Spartan, Halo Variant (5e Class)
Spartan[edit]
Spartans are the best soldiers humanity has to offer as a spacefaring race. Already in another reality, the present time takes place while the Master Chief is sleeping it out in cyro (just before the events of Halo 4). Somehow, the UNSC Infinity's Shaw-Fujikawa Slipspace Drive Core malfunctioned. He was never woken (until by Cortana) because everyone onboard the Infinity were forcefully "clipped" out of general existence (at least for *that* reality), and for whatever reason (either cyro has protective properties from being removed from existence by a Slipspace Jump, or fate/destiny makes it seem like dumb luck), Master Chief was the only "survivor" (besides Cortana, who's not a truly living entity). At this point, Cortana is waking you, the player/Master Chief, up. Halo 4 takes its course (did I mention fate/destiny kept the Covenant not only alive but with you?) until you fly into the vacuum of space towards the planet below, as the ship explodes and you/Chief seem to travel at terminal velocity, (again), in the direction of the planet. Little did you or even Cortana know, you did switch realities, and that the approaching planet is a version of Earth. But what Chief didn't know was that things didn't just go from bad to worse, but have will eventually have gone to new and indescribable levels of good *and* bad. Something similar to the Tilt skull, but applied to the Campaign itself...
Weapons of War[edit]
Spartans are augmented soldiers originally created to strike down rebellions almost as soon as they started. They are trained to fulfill their mission without fail, and as such many later in their life have conflicts with their own humanity. They are broken up by generation. Orions, or Spartan Is, were experimental soldiers outfitted with exoskeletons. Very few survived the trials, and were the last to serve the Spartan’s true purpose. Spartan IIs, the generation immediately proceeding, were stolen from their families at a very young age and trained. Later, they would be outfitted with genetic enhancements, exoskeletons, and neural networks outfitted to hold artificial intelligences. This process had an incredibly high mortality rate and cost, but those who survived became unstoppable. Spartan IIIs were designed to be cheaper, more expendable alternatives to the Spartan II program, and were commonly sent on suicide missions in teams. Also unlike IIs, IIIs were chosen based on their lust for revenge. Finally, Spartan IVs were created after the previous Spartan programs were marked as war crimes, and instead opted for enhancing promising soldiers from different branches of the UNSC with similar enhancements.
Creating a Spartan[edit]
Spartan II “John” 117 |
What generation were you a part of? If you were a Spartan IV, what happened during your service to earn the program’s attention? Did you have any part in your ships malfunction? How have you been adjusting to this strange new world?
- Quick Build
You can make a Spartan quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity, followed by Constitution.
Class Features
As a Spartan you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Spartan level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Spartan level after 1st
- Proficiencies
Armor: Heavy Armor
Weapons: Simple Weapons, Martial Weapons
Tools: Land, Sea, and Air Vehicles, Smith’s tools
Saving Throws: Constitution, Strength
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:
- Mjolnir Mark IV Armor
- (a) MA5C Assault Rifle and 64 Bullets or (b) BR55 Battle Rifle and 43 Bullets or (c) M6 Magnum Sidearm and 24 Bullets
- (a) 10 rations or (b) A dagger or (c) Smith’s tools
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 | Built In Thrusters |
7th | +3 | VISR Mode |
8th | +3 | Ability Score Improvement, Though the Pain |
9th | +4 | Built In Thrusters |
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 | Spartan Rush |
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.
Authorization[edit]
Multiple features mention authorization. If an unauthorized individual, soldier or otherwise, is discovered to be in possession of such equipment, except for in the most dire circumstances, they and the one who gave them the equipment will most likely be escorted by MPs to the nearest lockup for anywhere between 1 hour and 2 months, though they do often defer to Spartans. In the worst cases, such as giving high-value materials to inssurectionist, life sentences are possible.
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.
- 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.
Service Path[edit]
At 3rd level, you must pick which exactly what path your service took you down, such as being an elusive Headhunter, an inspiring Sierra-Class, or a bombastic Freelancer.You gain another path feature at 10th level, and again at 18th level.
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.
Built In Thrusters[edit]
The Mjolnir platform has been upgraded numerous times. At 6th level, you gain a hover speed of 10ft. At 9th level, hovering 5ft or more above enemies gives you +2 on attack rolls with ranged weapons. However, creatures add +1 to attack rolls against you.
VISR Mode[edit]
Outfitting Spartans with non-standard equipment quickly became commonplace. At 7th level, you can add half of your proficiency bonus to Intelligence(Investigation) checks. As well, you can activate and deactivate low light mode as a bonus action. While it is active, you can see in dim light within 75 feet as if it were bright light, and in darkness as if it were dim light. You can discern color. If bright light comes within 15 feet of you, you have disadvantage on ranged attack rolls for 1 minute.
Through the Pain[edit]
Battle could never compare to what you’ve gone through. At 8th level, your Dexterity, Strength, and Constitution can no longer be reduced.
Hardened Physique[edit]
Most Spartans died within their first 5 years of service, but those who survived became nigh unkillable pillars of muscle and steel. 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.
Spartan Rush[edit]
At 20th level, you can push your body to the limit. Your Strength and Dexterity increase by 2 and can go above 20. As well, as a bonus action, you can forcefully release your adrenaline. Until your next turn, your movement speed to increase by 10ft, your Strength and Dexterity to increase by 2, which can be past 22 and all attack rolls against you have disadvantage.You can use this feature a number of times equal to your constitution modifier, these recharge on a long rest.
Service Paths[edit]
Headhunter[edit]
Headhunters were a secretive group of “government-sanctioned sociopaths” sent in pairs to cause as much terror and death in enemy encampments as they could before either evacuating or dying.
Small Unit Ops[edit]
Headhunters see weakness in numbers. At 3rd level, when in a group with 2 other people or less, but not alone, you add your proficiency bonus to stealth rolls an additional time, and you and your group do not take penalties from difficult terrain.
Strike from the shadows[edit]
Stealth is the Headhunters’s bread and butter. At 10th level, are able to craft suppressors for 150 gp, and attach them to your weapons. You also deal an additional 1d6 damage when you make an attack with advantage.
Active Camouflage[edit]
Headhunters were given state of the art equipment for their service. At 18th level, as a bonus action, you can activate your Active Camoflague 3 times. Until the end of your next turn, while stationary, you are invisible as if under the effect of Greater Invisibility. While moving or attacking with suppressed or melee weapons, enemies have disadvantage of perception checks against you and their passive perception is reduced by 5. You regain all uses of this feature at the end of a long rest.
Sierra[edit]
All Spartans have the official designation of Sierra, followed by their service number, but few live up to the title. Those who do are beacons of hope to their allies, and demons to their enemies. All non-magically cast spells given by this sub-class have a DC=8+your proficiency bonus+your constitution modifier.
Tell that to the Covenant[edit]
Your service has forged you into someone people look up to. At 3rd level,twice as an action, you can non-magically cast Calm Emotions. You regain all uses of this feature at the end of a short or long rest.
Mix it up a bit[edit]
You know exactly how enemies think. At 10th level, an action, you can non-magically cast Fear with a range of 60 feet. You regain use of this feature after completing a long rest.
I need a weapon[edit]
At 18th level, you, your armor, and your weapon act as one; made for each other. You can request the Spartan Laser From UNSC command. Each battery costs 10 gp to create.
Freelancer[edit]
In the darkest hours of the Great War, everyone was looking for their silver bullet. One of these was Project Freelancer, who focused on AI theory, and how an artificial intelligence can augment a soldier.
