Marine, Halo Variant (5e Class)

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Marine

Marines are the front line of defense for the UNSC. While not necessarily the smartest or strongest bunch, they are represent the perfect mix necessary to form a successful soldier.

Frontline

Marines are trained to be the best soldiers they can be without augmentation. They are capable of fighting on all battlefields, and adapt quickly to foreign terrain. With the constantly growing demand for more soldiers, both fit men and women are called upon to serve. With the incursion of the Covenant in UNSC space, marines became the main forces defending numerous colonies on the edge of explored space.

Creating a Marine

Marines during the defense of Harvest.

Why did you enter the armed forces? Were you hoping to serve on a vessel during peacetime? Did you join defend your planet from an aggressor, such as the insurrection or Covenant? Was there a tragedy in your life that lead to a need for revenge?

Quick Build

You can make a Marine quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Wisdom or Intelligence.

Class Features

As a Marine you gain the following class features.

Hit Points

Hit Dice: 1d8 per Marine level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Marine level after 1st

Proficiencies

Armor: Light and Medium Armor
Weapons: Martial Ranged Weapons, Melee Weapons
Tools: Tattooist's Tools or one gaming set of your choice.
Saving Throws: Dexterity, Constitution
Skills: Choose 3 from: Acrobatics, Athletics, History, Insight, Investigation, Perception, Medicine, or Survival.

Equipment

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

Table: The Marine

LevelProficiency
Bonus
Features
1st+2Uplink Module
2nd+2Fighting Style
3rd+2Service path feature
4th+2Ability Score Improvement
5th+3Extra Attack
6th+3Pistol Whip
7th+3Service path feature
8th+3Ability Score Improvement, Jump-Jets
9th+4Rumbledrugs
10th+4Service path feature
11th+4Extra Attack
12th+4Ability Score Improvement
13th+5Hardened Physique
14th+5Ability Score Increase
15th+5Hardened Physique
16th+5Ability Score Improvement
17th+6Sprint
18th+6Service path feature
19th+6Ability Score Improvement, Extra Attack
20th+6Finishing This Fight

At 1st level, you gain an earpiece attached directly to your uniform-issue helmet that is roughly the half an inch thick, two inches long, and one inch wide. It can be detached if you choose to do so. This module allows you and others with uplink modules, along with those wearing futuristic armor, such as the Mark IV to communicate at a distance of 200 feet while on the same frequency. This also enables you to contact UNSC command at any distance, enabling you to request (human) supplies and backup, though it is still up to them whether or not you have clearance. If it is destroyed, you may request a new one from the armory at any UNSC facility. All UNSC enlisted and officers are authorized to carry these devices.

Authorization

Multiple features mention authorization. If an unauthorized individual, soldier or otherwise, is discovered to be in possession of such equipment, except for in the most dire circumstances, they and the one who gave them the equipment will most likely be escorted by MPs to the nearest lockup for anywhere between 1 hour and 2 months. In the worst cases, such as giving high-value materials to inssurectionist, life sentences are possible.

Fighting Style

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

  • Dueling. When you are wielding a weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield or ranged weapon. In the case of the latter, you fire the weapon once.
  • Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
  • Sword and Shield. When you are wielding a melee weapon in one-hand and a shield in the other, you gain a +1 bonus to damage rolls with that weapon. If you were to be hit by an attack you may use your reaction to gain a bonus to your AC equal to your half proficiency bonus, rounded up, until the end of your next turn.
  • Steady Marksman. Two-handed Ranged Weapons you wield have a +2 bonus to hit while you have not moved yet on your turn.

Service Path

At 3rd level, you must pick which exactly what path your service took you down, such as being a top-class ODST, an unstoppable Vehicle Specialist, an unmovable Ordinance Specialist, or an ever necessary Medic. You gain another path feature at 7th, 10th, and 18th level.

Ability Score Increase

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

Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three at 11th level and to four at 19th level.

Pistol Whip

Marines are always ready. At 6th level, you make an improvised melee weapon attack as part of your reload.

Jump-Jets

During the Covenant incursion, combat in microgravity environments became commonplace. At 8th level, your armor is outfitted with a Series 12 SOLA jetpack. You can spend 1 gill of fuel as a free action to gain a flying speed equal to your movement speed for 5 rounds while in a microgravity environment, such as the void of space. While in an environment with normal gravity, you may spend 5 gill of fuel to double your long and high jump distance. While jumping in this manner, you must succeed a DC 12 Intelligence saving throw or end your jump prematurely in a location decided by your GM.

Rumbledrugs

Though not officially administered, enhancement drugs happen to find their way into marines hands in dire combat zones. At 9th level, while in a group of 10 or more UNSC marines, you can make a DC 15 Charisma check to locate a dealer. On a success, you can spend 10 gp to buy 1 rumbledrug, which can be taken as a bonus action, after which you gain the following benefits for 3d4 rounds:

  • Your Dexterity and Strength increase by +2
  • You can not become unconscious.
  • You must succeed a DC 15 saving throw or attack the closest creature
  • On the turn this drug wears off, you take 2d12 psychic damage.

Hardened Physique

In the calluses in your hands, the mud in your boots, and the scars from your battles, your will to live outclasses any armor. At 13th level, and again at 15th, you gain +1 AC.

Sprint

The flow of combat has hardened your body and honed your battle prowess, and your armor and heavy weapons no longer encumber you long enough to run short distances. At 17th level, as a bonus action, you may use your movement as a dash, and increase your movement by 10 feet. You can regain this ability after completing a short or long rest.

Finishing This Fight

Marines have to succeed, no matter the cost. At 20th level, while you are unconscious, creatures do not automatically score critical hits. In addition, standing up from being prone costs 1/4 your movement speed.

ODST

ODSTs, an acronym for Orbital Drop Shock Troopers, are marines trained to be the best of the best. In combat, they are deployed from orbit in pods barely fitting them and their equipment. They receive missions too dangerous or delicate for your average marine, such as escorting high priority individuals out of combat zones or escorting Spartans into hot zones. On most occasions, they act as stealth units under the cover of night.

VISR Mode

VISR mode is essential for night operations. At 3rd level, you can add half of your proficiency bonus to Intelligence(Investigation) checks. As well, you can activate and deactivate low light mode as a bonus action or reaction. While it is active, you can see in dim light within 75 feet as if it were bright light, and in darkness as if it were dim light. You can discern color. If bright light comes within 15 feet of you, you have disadvantage on ranged attack rolls for 1 minute.

Prepare to Drop

An ODST’s experience in falling goes beyond their pod. At 7th level, drops are considered 20 feet shorter when determining damage.

Strike from the shadows

Light means nothing if they can hear you. At 10th level, you receive authorization receive up to 3 suppressors, and to attach them to your weapons. You also deal an additional 1d6 damage when you make an attack with advantage.

Headshot

Well versed ODSTs know the weak spots of every creature. At 18th level, attacks score a critical hit on a roll of 19 or 20.

Vehicle Specialist

Vehicle Specialists are exactly what they sound like. They are tasked with the operation and maintenance of UNSC vehicles, and are a necessary part of any Fireteam.

Vehicle Maintenance

Your training enables you to operate vehicles to their fullest. At 3rd level, you gain proficiency in land, sea and air vehicles and have a greater chance of having vehicle drops authorized (DM’s discretion). You also gain a repair tool, allowing you to use your action and 1 gill of fuel to repair 1d8 hit points to a vehicle.

Precision Driving

You are able to maneuver vehicles expertly. At 7th level, all vehicles piloted by you ignore difficult terrain.

Combat Driving

Driving has become second nature to you. At 10th level, while acting as the driver of a vehicle, you can use your action or bonus action to make an attack with a weapon with the light property.

Tank Beats Everything

Nothing stands against overwhelming firepower. At 18th level, attack rolls made from a vehicle are increased by +2.

Ordinance Specialist

Ordinance Specialists are those who have acquired the necessary certifications and training to use heavy weaponry and armor in the field.

Weathered Build

Not just anybody can wield such glorious devices. At 3rd level, you gain proficiency in heavy armor. All armors now affect both ranged and melee attacks.

Gunsmith

Gunners use a lot of ammo, so many take up other means of acquiring it. At 7th level, you gain proficiency in Smith’s tools. While having these and 2 lbs (5 gp) of scrap metal, at the end of a short rest, you gain 5 large rounds, 5 gills of fuel, 6 shells, 8 small rounds, 1 rocket, or 1 electromagnetic round, or twice as much on a long rest.

Bringing Out the Big Guns

Nothing says “the good guy” quite like 600 rounds per minute. At 10th level, you gain authorization for the AIE-486H HMG and NA4 Defoliant Projector from command and UNSC armories.

Jackhammer

Highly skilled OSs deserve only Misriah’s finest. At 18th level, you gain authorization to request and wield the SPNKR Rocket Launcher. Additionally, you can choose to dual wield one and two handed weapons that do not have the heavy property. Dual wielding two-handed weapons decreases attack rolls by -2.

Medic

Medical officers, often shortened to medics by troops, are responsible for the well-being of their units. While primarily tasked with treating injuries, they are also equipped with the necessary tools to brew officially authorized drugs, the chemicals of which are routinely restocked each time they enter a UNSC med-bay.

Medical Training

At 3rd level, you gain proficiency with doctor’s tools. In addition, you gain a drug kit, which can create an amount of a drug at the end of a short rest, each consuming 1/5 of your supplies. At 3rd level, this kit can create 1 medkit.

Stim-Packs and Polly-Sues

Medics can both wake up and knock out soldiers. At 7th level, your drug kit can make 3 doses of stim-packs, small chalky tablets meant to be ingested alone or in a drink, or polypseudomorphine, a syring-held sedative.

Consuming 1 tablet of stim-packs allows a marine to stay conscious for 24 hours without negative effects. Staying awake in this manner for 3 days straight incurs 2 levels of exhaustion at the end of the third day. If one has been taken within the past 5 minutes, one’s first death saving throw is +1.

Polypseudomorphine syringes, or polly-sues, count as single-use, light, finesse melee weapons. When an attack hits, it deals 1 damage and casts the sleep spell. This can only effect 5d4 hit points. Creatures not resisting the drug do not take damage.

Dermacortic Steroid

Dermacortic steroids rapidly accelerate healing, though they do cause mild discomfort. At 10th level, you can create 2 DSs over a short rest. 5 minutes after one is taken, 1 level of exhaustion is removed. Only one can be taken at a time. It the taker is conscious between 4 and 5 minutes of the drug being administered, they take 2d6 psychic damage due to hypersensitivity.

Ace

Ace is slang for an anti-anxiety agent. At 18th level, you can make 3 ace over a short rest. When consumed, ace gives one advantage against being frightened, as well as +2 on ranged attack rolls, for 1 minute.

Multiclassing


Prerequisites. To qualify for multiclassing into the Spartan class, you must meet these prerequisites: Your Dexterity must be 16 or greater.

Proficiencies. When you multiclass into the Spartan class, you gain the following proficiencies: one gaming set of your choice.


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