Space Marine (5e Class)

From D&D Wiki
Jump to navigation Jump to search

Space Marine[edit]

You are a soldier from a far off world who has been stranded on a planet full of magic and fantasy. You may initially impress the natives with dazzling firepower, but once your energy cells run out, you need to learn to adapt.

Creating a Space Marine[edit]

Quick Build[edit]

You can make a Space Marine quickly by following these suggestions. First, make Dexterity your highest score, followed by Constitution. If you plan to follow the Galactic Wizard Training, make Intelligence your second highest score instead.

Class Features[edit]

Class Features

As a Space Marine you gain the following class features.

Hit Points

Hit Dice: 1d12 per Space Marine level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Space Marine level after 1st

Proficiencies

Armor: All armor, shields
Weapons: all weapons, futuristic weapons
Tools: Tinker's tools
Saving Throws: Dexterity, Intelligence
Skills: Choose two from Acrobatics, Athletics, Intimidation, Medicine, Perception, Sleight of Hand, Survival

Equipment

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

  • (a) Laser Pistol or (b) Laser Rifle
  • 4 energy cells
  • Breastplate
  • Tinker's tools

Table: The Space Marine

Level Proficiency
Bonus
Features
1st +2 Combat Tactics
2nd +2 Action Surge, Rapid Reload, Weapon Knowledge
3rd +2 Combat Training
4th +2 Ability Score Improvement
5th +3 Extra Attack, Regeneration
6th +3 Ability Score Improvement
7th +3 Combat Training Feature
8th +3 Ability Score Improvement
9th +4 Energy Boost
10th +4 Combat Training Feature, Superhuman Biology
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5
14th +5 Ability Score Improvement
15th +5 Combat Training Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (2 uses)
18th +6 Combat Training Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Combat Tactics[edit]

You specialize in one of the following feats from your training.

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

Futuristic Weapon Training - You gain a +2 to attack rolls made with futuristic weapons.

Laser Resistance - You are resistant to radiant and Force damage.

Marksman's Grit - You add twice your ability score bonus, rather than your ability score bonus, to the first attack you make each round with a futuristic weapon.

Precision - Whenever you roll damage for a futuristic weapon and roll the lowest number possible on any of the dice, you may re-roll the damage for that die, even if the re-roll is the same result.

Weapon Knowledge[edit]

Starting at 2nd level, you can spend an hour creating 20 rocket rounds or energy cells from tinker's tools as part of a long rest.

Action Surge[edit]

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus 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.

Rapid Reload[edit]

Beginning at 2nd level, once on your turn, you can reload a weapon with the reload property without using an action or bonus action.

Combat Training[edit]

At 3rd level, you can choose to find a way to cling to your old ways, embrace that of the world around him or merge both into one skill set. Choose Primaris, Techmarine, or Librarian.

Ability Score Increase[edit]

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.

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 20th level.

Regeneration[edit]

starting at 5th Level Your Geneseed allows you to recover 5 hit points at the start of each of your turns as long as you has at least 1 hit point remaining.

Energy Boost[edit]

At 9th level, you can expend an energy cell to enhance your cybernetic implants for 1 minute. While your cybernetic implants are enhanced, you have an advantage on Strength, Dexterity, and Constitution saving throws and checks.

Superhuman Biology[edit]

at 10th level, you advantage on saving throws against poison, nonmagical diseases, and the effects of exposure to extreme heat and extreme cold.

Combat Training[edit]

You have to make a choice between your old life and your new life. Alternatively, you may try to combine the two lifestyles.

Primaris[edit]

Primaris Space Marines are bigger, more physically powerful and possess faster reaction times than their original Astartes counterparts..

Enhanced Training[edit]

At 3rd Level you may choose a second combat tactic.

Power Armor Training[edit]

At 7th level, you learn how to best make use of Advanced armor. while you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 5.

Gene-Seed Resilience[edit]

At 10th level, you can use your reaction to reroll a failed saving throw. You must use the new roll. You can do this twice per long rest.

