Marine (5e Class)
From D&D Wiki
- 1 Marine
- 2 Creating a Marine
- 3 Class Features
- 4 Marine Training
Marines are members of paramilitary organizations that provide security in interplanetary space and off-world facilities. The primary employer of marines is Union Aerospace Corporation and its subsidiaries such as Mars-Sec.
Applicants to marine corps are expected to be physically healthy. Inductees ostensibly undergo a strict training regime, although corporate pressure often leads to recruits being fast-tracked into action.
Creating a Marine
What compelled you to join the marines? Maybe you wanted to see other planets, or you needed to escape a debtor, or you were unwillingly drafted.
As a Marine you gain the following class features.
- Hit Points
Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Athletics, History, Insight, Intimidation, Medicine, Perception and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) UAC Pistol and one pistol magazine or (b) short sword
- (a) Two pistol magazines or (b) two stimpacks
- (a) combat shotgun and 12 shotgun shells or (b) two daggers
- (a) Light armor or (b) security armor
|3rd||+2||Weapon Mod Proficiency|
|4th||+2||Ability Score Improvement, Long Fall|
|7th||+3||Weapon Mod Proficiency|
|8th||+3||Ability Score Improvement|
|10th||+4||Marine Archetype Feature|
|11th||+4||Extra Attack (2)|
|12th||+4||Ability Score Improvement|
|14th||+5||Ability Score Improvement|
|15th||+5||Marine Archetype Feature|
|16th||+5||Ability Score Improvement|
|17th||+6||Weapon Mod Proficiency|
|19th||+6||Ability Score Improvement|
|20th||+6||Extra Attack (3)|
At 1st, 9th, 13th and 18th level you choose one of the following features.
- Pistol Discipline
Once on your turn, when you make an attack with a one-handed ranged weapon, you can make an additional attack with that weapon against the same target.
- True Grit
You can use two-weapon fighting when you wield a one-handed ranged weapon in each hand.
You gain a +2 bonus to attack rolls you make with ranged weapons at longer than normal range.
- Security Guard
You gain proficiency in Intelligence (Security) and shields.
- Aerospace Specialist
You gain proficiency in vehicles (aerospace). In addition, you do not suffer disadvantage as a result of being in zero gravity or microgravity.
- Breach Specialist
You gain proficiency in heavy armor. In addition, you may add your proficiency bonus to Strength checks made to breach doors or other sealed, locked or stuck openings.
- Heavy Weapon Specialist
When you use an explosive weapon such as a grenade or rocket launcher, targets that fail their Dexterity saving throw take an additional 1d6 piercing damage.
You gain a +2 bonus to damage rolls made with melee weapons. In addition, you add half your proficiency bonus (round up) to any Dexterity check you make that doesn't already use your proficiency bonus.
- Support Gunner
When you use burst fire with a ranged weapon, the Dexterity check DC is increased by 2.
At 2nd level you choose an archetype: Badass, Leader, Commtech or Argent Agent. Your choice grants you features at 2nd level and again at 10th and 15th level.
Ability Score Improvement
When you reach 4th level, and again at 9th, 10th, 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.
From 4th level, when you fall you treat the falling distance as 20 feet less than normal.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks is increased to three when you reach 11th level in this class and to four when you reach 20th level in this class.
Starting at 6th level, you have mastered the tried-and-true marine tactic of running around a target whilst laying down weapon fire. If you decide to circle strafe, you mark one target you can see within 30 feet at the start of your turn, noting the distance between you. If you end your turn that distance or greater from your starting location whilst remaining within 30 feet of the mark, you are circle strafing. If you make a melee attack or attack a creature other than the mark during your turn, you do not benefit from circle strafing.
The marked creature you are circle strafing has disadvantage on attack rolls made against you. You also have advantage on saving throws made against effects that originate from the marked creature.
Weapon Mod Proficiency
When you reach 3rd level, and again at 7th and 17th level, choose one weapon you are proficient with that supports weapon mods. You gain proficiency in one weapon mod for that weapon.
There are three marine archetypes, the Badass, the Leader, and the Commtech.
Life in a marine squad is a constant pissing contest in which individuals compete to prove their toughness, combat prowess and courage.
- Badass Points
Starting at 2nd level you begin to develop a badass attitude, represented by a number of badass points. You have a number of badass points equal to 2 + half your marine level.
You can spend these points to fuel various badass features. When you spend a badass point, it is unavailable until you finish a short or long rest, at the end of which you regain all your badass points. You must spend at least 30 minutes of the rest making flippant remarks about your grave situation, pulling shrapnel from your wounds without wincing or otherwise vying for alpha position.
When you take this archetype at 2nd level, you gain two of the following badass features.
- Just a Flesh Wound. When you suffer a critical hit you can spend 1 badass point to treat it as a normal hit.
- Biting Reposte. When you are hit by a melee attack by a creature you can see within 5 feet, you spend 1 badass point to use your reaction to bite off the attacker's nose, ear, finger or other extremity. This deals 1d6 + your Strength modifier slashing damage to the attacker.
- Just Die Already. When you damage a creature to one-tenth its hit points or less, but do not kill it, you can spend 1 badass point to just fucking kill it.
- Rocket Jump. You know how to ride the concussive forces of an explosion. When you need to make a Dexterity save against an explosive weapon such as a grenade or rocket, you can spend 1 badass point to use your reaction to jump 20 feet in any direction, including upwards. If you do so and succeed on the save, you take a quarter damage from the explosion rather than half damage; and if you fail the save, you take half damage.
If the explosion occurs on your turn (for example by your own weapon), you must spend a bonus action rather than a reaction to rocket jump, you automatically succeed on the Dexterity save, and the distance you rocket jump may be added to any distance you have jumped as part of your movement.
- It Was In My Way
Starting at 10th level, you gain the following benefits.
- When you hit with a melee weapon with the chained damage property you can spend 1 badass point to treat that trait's value as one less than normal. For example, when you hit with a chainsaw you can spend 1 badass point to treat it as having the chained damage (3) property, re-rolling damage die results of 3 or 4 and adding the new results to the damage total.
- When you make a ranged attack in close combat, you can spend 1 badass point to negate the disadvantage incurred on the attack roll. If you do this, you also score a critical hit on a roll of 19 or 20.
- If you kill a creature using an It Was In My Way feature, you gain 1d6 temporary hit points and your speed is increased by 10 feet this turn.
- Is That All You've Got?
From 15th level onwards, when you make a death saving throw, you can spend 1 badass point to reroll the die, accepting the new result; or you can spend 3 badass points to change the result to a 20.
You are a squad leader. You can issue special commands to cordinate the attacks and movement of your fellow marines.
- Fire Control
You can coordinate the fire of other marines. Issuing a command uses your bonus action. When you take this archetype at 2nd level, you know the following commands.
- "Point Fire!" You mark one creature you can see. Ranged attacks rolls against the marked creature made by marines within 30 feet of you against that target have a +1 bonus. The bonus lasts until the start of your next turn.
- "Suppressive Fire!" You designate an 10 ft. cube area. Until the start of your next turn, creatures in that area must pass a Wisdom saving throw in order to move as long as one ranged attack is made into that area. The base DC is 5. Add 1 to the DC for each ranged attack made against targets in the suppressed area, and add 5 for each burst fire centered on the suppressed area. Creatures that are immune to fear automatically succeed on the saving throw.
In addition, your marine rank at 2nd level becomes Lieutenant.
- Tactical Command
At 10th level, you know the following tactical commands. Issuing a tactical command uses your bonus action. You must finish a short or long rest before you can use a tactical command again.
- Advance! Each marine you choose within 30 feet of you may use their reaction to move their speed towards a creature and make a melee attack against that creature.
- Cover! For 1 minute, attacks made against marines within 30 feet of you are made with disadvantage if the marine is behind cover.
In addition, your marine rank at 10th level becomes Captain.
- Pull Rank
At 15th level, you gain proficiency in Persuasion and add double your proficiency bonus to Persuasion checks (instead of your normal proficiency bonus).
Your marine rank at 15th level becomes Major.
In addition, you can use your bonus action to give a friendly humanoid within 30 feet a field promotion. Any one humanoid can only ever receive two field promotions: A marine becomes a Sergeant, and then a Sergeant Major. A civilian becomes a Warrant Officer, and then a Chief Warrant Officer. You cannot promote another marine with the Leader archetype, and you cannot promote yourself.
When a creature receives a field promotion, they gain temporary hit points equal to twice your level and gain inspiration.
You come from a more educated background than your usual grunt, and your career path took you through support and auxillary training.
When you choose this archetype at 2nd level, you gain proficiency with hacking tools.
- Run a Bypass
Starting at 10th level, when using a hacking tool to open a door, you may add double your normal proficiency (instead of your normal proficiency bonus). If you do this, it consumes the hacking tool.
In addition, you can use a hacking tool to improve a weapon that uses an energy pack for ammunition. This consumes the hacking tool. A weapon improved in this way deals +2 damage for 1 hour.
At 15th level, if you spend 1 minute fiddling with an electronic device with a hacking tool, you can make it discharge a lethal amount of electricity. The device must use an energy pack or be connected to some other power source (such as a computer terminal connected to the mains), and this consumes the hacking tool. You can set the object to discharge after a set amount of time, or when it is next operated. When it discharges, creatures within 5 feet of the object must make a Constitution saving throw. The DC is 8 + your Intelligence modifier + your proficiency bonus. Creatures take 12d6 lightning damage on failed save, or half as much on a successful one. The discharge destroys the object.
Either knowingly or unknowingly you have been the target of a UAC experiment to harness hellish argent biowaves in a human subject, in an attempt to make a supersoldier. As a result, you begin to develop a variety of hell-infused powers where others would have been transformed into possessed zombies.
At 2nd level, and again at 10th and 15th level, choose two argent powers from the list below.
You use your Charisma modifier when setting the saving throw DC for an argent spell and when making an attack roll with one.
Save Spell DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Argent Fuel
You need to consume argent for your argent powers to become active. During a long rest, you must consume an item with the argent tag, such as a supercharge or weapon rune. You do not gain any benefits from the item, and consuming it destroys it. If you are not able to consume such an item, your argent powers are active until you next take a short rest.
- Argent Powers
- Thermoscapular. You gain resistance to fire damage.
- Metaoptic Refraction. You can use your action to become invisible. You remain invisible until you take another action.
- Quadtropic Enhancement. When you score a critical hit, you roll all of the attack's damage dice four times (instead of twice). If you score a critical hit with an unarmed strike, you deal 4 damage (instead of 1).
- Fibrostimulatrix. Your base speed is 40 feet. When you make a high jump or long jump, calculate the distance using twice your Strength score (instead of your normal Strength score).
- Linear Lux Pulse. You can use your action to make a ranged spell attack against a creature within 120 feet. On a hit, you deal 2d10 radiant damage, and you may make another ranged spell attack against another creature within 5 feet of the target. On a hit, the second attack deals 1d10 radiant damage.
- Nonlocal Syncosynapse. You can use your action to attempt to control a creature than you can see within 60 feet. The target must make a Wisdom saving throw. Possessed creatures have disadvantage on the saving throw, while cybrids have advantage on the saving throw. If the target fails the saving throw, it is charmed by you for up to 1 minute, requiring your concentration. While the creature is charmed, you can use your action to control it. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw. If the saving throw succeeds, the charm ends.
- Radial Deflectron. You can use your action to grant yourself temporary hit points equal to 1d8 + the number of hit dice you have expended since your last long rest.
- Picometric Scanning. You gain proficiency in Perception and Investigation.
- Tethered Graviton. You do not suffer disadvantage to do the effects of zero gravity or high gravity. In normal gravity, you can levitate up or down at a speed of 10 feet.
- Biowave Sense. You can spend 1 minute in concentration to detect the presence of humanoids, beasts and fiends within 120 feet. You know the quantity and type of creatures present, but not their position.
- Recouple Psyche. You can spend 10 minutes in concentration to bring the soul of a humanoid back to its body. The subject must be a helpless possessed fiend. The power fails if the fiend was killed. At the end of the 10 minutes, the target becomes a humanoid, with the personality and statistics it had before the possession. This person must make a Wisdom saving throw, with a DC based on the time its soul spent in Hell: DC 5 (1 day), DC 10 (1 week), DC 15 (1 month), DC 20 (6 months), DC 25 (12 or more months). On a failed save, they suffer one long-term and one indefinite madness (DMG p. 259–260).
Prerequisites. To qualify for multiclassing into the marine class, you must meet these prerequisites: Con 13
Proficiencies. When you multiclass into the marine class, you gain the following proficiencies: light armor, medium armor, simple weapons, martial weapons