ODST (5e Class)

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ODST[edit]

The Helljumper ODST epitomizes audacity and skill, descending from the heavens with unwavering courage. Masters of high-velocity combat drops, they navigate through chaos with their unique and daring expertise, striking fear into their enemies while turning the tide of battles

Creating an ODST[edit]

credit to bungie
Quick Build

You can make an ODST quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Soldier background.

Class Features

As a ODST you gain the following class features.

Hit Points

Hit Dice: 1d10 per ODST level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per ODST level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, martial weapons
Tools: Tinker's Tools
Saving Throws: Dexterity, Constitution
Skills: Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Investigation, Perception, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The ODST

Level Proficiency
Bonus
Features
1st +2 Adrenalin, ODST Suit
2nd +2 Basic Training, Fighting style
3rd +2 MOS
4th +2 Ability Score Improvement
5th +3 Extra Attack, Drop Pod
6th +3 Back Off, Cunning Action
7th +3 MOS Feature
8th +3 Ability Score Improvement
9th +4 Jumper, Basic Training
10th +4 MOS Feature
11th +4 Extra Attack improvement
12th +4 Ability Score Improvement
13th +5 Mental Fortitude
14th +5 Ability Score
15th +5 Jumper Improvement, Basic Training
16th +5 Ability Score Improvement
17th +6 MOS Improvement
18th +6
19th +6 Ability Score Improvement
20th +6 Defined Muscles

Adrenaline[edit]

At level 1 1d10 + your ODST lvl healing and and 10 extra feet to your base speed as a bonus action once per short or long rest It can be administered to anyone if you take the medic MOS

ODST Suit[edit]

At level 1 Type IIA Bulletproof Armor Ranged AC: 15 + Dex (Max 2) Melee AC: 11 + Dex (Max 2) has a UV setting and a NVG setting UV you can see traces of blood and faint to strong traces of magic not to the level of detect magic you just know it there within 30 feet, for an action you can tell what school it is if you have found the object. NVG gives you darkvision with color for as far as you can see, if flashbanged or something of similar within 60ft you are blind for 2 turns, if extra bright lights hit you, you are blind for 1 extra turn(the helmets can go opaque and be unable to tell who is behind the helmet or can be clear, doesn't affect vision just keeps identity hidden, if ODSTs are in a squad IFF can identify them on your HUD by name) the suit is also sealed meaning that any normal gas that would affect them they are immune to, but DM can decide that it chews through filters and they may have to go on their 15 minutes of O2 that refills on a long rest

Basic Training[edit]

At level 2 you gain some insight into your brothers MOS’s you may pick one of the following even if it's your own(you can flavor as you remember something from training)

Recon: you gain a minimum roll threshold for damage. This threshold varies depending on the die size: 2 for d4, 2 for d6, 3 for d8, 4 for d10, 5 for d12, and 8 for d20 at 40 or farther you gain this benefit

Medic: you gain a better adrenaline, this adrenaline MK2 will give 2d8 healing + your ODST level and 10 extra feet to your base speed

CQC: you can administer a weapons check to one weapon if you spend 30 minutes inspecting cleaning ect with the weapon when you do so the weapon is now immune to jamming for the first 6 rounds of combat

Demo: you can now make improvised explosives with any fuel and any oxidizer this bomb has a base damage of 2d6 at a 10-foot radius it can be stronger depending on what you use up to DM discretion(basic ied is 25 gold allowing for 2d6 bigger is 50 giving a range of 30 feet and 3d6, if you go all out and put 100 gold you get 4d6 and a range of 60 feet with double damage against buildings and structures) this takes a short rest to make and doesn't expire, it takes an action to set it/throw it you have 3 options when setting it, you can say it is on impact, it is on a timer or it is manually detonated remotely within 120 feet

Fighting style[edit]

At level 2 you gain a fighting style Go look at fighter and pick from those

MOS[edit]

At level 3 you can pick from one of the following and must stick to it throughout the rest of your mos features unlike the basic training feature the MOS’s you can pick from are stated at the end alongside their features

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]

At level 5 whenever you take the attack action you can attack twice instead of once Improves at 11th to 3 attacks

Drop Pod[edit]

At level 5 you gain the famed drop pod with our own spin on it they all have their own themes and we refer to these themes through the subclasses you get a second pod at level 15, they take one turn to arrive and if they land on something it can make a dex save (DC = 8+prof) if it is paying attention, if not it is (DC = 8+prof+half your ODST lvl) or take 5d6 damage if medium, if large the pod will need to roll a d20 if roll bellow 7 anything inside of the pod will be broken and unusable, with a roll between 11-15 the pod will bounce dealing half of the damage mentioned and be sent in a random direction within 30 feet, but items inside will stay intact. The base health for a pod is 25HP and has a AC of 20 unless stated otherwise you may still take your pod into combat if you like but it is up to you.

Recon: you get a targeting computer to double your short range and triple your long range and you ignore all cover, however you must be within 10 as you have to program the pod's computer to get these effects, when you get your second pod it comes with 3 clips of a declared weapon upon calling it in this ammo buffs your damage by 5 you may also choose the faster approach when you do so it lands immediately and can't be shot down and if trying to be tracked they get disadvantage due to how fast you came in, if you are in the pod and you do a fast drop you will roll a con save dc 15 if you roll below then you are stunned for one turn from the whiplash

Medic: you gain 2 adrenaline shots that are on level with what you have one first aid kit that gives 50% health, when you get your second pod it goes to a 100% trauma kit, you can only use the kit if the target is within 5ft, the target can not be yourself.

CQC: you gain a pod that when it hits the floor it can deploy a turret, this pod has a flat +20 to its health when determining its health and the turret is immobile and does 3d6 per shot with a 2+prof to hit, when you get your second pod your turret gets a second attack and your turret now does 3d8 per shot with a 3+prof to hit the turret will target the closest person, turret goes at the end of the players turn

Demo: your pod can be rigged to air burst or explode after one turn of hitting the ground as your pod is filled with explosives, your pod does a number of d8s = to half your level rounded down in piercing/fire damage within 25 feet of the pod and a dex save of 15 or take half, when you get your second pod it goes to d10s if shot out of the sky or decided to air burst it does its damage in d4s spread among a area decided by the DM min 50-foot radius max 500 foot as piercing/fire for both explosions

Back Off[edit]

At level 6 you can use a bonus action to push someone 5ft away if they are within your unarmed strike range

Cunning Action[edit]

At level 6 your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash or Hide action.

Jumper[edit]

At level 9 when calculating fall damage your character fell 20 fewer feet max fall damage is 18d6

Basic Training MKII[edit]

At level 9 you gain some insight into your brother's MOS’s you may pick one of the following even if it's your own(you can flavor as you remember something from training)

Recon you remember your stealth week and now when you roll a 9 or lower treat it as a 10 for stealth

Medic You gain 2 Bio foam containers that heal 3d10+ODST level temp hp

CQC: you gain a +1 to hit and damage for being within 20 ft. and +2 for being within 10 ft.

Demo: you gain explosive rounds on all ranged weapons said he rounds add a 2d6 in a 5-foot radius around the If you are a demo yourself add a 2d6 to your damage to any grenades or IEDs and 1d6 to any of your explosive damage if not covered by previous clause they cost 2 times the amount they would normally cost unless you're a demo

Mental Fortitude[edit]

At level 13 you have been exposed to so much shit you are rarely phased anymore. You now gain advantage on wisdom saves and you are also immune to the frightened condition.

Jumper Improvement[edit]

At level 15 you have 2 choices you can either get a jet pack that can carry you with your gear and 500 pounds this jet pack has a fly speed of 40 up down sideways whatever and has a total of one hour of flight time or you can choose to get a lighter version of your ODST armor no matter if you have IIA or IIIA this lightens your armor to 20 pounds and increases your base movement speed by 10 and your fall damage is reduced 40 feet the max fall damage that one can take 16d6

Basic Training MKIII[edit]

At level 15 Recon: whenever you land a hit on a creature you may perform a wisdom check you can spend a reaction to make a Wisdom save of a dc = to the creature's CR/lvl rounded up + AC. On a success, you may learn one of the following resistance/weaknesses, max HP, immunities, one random feature/ trait, one random attack, AC

Medic: you gain a medkit to use in combat. You can use the medkit 3 times to restore 33% of a player's health. For medics, you gain 1 bio foam container.

CQC bayonet when using at least 10 feet of movement you can bayonet charge someone as a free action if you hit you get advantage on the first attack made on said target in that round and they take 2d4 damage and use as a str weapon you can only charge half your prof bonus rounded up

Demo: you gain 4 fire grenades these grenades provide a 15-foot square of fire initial dex save is going to be your 8+str+prof the damage will be a recurring 2d6 roll a d20 per turn in the fire to see if the enemy ignites if they ignite they will take 2d4 until someone can put them out or they spend an action to put themselves out if they don't ignite then take half damage and remake the save every round they are in the fire(the fire and the 2d4 stack so it is a total of 2d6+2d4 if someone ignited) you regain these on a short or long rest

Defined Muscles[edit]

At level 20 you are a big strong ODST now your Strength OR Dex go up by 2 and your constitution also raises by 2 (This can go over 20)

Recon MOS[edit]

The recon ODST (Orbital Drop Shock Trooper) is a master of infiltration and intelligence gathering. Armed with precision weaponry and unmatched agility, they silently navigate hostile landscapes, providing crucial recon data for strategic operations

Ghillie Suit

Level 3: you gain a ghillie suit you must spend 10 minutes in your environment to gather debris or foliage. if you do so for the rest of the time you are in the environment and do not move for one turn while crouched or prone you are under the effects of invisibility if you have a suppressor or the skulker feat you will not break said invisibility(when you get this ability the ghillie suit comes with 2 suppressors one for your sniper and one for your sidearm these do not get replaced so don't lose them)

Skilled Shooter

Level 7: you gain the ability to aim for more important spots on a creature you can take x amount off of your to hit(declared after roll but before told if it hits) to gain x*2 added to your weapon damage you also gain a crit range of 19-20

Familiar Arms

Level 10 you gain a +3 to hit with any sniper that you have prof with. You also gain prof with any sniper/marksmen rifle you have seen operated within 30 feet of you or if you have the operation described to you

Marksmen

Level 17: you take both abilities from being a skilled shooter and gain the accuracy to do both meaning you can take off x to hit and for every 2 taken off your crit range increases by 1 to a max of 15-20 and you add x*2 to your weapon attack

Medic MOS[edit]

The ODST medic combines unyielding courage with advanced medical expertise. Armed with a field kit capable of rapidly healing and reviving comrades, they are the lifeline that sustains the squad

Medkit

Level 3: you gain a medkit to use in combat. You can use the medkit 3 times to restore 33% of a player's health.

Better Pens

Level 7: You increase the number of dice you roll for adrenalin by 1. Either to 2d10 with base adrenalin or 3d8 with the modified variant.

Advanced Medicine

Level 10: you gain access to Advanced medicine you can cure any illness magical and physical. You can use this = to half your proficiency bonus rounded down.

Get Up Soldier

Level 17: You gain access to the oldest medical treatment in the book. Slapping a soldier who has been dead for less than a minute and giving them drugs you can restore 1 person to 50% HP. Can only be used 1 time before requiring a long rest.

CQC MOS[edit]

the ODST CQC specialist dominates in hand-to-hand encounters while leveraging their grappling expertise to enhance shooting accuracy while engaged.

Brute Force

Level 3: you no longer have disadvantage when firing guns within 5 feet You can now use strength for ranged weapons.

Grappler's Tactical Advantage

Level 7: When you are being grappled you can fire your weapons without disadvantage you also gain a +1 when you are being grappled and 2 when grappling(you can actually aim when you are in control) Also when grappling you can use the creature as partial cover to anyone in a cone in front of you How much cover is to DM discretion determining how much that person can cover min for small is ¼ and min for medium is ½ min for large is ¾ cover

Full Auto

Level 10: When using rapid-fire weapons such as your SMG or assault rifle you can attack using a bonus action even if not grappled or grappling

Retaliation Reflex

Level 17:due to excessive violence you now have an itchy trigger finger. As a reaction you may make the attack action when you are attacked this may be used half your proficiency bonus

Demo MOS[edit]

The Demo ODST, Armed with an arsenal of destructive devices and unwavering courage, they sculpt the battlefield to their advantage, reshaping the course of battles with controlled chaos.

Ordnance Reclamation

Level 3: you gain access to your grenade launcher after remembering your password to your pod. The grenade launcher has a range of 60/120 and damage of 2d6 with a radius of 10 (this is not a dex save) however the people that are within 10 do get a dex save and this is = to (8+str+prof) You can now use strength for ranged weapons.

Very Legal Ammo

Level 7: you remember the combo for the lock on your “special ordinance” your explosive weapons when you use them add one of your higher damage dice to the roll (for ex a 1d6 and a 3d8 for the rocket this would add a d8 making it 1d6 and 4d8)

Always Outnumbered; Never Outgunned

Level 10: you finally manage to pry out the rocket launcher from the back of the pod. (damn I thought I was going to need to remove the seat.) to switch to the rocket it is a bonus action

Freedom Laser

Level 17: you finally remember to replace the AA batteries in your Laser. To switch to the laser it is an action

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the ODST class, you must meet these prerequisites: 13 Dexterity and 13 Constitution

Proficiencies. When you multiclass into the ODST class, you gain the following proficiencies: Martial weapons and Tinker's Tools.



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