Chink in the Armor[edit]

At 15th level, you learn how apply your training in hitting enemy weak points to any creature. Your attacks now score a critical hit on a roll of 18-20.

Unyielding Assault[edit]

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns in combat, you regain hit points equal to 5 + your Constitution modifier (minimum of 1 hit point). You don’t gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Techmarine[edit]

techmarines are taught how to "feel" the pain of a damaged machine and heal it. they use cybernetic enhancements to help them in battle

Alien Understanding[edit]

Starting at 3rd level, you have advantage on any check to try and understand technology, and you may add your proficiency bonus to any roll you make to operate or figure out a technological device.

Artificer Armor[edit]

starting at 7th level you gain a set of power armor modifications that will allow you to gain further cybernetic enchantments, your cybernetic implants grant you a +2 bonus to AC.

Servo-Arm[edit]

starting at 10th level you gain 2 Servo Arms that attach to the Artificer armor attached to your back, you may use these Servo arms as an unarmed strike that deals 1d12 Bludgeoning damage with a range of 15ft, these attacks Benefit from extra attack. Outside of combat these arms can pull, push or lift up to 3000lbs. within 15ft of you. you may make one unarmed strike with these arms as a bonus action.

Servo-Harness[edit]

Starting at 15th level you gain a second pair of Servo Arms that you may attach any futuristic ranged weapons to as long as they do not have the Giant property. these weapons will automatically reload as long as you have the ammo. you may fire both of these weapons as a bonus action and may choose to target one creature with both or two separate creatures.

The Final Mechadendrite[edit]

At 18th level you may choose to swap your 4 servo arms between any of the following modifications including the original Servo Arms after a short rest. Modifications:

  • Medicae Servo Arm: This Servo Arm allows you to inject a creature with a any sort of drug with flesh staplers and a small chainscalpel. as an action you may heal a creature 2d10 + half your Level, you may use this feature 3 times for each arm
  • Optical Servo Arm: This Servo Arm allows the user to gain enhanced vision all they way down to a microscopic level. while you have this servo arm you gain 120ft of dark vision and 10ft of true sight, You also gain advantage on perception checks
  • Utility Servo Arm: This Servo Arm allows the user to repair machines and bless them for the machine god. if a machine that you understand is damaged you may use your action to repair the technology without needing to make a check of anytime and you may bless a machine twice per day, Giving it a +1 to damage and attack rolls and advantage on all saving throws

Librarian[edit]

A Librarian gives in to the world around them to learn the wondrous abilities of the world they are in that they did not have access to in the past, taking up a spellbook and learning the arts of the arcane.

Spellcasting[edit]

At 3rd level, you gain the ability to cast spells. Read the 'Eldrich Knight Spellcasting' in the Player Handbook for the Spellcasting table.

Weapon Bond[edit]

At 3rd level, you may use magic to bond yourself to one weapon through an hour long ritual. Once you are bonded you cannot be disarmed of this weapon unless you are unconscious or deceased. You can only be bonded to one weapon at a time.

Energized Spell Casting[edit]

At 7th level, you use your cybernetic implants to energize your spellcasting and cast a cantrip as a bonus action. However, if this is done in conjunction with a spell then a short or long rest is required to regain use of this feature.

Pinpoint Accuracy[edit]

At 10th level, you have advantage on spell attack rolls against enemies 5 feet ahead of you.

Energized Sprint[edit]

At 15th level, your speed increases by 15 feet.

Cantrip Overload[edit]

At 18th level, your cybernetic implants are overcharged by your arcane energy, allowing you to cast two cantrips as an action.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Space Marine class, you must meet these prerequisites: Dexterity 13

Proficiencies. When you multiclass into the Space Marine class, you gain the following proficiencies: light armour, medium armour, heavy armour, futuristic weapons, shields


Back to Main Page5e HomebrewClasses