Mandalorian (5e Class)

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Mandalorian[edit]

A figure in a helmet with a visor shaped like a "T" walks out of an alleyway, into a group of men playing cards around a fire. The figure put a gun to the back of one of the figures, and cocks if ominously. As he walks off with his bounty, one of the others shoots at him with a pistol, but the shot just bounces off his armor. A woman with a decorative helmet flies through the air, a jetpack propelling her. She rides up next to a starship that hovers above an innocent village. Inside, sits one of the biggest crime lords in the country. She raises a blaster, and shoots the man before he knows what's happening. A wounded child lies curled up in the nest of a giant beast, awaiting his doom. Then, several people clad in beskar armor crest the nest, and whisk him away before harm can come to him. Mandalorian, though they usually keep their helmets on, are some of the most powerful people there are. They are hired as bounty hunters for the hardest jobs, and wear near-impenetrable armor. Nobody wants to be on a Mandalorian's bad side.

Creating a Mandalorian[edit]

A group of mandalorians


Quick Build

You can make a Mandalorian quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Strength. Second, choose the Bounty Hunter background.

Class Features

As a Mandalorian you gain the following class features.

Hit Points

Hit Dice: 1d10 per Mandalorian level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Mandalorian level after 1st

Proficiencies

Armor: All
Weapons: Simple, Martial, Firearms
Tools: None
Saving Throws: Strength and Dexterity
Skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Two daggers or (b) A shortsword
  • (a) Any martial weapon or (b) A longbow and 20 arrows or (c) Two simple weapons
  • (a) Explorer's pack or (b) Dungeoneer's pack
  • A laser blaster (Stats in Dungeon Master's Guide), A dagger with retractable laser blade, and studded leather armor
  • If you are using starting wealth, you have 7d4x10 GP in funds.

Table: The Mandalorian

Level Proficiency
Bonus
Features
1st +2 Beskar Helmet, Fighting Style
2nd +2 Mandalorian Archetype
3rd +2 Renowned Hunter
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Order of the Rising Pheonix
7th +3 Signature Weapon
8th +3 Ability Score Improvement
9th +4 Full Beskar Armor
10th +4 Mandalorian Archetype
11th +4 Uncanny Dodge
12th +4 Ability Score Improvement
13th +5 Steel Will
14th +5 Mandalorian Archetype
15th +5 Friend of a Friend
16th +5 Ability Score Improvement
17th +6 Expert Dodger
18th +6 Signature Weapon (2)
19th +6 Ability Score Improvement
20th +6 Foe Slayer, Steel Will (2)

Beskar Helmet[edit]

You, as a Mandalorian, have a helmet made of Beskar, with an advanced "T" visor. While you are wearing this helmet, you have a +1 bonus to your AC. In addition, the heat sensing technology allows you to sense if something is living or not. As an action, if you have your helmet on, you can sense if a creature is giving off enough heat to be alive. If it's an ice creature of some sort, it might not give off enough of an aura for you to tell; it's up to your DM.

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. .

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Mandalorian Archetype[edit]

At 2nd level, you chose a Mandalorian Archetype. Choose between Children of the Watch, Way of the Mercenary, or Remnants of Deathwatch, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th level.

Renowned Hunter[edit]

By 3rd level, you have begun to make a reputation for yourself. Whenever you are offered a price to do a job or quest, with or without friends, the person offering the job will usually offer you a higher base price, no negotiations required.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 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. Alternatively, you can take a feat.


Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, this amount increases to 3 attacks, and at 17th level, this increases to 4 attacks.

Order of the Rising Phoenix[edit]

At 6th level, the Mandalorians trust you enough to enlist you in the Order of the Rising Phoenix. You are given a Beskar jetpack, which requires fuel. A full tank of fuel costs 5 GP, and can go for up to 7 hours straight without refueling. This is an average of around 1-2 weeks of constant use. It allows you to fly, and weighs 10 pounds. While it is fueled, you have 40 feet of flying speed.

Signature Weapon[edit]

By 7th level, you have developed a type of weapon that is your favorite. Choose from the options at the end of the class description. You gain one of those weapons, and you are considered proficient with it. In addition, you can choose on of the following Signature Features that relates to your weapon. You can choose an additional Signature Weapon and Signature Feature at 18th level. You can't choose the same Signature Weapon or Signature Feature more than once.

Blind Attack

Whenever you make an attack with your signature weapon, you can choose to make it a Blind Attack. If you do so, you have a disadvantage on the attack roll, but a +3 bonus to the damage for that attack.

Sniper

Prerequisite: A ranged weapon as a signature weapon You have a +1 bonus to attack and damage rolls made with ranged weapons, when the attack is from 15 or farther feet away.

Death Blow

If you hit an attack against a creature with your signature weapon, and that attack reduces it to 7 or fewer hit points, you can immediately make another attack against that creature.

Lightning Reflexes

If a creature hits you with an attack, you can use your reaction to make an attack against that creature using your signature weapon. If you do this, you take an additional 5 damage from that creature's attack.

Specialized Training

You have 2 Weapon Points. You can spend a weapon point to gain a +1 bonus on an attack roll or a damage roll made with your signature weapon. You regain all spent Weapon Points whenever you hit a hostile creature with an attack.

Full Beskar Armor[edit]

By 9th level, you have acquired full Beskar armor. It requires a separate proficiency, and is not considered Light, Medium, or Heavy armor. It is only acquirable from Mandalorians, and since you are loyal to them (and technically one of them), they gifted this to you. While wearing it, your armor class is 16+ your dexterity modifier(increased to 17 AC at level 11 and 18 AC at level 14, and causes no disadvantage to stealth. It weighs 55 pounds. It cannot be destroyed except by a Wish spell. In addition, your helmet grants you 60 feet of Darkvision, to a maximum of 120 feet.

Uncanny Dodge[edit]

Starting at 11th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

Steel Will[edit]

At 13th level, you gain one Advantage point. You can spend that point to gain advantage on a saving throw or ability check. You must do so before you see the outcome of the roll. You regain your spent advantage points when you finish a long rest. You gain an advantage point at 20th level.

Friend of a Friend[edit]

At 15th level, if an enemy hits you with an attack, and if you are within 5 feet of an ally, you can use your reaction to make a melee weapon attack against that creature.

Expert Dodger[edit]

You have gained such skill with your armor, you are able to deflect incoming blows with your armor. Beginning at 17th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. You have advantage on all Dexterity saving throws, and when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. You gain a +1 bonus to Dexterity saving throws to prevent such effects.

Foe Slayer[edit]

At 20th level, you become an unparalleled hunter of your enemies. Once on each of your turns, you can add your Wisdom modifier to the attack roll or the damage roll of an attack you make against one of your favored enemies. You can choose to use this feature before or after the roll, but before any effects of the roll are applied.



Children of the Watch[edit]

The Children of the Watch try their best to follow the Way of their ancestors. They refuse to take off their helmet except in private, and they help other Mandalorians, following the Creed. They often say the words, "This is the way" when referring to their beliefs. They are considered religious. "Weapons are part of my religion"

Intimidating

When you choose this archetype at 2nd level, you gain proficiency in Intimidation and one other skill of your choice. If you already have proficiency in Intimidation, then your proficiency bonus is doubled for that skill.

Fresh from the Forge

At 6th level, you gain access to a state-of-the-art Mandalorian Artificer, who will do services to you at little to no cost.

Extra Training

You have trained with weapons to a point of perfection. Choose an additional Signature Weapon or Signature Feature.

Magical Hunter

By 14th level, you have begun to incorporate magic into your hunting techniques. You learn 4 cantrips from the wizard spell list, and you have 3 level 1 spell slots. You know 2 level 1 wizard spells. You regain all spent spell slots when you finish a short rest.

Way of the Mercenary[edit]

The mercenaries use their armor, training, and weapons to hunt down evildoers and gain wealth. They are expensive to hire, but worth every penny. "All it takes is a few credits"

Killer Instinct

when wearing you helmet you see anything with in 300m, and if focused on that object/ bounty you can follow their foot steps, heat or cold signature

Ship Driver

When you choose this Archetype at 2nd level, you gain proficiency in all vehicles. Alternatively, you can have an artificer install a display panel on any spelljamming ship, and you can then pilot the ship, even if you can't cast any spells.

Jetpack Agility

By 6th level, you have grown very good with the jetpack. When you use the jetpack to fly out of an enemy's range, their opportunity attack has disadvantage.

Tracking Faud

At 10th level, you gain a small device that tells you where your bounty is. You can assign a bounty to it, and you have advantage on all checks that involve tracking the creature.

Battle Droid

At 14th level, you gain a battle droid to accompany you into battle. You can command it to take any of the normal actions on it's turn, or take an action it has in its description.

Battle Droid[edit]

Medium Construct, any alignment

Armor class 14 (Metal plating)

Hit points 60

Speed 35 feet

STR 16(+3) DEX 14(+2) CON 12(+1)

INT 14(+2) WIS 11(+0) CHA 8(-1)

Senses Darvision 60 ft., passive Perception 10

Languages Common, and one other language of the Mandalorians choice.

Challenge 1 (200 XP)

Actions

Blaster. Ranged Weapon Attack: +4 to hit, range 50/150, one target. Hit: 14 (2d12+2) force damage.

Laser Blade. Melee Weapon Attack: +5 to hit, react 5 ft., one target. Hit: 15 (2d12+3) radiant

Remnants of Deathwatch[edit]

The remnants of deathwatch wish only to see Mandalore restored to its former glory. They zealously follow whoever has the Darksaber, a weapon of great power. They roam Mandalore, trying to rebuild the former glorious place. "Is that the voice of Lady Bo Katan kryze?"

Bonus Proficiencies

When you take this Archetype at 2nd level, you gain proficiency in the Survival skill. In addition, you have an advantage on any survival check to forage for food.

Sharp Eyes

by 6th level, your eyes have been trained to you're helmet's sensors. For you, it only takes one bonus action to sense if an object is alive using your helmet.

Expert Hider

At 10th level, you have grown natural senses for hiding. You have an advantage on checks to hide, and your skills are honed enough that you can avoid notice in places where you shouldn't be able to, like a field of grass.

Darksaber

By 14th level, you have grown powerful enough to possess the Darksaber. See stats below.

Darksaber

Weapon, rare

The Darksaber takes the form of just the hilt until it's owner takes a bonus action to ignite it. It does 5d6 necrotic damage. It can also cut through most surfaces with a determined effort. For instance, you could use the Darksaber to cut a hole big enough to crawl through in a door made of steel.

Signature Weapons List[edit]

Signature Weapons
Name Damage Weight Properties Type
Flamethrower 2d6 fire -- Special Martial Melee
Whistling Birds 1d10 piercing -- Special Martial Ranged
Andrean Sniper 2d12 piercing 4 lb. Ammunition (range 500/600) Martial Ranged
Machine Gun 2d6 piercing 15 lb. Ammunition (range 200/300), heavy, two-handed Martial Ranged
Jetpack Missile 2d12 fire 10 lb Ammunition (range 1000/2500) Martial Ranged
Grappling Hook and Blaster 1d4 piercing or 1d10 force 5 lb. Light, Special Simple Ranged

Flamethrower: Does damage to everyone on 15-foot cone. Can use only 3 times. You regain all expended uses when you finish a short rest.

Whistling birds: Costs 5 GP per use. Does damage to all hostile creatures within 15-foot radius.

Grappling Hook and Blaster: Consists of Grappling hook and blaster. The blaster does 1d10 force damage. The grappling hook can be latched onto a ledge up to 75 feet away, and you can reel the hook in to you, or you in to the hook.

Multiclassing[edit]

To be a Mandalorian, you must start untainted by the world and at a very young age. You can't multiclass into the Mandalorian class.

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