Mass Effect 5e - Player's Handbook
Soldier
The Soldier is a tough warrior, able to deal with a range of combat situations. The Soldier gets improved health and has the widest selection of weapons. No one is tougher or more effective at taking down enemies with gunfire.
Level | Proficiency Bonus | Features | |
---|---|---|---|
1 | 2 | Combat Power, Fighting Style | |
2 | 2 | Adrenaline Rush | |
3 | 2 | Subclass Feature | |
4 | 2 | Ability Score Improvement | |
5 | 3 | Combat Power, Extra Attack | |
6 | 3 | Ability Score Improvement | |
7 | 3 | Subclass Feature, Tactical Reload | |
8 | 3 | Ability Score Improvement | |
9 | 4 | Combat Power, Fighting Style | |
10 | 4 | Subclass Feature | |
11 | 4 | Extra Attack(2) | |
12 | 4 | Ability Score Improvement | |
13 | 5 | Combat Power | |
14 | 5 | Ability Score Improvement | |
15 | 5 | Subclass Feature | |
16 | 5 | Ability Score Improvement | |
17 | 6 | Adrenaline Rush(2), Combat Power | |
18 | 6 | Subclass Feature | |
19 | 6 | Ability Score Improvement | |
20 | 6 | Extra Attack(3) |
Hit points
- Hit dice: 1d10 per level
- Hit Points at 1st level: 10 + Constitution modifier
- Hit Points at higher levels: 1d10 (or 6) + Constitution modifier
Proficiencies
- Armor: Light, Medium, Heavy
- Weapons: Assault Rifles, Heavy Pistols, Melee, Shotguns, SMGs, Sniper Rifles
- Saving Throws: Strength & Dexterity
- Skills: Choose three from Acrobatics, Athletics, History, Intimidation, Medicine, Perception, Persuasion, Stealth, Survival, and Vehicle Handling
Starting Equipment
- Choose two from M-3 Predator, M-4 Shuriken, M-8 Avenger, M-92 Mantis, and M-23 Katana
- Omni-Blade or Omni-Hammer
- Stock Light Armor, Stock Medium Armor or Stock Heavy Armor
- HavocHavoc soldiers prefer a multitude of gadgets and combat powers over standard weapons.keyboard_arrow_down
Combat Power
At 3rd level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 7th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 10th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 15th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
Combat Power
At 18th level, learn or advance a combat power from your class's spell list. You must already know a combat power before you can advance it.
- Weapon MasterWeapon masters train extensively in the art of a single weapon, giving them powerful advantages when using a weapon of that type.keyboard_arrow_down
Weapon of Choice
You have undergone extensive training with a single weapon type. Choose a weapon type which becomes your Weapon of Choice. When you are holding your Weapon of Choice you gain a set of abilities that are fueled by special dice called superiority dice. You may spend 1 month of intensive training to exchange your Weapon of Choice with another weapon type.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You can expend superiority dice to gain a number of different benefits:
- When you make a weapon attack against a creature with your Weapon of Choice, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied.
- When you damage a creature with a weapon attack from your Weapon of Choice, you can expend one superiority die to add it to the damage roll. You can use this ability after rolling damage. If the attack causes the target to make a Constitution saving throw to maintain concentration, it has disadvantage on that save.
- When you are hit by a melee attack, if you are currently holding your Weapon of Choice, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
Strafe
When you take the Dash or Disengage action, you can make 1 weapon attack with your Weapon of Choice as a bonus action at any point during your movement.
Weapon of Choice
You gain another superiority die (5 total) at 10th level.
Devastating Critical
Starting at the 15th level, when you score a critical hit with your Weapon of Choice, you gain a bonus to that weapon's damage roll equal to your level.
Weapon of Choice
You gain another superiority die (6 total) at 18th level.
- SharpshooterSharpshooters use pinpoint accuracy and target weak points on their opponents, resulting a massive amounts of bonus damage.keyboard_arrow_down
Steady Aim
At the 3rd level, your aim becomes deadly. As a bonus action on your turn, you can take careful aim at a creature you can see that is within range of a ranged weapon you're wielding. Until the end of this turn, your ranged attacks with that weapon gain two benefits against the target:
- The attacks ignore half and three-quarters cover.
- On each hit, the weapon deals additional damage to the target equal to 2 + half your soldier level.
You can use this feature three times. You regain all expended uses of it when you finish a short or long rest.
Careful Eyes
Starting at 7thlevel, you excel at picking out hidden enemies and other threats. You can take the Search action as a bonus action.
You also gain proficiency in the Perception, Investigation, or Survival skill (choose one).
Close-Quarters Shooter
At 10th level, you learn to handle yourself in close combat. Making a ranged attack roll while within 2m of an enemy doesn't impose disadvantage on your roll.
In addition, if you hit a creature within 2m of you with a ranged attack on your turn, that creature can't take reactions until the end of this turn.
Rapid Strike
Starting at 15th level, you learn to trade accuracy for swift strikes. If you have advantage on a weapon attack against a target on your turn, you can forgo that advantage to immediately make an additional weapon attack against the same target as a bonus action.
Snap Shot
Starting at 18th level, you are ever ready to spring into action. If you take the Attack action on your first turn of a combat, you can make one additional ranged weapon attack as part of that action.
- Ballistic BladesInstant10mRanged Attackpiercingkeyboard_arrow_down
Ballistic Blades
AttackInstant10m- Ranged Attack
- piercing
- damage
As an Attack action, fire a salvo of blades at a target creature or object you can see within range. Make a ranged weapon attack, you add your proficiency bonus to this roll. On a hit, the target takes 2d12 piercing damage. You must spend a short or long rest reloading the armguard before you can this ability again. This feature's damage increases by 2d12 when you reach 5th level (4d12), 11th level (6d12), 17th level (8d12)
Advancement Options
Bleeding BladesOn a hit, the target takes an additional 3d12 damage at the start of their turn due to blood loss. This damage bypasses shields.Exploding bladesOn a hit, the target takes an additional 3d12 thunder damage and must pass a Constitution saving throw (DC 8 + proficiency bonus) or becomes {stunned} until the end of your next turn. - BeehiveInstantSelf (6m)DEX savepiercingkeyboard_arrow_down
Beehive
AttackInstantSelf (6m)- DEX save
- piercing
- damage
As an Attack action, you equip and fire your antipersonnel cannon, colloquially called "the beehive". It ejects superheated shrapnel in a 6m cone, originating from you. Each creature caught in the blast must make Dexterity saving throw. On a failed save, a creature takes 2d6 piercing damage or half as much damage on a successful one. The DC is (8 + proficiency bonus + DEX modifier). You must spend a short or long rest reconfiguring the cannon to use it again. This feature's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), 17th level (8d6) Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
Anti-FleshThe Beehive deals double damage to {unprotected}, organic targets.Remote DeployAs an action, you can set up your Beehive in a separate location. Once it is deployed you can use an Attack action to fire it. - Concussive ShotInstantSelfRanged Attackbludgeoning (...)keyboard_arrow_down
Concussive Shot
Detonates
BonusInstantSelf- Ranged Attack
- bludgeoning
- damage
- buff
As a bonus action, load a specialized thermal clip into the weapon you are currently wielding. Until you reload, any successful ranged attacks deal an additional 1d8 bludgeoning damage and medium-sized or smaller creatures must pass a Strength saving throw (DC 8 + proficiency bonus + DEX modifier) or are knocked {prone}. You have 3 charges of Concussive Shot. You regain all of your charges on a long rest.
Advancement Options
Stunning ShotA creature hit by Concussive Shot must make a Constitution saving throw (DC 8 + proficiency bonus + DEX modifier). On a failed save, the creature is {stunned} until the end of your next turn.Improved shotIncrease the bonus damage of Concussive shot to d12. - FortificationInstantSelfbuffkeyboard_arrow_down
Fortification
ReactionInstantSelf- buff
As a reaction, reinforce your armor using protective Foucault currents. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You must finish a short or long rest before you can use this ability again.
Advancement Options
Lasting FortificationFortification lasts an additional turn.Venting FortificationWhen fortification ends, the currents are sent to your gauntlets. Your next Omni-tool attack is made at advantage and deals an additional 2d10 bludgeoning damage. - Havoc StrikeInstant8m (2m)DEX Savethunderkeyboard_arrow_down
Havoc Strike
AttackInstant8m (2m)- DEX Save
- thunder
- damage
As an Attack action, use a propulsion jet built into your leg armor to spring to a location within 8m and strike the ground with violent force. Each creature within a 2m radius of where you land must make a Dexterity saving throw (DC 8 + proficiency bonus + STR modifier). On a failed save, a creature takes 2d8 thunder damage or half as much on a successful one. You must finish a short or long rest before you can use Havoc Strike again. This feature's damage increases by 2d8 when you reach 5th level (4d8), 11th level (6d8), 17th level (8d8)
Advancement Options
Improved DistanceYou can jump up to 12m.Improved RadiusIncrease the radius of the impact to 4m - Hawk Missile LauncherInstant60mRanged Attackthunderkeyboard_arrow_down
Hawk Missile Launcher
AttackInstant60m- Ranged Attack
- thunder
- damage
As an Attack action, activate your personal shoulder cannon: The Hawk Missile Launcher. This attack automatically hits a target within range dealing 3d6 thunder damage. The Hawk Missile Launcher has 2 charges. You regain all charges on a long rest. This feature's damage increases by 3d6 when you reach 5th level (6d6), 11th level (9d6), 17th level (12d6)
Advancement Options
Anti-ShieldThe missile detonates a small EMP, transforming the damage to lightning.Improved DamageIncrease the damage to 5d6 - Hex ShieldInstantSelf (2m)wardingkeyboard_arrow_down
Hex Shield
BonusInstantSelf (2m)- warding
As a bonus action, you toss a portable shield generator onto the ground in front of you. It generates 2m tall and wide, hexagon-shaped shield with 5AC and 50 shield points. As long as the Hex Shield has shield points, it provides full cover to creatures behind it. Hex shield regains all shield points on a long rest.
Advancement Options
Hearty ShieldIncrease the shield's hit points to 100.Large ShieldThe Shield covers a 4m wide area. - Nightshade BladeInstant10mRanged Attack(...)poisonkeyboard_arrow_down
Nightshade Blade
AttackInstant10m- Ranged Attack
- CON Save
- poison
- damage
Your Omni-tool is equipped with a microscopic, poison-tipped blade that is able to piece through shields and armor. As an Attack action, make a ranged weapon attack on a creature you can see within range, you add your proficiency bonus to this roll. On a hit, the target takes 1d12 poison damage and must make on a Constitution saving throw (DC 8 + proficiency bonus)). On a failed save, the target takes 2d12 poison damage, or half as much damage on a successful one. If a target would be reduced to 0 hit points by this damage, it is reduced to 1 hit point instead and is {poisoned}. All damage caused by Nightshade Blade bypasses shields. You must be within melee range and use an action to recover the blade. This feature's secondary damage effect increases by 3d12 when you reach 5th level (5d12), 11th level (8d12), 17th level (11d12) Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
ParalyzeA creature that fails the Constitution saving throw becomes {paralyzed} until the end of your next turn.Improved PoisonThe creature has disadvantage on its Constitution saving throw. - Siege PulseInstantSelf (4m)CON Savepsychic (...)keyboard_arrow_down
Siege Pulse
AttackInstantSelf (4m)- CON Save
- psychic
- damage
- control
As an Attack action, overload your shield capacitors causing a loud, painfully intense kinetic wave to erupt from your location. Reduce your shield points by 5. Each creature within a 4m sphere becomes {deafened} and must make Constitution saving throw (DC 8 + proficiency bonus). On a failed save, a creature is {incapacitated} until the start of your next turn. On a successful save, a creature takes 2d4 psychic damage. You may use Siege Pulse as long as you have at least 5 shield points.
Advancement Options
Improved PulseAdd your STR or DEX modifier to the DC of the saving throw. You choose which one.Lingering PulseCreatures hit by siege pulse have disadvantage on melee and ranged attacks until the end of your next turn. - Stimulant Pack10 minutesSelfbuffkeyboard_arrow_down
Stimulant Pack
Bonus10 minutesSelf- buff
As a bonus action, inject yourself with a stimulant pack. You have advantage on the next Dexterity, Strength, or Constitution saving throw. You must finish a short or long rest before you can use this feature again. Infiltrators may learn or advance this feature instead of gaining a tech power.
Advancement Options
FriendlyYou can inject a creature within melee range with the stimulant packImproved AttackYou can choose to apply the advantage to your next damage roll - Tactical Scan1 minute20mdebuffkeyboard_arrow_down
Tactical Scan
Action1 minute20m- debuff
Spend your action scanning a creature you can see with your omni-tool, studying its movement and revealing weaknesses. Your attacks against the target have advantage and natural 19 and 20's are considered critical hits. You may only have tactical scan on a single target. You may use this ability three times before you finish a short or long rest.
Advancement Options
Area ScanScan a 6m cube. You gain the advantage and critical bonus on all creatures within the area.Telegraphed AttacksYou're HUD alerts you when the creature is about to attack. It has disadvantage on ranged and melee attacks and you have advantage on any saving throws caused by spells and abilities of the creature. - Turbocharge1 TurnSelfbuffkeyboard_arrow_down
Turbocharge
Bonus Action1 TurnSelf- buff
As a bonus action, activate a subroutine that temporarily vents weapon heat through your armor to improve thermal clip efficiency and weapon damage. Until the end of your turn, the weapon your currently holding gains Burst Fire, the heat expense from using Burst Fire is 2, and you may use Burst Fire an Attack action. You must finish a short or long rest before using Turbocharge again.
Advancement Options
Improved Damage+2 damage with the turbocharged weaponImproved AccuracyThe DC of the Dexterity saving throw is increased to 18