Halo Spartan (5e Class)
Spartan[edit]
Spartans are the best soldiers humanity has to offer as a spacefaring race. Already in another reality, the present time takes place while the Master Chief is sleeping it out in cyro (just before the events of Halo 4). Somehow, the UNSC Infinity's Shaw-Fujikawa Slipspace Drive Core malfunctioned. He was never woken (until by Cortana) because everyone onboard the Infinity were forcefully "clipped" out of general existence (at least for *that* reality), and for whatever reason (either cyro has protective properties from being removed from existence by a Slipspace Jump, or fate/destiny makes it seem like dumb luck), Master Chief was the only "survivor" (besides Cortana, who's not a truly living entity). At this point, Cortana is waking you, the player/Master Chief, up. Halo 4 takes its course (did I mention fate/destiny kept the Covenant not only alive but with you?) until you fly into the vacuum of space towards the planet below, as the ship explodes and you/Chief seem to travel at terminal velocity, (again), in the direction of the planet. Little did you or even Cortana know, you did switch realities, and that the approaching planet is a version of Earth. But what Chief didn't know was that things didn't just go from bad to worse, but have will eventually have gone to new and indescribable levels of good *and* bad. Something similar to the Tilt skull, but applied to the Campaign itself...
Weapons of War[edit]
Spartans are augmented soldiers originally created to strike down rebellions almost as soon as they started. They are trained to fulfill their mission without fail, and as such many later in their life have conflicts with their own humanity. They are broken up by generation. Orions, or Spartan Is, were experimental soldiers outfitted with exoskeletons. Very few survived the trials, and were the last to serve the Spartan’s true purpose. Spartan IIs, the generation immediately proceeding, were stolen from their families at a very young age and trained. Later, they would be outfitted with genetic enhancements, exoskeletons, and neural networks outfitted to hold artificial intelligences. This process had an incredibly high mortality rate and cost, but those who survived became unstoppable. Spartan IIIs were designed to be cheaper, more expendable alternatives to the Spartan II program, and were commonly sent on suicide missions in teams. Also unlike IIs, IIIs were chosen based on their lust for revenge. Finally, Spartan IVs were created after the previous Spartan programs were marked as war crimes, and instead opted for enhancing promising soldiers from different branches of the UNSC with similar enhancements.
Creating a Spartan[edit]
What generation were you a part of? If you were a Spartan IV, what happened during your service to earn the program’s attention? Did you have any part in your ships malfunction? How have you been adjusting to this strange new world?
- Quick Build
You can make a Spartan quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution.
Class Features
As a Spartan you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spartan level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spartan level after 1st
- Proficiencies
Armor: Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Land, Sea, and Air Vehicles, Smith’s tools
Saving Throws: Constitution, Strength
Skills: Choose 3 from: Acrobatics, Athletics, History, Insight, Investigation, Perception, Medicine, or Survival.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Mjolnir Mark IV Armor
- (a) MA5C Assault Rifle and 64 Bullets or (b) BR55 Battle Rifle and 43 Bullets or (c) M6 Magnum Sidearm and 24 Bullets
- (a) 10 rations or (b) A dagger or (c) Smith’s tools
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Uplink Module, VISR Mode |
2nd | +2 | Fighting Style, Overlock |
3rd | +2 | Service path feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Improvement |
7th | +3 | Quickdraw |
8th | +3 | Ability Score Improvement |
9th | +4 | Spartans Accuracy |
10th | +4 | Service path feature |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | AI Enhancements |
14th | +5 | Ability Score Increase |
15th | +5 | Service path feature |
16th | +5 | Ability Score Improvement |
17th | +6 | Overclock x2 |
18th | +6 | Service path feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Extra Attack |
Uplink Module[edit]
At 1st level, you gain an earpiece attached directly to your uniform-issue helmet that is roughly the half an inch thick, two inches long, and one inch wide. It can be detached if you choose to do so. This module allows you and others with uplink modules, along with those wearing futuristic armor, such as the Mark IV to communicate at a distance of 200 feet while on the same frequency. This also enables you to contact UNSC command at any distance, If it is destroyed, you may request a new one from the armory at any UNSC facility. All UNSC enlisted and officers are authorized to carry these devices.
