-Rank, your attack-boosting techniques do not go to waste.
Rules:

  • When you cast a spell from this class that targets only you and specifically says it modifies “the next” or “the first” melee or weapon attack you make before the end of your turn, apply the following rule:

    • If all qualifying attacks you make before the end of that turn miss, the spell’s attack-modifying effect remains active until the end of your next turn instead.

  • While the effect is active, it applies to the first qualifying attack you hit with.

  • The spell otherwise ends normally (including any concentration or duration requirements it has).

Level 7 Feature

D-Rank: Continuous Engagement (Level 7)
At D-Rank, you gain more control when you pressure multiple targets.
Rules:

  • Once per turn, if you hit two or more different creatures on your turn with weapon attacks or with spell attacks from this class, you gain one of the following benefits of your choice until the start of your next turn:

    • Your walking speed increases by 10 feet, or

    • Your Armor Class increases by 1.

Level 10 Feature

C-Rank: Prepared Loadout (Level 10)
At C-Rank, you never enter a Gate without your preferred kit ready to appear in your hands.
Rules:

  • When you finish a long rest, choose up to three weapon types you are proficient with (such as longsword, dagger, longbow, or pistol).

  • As part of the same object interaction you use to draw a weapon, you can instead conjure one chosen weapon of that type into your hand.

  • A weapon conjured this way is a normal, nonmagical example of its type. It disappears if it is more than 30 feet away from you for 1 minute, if you die, or if you dismiss it (no action required).

  • You can have up to two weapons conjured by this feature existing at a time. Creating a third causes one of your choice to vanish.

Level 13 Feature

B-Rank: Breaker Rush (Level 13)
At B-Rank, you can cut a line through the field, striking as you move.
Rules:

  • As an action, you move up to your speed. This movement can pass through spaces within reach of hostile creatures as normal.

  • During this movement, you can make one weapon attack against a number of different creatures you can see, up to a maximum equal to your proficiency bonus.

  • Each attack must target a different creature. You choose the timing of each attack along your path.

  • This movement does not provoke opportunity attacks from any creature you make an attack against during this action.

  • You use your normal attack and damage rolls for these attacks.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.

Level 16 Feature

A-Rank: Weapon Master Pattern (Level 16)
At A-Rank, your strikes waste no motion or impact.
Rules:

  • Your walking speed increases by 10 feet while you are not wearing heavy armor.

  • Once on each of your turns when you hit a creature with a weapon attack that uses your Dexterity modifier for the attack roll, you can reroll one of the attack’s damage dice. You must use the new roll.

Level 20 Feature

S-Rank: Total Combat Form (Level 20)
At S-Rank, you shift your whole style each moment to match the fight.
Rules:

  • As an action, you enter a heightened combat state that lasts for 1 minute. For the duration, at the start of each of your turns, choose one of the following modes, which lasts until the start of your next turn:

    Assault Mode.

    • Once on your turn when you hit a creature with a weapon attack, you can deal extra damage to that creature equal to your Dexterity modifier (minimum 1).

    Guard Mode.

    • You gain a +2 bonus to AC.

    Mobile Mode.

    • Your walking speed increases by 15 feet, and you ignore nonmagical difficult terrain.

  • You can change modes at the start of each of your turns while the feature is active.

  • You can use this feature a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest.