Covenant Soldier (5e Class)
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The Covenant
The Covenant is a spacefaring army led by the San’Shyuum Prophets. Their soldiers follow their orders without question, and those who rebel are crushed without mercy.
Scarred Apostles
Covenant forces are primarily made up of 5 races, none of which joined willingly. The Covenant’s style of warfare leaves their victims broken and desperate, the perfect state for indoctrination.
Creating a Covenant Soldier
A Sangheili shipmaster |
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Consider your place in the Covenant. How did you join the Covenant? What rank did you hold? Were you born into it, or was your home world suddenly invaded? Are you loyal, or just looking for the right chance to escape? If you are a rebel, what compromised your loyalty? If you are part of a splinter faction after the Covenant’s destruction, how has the lack of leadership effected you? Do you still hold the grudge against humanity that was forced on you by the San’Shyuum?
- Quick Build
You can make a Covenant Soldier quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. It is suggested to pick Sangeili, Jiralhanae, Unggoy, Yanme’e, Huragok, Lekgolo, San’Shyuum, or Kig-Yar as your race.
Class Features
As a Covenant Soldier you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Covenant Soldier level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Covenant Soldier level after 1st
- Proficiencies
Armor: Medium Armor
Weapons: Martial Ranged Weapons, Melee Weapons
Tools: Land and water vehicles, glassblower’s tools
Saving Throws: Constitution, Strength
Skills: Choose 3 from: Acrobatics, Athletics, History, Insight, Investigation, Perception, Medicine, Intimidation, or Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Covenant Combat Harness
- (a) Type-1 Energy Sword or (b) a carbine and 2 plasma cartridges or (c) a plasma pistol and 4 plasma cartridges
- (a) 10 rations or (b) A dagger or (c) Glassblower’s tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Merchants of Qikost |
2nd | +2 | Fighting Style |
3rd | +2 | Military Caste feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Evade |
7th | +3 | Sneering Imperialist |
8th | +3 | Ability Score Improvement |
9th | +4 | Inherited Strength |
10th | +4 | Military Caste feature |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Hardened Physique |
14th | +5 | Ability Score Increase |
15th | +5 | Hardened Physique |
16th | +5 | Ability Score Improvement |
17th | +6 | — |
18th | +6 | Military Caste feature |
19th | +6 | Ability Score Improvement, Extra Attack |
20th | +6 | Virtue and Honor |
Merchants of Qikost
All Covenant soldiers must care for their weapons as an extension of themselves. At 1st level, you can craft weapons from your service, such as the items above, at a rate of 50 gp per day. However, given its complexity and exactness, each item must be made with components equal to its complete cost with glassblower’s tool’s. Plasma cartridges can also be crafted for 20 gp per cartridge. If the item has no given value, assume it is worth 20,000 gp or that of a similar item. Other craftable items include: Energy Shields, Spiked Plate armor, and Mech Suits (1,000,000 gp).
Fighting Style
At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.
- Dueling. When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
- Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- Sword and Shield. When you are wielding a melee weapon in one-hand and a shield in the other, you gain a +1 bonus to damage rolls with that weapon. If you were to be hit by an attack you may use your reaction to gain a bonus to your AC equal to your half proficiency bonus, rounded up, until the end of your next turn.
Military Caste
At 3rd level, you gain features related to what style of combat your caste trained you for. You gain another feature at 10th level, and again at 18th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 14th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Starting 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 at 11th level and to four at 19th level.
Evade
Referred to as Evasion Units, the Covenant’s mobility packages became invaluable in combat. At 6th level, as a bonus action, you can grant yourself a flying speed of 10 feet for 3 rounds. This feature can be used twice. You regain use of this feature at the end of a long rest.
Sneering Imperialist
The Covenant improves its ranks through the conquest of lesser civilizations. At 7th level, you pick one humanoid race. When attacking that race, you deal an additional 1d4 damage, and you can add your proficiency bonus an additional time on Intimidation checks against them. You can change the race chosen three days after your last pick.
Inherited Strength
The strength of the Covenant lies not only in each soldiers mind, but within their blood itself. At 9th level, your Dexterity, Strength, and Constitution can no longer be reduced.
Hardened Physique
The Covenant was forged in fire like the purifying flame of a crucible. At 13th level, and again at 15th, you gain +1 AC.
Virtue and Honor
At 20th level, you can push your body to the limit. Your Strength and Dexterity increase by 2 and can go above 20. As well, as a bonus action, you can forcefully release your adrenaline. Until your next turn, your movement speed to increase by 10ft, your Strength and Dexterity to increase by 2,which can be past 22, all attack rolls against you have disadvantage, and you are able to take an extra action on the same turn you activate this feature. On your next turn, you gain 2 levels of exhaustion.
Military Caste
Elite
Despite their culture’s emphasis on honor, the Covenant’s elite units use stealth and overwhelming forces to assure victory for their prophetic master.
Misdirection
Elite warriors are masters of deception. At 3rd level, as a bonus action, an elite can create a hologram. It appears identical to and is under the command of the one who created it. It stays active for 5 minutes, but can only act for 5 turns (30 seconds). It can not interact with anything, but it can speak. Creatures must succeed a DC 16 Wisdom saving throw or mistake it for the one who created it.
Strike from the Shadows
The unseen blade of an elite spells death for any in their way. At 10th level, you deal an additional 1d6 damage when you make an attack with advantage. You can no longer be surprised.
Active Camouflage
Elites’s equipment gives them the ability to truly be a wind of death. At 18th level, as a bonus action, you can activate your Active Camoflague 3 times. Until the end of your next turn, while stationary, you are invisible as if under the effect of Greater Invisibility. While moving or attacking with suppressed or melee weapons, enemies have disadvantage on perception checks against you and their passive perception is reduced by 5. You regain all uses of this feature at the end of a long rest.
Hunter
Hunters are tanks made of flesh as well as metal. They emphasize survivability and overwhelming firepower over speed.
Armored Behemoth
A hunter’s armor is nigh impervious, but cumbersome at best. At 3rd level, all shields grant an additional +2 armor class. Wearing a shield decreases your movement speed by 10 feet.
Pact Brother
Hunters act in squads of 2 for protection, but should their brother fall, they fly into a fit of murderous rage. At 10th level, while within 15ft of a friendly creature who is not unconscious, you gain an additional +2 AC. While you are not, you have +2 to attack rolls.
Mobile Artillery
Hunters are living tanks, and what is a tank without its cannon. You can craft assault cannons with glassblower’s tools.
Brute
The brutes are the manifestation of the Covenant’s wrath.
Challenger
Brutes are not warriors of honor, but pride. At 3rd level, you are able to challenge opponents. As a bonus action, any enemies you choose must succeed a DC 12+your Dexterity, Strength, and Constitution modifiers. On a fail, they can only attack you.
Berserk
Brutes are able to turn pain into a force of pure aggression. At 10th level, while you are below half hit points, melee attacks deal an additional 1d4 blugeoning damage and your movement speed is increased by 5 feet.
Tartarus
The most powerful brutes are gifted the greatest weapons. At 18th level, you can craft gravity hammers with glassblower’s tools. They are worth 20,000 gp, and the first hammer costs half to create. You can use a plasma cartridge to completely recharge a hammer as a bonus action.
Multiclassing
Prerequisites. To qualify for multiclassing into the Covenant Soldier class, you must meet these prerequisites: Your Strength must be 16 or greater.
Proficiencies. When you multiclass into the Covenant Soldier class, you gain the following proficiencies: land and sea vehicles, smith’s tools
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