NCR Soldier

Hit Die: 1d10 per level

Proficiencies:
Armor: Light, Medium

Weapons: Pistols, Rifles, and Shotguns

Tools:

Saving Throws: Agility, Endurance

Skills: Choose two skills from Acrobatics, Athletics, History, Medicine, Perception, Intimidation,

Equipment

 * NCR light armor
 * (a) 1 Rifle and Pistol (b) Shotgun and 1 melee weapon
 * 2 Stimpak and 30 rounds of ammuniton
 * 75 Caps

Fighting Style
At 1st level pick a fighting style

Firearms: You gain +2 to attack roles made with firearms you are proficient with

Shotgun Surgeon: You deal extra damage with shotguns equal to your dexterity modifier (minimum of 1)

Sniper: You gain +4 to attack roles made with rifles with scopes.

Covering Fire: using your reaction on your turn you can cause an enemy using a ranged attack to have disadvantage on their attack roll. (This ability uses ammo)

Patching Up
=== At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your NCR Soldier level. Once you use this feature, you must finish a short or long rest before you can use it again. ===

Rank:
When you achieve 3rd level in this class you get promoted into one of the following ranks:

NCR Ranger

NCR Close Quarter Combat Specialist

NCR Heavy Weapons Specialist

Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Surge
Starting at 9th level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Trained Experience
During your time using rifles you have learn a few tricks when it comes to taking foes out at a range, pick 1 ability from the list below you gain another ability at lvl 6, 9, 15, 20:

Disarm: You make a called shot against a target within your rifles range if the target is hit, the weapon it is currently holding is shot out of its hand.

Head Shot: You make a called shot against a target within your rifles range if the target is hit, you deal an extra 1d6 damage.

Still Breath: You calm yourself your breathing slows and your heart rate drops, You can use your bonus action to do this and gain +4 to the attack role made with your rifle

Overwatch: You can use your reaction to make a attack role against an enemy that attempts to attack an ally

Covering Fire: You can use your bonus action to make a creature not be able to take attacks of opportunity for this turn

Out of the air: You can use your reaction to shoot a thrown projectile out of the air (If the target is a grenade or molotov the weapon is destroyed immeditaly and dmg is dealt to whoever is in the radius.

Scope Vision
at level 9 you can use your scope to see things at a distance, you get advantage on perception when using your scope.

Camouflage
Starting at level 15, you can take the hide action, If you make an attack roll against the creature while hidden you have advantage and also deal an extra 2d6 Dmg

One Shot, One Kill
At lvl 20, your vast experience as a sniper you've learned the location of enemy vitals even Deathclaws! You can use your action to make a called shot against an enemy, if hit the weapon attack automatically crits and deals max damage. You may only use this ability once per Long Rest.

Up Close and Personal
Starting at 3 lvl, You can make attack roles with Shotguns without disadvantage if an enemy is within 5 feet of you

C.Q.C
Starting at 6th lvl, you can use your bonus action to make a melee attack roll.

Shotgun Choke
Starting at 12th level, You've learned how to control the spread of your shotgun, When you make an attack role with your shotgun you can have the attack target only one enemy giving the disadvantage on the Dex save and deals an extra 1d6 dmg

Quick Hands
Starting a 16th level. You can use shotguns as though they do not have the loading property

Thin Red Paste
Starting a 20th level, You want something turned to mist. You can use your bonus action until the end of your turn, You treat your shotgun as though it had the Automatic property, Once used you cannot reuse this feature until you finish a long rest

Heavy Weapons Guy
Starting at 3rd level you gain proficiency with Missile Launchers, Miniguns, or Grenade Launcher your choice, Additionally the NCR will provide the selected weapon.

Mischief Managed
Starting at 6th level, you have learned to manage your heavy weapons weight, You treat heavy weapons as though it does not have the Heavy property, Additionally the weight of your weapon is reduced by half for you.

Heavy Ordinance
Starting at 12th level, You can add an extra 1d6 to your damage rolls with a heavy weapon.

Quick Hands
Starting at 18th level You gain the ability to reload your weapons at a faster rate, you treat heavy weapons as if the didnt have the Loading property.

Trained Eye
At 20th level you gain the ability to fire in a way that bypasses protection and cover, The next round you fire from a heavy weapon automatically crits and deals max damage, You can do this once per long rest.