Infantry Specialization (5e Halo Setting)

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Specialization Features

As an infantry specialist, you gain the following class features.

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

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

Equipment

  • UNSC: (a) Army BDU, MA5C Assault Rifle with 120 rounds of ammunition, M6C PDW with 12 rounds of ammunition, and 2 M9 Fragmentation Grenades, or (b) Marine BDU, BR55 Service Rifle with 72 rounds of ammunition, M6C PDW with 12 rounds of ammunition, and 2 M9 Fragmentation Grenades.
  • Covenant: (a) Minor Harness, Okarda'phaa-pattern Rifle, and 2 Anskum-pattern Plasma Grenades, or (b) Minor Harness, Point Defense Gauntlet, Nahle'hax-pattern Needler, and 2 Anskum-pattern Plasma Grenades.

Table: Infantry Specialization

Level Proficiency Bonus Features
1 +1 Cover Fire
2 +2 Extra Attack
3 +3 Run and Gun
4 +4 Ability Score Improvement, Always Vigilant

Cover Fire[edit]

At 1st level, when you make an attack with a weapon with the automatic property, you may spend twice as many shots to lay down cover fire on every creature in a 5 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.

Extra Attack[edit]

At 2nd level, when you take the Attack action, you may make an additional attack.

Run and Gun[edit]

At 3rd level, when you use an action doing anything other than making an attack, you may make a ranged weapon attack with disadvantage or throw a grenade as a bonus action on the same turn.

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.

Always Vigilant[edit]

At 4th level, you have seen all forms of combat and survived it all. You gain a +1 bonus to your AC, saving throws, attack rolls, and damage rolls.


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