Physically Possible[edit]
Project Freelancer values finesse and speed over brute strength. At 3rd level, you gain proficiency in acrobatics. If you already have proficiency, you gain expertise. Your unarmed attacks deal 1d4 blugeoning damage, and you gain an additional 10ft to your movement speed.
Implantation[edit]
Before you were launched into another reality, you were given a fragment of an artificial intelligence and an armor enhancement, as listed below. At 10th level, you have finally been able to wake your AI, giving you access to your enhancements. Each armor ability is activated as an action, lasts until your next turn, and can be used 3 times unless otherwise stated. You regain all uses of this feature after taking a short or long rest.
- Domed Shield
-You emit a domed energy shield which creates a Wall 10ft away from you in every direction. This reduces your base movement speed to 0. This dome has two modes. When in barrier mode, nothing can pass through the shield. When in cover mode, it acts as the Water Wall spell. Changing modes can be done as a bonus action.
- Speed Enhancement
-Your movement speed doubles for 2 rounds. When moving past your base movement speed, you must make a Dexterity(Acrobatics) save with a DC equal to the distance you move divided by 2. On a failure, you are knocked prone. You gain advantage in stealth rolls after moving at least 5ft until your next turn.
- Healing Unit (Uses all 3 uses)
-Each creature you choose within 10ft of you receive 2d6 healing, and half as many temporary hit points.
- Strength Boost (Activated as a bonus action)
-You gain advantage on Strength saving throws and checks. If either of the die rolled would have failed, you take 1d6 force damage. Melee attacks deal an additional 1d4 damage.
- Overshield (Lasts until a short or long rest is taken or by choice. Uses all 3 uses)
-You gain an additional 15 temporary hit points which refresh with your armor’s. You gain disadvantage on all Stealth rolls. If this ability is active for more than 1 minute, you must make a DC 18 Wisdom saving throw. On a failure, you gain 1 level of exhaustion and loose the ability to gain temporary hit points until a long rest is taken.
- Temporal Distortion (Activated as a bonus action)
-On your turn, you may take an additional action, bonus action, or gain an additional 10ft of movement speed. On your second use of this ability, you must make a DC 13 Wisdom saving throw. On a failure, you take 1d12 force damage. On your third use, this DC increases by 5.
All of them[edit]
In your time of need, you can push your AI to the limit. At 18th level, as a bonus action, you activate every armor enhancement for 3 rounds, except for Healing Unit which is active for 1, and you automatically succeed all saving throws against Temporal distortion. 4 rounds after activation you are knocked prone, take 2d12 damage and 4 levels of exhaustion, and you can not gain temporary hit points, use armor abilities or regain hit points until after a long rest is taken.
Gamma Company[edit]
These Spartan-IIIs were known in the eyes of Lieutenant Commander Kurt Ambrose to be the “finest spartans ever”. Augmented with illegal drugs to boost the physical strength and athletics in the heat of battle by the UNSC, some consider them completely unstoppable while under the effects of a chemically induced Spartan Rush.
009762-OO Mutagen[edit]
Upon taking this subclass at 3rd level, due to your early augmentations, you are more aggressive in the battlefield. As a bonus action, you may enter a rage for 1 minute. While raging, you gain a bonus to damage rolls equal to your proficiency bonus, you have advantage on Strength checks and Strength saving throws, and you gain resistance to bludgeoning, piercing, and slashing damage. You may use this feature twice, regaining use at the end of a long rest.
While raging, you can go into a frenzy as an action. For the duration of your rage, you can make a single melee weapon attack as a bonus action on each of your turns. When your rage ends, you suffer one level of exhaustion.
Intimidating Presence[edit]
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. Choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
Retaliation[edit]
Starting at 18 level, when you take damage from a creature while you are raging, you can use your reaction to make a attack against that creature.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Spartan class, you must meet these prerequisites: Your Strength must be 16 or greater.
Proficiencies. When you multiclass into the Spartan class, you gain the following proficiencies: land and sea vehicles, smith’s tools
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