Astartes (5e Class)

From D&D Wiki

Jump to: navigation, search

Warhammer Space Marine[edit]

A Space marine walks down a hall as he blasts down the corridor with his heavy bolter enemies getting mowed down as he stands his ground, A battle brother makes final checks as he ignites his jump pack and flies into a tide of heretics, A squad leader checks around the corridor as he and his squad must take down a beholder guarding a relic

FOR THE EMPEROR![edit]

You want to become the best of humanity! you are more than human, you are their defender!

Creating a Warhammer Space Marine[edit]

ce9d50a6923d1d5ff1b34f8067d39f26.jpg
And they shall be my Space marines and they shall Know No Fear.

Do you want to break into the enemy frontline as your brother's? Do you face the hoards of thirsting demons with faith and steel?

Quick Build

You can make an Space Marine quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose Chainsword, Mark 2 armor, and Adventure's kit

Class Features

As a Warhammer Space Marine you gain the following class features.

Hit Points

Hit Dice: 1d12 per Warhammer Space Marine level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Warhammer Space Marine level after 1st

Proficiencies

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength and Constitution
Skills: Pick 3 from Acrobatics, Athletics, Intimidation, Perception, Religion, Survival, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • 100 Rounds of ammunition for your chosen ranged weapon
  • 1 martial ranged weapon and Combat Knife
  • Mark 1 Thunder Armor
  • (a) An adventurers pack or (b) An explorers pack
  • If you are using starting wealth, you have 4d4x10 gp in funds.

Table: The Warhammer Space Marine

Level Proficiency
Bonus
Features
1st +2 Fighting style
2nd +2 Carry A Big Gun
3rd +2 Assigned Duty
4th +2 Ability Score Improvement,
5th +3 Extra Attack
6th +3 Ability Score Improvement, I've got your Back, Hold fast
7th +3 Assigned Duty
8th +3 Ability Score Improvement,
9th +4 PROMOTION!, Fighting style
10th +4 Ability Score Improvement, Assigned Duty
11th +4 Extra Attack
12th +4 Ability Score Improvement, Fighting style
13th +5 Emperor's Fury
14th +5 Ability Score Improvement, Champion Of Humanity
15th +5 Assigned Duty
16th +5 Ability Score Improvement, Rapid Deployment
17th +6 Brother's In Arms
18th +6 Assigned Duty
19th +6 Ability Score Improvement,
20th +6 Angel of Death, Extra Attack

Fighting Style[edit]

As an Astarte's you're trained in most types of prevalent combat, but You've picked a favored style of combat. You gain 1 Fighting style at lvl 1, another at 9, and 12.

Marksmanship

You gain a +2 bonus to attack rolls you make with ranged weapons.

Two-Weapon fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Heavy Weapon Prowess

When using a weapon with the heavy property you can use your reaction to brace, adding your proficiency bonus to your AC.

Bulwark of faith

When a creature you can see hits an ally that is within 5 feet of you with an attack, you can use your reaction to take the attack in their stead.

Fortified build

You gain advantage against any effects which would displace you or effects that would make you go prone.

Combo fighter

+1 to attack and damage rolls when dual wielding a melee weapon and a ranged weapon in one hand.

Carry A Big Gun[edit]

At level 2, you've been trained so that your reloads are basically done in nanoseconds. You ignore the reload property on ranged weapons except for weapons' with the heavy property, they instead use a bonus action to reload. Bolters and bolt pistol's do not have the heavy property nor do bolter's have the two-handed property when you wield them.

Assigned Duty[edit]

At level 3, you've been selected to train further in one of the following duties Assault, Scout, Devastator, Librarian, Chaplain. Each of these duties will be what you specialize in and the role you provide to your Squad. you receive benefits at levels 7, 10, 15, 18,

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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[edit]

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.

I've got your Back[edit]

At level 6 when behind cover or being engaged, as a reaction you can taunt enemies within 60ft of you, enemies must pass a DC 8 + Intimidation to not be taunted, You gain AC bonus equal to the number of enemies taunted, you lose this bonus if you move positions. You can use this feature once per short rest.

Hold fast[edit]

At level 6 you can as a bonus action take a knee and become 3/4 cover for your allies and this counts as you being behind 1/2 cover.

PROMOTIONS![edit]

At level 9 you've been promoted to sergeant and can lead your squad to greatness. So long as an ally is within 25ft of you, they gain +1 to their attack rolls and advantage on their first attack roll in the combat encounter

Emperor's Fury[edit]

At Level 13 you've gained access to the rage of the Emperor's finest. For 1 minute you gain advantage on all attacks. During Emperor's Fury when you cause a creature to reach 0 hp or lower, you can choose to execute the creature and gain temporary hit points equal to your proficiency bonus + CON modifier. You can use this ability once per long rest.

Champion of Humanity[edit]

At level 14 You are the best defense against the uncaring world that leaves humanity wanting, you are their bulwark against the nightmares and the foul beings of an uncaring world and you shall hold. When you reach half health you can as an action inspire your allies giving them a d12 inspiration die which only be used in combat. you regain use of this ability after a long rest.

Rapid Deployment[edit]

At level 16 As an action you can dash toward an enemy while taking an attack action. Each of your attack rolls during this turn are made with disadvantage.

Brothers In Arms[edit]

At level 17 your faith in your comrades pushes you and them into even greater heights of heroism; when you take an action, your allies can follow your lead. When they perform the same action as you before your next turn, they gain advantage on it if advantage is possible for the chosen action. This ability only affects allies within 30ft of you.

Angel of Death[edit]

At level 20 you've become the very legend that populace speak of. You gain the ability to declare a Charge. You and up to 5 willing creatures within 30 feet of you can move up to their movement speed towards an enemy you choose and copy one action you take this turn. This is done on your turn and does not take away any actions from your allies turns.

Assault[edit]

For those in the company who wish to burn the skies and crash down with the fury of the emperor!

Skies The Limit

At level 3 you've been granted the training to push your jumppack to the limit, Gain +20 movement speed when equipped with a Jump Pack and it never runs out of fuel as you've learned how to keep it topped up. You also gain a jumppack

Crashing Faith

At level 7 as an action can fly straight into the air and within your movement range crash down with thunderous fury, causing enemies within a 10ft radius of your point of impact to make a Dexterity save DC 15 or take 3d12 thunder damage plus a Strength save DC 15 or be knocked prone. At level 18 the enemies must also make a wisdom save DC 15 or become frightened of you.

CQC-Doctrine

At level 10 You've become fully trained within the rapid assault doctrine. You gain the effects of the Dual wielder feat but it also applies to ranged weapons and gain a +2 to hit when wielding two weapons. When wielding a two handed melee weapon, you add weapon damage to your Crashing Faith impact after landing.

Screamin' Eagles

At level 15 you've gained enough experience in moving with a jump pack that you've picked up a few tricks. As a reaction you can strafe left, right or backwards in a 30 ft line. If a creature is in that line then they must succeed on a DC 16 constitution save or be knocked prone. Additionally as a bonus action after impacting with Crashing Faith you can charge in a 30ft line to a target. You can make one melee attack against said creature. On a hit, this charging attack does an extra 2d12 damage and Stuns the creature until the end of their next turn.

Angel's Wings

At level 18 you've been "gifted" an Angelus Pattern Jump Pack which is a pair of ornately designed golden wings. All your maneuvers except for Screamin' Eagles double their range. The Angelus Pattern Jump Pack grants you a flying speed of 120ft.

Devestator[edit]

As a devastator you are the heavy support the squad needs when you're in dire circumstances

Backpack Feed Belt

At level 3, you gain a a backpack filled with ammunition for your heavy ranged weapons. You can, as a downtime action, attach a Heavy Ranged Weapon to the backpack feed. Doing so, the attached weapon loses the ammunition requirement but due to the weight of the weapon and the backpack you lose 5ft of movement speed. To change the attached weapon takes another downtime action and you can have only one weapon attached to your backpack

Covering Fire

At level 7, as an action you can set a 30ft cone in a direction infront of you in which when an enemy enters or ends their turn in the cone, they must a dexterity save DC 8+your weapon accuracy. They take your weapon damage or half on a success. The area in the cone counts as difficult terrain

The Mighty Bulwark

At level 10, when you hold fast you gain resistance to damage as long as you're stationary and have not been moved.

Suppressing Fire

At level 15, as an action you can set a 30ft cone in a direction infront of you that counts as impassable terrain for enemies. doing this stops covering fire

I'm The Heavy Weapon's Guy

At level 18, you have mastered heavy weapons. While wielding heavy ranged weapons you gain +2 to hit and +1 to damage

Chaplain[edit]

You keep the faith and purity of your chapter alive and well, while also weeding out any heresy or doubt in your brothers thus is the purpose of the chaplain

Badge of Office

At level 3, you have been chosen to become a chaplain for your chapter. To symbolize your new office you've been given a Crozius Arcanum which is acts as a mace that does 1d8+your wisdom mod of bludgeoning/lightning Damage

Boolin on the Heretics

At level 7, your Oratory skills are so superb that you gain proficiency in persuasion, intimidate, and religion. If already proficient double your proficiency bonus

SHOW ME WHAT PASSES FOR FAITH AMONG YOUR MISBEGOTTEN KIND!

At level 10, As an action you can you can mark an enemy. When you kill that marked enemy in one on one combat with no help from your side, your allies gain advantage for one round. You get uses equal to your wisdom mod regained on a short rest, you also gain proficiency in lute's and guitars

Faith is my Shield

At level 15, as a bonus action you can give 10+prof+Wis mod of temp hp to an ally. You have wis mod uses of this regained on a short rest

REPENT HERETICS

At level 18, As a bonus action when you've marked a target, you can dash towards them gain resistance from damage not from your marked target for 4 rounds. During which you gain advantage on attacks against the marked but disadvantage against anyone else. Now, instead of 1 round of advantage it's 4 rounds when you kill the target

Scout[edit]

You didn't become a full brother like the rest, No those bubs can stick it out in the dirt whilst you take a more Subtle approach

Stalker

At level 3, you've chosen to stay in the scout company of your chapter, You gain proficiency with light armor and Stealth

Blinding flash

At level 7, you gain 3 charges of flash bangs these grenades have a radius of 30ft and as an action can be thrown 60ft. Creatures within the radius must a DC 8+ your proficiency bonus + con or dex mod Con save or be blinded and deafened for 1 minute. These charges return on a short or long rest.

Tools for the job

At level 10, You've proven yourself to your chapter and have been granted access to better equipment. You gain access to the stalker variant of the bolter and 3 melta bombs which 3d6 force and deal double damage to structures and objects. You gain all melta bombs back at the end of a short or long rest

I've seen this before

At level 15, You've learned to trust nothing at a first glance. As a bonus action you can choose to prone yourself and as an action go on overwatch, which lets you take an attack opportunity using a ranged weapon. While you're prone your sight range is increased to 120 ft and your passive perception gains +10.

Never saw it coming

At level 18, You've become one of, if not, the best scout in the company and as recognition you've gained access to stealth field tech and your metla bombs have been replaced with Satchel charges, which do 6d8 fire and triple damage to structures and objects. The stealth field grants you effects of a ring of invisibility.

Librarian[edit]

You've shown psychic potential and have been thrown into the librarium now after year's of training you step onto the battlefield to cause havoc with your powers

Apprentice librarian

At level 3, You've been trained enough to do basic psyker disciplines. Gain the telepathic feat and the telekinetic feat and you use Intelligence for spellcasting.

The Emperor's Tarot

At level 7, As any librarian of the chapter should, you have a pack of psychically attuned tarot cards which you can use to gleam future events and actions. you may spend 10 minutes to an hour of meditation to discern the future in which the DM can give a set of 4 cards to detail future events, up to the DM what that means.

Psychic Smite

At level 10, you are trained enough to use a more difficult power, the iconic SMITE. As an action you can spend a spell slot and deal 1d10 + your int mod psychic damage to an enemy within 60ft of you. You can add additional d10 equal to the level of spell slot expended (i.e. 3rd level slot equals 3d10 damage).

Telekinetic Barrier

At level 15, Another powerful technique has been revealed to you. As an action you can spend a spell slot to create a dome of psychic energy which surrounds a radius of 30ft around you and acts as 3/4 cover and has a base health of 100. You can spend a higher level of spell slot to add 50 more hp to the barrier. It requires concentration and it can stop/absorb damage from ranged, physical, and magical attacks and spells. creatures cannot enter the barrier once raised.

Chief Librarian

At level 18, you've become the chief librarian of your chapter and have been gifted the right of keeping the relics of the chapter safe and secure. You gain one legendary item to protect with your life. Work with your DM to figure out what the weapon or item is and it's meaning to the chapter.

Librarian Spell List[edit]

You know all of the spells on the basic Eldritch knight spell list and gain spell slots as an eldritch knight

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Astartes class, you must meet these prerequisites: YOU DON'T

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

3.00
(2 votes)

Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Warhammer 40,000 franchise, and/or include content directly affiliated with and/or owned by Games Workshop. D&D Wiki neither claims nor implies any rights to Warhammer 40,000 copyrights, trademarks, or logos, nor any owned by Games Workshop. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png
Home of user-generated,
homebrew pages!


Advertisements: