Astartes (5e Class)
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- 1 Warhammer Space Marine
- 1.1 FOR THE EMPEROR!
- 1.2 Creating a Warhammer Space Marine
- 1.3 Class Features
- 1.3.1 Table: The Warhammer Space Marine
- 1.3.2 Fighting Style
- 1.3.3 Carry A Big Gun
- 1.3.4 Assigned Duty
- 1.3.5 Ability Score Improvement
- 1.3.6 Extra Attack
- 1.3.7 I've got your Back
- 1.3.8 Hold fast
- 1.3.9 PROMOTIONS!
- 1.3.10 Emperor's Fury
- 1.3.11 Champion of Humanity
- 1.3.12 Rapid Deployment
- 1.3.13 Brother's In Arms
- 1.3.14 Angel of Death
- 1.4 Assault
- 1.5 Devestator
- 1.6 Chaplain
- 1.7 Scout
- 1.8 Librarian
- 1.9 Librarian Spell List
- 1.10 Multiclassing
Warhammer Space Marine
A Space marine walks down a hall as he blasts down the corridor with his heavy bolter enemies getting mowed down as he stands his ground, A battle brother makes final checks as he ignites his jump pack and flies into a tide of heretics, A squad leader checks around the corridor as he and his squad must take down a beholder guarding a relic
FOR THE EMPEROR!
You want to become the best of humanity, you are more than human you are their defender
Creating a Warhammer Space Marine
|And they shall be my Space marines and they shall Know No Fear.|
Do you want to break into the enemy frontline as your brother's? Do you face the hoards of thirsting demons with faith and steel
- Quick Build
You can make an Space Marine quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose Chainsword, Mark 2 armor, and Adventure's kit
As a Warhammer Space Marine you gain the following class features.
- Hit Points
Hit Dice: 1d12 per Warhammer Space Marine level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Warhammer Space Marine level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength and Constitution
Skills: Pick 3 from Acrobatics, Athletics, Intimidation, Perception, Religion, Survival, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- 100 Rounds of ammunition for your chosen ranged weapon
- 1 martial ranged weapon and Combat Knife
- Mark 1 Thunder Armor
- (a) An adventurers pack or (b) An explorers pack
- If you are using starting wealth, you have 4d4x10 gp in funds.
|2nd||+2||Carry A Big Gun|
|4th||+2||Ability Score Improvement,|
|6th||+3||I've got your Back, Hold fast|
|8th||+3||Ability Score Improvement,|
|12th||+4||Ability Score Improvement,|
|14th||+5||Champion Of Humanity|
|16th||+5||Ability Score Improvement,|
|18th||+6||Brother's In Arms|
|19th||+6||Ability Score Improvement,|
|20th||+6||Angel of Death|
As an Astarte's you're trained in most types of prevalent combat, but You've picked a favored style of combat, You gain 1 Fighting style at lvl 3, another at 9, and 12.
You gain a +2 bonus to attack rolls you make with ranged weapons.
- Two-Weapon fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
While you are wearing armor, you gain a +1 bonus to AC.
- Heavy Weapon Prowess
When using a weapon with the heavy property you can use your reaction to brace, adding your proficiency bonus to your AC.
- Bulwark of faith
When a creature you can see hits an ally that is within 5 feet of you with an attack, you can use your reaction to take the attack in their stead.
- Fortified build
You gain advantage against any effects which would displace you or effects that would make you go prone.
- Combo fighter
+1 to attack and damage rolls when dual wielding a melee weapon and a ranged weapon in one hand.
Carry A Big Gun
At level 2 you've been trained so that your reloads are basically done in nanoseconds, you ignore the reload property on ranged weapons except for weapons' with the heavy property, They instead use a bonus action to reload. Bolters and bolt pistol's do not have the heavy property nor do bolter's have the two-handed property when you wield them.
At level 3 you've been selected to train further in one of the following duties Assault, Scout, Devastator, Librarian, Chaplain. Each of these duties will be what you specialize in and the role you provide to your Squad. you receive benefits at levels 5, 10, 15, 18,
Ability Score Improvement
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.
At level 5 you can attack twice you gain another at level's, 11, and 20.
I've got your Back
At level 6 when behind cover or being engaged, as a reaction you can taunt enemies within 60ft of you, enemies must pass a DC 8 + Intimidation to not be taunted, You gain AC bonus equal to the number of enemies taunted, you lose this bonus if you move positions. You can use this feature once per short rest.
At level 6 you can as a bonus action take a knee and become 3/4 cover for your allies and this counts as you being behind 1/2 cover.
At level 10 you've been promoted to sergeant and can lead your squad to greatness. So long as an ally is within 25ft of you, they gain +1 to their attack rolls and advantage on their first attack roll in the combat encounter
At Level 13 you've gained access to the rage of the emperor's finest. For 1 minute you gain advantage on all attacks, during an emperor's fury when you cause a creature to reach 0 hp you can execute the enemy and gain your prof + con mod of temp hp. You can only use this ability once per long rest
Champion of Humanity
At level 14 You are the best defense against the uncaring world that leaves humanity wanting, you are their bulwark against the nightmares and the foul beings of an uncaring world and you shall hold, When you reach half health you can as an action inspire your allies giving them a d12 inspiration die which only be used in combat. you regain use of this ability after a long rest.
At level 16 As an action you can dash toward an enemy while taking an attack action every attack is made with disadvantage
Brother's In Arms
At level 18 your Faith in your comrades pushes you and them into even greater heights of heroism, when you take an action your allies can follow your lead and when they do the same action they gain advantage on it. Affects allies within 30ft of you
Angel of Death
At level 20 You've become the very legend that populace speak of. You gain the ability to declare a charge where you and 5 willing creature must move within their movement range and take an action while moving toward an enemy. this is done on your turn and does not take away any actions from your allies turns.
For those in the company who wish to burn the skies and crash down with the fury of the emperor!
- Skies The Limit
At level 3 you've been granted the training to push your jumppack to the limit, Gain +20 movement speed when equipped with a jumppack and it never runs out of fuel as you've learned how to keep it topped up. You also gain a jumppack
- Crashing Faith
At level 5 as an action can fly straight into the air and within your movement range crash down with thunderous fury causing enemies within a 10ft radius to make a Dexterity save DC 15 or take 3d12 thunder damage plus a Strength save DC 15 or be knocked prone. At level 18 the enemies must also make a wisdom save DC 15 or become frightened of you
At level 10 You've become fully trained within the rapid assault doctrine you gain the effects of the Dual wielder feat but it also applies to ranged weapons and gain a +2 to hit when wielding two weapons, When wielding a two handed melee weapon you add weapon damage to your thunderous crash after crashing
- Screamin Eagles
At level 15 you've gained enough experience in moving with a jump pack that you've picked up a few tricks, as a reaction you can strafe left, right, or backwards in a 30 ft line. if a creature is in that line then they must a constitution save DC 16 or be knocked prone, as a bonus action you can after a thunderous crash charge in a 30ft line to a target you can make one attack against said creature which does an extra 2d12 damage and makes the target's speed 0
- Angel's Wings
At level 18 you've been "gifted" an Angelus pattern Jump pack which is a pair of wings made of the most ornate design of golden shine, All your maneuvers except from screamin Eagles double their range and you get a 120ft flying.
As a devastator you are the heavy support the squad needs when you're in dire circumstances
- Backpack feed belt
At level 3 you gain a a backpack filled with ammunition for your heavy ranged weapons, You can as a downtime action attach a Heavy Ranged Weapon to the backpack feed, doing so the attached weapon loses the ammunition requirement but due to the weight of the weapon and the backpack you lose 5ft of movement speed, to change the attached weapon takes another downtime action and you can have only one weapon attached to your backpack
- Covering fire
At level 5 as an action you can set a 30ft cone in a direction infront of you in which when an enemy enters or ends their turn in the cone they must a dexterity save DC 8+your weapon accuracy or they take your weapon damage or half on a success, the area in the cone counts as difficult terrain
- The Mighty Bulwark
At level 10 when you hold fast you gain resistance to damage as long as you're stationary and have not been moved.
