Heavy Weapons Specialization (5e Halo Setting)

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Specialization Features

As an heavy weapons specialist, you gain the following class features.

Hit Points
Hit Dice: 1d8 per heavy weapons level
Hit Points: 8 + your Constitution modifier per heavy weapons level.

Proficiencies
Armor: Light, Medium, Heavy, Shields
Weapons: Simple Melee Weapons, Pistols, Rifles, Heavy Weapons
Saving Throws: Strength, Dexterity
Skills: Any 3 skills of your choice

Equipment

  • UNSC: (a) Army BDU, M739 Light Machine Gun with 128 rounds of ammunition, and M6C PDW with 12 rounds of ammunition, or (b) Marine BDU, AIE-486H Heavy Machine Gun with 200 rounds of ammunition, and M6C PDW with 12 rounds of ammunition.
  • Covenant: (a) Minor Harness, Pek-pattern Plasma Cannon, and Eos'Mak-pattern Plasma Pistol.

Table: Heavy Weapons Specialization

Level Proficiency Bonus Features
1 +1 Cover Fire
2 +2 Gunner's Stance
3 +3 Brawny
4 +4 Ability Score Improvement, Herculean

Suppressing Fire[edit]

At 1st level, when you make an attack with a heavy weapon with the automatic property, you may spend twice as many shots to lay down suppressing fire on every creature in a 10 ft. radius of the target. Instead of dealing damage, every targeted creature must make a Dexterity saving throw with a DC equal to 10 + your attack roll bonus with the weapon. On a failure, they automatically take the weapon's damage the first time they move before the beginning of your next turn. If the attack would have disadvantage, the DC is equal to 5 + your attack roll bonus with the weapon.

Gunner's Stance[edit]

At 2nd level, as a bonus action, you may take up a stance optimized for heavy weapons. Until the end of your next turn, your movement speed is halved and you gain a -2 penalty to your AC and Dexterity saving throws, but you do not have disadvantage on attack rolls from any heavy weapon's heavy property. If you would already not have disadvantage on attack rolls from any heavy weapon's heavy property, such as from being Medium or using a bipod, you may use Suppressing Fire an additional time when you take the Attack action.

Brawny[edit]

At 3rd level, you have put on a significant amount of muscle from lugging around your oversized service weapon. Your Strength score increases by 1. As normal, you can't increase an ability score above 20 using this feature. Additionally, while Gunner's Stance is active, you can use Strength instead of Dexterity for the attack and damage rolls of your heavy weapons.

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.

Herculean[edit]

At 4th level, your Strength score increases by 1. As normal, you can't increase an ability score above 20 using this feature. Additionally, when you take Gunner's Stance, your movement speed is not halved and you do not gain a -2 penalty to your AC and Dexterity saving throws.


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