Space Marine, Techmarine (5e Creature)

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Techmarine[edit]

Large humanoid (human), any non-good alignment


Armor Class 18 (power armor)
Hit Points 94 (9d10 + 45)
Speed 30 ft.


STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 20 (+5) 20 (+5) 18 (+4) 14 (+2)

Saving Throws Str +8, Con +8, Wis +7
Skills Athletics +8, Intimidation +5, Investigation +8, Perception +7
Damage Resistances poison; bludgeoning, slashing, and piercing damage from nonmagical attacks that aren't adamantine
Senses darkvision 60 ft.; passive Perception 17
Languages Common, one regional dialect
Challenge 8 (3,900 XP)


Brave. The space marine has advantage on saving throws against being frightened.

Keen Senses. The space marine has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Martial Advantage. Once per turn, the space marine can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the space marine that isn't incapacitated.

Mathematical Precision. The space marine may use its Intelligence modifier in place of its Dexterity modifier on attack rolls with ranged weapons and on ability checks to disable traps.

Power Armour. While wearing his armour, the space marine is immune to inhaled poisons and has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren’t adamantine.

Regeneration. The space marine recovers 5 hit points at the start of each of its turns as long as it has at least 1 hit point remaining.

Snap Shot. After using its Fling attack, the space marine may take a bonus action to make a single bolter attack against a creature within the weapon’s normal range.

Superhuman Biology. The space marine has advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Trap Expert. The space marine has advantage on Intelligence (Investigation) checks made to locate traps. When the space marine sets a trap, the trap’s DC increases by +2.

ACTIONS

Multiattack. The space marine makes two bolter attacks and one servo-arm attack.

Servo-Arm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 17). Until the grapple ends, the target is restrained, the space marine can automatically hit the target with its servo-arm, and the space marine can’t use its servo-arm against another target.

Bolter. Ranged Weapon Attack: +8 to hit, range 180/600, one target. Hit: 9 (2d8) piercing damage and 11 (2d10) slashing damage. The bolter carries 30 rounds of ammunition.

Burst Fire. The space marine sprays a 10-foot cube area within 120 feet of him with shots from his bolter. All creatures in that area must make a DC 15 Dexterity saving throw, taking 9 (2d8) piercing damage and 11 (2d10) slashing damage on a failed save. This uses up 10 pieces of ammunition.

Fling. One Medium or smaller object held or creature grappled by the space marine is hurled up to 30 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target was thrown at another creature, that creature must succeed on a DC 17 Dexterity saving throw or take the same damage and be knocked prone.


See Space Marines (5e Creature)

Techmarines are the engineers and technical experts of the space marines. These warriors replace much of their organic parts with machinery, becoming cold and ruthlessly logical cyborgs that dispassionately cut down their foes.

Crimson Craftsmen. Techmarines are set apart from their fellow space marines by their red armour, with only their left pauldron displaying the colours of their chapter. Their suits are often modified with external cabling, tubes, and extraneous lenses, making them appear far more like automatons than living things. All techmarines bear the icon of the Cult Mechanicus, a cybernetic skull superimposed on a cogwheel, somewhere on their armour.

Machine Cultists. Space marines that display an aptitude for machines and engineering are apprenticed to the technology-worshipping cult of the Adeptus Mechanicus. After thirty years under the tutelage of these “tech-priests”, the techmarine returns to his chapter with the knowledge of how to construct and maintain the various weapons, vehicles, and equipment that space marines carry into battle. The maintenance and activation of these devices is a sacred rite which the techmarine must carry out exactly, or else the equipment will fail its wielder at a crucial moment.

Multiple Limbs. The most visible of the techmarine’s cybernetic implants is the servo-arm, a large, backpack-mounted mechanical limb which ends in a powerful gripper that can be used for surprisingly fine manipulation and repairs. On the battlefield, the servo-arm can be used to grab hold of a techmarine’s foes and either crush them or hurl them away. The average techmarine has only one servo-arm, while senior techmarines may have an entire servo-harness with up to four arms.

Variant Equipment: Power Greataxe

The techmarine may replace his bolter with a power greataxe, the iconic weapon of the tech-priests. This weapon ignores resistance (but not immunity) to slashing damage from nonmagical attacks. The space marine loses the Snap Shot trait, but gains the Cleave and Follow-Through traits. This weapon does not affect the space marine’s challenge rating.

Cleave. When the space marine reduces a creature to 0 hit points with a melee attack on its turn, the space marine can take a bonus action to make a power greataxe attack against a creature within its reach.

Follow-Through. After using its Fling attack, the space marine may take a bonus action to make a single power greataxe attack against a creature within its reach.

Multiattack. The space marine makes two power greataxe attacks and a servo-arm attack.

Power Greataxe. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage.

Variant Equipment: Mechadendrites

The techmarine may replace its servo-arm with a set of three mechadendrites. Mechadendrites are slender and flexible tendrils that end in a variety of different tools which can be used for offensive or defensive purposes. The techmarine may pick any three mechadendrites from the options below.
This equipment does not affect the space marine’s challenge rating.

Multiattack. The space marine makes two bolter attacks and one mechadendrite attack.

Drill Mechadendrite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (3d4 + 5) piercing damage. This weapon deals double damage to objects and structures.

Laser Mechadendrite. Ranged Weapon Attack: +8 to hit, range 30/120, one target. Hit: 10 (3d6) radiant damage.

Manipulator Mechadendrite. The space marine can use this mechadendrite to open doors and pick up objects weighing 25 pounds or less from up to 15 feet away. The mechadendrite may only carry one object at a time.

Optical Mechadendrite. The space marine may use this mechadendrite to look around corners, under doors, and through any space as narrow as 1 inch. The mechadendrite can extend up to 15 feet from the space marine’s body.

Stabilizer Mechadendrite. As a bonus action, the space marine may brace this mechadendrite against a wall or floor, giving the space marine advantage on saving throws against being pushed or knocked prone. The space marine retains this benefit from round to round so long as it does not move.

Variant Equipment: Plasma Gun

The techmarine may replace his bolter with a plasma gun. This does not affect the space marine’s challenge rating.

Multiattack. The space marine makes two plasma gun attacks and a servo-arm attack.

Plasma Gun. Ranged Weapon Attack: +8 to hit, range 80/320, one target. Hit: 13 (3d8) lightning damage.

Charged Shot. The space marine charges up and fires a single powerful shot from his plasma gun at a target within the weapon’s normal range. The target and all creatures within a 10-foot radius of that target must make a DC 15 Dexterity saving throw, taking 31 (7d8) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 minute.
The space marine may opt to delay firing the charged shot until the start of its next turn, increasing the charge. If it does so, the blast radius increases to 20 feet and all creatures within that area instead take 45 (10d8) lightning damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also blinded for 1 hour.
A charged shot fired in a single turn consumes one quarter of the plasma gun’s total energy. A charged shot that is fired on the next turn consumes one half of the plasma gun’s total energy.


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