Marine (5e Subclass)

From D&D Wiki

Jump to: navigation, search
Stub Logo.png This page is incomplete and/or lacking flavor. Reason: Incomplete. See the 5e Class Design Guide#Subclasses if you need help.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Marine[edit]

Fighter Subclass

The Marines are the Royal Navy's elite naval soldiers. They have been trained to excel at close quarters combat as well as ranged marksmanship. Landing parties as well as boarding parties and many other aquatic military actions are lead by these soldiers.


First In and Last Out

You are the vanguard. At 3rd lvl you add your proficiency bonus to Initiative rolls and you gain proficiency in Dexterity saving throws.

Weapons Specialist

You are only as good as your weapons so treat them well and they will treat you well. At 3rd lvl your damage dice for all Light and Ranged weapons increase by 1 increment. (1D4 to 1D6, 1D6 to 1D8, 1D8 to 1D10, 1D10 to 1D12, 1D12 to 2d6, 2D6 to 2D8, 2d8 to 2d10, 2d10 to 2d12) They Increase by one more increment at levels 7,10,15, and 18.

Intensive Training and Survival Training

Crawling through mud in the rain has taken it's toll but now you begin to see the benefits. At 7th lvl you gain this feature. You get a +1 to ac when not wearing heavy armor or medium armor. You also get a +1 to atk and dmg with all light and ranged weapons. At 7th lvl you gain a swimming and climbing speed equal to your walking speed. You also gain proficiency in the survival and nature skills and double your proficiency in both of them.

Field Dressing and Soldiers Endurance Training

"No use to us dead soldier." You have been giving basic instruction in first aid and have been pushed to your limits on the track. At 10th lvl you may use a bonus action on each of your turns to expend a hit dice and regain HP equal to 1D10 + Con Mod + Fighter lvl. You may use this a number of times equal to your proficiency bonus and regain all uses after a long rest. You also gain proficiency with the Medicine skill and the healers kit and double your proficiency bonus for them. At 10th lvl you gain 10ft of movement to your walk, climb and swim speeds.

Evasion

"Get down, incoming!" You have been through hell and back and have seen what can happen in an explosion. At 15th lvl When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Veterans Experience

Years of service and training have made you into the perfect killing machine. Having survived this long has it's benefits in the field. At 18th lvl you gain an additional+2 to your ac when not wearing heavy armor or medium armor. You also gain an additional+2 to all atk and dmg rolls with Light and Ranged weapons.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: