Covenant Soldier (5e Class)

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The Covenant[edit]

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[edit]

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[edit]

Rtas_%27Vadum.jpg
A Sangheili shipmaster

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: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Vehicles (land and water), glassblower’s tools
Saving Throws: Strength, Constitution
Skills: Choose two 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:

  • (a) Scale mail or (b) any martial weapon and shield or (c) two martial weapons
  • (a) explorer's kit or (b) dungeoneer's kit

Table: The Covenant Soldier

Level Proficiency
Bonus
Features
1st +2 Merchants of Qikost
2nd +2 Fighting Style, Covenant Combat Harness
3rd +2 Military Caste feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Sneering Imperialist
7th +3 Evade
8th +3 Ability Score Improvement
9th +4 Inherited Strength
10th +4 Military Caste feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Hardened Physique (+1)
14th +5 Ability Score Increase
15th +5 Hardened Physique (+2)
16th +5 Ability Score Improvement
17th +6 Virtue and Honor
18th +6 Military Caste feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Covenant Combat Harness[edit]

At 1st level, you can modify any suit of medium armor into a combat harness, over the course of a short rest. You can have only one combat harness at any given time.

The combat harness doesn't count against your maximum weight carried. It allows you to add your proficiency bonus to your Dexterity (Stealth) checks, or twice your proficiency bonus if you already are proficient in the Stealth skill.

In addition, the harness have a Energy Shield. This shield can be activated as a bonus action, and give you temporary hit points equal to your level in this class. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Merchants of Qikost[edit]

All Covenant soldiers must care for their weapons as an extension of themselves. At 2nd level, you use your glassblower's tools to craft weapons from your service. The types of items you are able to craft , time spent and cost depend on your level, as shown below.

A workday is equivalent to 8 hours of uninterrupted work. If you have creatures helping you with the crafting process, each creature add 1 work day of progress.

You can also split the work day in short intervals during a short rest. During a short rest, you can complete 1 hour of a workday in a project. Doing so doesn't allow you to roll hit dice to regain hit points. Any creature can also participate from this short interval of work, helping you with 1 additional hour.

2nd-level Items

a plasma pistol and 10 plasma cartridges require 100 gp and two work days to complete.

3rd-level Items

Type-1 Energy Sword, and a carbine take 500 gp and ten work days to complete.

11th-level Items

Energy Shields, and Mech Suits take 500.000 gp and 20.000 work days to complete.

Fighting Style[edit]

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[edit]

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[edit]

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[edit]

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 20th level.

Sneering Imperialist[edit]

The Covenant improves its ranks through the conquest of lesser civilizations. At 6th level, choose two types of humanoid races. When attacking that race, you deal an additional 1d4 damage.

Also, you can add your proficiency bonus an additional time on Charisma (Intimidation) checks against them.

You can change the race chosen three days after your last pick. You do so by studying and training against another race, and during the three days that take to change your chosen race, you can't benefit from this feature.

Evade[edit]

Referred to as Evasion Units, the Covenant’s mobility packages became invaluable in combat. At 7th level, as a bonus action, you gain a flying speed of 10 feet and can hover. This effect lasts for 1 minute or until you are incapacitated.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Inherited Strength[edit]

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[edit]

The Covenant was forged in fire like the purifying flame of a crucible. At 13th level, and again at 15th, you gain a +1 bonus to your AC.

Virtue and Honor[edit]

At 17th 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 10 feet, 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[edit]

Elite[edit]

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 lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The hologram appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the hologram up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can interact from the hologram's position, but using your own senses. A creature must succeed on a Wisdom (Perception) check against a DC of 8 + your proficiency bonus + your Intelligence modifier to perceive the hologram. Additionally, when both you and your hologram are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

You can create a Hologram three times, and can't do it again until you complete a long rest.

Active Camouflage

Elites’s equipment gives them the ability to truly be a wind of death. At 10th level, as a bonus action, you can activate your camouflage device to become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Strike from the Shadows

The unseen blade of an elite spells death for any in their way. At 18th level, once per turn, you deal an additional 3d6 damage when you make an attack with advantage.

In addition, you can no longer be surprised.

Hunter[edit]

Hunters are tanks made of flesh as well as metal. They emphasize survivability and overwhelming firepower over speed.

Pact Brother

Hunters act in squads of two for protection, but should their brother fall, they fly into a fit of murderous rage. At 3rd level, when you finish a long rest, you can designate a friendly creature of your choice as your Pact Brother, until the end of your next long rest. You have advantage on an attack roll against a creature if your pact brother is within 5 feet of the creature and the brother isn't incapacitated.

If the pact brother is reduced to 0 hit points by a creature, you gain advantage on all attack rolls against that creature for the next 24 hours.

Armored Behemoth

A hunter’s armor is nigh impervious, but cumbersome at best. At 10th level, when wielding a shield, at the start of your turn you can choose to reduce your movement speed by 10 feet. Doing so increases your AC in +2 until the start of your next turn.

Mobile Artillery

Hunters are living tanks, and what is a tank without its cannon. At 18th level, you can craft assault cannons with glassblower’s tools.

Brute[edit]

The brutes are the manifestation of the Covenant’s wrath.

Berserk

Brutes are able to turn pain into a force of pure aggression. At 3rd level, while you are below half hit points, melee attacks deal an additional 1d4 bludgeoning damage and your movement speed is increased by 5 feet.

Challenger

Brutes are not warriors of honor, but pride. At 10th level, you are able to challenge opponents. As a bonus action, any creature of your choice that you can see within 30 feet of you must make a Wisdom saving throw. On a failed save, a creature can't willingly move more than 30 feet away from you, and have Disadvantage on all attack rolls made against creatures other than you. This effect ends on the creature if you are incapacitated or die or if the creature is more than 30 feet away from you.

You can use this feature three times, and can't do it again until you complete a long rest.

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[edit]

Prerequisites. To qualify for multiclassing into the Covenant Soldier class, you must meet these prerequisites: Strength 13 or higher.

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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