Command Specialization (5e Halo Setting)

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Specialization Features

As a command specialist, you gain the following class features.

Hit Points
Hit Dice: 1d4 per command level
Hit Points: 4 + your Constitution modifier per command level.

Proficiencies
Armor: Light
Weapons: Simple Melee Weapons, Pistols, CQB, Rifles
Saving Throws: Dexterity, Charisma
Skills: Any 5 skills of your choice

Equipment

  • UNSC: (a) Camouflage Fatigues, MA5C Assault Rifle with 120 rounds of ammunition, M6C PDW with 12 rounds of ammunition, or (b) Camouflage Fatigues, BR55 Service Rifle with 72 rounds of ammunition, M7 SMG with 120 rounds of ammunition.
  • Covenant: (a) Minor Harness, Okarda'phaa-pattern Rifle, or (b) Minor Harness, Nahle'hax-pattern Needler with 60 rounds of ammunition.

Table: Command Specialization

Level Proficiency Bonus Features
1 +1 Teamwork
2 +2 Inspiration
3 +3 Leader
4 +4 Ability Score Improvement, Commander

Teamwork[edit]

At 1st level, you can take the help action as a bonus action.

Inspiration[edit]

At 2nd level, as an action, you may inspire one creature within 60 feet of you that can see or hear you for 10 minutes. When they fail an ability check, saving throw, or attack roll, they may end their inspiration to reroll the ability check, saving throw, or attack roll, taking either result. You may use this feature a number of times equal to your Charisma modifier, regaining 1 use at the end of a short rest, and regaining all uses at the end of a long rest.

Leader[edit]

At 3rd level, while a creature is inspired by you, they gain a +1 bonus to their ability checks, saving throws, and attack rolls.

Ability Score Improvement[edit]

When you reach 4th 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.

Commander[edit]

At 4th level, when you use Teamwork or Inspiration on a creature, they lose the frightened condition and gain a +1 bonus to their ability checks, saving throws, and attack rolls until the end of their next turn.


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