Astartes (5e Race)

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<Race Name>[edit]

Physical Description[edit]

"They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them and in the furnace of war I shall forge them. They shall be of iron will and steely sinew. In great armour I shall clad them and with the mightiest weapons shall they be armed. They will be untouched by plague or disease; no sickness shall blight them. They shall have such tactics, strategies and machines that no foe will best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines...and they shall know no fear."
Astartes are foremost amongst the defenders of Humanity, the greatest of the Emperor of Mankind's warriors. They are barely Human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training.



Astartes Names[edit]

astartes are still human so they can share similar name, but most of them change their name (usually a latin name)

Male: Reinhart, Taremar, Oradias, Sicarius...

Astartes Traits[edit]

Ability Score Increase. Your Constitution score increases by 1.
Size. Speed. Your base walking speed is <speed> feet.
Betcher's Gland. Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, as an action you can spit a 15 cone of poison, forcing creaturin range to make a DC 13 constitution saving throw taking 3d6 damage and being poisoned or half as much on a successfull one
Larraman's Organ. A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells', which are released into the blood stream if the recipient is wounded. They attach themselves to leukocytes (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer - acting like platelets, only better, preventing the bearer to bleed out
Sinew Coils. Known as the Steel Within, this implant is the only one which is cybernetic. The subject sinews are reinforced with durametallic coil-cables that contract with incredible force, magnifying the subject's strength beyond that of a regular Human, your punch now deal 1d4 + str damage.
Languages. You can speak, read, and write Common and high gothic.
Subrace. Imperial Fist, Ultramarines, Blood Angels, White Scar, Iron Hands, Raven Guard, Salamanders, Space Wolf, Dark Angels

Imperial Fist[edit]

Ability Score Increase. +1 constitution, +1 intelligence
Legacy of Dorn. when attacking a vehicle or building with a heavy weapon you deal an additional dice of damage (or 2 if using a greatsword)
Preatorian of Terra. while using a shield you can give half cover to friendly creature within 5 ft of you


Ability Score Increase. +1 charisma, +1 intelligence
skilled politician. you gain proficency with persuasion
tactician. you can reroll a single dice per day

Blood Angels[edit]

Ability Score Increase. + 1 strenght, +1 wisdom
Black Rage. Sometimes, on the eve of battle, an event or circumstance will trigger this "genetic memory" and the battle-brother's mind is suddenly wrenched into the distant past. The Black Rage overcomes the Blood Angel as the memories and consciousness of Sanguinius intrude upon his mind, and dire events ten thousand Terran years old flood into the present. This can cause Blood Angels Astartes to go insane prior to or during battle and feel the uncontrollable rage of Sanguinius himself during the final days of the Siege of Terra.

if you are reduced to 0 hp or badly injured make a dc 15 saving throw, if you fail the Black rage will pervade your body, causing you to get immediately up with 1 hp and attck the closest creature, friendly or not, dealing extra 2 dice of damage and gaining advantage to the hit roll. the only cure to the black rage is a wish spell or a remove curse.
Red thirst. once per day, you have to drink at least 1 gallon of blood if you fail in this action a curse is layed upon you: you will take 1d8 damage per hour and now you need double the ammont of blood forever (note that this ability can stack and potentialy dealing infinite d8 of damage per hour)

White Scar[edit]

Iron Hands[edit]

Ability Score Increase. +2 constitution
improved sinew coil. the damage of a punch is increased to a d6 intead of a d4
Ceramite Muscle. increase the Ac by 1, in addittion as a reaction you can halve an incoming damage (1 per day)

Raven Guard[edit]

Ability Score Increase. +2 dexterity
Sneaky. you gain proficiency in stealth, in addittion while you are in the dark you can use an action to become invisible
Lay down the Tyrant. you gain advantage on the hit rolls againt target of a size bigger than you


Ability Score Increase. +1 strenght +1 constitution
Fire Within. you gain resistence to fire damage
Undying. you gain advantage on death saving throw

Dark Angels[edit]

Ability Score Increase. +2 wisdom
Keeper of Secret. you have proficiency in history and religion.
Interrogator. You gain proficiency in investigation and intimidation, in addition you can make an investigation check, the creature you are investigating need to make a wisdom savinght throw equal to the result of the check, if he fail he is under the effect of zone of truth.

Random Height and Weight[edit]

′ ″ + lb. × () lb.

*Height = base height + height modifier
**Weight = base weight + (height modifier × weight modifier)

Suggested Characteristics[edit]

When creating a <race name> character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
d6 Ideal
d6 Bond
d6 Flaw
(0 votes)

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