Astartes (5e Class)

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Astartes

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 jumpack and flies into a tide of heretics, A squad leader checks around the corridor as he and his squad must

FOR THE EMPEROR!

You want to become the best of humanity, you are more the human

Creating a Astartes

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 Astartes quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Second, choose the soldier background. Third, choose <!-elaborate on equipment choices->

Class Features

As a Astartes you gain the following class features.

Hit Points

Hit Dice: 1d12 per Astartes level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Astartes level after 1st

Proficiencies

Armor: Heavy armor, Power armor
Weapons: Imperial weapons
Tools:
Saving Throws: Strength and Constitution
Skills: pick 3 Acrobatics, Athletics, Intimidation, Perception, Religion, Survival, and stealth

Equipment

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

  • (a) 1 Chainsword or chainaxe, bolt pistol and a explorers pack or (b) Bolter, Combat knife, and a adventurers pack

Table: The Astartes

LevelProficiency
Bonus
Features
1st+2 Fighting style
2nd+2 Emperor's Fury
3rd+2 Assigned Duty
4th+2Ability Score Improvement, Battle Brother
5th+3 Honor the Chapter
6th+3 I've got your Back
7th+3 Hold fast
8th+3Ability Score Improvement, Courage and Honor
9th+4 No mercy No Respite
10th+4 PROMOTIONS!
11th+4
12th+4Ability Score Improvement, <!-Class Feature12->
13th+5<!-Class Feature13->
14th+5<!-Class Feature14->
15th+5<!-Class Feature15->
16th+5Ability Score Improvement, <!-Class Feature17->
17th+6<!-Class Feature17->
18th+6<!-Class Feature18->
19th+6Ability Score Improvement, <!-Class Feature19->
20th+6<!-Class Feature20->

Fighting Style

As an astarte's you're trained in most types of prevalent combat, but You've picked a favored style of combat, You gain 2 Fighting styles at lvl 1, another at 3, 9, 12, 20.

Marksmanship

You gain +2 to ranged attacks with ranged attacks

Two-Weapon fighting

you can add your ability mod to your second weapon damage

Defense

+1 to AC

Heavy weapon prowess

when using a weapon with the heavy property you can use a reaction to brace which adds your proficiency bonus to your AC for the attack

Bulwark of faith

you can use a bonus action to Shield your allies from harm causing attacks aimed at allies within 30ft to hit you, the damage you receive is halved

Fortified build

You gain advantage against movements based attacks i.e. shoves, pushes, 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.

Plasma cavalier

You can reroll 1's on shots made with a plasma weapon

Emperor's Fury

At Level 2 you've gained access to the rage of the emperor's finest. For 1 minute you gain advantage on all attacks and saving throws, during an emperor's fury when you cause a creature to reach 0 hp you can execute the enemy for your level + prof + con mod of temp hp. You can only use this ability once per short rest

Assigned Duty

At level 3 you've been selected to train further in one of the following duties Assault, Scout, Devastator, Librarian, Chaplain, Tactical, Terminator, Tech-Marine. Each of these duties will be what you specialize in and the role you provide to your Squad.

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.

Honor The chapter

At level 5 your ability to inspire teamwork and discipline in your teammates

I've got your Back

At level 6

Assault

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

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

CQC-Doctrine

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 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 then as a reaction 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.

Scout

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

Stalker

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 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

Librarian

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 Cards at the bottom of subclass

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 Wizard spell list and additional spells based on your subclass.

1st Level

Bless

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

<!-4th level spell list->

5th Level

<!-5th level spell list->

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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