Marines, Halo Variant 2 (5e Class)
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Captain[edit]
A captain in the UNSC plays a major role in commanding troops both in air and on the ground. your presence is felt all of the battle field.
Frontline[edit]
Tho most like to sit in there ships, some captains will fight on the group. their presence on the ground carries a much heavier price for the enemies that apose them.
Creating a Captain[edit]
Marines during the defense of Harvest[1]. |
Why were you promoted? How do you treat those around you? What reason did you strive for this position? What do you plan to do with your level of command?
- Quick Build
You can make a Captsin quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Intelligence.
Class Features
As a Captain you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Captain level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Captain level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Martial Ranged Weapons, Melee Weapons
Tools: Tattooist's Tools or one gaming set of your choice.
Saving Throws: Dexterity, intelligence
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:
- (a) Type IIA Bulletproof Armor or (b) Stab Vest, Level 1 Spikes
- (a) MA5C Assault Rifle and 64 Bullets or (b) BR55 Battle Rifle and 43 Bullets or (c) Sniper Rifle System 99C-Series 2 Anti-Matériel and 12 Bullets or (d) M90 Shotgun and 24 Shells
- (a) 10 rations or (b) A dagger or (c) M6C PDW and 24 small rounds or (d) M7 SMG and 120 small rounds
- (a) Tattooist's Tools or (b) One gaming set of your choice
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Uplink Module |
2nd | +2 | Fighting Style |
3rd | +2 | Service path feature |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra Attack |
6th | +3 | Pistol Whip |
7th | +3 | Service path feature |
8th | +3 | Ability Score Improvement, Jump-Jets |
9th | +4 | Rumbledrugs |
10th | +4 | Service path feature |
11th | +4 | Extra Attack |
12th | +4 | Ability Score Improvement |
13th | +5 | Hardened Physique |
14th | +5 | Ability Score Increase |
15th | +5 | Hardened Physique |
16th | +5 | Ability Score Improvement |
17th | +6 | Sprint |
18th | +6 | Service path feature |
19th | +6 | Ability Score Improvement, Extra Attack |
20th | +6 | Finishing This Fight |
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, enabling you to request (human) supplies and backup, though it is still up to them whether or not you have clearance. 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.
The Spirit of Fire[edit]
The Spirit of Fire is a huge coloney ship retrofited for heavy long-term combat and explration. you will unlock abilities that pertain to the ship.
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 or ranged weapon. In the case of the latter, you fire the weapon once.
- 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.
- Steady Marksman. Two-handed Ranged Weapons you wield have a +2 bonus to hit while you have not moved yet on your turn.
Inspiring Leader[edit]
You have come to raise armies with your speech and give unwavering determination to your soldiers. starting at level 3 you may give a speech to rally your allies giving them a +2 to attack and damage rolls for 1 minute.
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 19th level.
Pistol Whip[edit]
Marines are always ready. At 6th level, you make an improvised melee weapon attack as part of your reload.
Time Tested[edit]
through the years you have used many weapons and know how to focus your aim, starting at level 7 you no longer suffer disadvantage on any ranged attack rolls. you also gain a +2 to ranged attack and damage rolls.
Drop ship[edit]
starting at level 8 You may call in a pelican down from the Spirit of Fire, you may ask the pilot to give you a lift to a LZ designated by you.
Ordinance Call[edit]
At level 9 you can call in an Ordinance drop that contains any two weapons from the Spirit of Fires armory.
In Command[edit]
You are always in contact with your ship. starting at level 10 you may call a gun run on an area that is 10ft wide and 40ft long. any creatures with in the path must make a dexterity saving throw with a DC of 10 plus your intelligence mod and you proficiency. of fail they take 10d6 force damage and fall prone, on success they take half damage and do not fall prone. you may use this equal to your proficiency. you regain all uses after a long rest.
Hardened Physique[edit]
In the calluses in your hands, the mud in your boots, and the scars from your battles, your will to live outclasses any armor. At 13th level, and again at 15th, you gain +1 AC.
Sprint[edit]
The flow of combat has hardened your body and honed your battle prowess, and your armor and heavy weapons no longer encumber you long enough to run short distances. At 17th level, as a bonus action, you may use your movement as a dash, and increase your movement by 10 feet. You can regain this ability after completing a short or long rest.
MAC Cannon[edit]
Your ships MAC cannon has been brought online and awaits your orders. at level 18 you may call for a MAC stirke on any area with in view. The stike is a 30ft sphere. any creatures in the targeted area must make a dexterity saving throw equal to DC of 12 plus your intelligence mod and your proficiency. on fail they take 20d10 force damage and move 15ft from center of attack then fall prone. on success take half the damage,and move 15ft from center but dont fall prone. you may use this equal to your half intelligence mod regaining all uses after a long rest.
SPIRIT OF FIRE[edit]
At level 20 you may call the Spirit of Fire to enter the lower atmosphere and use all of its fire power to destroy all that stand in your way. You mark an area of 60ft, the Spirit of Fire uses its guns to bombard the space. all creatures in this area must make a dexterity saving throw equal to 16 plus intelligence mod and proficiency. on failed save take 20d20 force damage and fly 30 ft back then fall prone. on success take half damage, other affects stay the same. you may use this ability once every 24 hours.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Marine class, you must meet these prerequisites: Your Dexterity must be 16 or greater.
Proficiencies. When you multiclass into the Marine class, you gain the following proficiencies: Martial Ranged Weapons
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