VISR Mode[edit]
Outfitting Spartans with non-standard equipment quickly became commonplace. At 1st, while wearing you helmet your visor allows you to see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can discern color.
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.
- Ranger. You gain a +2 bonus to attack rolls you make with ranged weapons.
- 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.
Overclock[edit]
Starting at 2nd level, you can push your suit beyond its normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Service Path[edit]
At 3rd level, you become a Freelancer for the UNSC. You gain another path feature at 10th level, and again at 18th level.
Ability Score Improvement, Martial Versatility (Optional)[edit]
Ability Score Improvement When you reach 4th level, and again at 6th, 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.
Martial Versatility (Optional) Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
Replace a fighting style you know with another fighting style available to Spartans.
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.
Quickdraw[edit]
When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow up to two firearms, then draw up to two more firearms as a single object interaction on your turn.
Spartans Accuracy[edit]
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
This increases to two additional dice at 13th level and three additional dice at 17th level.
AI Enhancements[edit]
Beginning at 13th level, the AI enhances your suit to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish a short or long rest:
- You gain a swimming speed equal to your walking speed, and your suit can hold air for 1 hour underwater.
- You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
- When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Freelancer[edit]
In the darkest hours of the Great War, everyone was looking for their silver bullet. One of these was Project Freelancer, who focused on AI theory, and how an artificial intelligence can augment a soldier.
Physically Possible[edit]
Project Freelancer values finesse and speed over brute strength. At 3rd level, you gain proficiency in acrobatics. If you already have proficiency, you gain expertise. Your unarmed attacks deal 1d4 blugeoning damage, and you gain an additional 10ft to your movement speed.
Awakened AI[edit]
At 10th level, you have finally been able to wake your AI, giving you access to your enhancements. You regain all uses of this feature after taking a short or long rest.
- Dome Shield (action) (recharges on a long rest)
-You emit a domed energy shield which creates a Wall centered on you. This reduces your base movement speed to 0. This dome has two modes. When in barrier mode, it acts as the wall of force spell. When in cover mode, it acts as the wall of water spell. Changing modes can be done as a bonus action.
- Speed Enhancement (Recharges on a short or long rest)
-Longstrider at a 5th is casted upon you and up to 5 of your allies lasting its duration.
- Healing Unit (recharges on a Short or Long rest)
-Mass Cure Wounds at a 5th level is casted upon you and your allies per the spell parameters.
- Strength Boost (Activated as a bonus action) (Barbarian Rage) (2 uses recharge on a short or long rest)
You have advantage on Strength checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. • You have Resistance to bludgeoning, piercing, and slashing damage. If you are able to cast Spells, you can't cast them or concentrate on them while raging.
- Over shield (recharges on a short or long rest)
-armor of agathys is casted on yourself at a 5th level.
- Temporal Distortion (Activated as an action) (Recharges on a short or long rest)
-Haste is casted on you requiring no concentration for the spells duration.
AI Precognition[edit]
At 15th level, your AI is able to predict certain movements, when an attacker you can see hits your ally with an attack, you can alert that ally. If your ally can hear you, it can use its reaction to halve the attack's damage.
Overload[edit]
In your time of need, you can push your AI to the limit. At 18th level, as a bonus action, you activate three armor enhancements you have previously used. 4 rounds after activation your AI shuts down ending all enhancements and movement until you take a long rest to let the battery recharge.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spartan class, you must meet these prerequisites: Your Strength must be 16 or greater.
Proficiencies. When you multiclass into the Spartan class, you gain the following proficiencies: land and sea vehicles, smith’s tools
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