- Suppressing Fire
At level 15 as an action you can set a 30ft cone in a direction infront of you that counts as impassable terrain for enemies. doing this stops covering fire
- I'm The Heavy Weapon's Guy
At level 18 you have mastered heavy weapons. while wielding heavy ranged weapons you gain +2 to hit and +1 to damage
You keep the faith and purity of your chapter alive and well, while also weeding out any heresy or doubt in your brothers thus is the purpose of the chaplain
- Badge of Office
At level 3 you have been chosen to become a chaplain for your chapter to symbolize your new office you've been given a Crozius Arcanum which is acts as a mace that does your wisdom mod d8 of bludgeoning/lightning Damage
- Boolin on the heretics
At level 5 your Oratory skills are so superb that you gain proficiency in persuasion, intimidate, and religion. If already proficient double your proficiency bonus
- SHOW ME WHAT PASSES FOR FAITH AMONG YOUR MISBEGOTTEN KIND!
At level 10 As an action you can you can mark an enemy, when you kill that marked enemy in one on one combat no help from your side, your allies gain advantage for one round. You get uses equal to your wisdom mod regained on a short rest, you also gain proficiency in lute's and guitars
- Faith is my shield
At level 15 as a bonus action you can give 10+prof+Wis mod of temp hp to an ally, you have wis mod uses of this regained on a short rest
- REPENT MOTHERFFFUUUUUUU
At level 18 As a bonus action when you've marked a target you can dash towards them gain resistance from damage not from your marked target for 4 rounds during which you gain advantage on attacks against the marked but disadvantage against anyone else. now instead of 1 round of advantage it's 4 rounds when you kill the target
You didn't become a full brother like the rest, No those bubs can stick it out in the dirt whilst you take a more Subtle approach
At level 3 you've chosen to stay in the scout company of your chapter, You gain proficiency with light armor and Stealth
- Blinding flash
At level 5 you gain 3 charges of flash bangs these grenades have a radius of 30ft and as an action can be thrown 60ft creatures within the radius must a DC 15 Con save or be blinded and deafened for 1 minute.
- Tools for the job
At level 10 You've proven yourself to your chapter and have been granted access to better equipment, You gain access to the stalker variant of the bolter and 3 melta bombs which 3d6 force and deal double damage to structures and objects, you gain all melta bombs back at the end of a long rest
- I've seen this before
At level 15 You've learned to trust nothing at a first glance, As a bonus action you can choose to prone yourself and as an action go on overwatch which lets you take an attack opportunity using a ranged weapon, while you're prone your sight range is increased to 120 ft and your passive perception gains +10.
- Never saw it coming
At level 18 You've become one of if not the best scout in the company and as recognition you've gained access to stealth field tech and your metla bombs have been replaced with Satchel charges which do 6d8 fire and triple damage to structures and objects the stealth field grants you effects of a ring of invisibility
You've shown psychic potential and have been thrown into the librarium now after year's of training you step onto the battlefield to cause havoc with your powers
Apprentice librarian At level 3 You've been trained enough to do basic psyker disciplines. Gain the telepathic feat and the telekinetic feat and you use Intelligence for spellcasting
The Emperor's Tarot At level 5 As any librarian of the chapter should you have a pack of psychically attuned tarot cards which you can use to gleam future events and actions. you may spend 10 minutes to an hour of meditation to discern the future in which the DM can give a set of 4 cards to detail future events, up to the dm what that means
Psychic Smite At level 10 you are trained enough to use a more difficult power the iconic SMITE as an action you can spend a spell slot and deal 1d10 + your int mod psychic damage to an enemy within 60ft of you. You can add additional d10 equal to the level of spell slot expended (i.e. 3rd level slot equals 3d10 damage).
Telekinetic Barrier At level 15 Another powerful technique has been revealed to you. As an action you can spend a spell slot to create a dome of psychic energy which surrounds a radius of 30ft around you and acts as 3/4 cover and has a base health of 100 and you can spend a higher level of spell slot to add 50 more hp to the barrier. it requires concentration and it can stop/absorb damage from ranged, physical, and magical attacks and spells. creatures cannot enter the barrier once raised.
Chief Librarian At level 18 you've become the chief librarian of your chapter and have been gifted the right of keeping the relics of the chapter safe and secure. You gain one legendary item to protect with your life work with your DM to figure out what the weapon or item is and it's meaning to the chapter.
Librarian Spell List
You know all of the spells on the basic Eldritch knight spell list and gain spell slots as an eldritch knight
Prerequisites. To qualify for multiclassing into the Astartes class, you must meet these prerequisites: YOU DON'T
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: