Warhammer 40,000
An Unofficial Fan Created D&D 5E Warhammer 40,000 Homebrew
Chapter 1, Races
- Sapiens....................................................................... Pg.4
- Astartes....................................................................... Pg.5
- Cult Mechanicus................................................... Pg.13
- Aeldari....................................................................... Pg.18
- Ork / Greenskin.................................................. Pg.18
Chapter 2, Classes
Space Marine............................................ Pg.20
- Techmarine.............................................. Pg.23
- Veteran......................................................... Pg.25
- Apothecary................................................. Pg.26
- Librabian................................................. Pg.28
- Scout...................................................... Pg.31
- Chaplian........................................................ Pg.33
- Commander............................................... Pg.35
- Devastator..................................................... Pg.37
- Techmarine Gunner....................................... Pg.39
- Biker.............................................. Pg.41
- Assault Marine........................................ Pg.42
- Vehicle crewman........................................ Pg.44
- Champion........................................ Pg.45
Chaos Space Marine............................................ Pg.46
- Warpsmith.............................................. Pg.49
- Chosen......................................................... Pg.51
- Apothecary................................................. Pg.53
- Sorcerer................................................. Pg.54
- Lord............................................... Pg.57
- Havoc..................................................... Pg.59
- Biker.............................................. Pg.60
- Raptor........................................ Pg.61
- Vehicle crewman........................................ Pg.63
- Champion........................................ Pg.64
Imperial Guard................................................ Pg.65
- Officer......................................................... Pg.68
- Medic.......................................................... Pg.71
- Tempestus Scion....................................................... Pg.73
- Sharpshooter................................................. Pg.74
- Heavy Weapons Team............................... Pg.76
- Primaris Psyker.................................................. Pg.77
- Tanker......................................................... Pg.80
- Sentinal piolit.................................................. Pg.81
Inquisitor................................................................ Pg.80
- Ordo Hereticus..................................................... Pg.83
- Ordo Mallius........................................................ Pg.84
- Ordo Xenos........................................................... Pg.87
Sister of battle........................................................... Pg.90
- Dominion.................................................... Pg.93
- Cannoness............................................................. Pg.94
- Hospitaller........................................................... Pg.95
- Sister Repentia..................................................... Pg.97
- Retributor.................................................... Pg.99
- Seraphim............................................................... Pg.100
- Vehicle Maiden........................................................ Pg.101
- Sister Serperior.................................................... Pg.102
Tech priest............................................................ Pg.103
- Engineseer................................................................ Pg.107
- Genetor..................................................................... Pg.109
- Magos Dominus.................................................... Pg.111
- Fabricator.............................................................. Pg.113
- Cybernetica Data Smith...................................... Pg.114
Skitarii Trooper............................................. Pg.115
- Ranger.................................................................... Pg.117
- Vanguard................................................................ Pg.119
- Sicarian Infiltrator.............................................. Pg.121
Imperial Assassin.................................................... Pg.123
- Callidus................................................................. Pg.126
- Vindicare.............................................................. Pg.128
- Eversor................................................................... Pg.129
- Celexus.................................................................. Pg.131
Combatant............................................................... Pg.133
- Crusader................................................................ Pg.135
- Missionary............................................... Pg.137
- Sister of silence.................................................... Pg.139
- Rouge Trader.......................................................... Pg.141
- Gunslinger.......................................................... Pg.144
- Desperado.......................................................... Pg.146
- Ganger................................................................ Pg.147
Brawler...................................................................... Pg.148
- Juggernaut........................................................... Pg.151
- Martial Artist......................................................... Pg.152
- Scavvy................................................................ Pg.153
- Rouge Psyker........................................................ Pg.155
- Mutant........................................................ Pg.157
Fearalworld Savage............................................. Pg.158
- Fearalworld Witch.................................... Pg.161
- Bezerker.............................................................. Pg.164
- Techno Barbarian.............................................. Pg.165
- War Rigger....................................................... Pg.166
Asuryani...................................................................... Pg.167
- Gaurdian........................................................... Pg.170
- Autarch......................................................... Pg.171
- Farseer................................................................ Pg.172
- Warlock........................................................ Pg.175
- Spiritseer........................................................ Pg.178
Chapter 3, Vehicles and Minions
Vehicle Descriptions................................ Pg.181-189
NPC Minions Descriptions........................... Pg.190-199
Chapter 4 The Warp
Manifesting Psychic Powers................................. Pg.200
Perils in the Warp...................................... Pg.201-202
Warp Manipulations...................................... Pg.203
Marks of Chaos...................................... Pg.204
Warp Touched Traits...................................... Pg.205-206
Major Disciplines...................................... Pg.207
- Telepathy / Telamancy......................................... Pg.207
- Telekinesis / Telamancy......................................... Pg.208
- Imperialuss Divinus...................................... Pg.209-210
- Ruinous (Work in Progress)........................... Pg.211
Minor Psychic Disciplines.................................. Pg.212
- Pyromancy / Pyrokinesis............................ Pg.212
- Hydromancy / Hydrokinesis........................... Pg.212
- Electromancy / Electrokinesis.......................... Pg.213
- Galeamancy....................................... Pg.213
- Biomancy / Biopathy................................... Pg.214
- Divination.................................................. Pg.215
- Spirit craft.............................................. Pg.216
- Illudamancy / Illudapathy................................. Pg.216
Minor Psychic Disciplines Continued
- Teramancy / Terrapathy / Terrakinesiss............ Pg.217
- Conjuration........................................................... Pg.218
- Floramancy / Florapathy / Florakinesis............ Pg.218
- Faunamancy / Faunapathy................................ Pg.219
- Necromancy / Necropathy / Necrokinesis.......... Pg.220
- Tecnomancy.......... Pg.221
- Hemomancy................................... Pg.221
- Deamonolagy (Work in Progress).......................... Pg.221
- Putricolagy (Work in Progress)............................ Pg.222
- Excess (Work in Progress)................................. Pg.222
- Tzenchian (Work in Progress).............................. Pg.223
- Universal Powers................................ Pg.223
Chapter 5, Rules
Moral and corruption........... Pg.224
Homebrew feat.................................. Pg.225
List of approved Core Rule Feats........... Pg.226
Melee Maneuvers........... Pg.227
Chapter 6, Cybernetics and Augmentations
Cybernetic Augmentations.................................. Pg.228
- Cybernetic Descriptions..................................... Pg.228
- Head..................................... Pg.228
- Nero..................................... Pg.229
- Chest..................................... Pg.230
- Back..................................... Pg.230-231
- Arms..................................... Pg.231
- Hands..................................... Pg.232
- Legs..................................... Pg.232
- Feat..................................... Pg.232-233
- Durmal..................................... Pg.233
- Anotomic..................................... Pg.233-234
- Spinal..................................... Pg.234
- Cybernetic Descriptions..................................... Pg.228
Mechadendrites Descriptions................ Pg.235
Chapter 7, Mutations
- Mortal Genetic Mutations......... Pg.237-238
- Mortal Mutations......... Pg.239-241
- Chaos Mutations......... Pg.242-243
Chapter 8, Equipment
Device Descriptions................................... Pg.244-264
Weapon Attachments.................................. Pg.265
- Weapon properties..................................... Pg.266-268
- Weapons..................................... Pg.269-278
- Special ammo Description................ Pg.279
- Auto,Stub and Bolter Magazine types................ Pg.280
- Special issue Auto/Stub Rounds................ Pg.280
- Special Issue Bolter rounds........................ Pg.281-283
Protective Gear.................................. Pg.284
- Armor..................................... Pg.284
- Power Armor..................................... Pg.285
- Power Armor (Mark X)..................................... Pg.286
- Tactical Dreadnought Armour....................... Pg.286
- Power/Tactical Dreadnought Armour Utilities..... Pg.287
- Force Field Generators.................... Pg.288-289
Gear.................................. Pg.290
- Sevo Skulls..................................... Pg.290
- Common Gear..................................... Pg.291
- Uncommon Gear..................................... Pg.292-295
- Rare Gear..................................... Pg.296-297
- Tools..................................... Pg.298
Chapter 9, Backgrounds
Backgrounds..................................... Pg.299
- Astartes (Chapters)................ Pg.299
- Cult Mechanicus (Forge World Dogma)................ Pg.299
- Imperial Guard (Regiment)................ Pg.299
This Compendium is to be used with the Official D&D 5E Players handbook, in this book you will find the Races, classes and backgrounds and more. This may be used for character creation in The 40k universe, Credits for this compendium go to Games workshop, Wizards of the coast, the lore and cannon is mainly taken from The 40k wikifandom/Wiki, i used J.K. Colyer, kenko6ux@yahoo.coms Enginer class and Devices for the tech priest, also some conversions of equipment type stuff from wrath and glory, deathwatch and Dark heresy. This book started as a D&D 40k homebrew mash up thing i was working on but i realized there was not allot to be used for 5E rules in regards to the Warhammer 40k universe so with a bit of adjustments to and already growing project and countless more hours of additions, here it is. Feel free to use these rules in your own games contact me in my discord channel.
The art is all random google searches i do not have the art credits to this book.
Races
Sapiens
The Human species (Homo sapiens), also known as Humanity, Mankind or Man, is that collection of factions comprised of Humanity, the most dominant intelligent species in the Milky Way Galaxy in the late 41st Millennium AD.
Humans are bipedal mammals who have proven to prefer highly stratified, hierarchical societies. Humanity is an aggressively violent, territorial and expansionist species that has little tolerance for other forms of intelligent life.
Humanity is divided into a multitude of factions, either working for or against the overall interests of Mankind in its attempts to retain control over the galaxy and survive unscathed in an incredibly hostile universe.
However, the vast majority of humans live under the authoritarian rule of the interstellar empire known as the Imperium of Man.
Traits
Ability Scores and Increases. Use 27 point buy system, then two different ability scores of your choice each increase by 1, to a maximum of 20, alternatively you may instead add 1 to all six attributes.
Age. most sapiens reach adulthood in their late teens and live less than a century, often much less dependent on living standards.
Alignment: Sapiens tend toward no particular Alignment. The best and the worst are found among them.
Size: Your hight is dependent on Subrace.
Speed: Your base walking speed is based on your Subrace.
Languages: You can speak, read, and write Gothic and one extra language of your choice.
Subrace: The Sapiens are divided into ___ subraces, the Human, Augmetican, Arcane Born or Soulless, you must pick one.
Human
The Human is genetic baseline used to compare other types of Sapiens, Typical upright standing bipedal hominoids ranging in size shape and skin tone all usually dependent on it planetary origins.
Ability Score Adjustments Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2.
Size: Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed: Your base walking speed is 30ft.
Adaptable Gain one feature of your choice.
Quick Learner. You gain proficiency in one skill of your choice.
Ratling
A Ratling (Homo sapiens minimus) is a member of a small, loud, hungry and lecherous Abhuman species. Ratlings are granted full Imperial citizenship despite their mutant status and in the past have often served in the regiments of the Astra Militarum as members of the Militarum Auxilla. However, they are still distrusted by the more Puritanical members of the Inquisition.
Though less resilient than their baseline human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a Heretic from over a Terran mile away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces. Inevitably, the Abhuman Ratlings face prejudice from the men they serve alongside, yet their skill as thieves, fences and black marketeers tends to win them acceptance. Indeed, Guardsmen who give the Ratlings too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.
Regardless of their small stature, and their questionable status as sanctioned aberrants, Ratlings have proven invaluable to the Imperium's armies time and again. They make exceptional forward scouts, and are able to move covertly into firing positions right under the nose of the enemy army. Only when the opening salvoes of battle have been loosed do they reveal themselves, announcing their presence with hails of precision shots that catch the enemy completely off-guard. The effectiveness of Ratling fire can often mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in turn can draw large-scale assaults towards the snipers. With no hope of holding their own in close-quarters combat, Ratlings have perfected the art of hastily vacating their redoubts immediately after firing, scurrying away before securing a new vantage point from which to assassinate more of their assailants.
Though devious, duplicitous and morally dubious, Ratlings possess such unique talents that they will always find a place in the armies of the Imperium. Whether killing off enemy officers or procuring black-market amasec for their own, these adaptable Abhumans have certainly found their niche in the ranks of the Astra Militarum..
Ability Score Adjustments Increase your Dexterity by 4 and decrease your Strength by 2.
Size: Ratlings average about 3 feet tall and weigh about 40 pounds. Your size is Small.
Speed: Your base walking speed is 25ft.
Small Frame: Gain a +1 to your AC as long as your not wearing medium or heavy armor. Furthermore you can move through the space of any creature that is of a size larger than yours.
Light Footed gain: a +5 to all stealth checks you make.
Lucky Shot: When you roll a 1 on The D20 for an ranged Attack roll, you can re-roll the die and must use the new roll. This may be done a number of times Per long rest, equal your Wisdom Bonus.
Furthermore critical hits with ranged weapons Add one extra damage die.
Unwavering Sight: You will never have negatives such as disadvantage to Preception Skill checks unless blinded completely.
Ogryn
The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Abhuman mutant subspecies of humanity, often employed by the Imperium of Man as shock troopers in the Astra Militarum's Militarum Auxilla. Ogryns possess many traits prized by the Imperium; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.
They hail from a series of cold and barren planets across the galaxy that possess high gravity, such as Anark Zeta, which is why they appear larger, heavier and bulkier compared to baseline humans. Ogryns compensate for their stupidity with overwhelming physicality -- the brutish creatures stand around ten Terran feet tall and can shrug off wounds that would kill an Imperial Guardsman several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle by Imperial commanders.
It is fair to say that Ogryns do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm's reach is likely to see brief and violent service as an improvised club. Their heavily built Ripper Guns must also be fitted with burst limiters to stop the Ogryns from firing ceaselessly -- thirty solar seconds of noisy enjoyment can easily leave these Abhumans short of ammunition before a battle has even begun. Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial Creed they are doggedly loyal, and their strength and resilience make them a potent weapon.
Ability Score Adjustments Strength score increases by 4 and your Constitution score increases by 2 to a max of 20. Furthermore your Intelligence and Wisdom is decreases by 2.
Size: Ogryns grow really large and tall, being around 8'0. and between 300 and 450 pounds. Your size is large
Speed: Your base walking speed is 20ft.
Larger the most: You ignore the effects of the Massive parts and Mounted weapon Property.
Large Frame. The Ogyens large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours.
Strong and Angry: Your size and strength are unmatched. If you hit an enemy with an attack with a melee weapon, you can add your Profecientcy bonus to Damage rolls.
Unstoppable Destruction: Ogryns have resistance to all slashing, peircing, blungioning damage.
Its dark in dare: Before an orgyn moves into a space where it cannot see beyond 5ft or if an ogryn finds itsself in the dark where it cant see you must make a wisdom saving throw DC 20 minus Half your level Rounded down or be frightened of the Dark, until you are in a lighted space or a friendly creature within 5ft passes a Persuation or Deception skill check DC15 + half your Level. the DC for this is 10 + Half your level for any Guard Officers.
Squat
The Squats (Homo sapiens rotundus) were short, stocky and physically hardy Abhumans who were on average 1.4 metres tall and were adapted to the heavy gravity conditions that predominated on the worlds they had settled near the core of the Milky Way Galaxy. Of all the Abhuman types encountered by the Imperium, they most closely resembled baseline humans. Squats were the descendants of baseline humans who had colonised the worlds around the galactic core in the far distant past. These worlds are some of the oldest in the galaxy, formed when the galaxy's structure had not yet been fully stabilized. The Squat species was ultimately destroyed by the invasion of a Tyranid splinter Hive Fleet that consumed their homeworlds in the late 41st Millennium, though some survivors still serve in the Astra Militarum, hoping for revenge and to find a new beginning for the remnants of their race.
The Squats' ancestors were human colonists who reached the heavy-gravity mineral-rich worlds around the galactic core during the time of the initial expansion of humanity beyond Earth's own Solar System during the Dark Age of Technology, many millennia before the emergence of the Emperor of Mankind and the dawn of the Age of the Imperium. The colonisation came at the right time, as Old Earth's own mineral wealth had been largely depleted. The worlds at the galactic core were rich in rare and unique strategic minerals, but in terms of the existence of life they were barren and unsuited for human colonisaton. These worlds were dark and bleak planets. Their gravity was intense, usually two or three times that of the Earth. Their atmospheres were either thin or non-existent. Even those planets that did possess atmospheres were continuously blasted by tremendous radiation storms produced by the massive black hole located in the galaxy's core.
Once settled, these planets became rich Mining Worlds. The colonists were forced to become self-sufficient, providing their own underground hydroponically-grown food. Due to the hostile nature of these worlds' surfaces, the colonists formed underground societies. During the long isolation of Mankind produced by the Warp Storms of the Age of Strife, the Squat race genetically adapted to their new homes, evolving or genetically engineering themselves to better suit their environment, becoming far tougher, more resilient and physically shorter with a denser skeletomuscular system than found in the baseline human genome. The Squats had some of the best scientists and engineers in history who explored the frontiers of human science and technology without the constraints of religion and ritual, in contrast with the dogma-bound humans of the Adeptus Mechanicus who followed a very different path on Mars during the same period.
Some say the real history of the Squats began in the Age of Strife when their worlds were cut off from Terra and the race first developed, but their actual origins are found much earlier during the Dark Age of Technology, or as the Squats call it, the Age of Founding. Squats are sometimes called "Space Dwarfs" or just "Dwarfs" in the Imperium because of their uncanny resemblance to those mythical creatures of Norse legend (and to the Dwarfs
of the Warhammer Fantasy universe who are their true progenitors). In war, the Squats used squads of motorcycles supported by massive artillery barrages from outlandishly large super-heavy tracked vehicles such as the Land Train, Colossus, Leviathan, and Cyclops.
Ability Score Adjustments Strength and Constitution increase by 2 to a max of 20, and your Charisma decreases by 2.
Size: Squats stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 25 feet.
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 100 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Squat Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison damage and you gain a damage reduction equal to your Con bonus, this may not reduce damage to less then 1 point, this damage reduction is applied to each attack made against you.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: Artificers tools, Smith’s tools, brewer’s supplies, Tech tools or Mason’s tools.
Psykana
A Psyker is an individual with the genetic mutation which grants a Human being the ability to draw upon the psychic energy of the Immaterium has become increasingly common since the Neolithic Age. However, what is known is that Human psykers were only first mentioned in the historical record towards the end of the 22nd Millennium, making a sudden appearance on almost every Human-settled world within a relatively short span of time, not long before the onset of the Age of Strife.
This change was the harbinger of Mankind's slow evolution into a fully psychic species much like the Aeldari who will be more intelligent, more capable and ultimately more peaceful than Humanity is at present.
Unfortunately, this process has been quite uneven and even the most powerful Human psykers still have minds that have not developed to the point that they can touch the Warp with the level of control wielded by the Aeldari Farseers.
As such, because of this lack of mental development and Mankind's own still deeply flawed, covetous nature, most Human psykers always run a substantial risk of being possessed by the daemonic entities of the Warp and spreading the death and destruction of Chaos wherever they go.
Subrace addition: The Psykana is a base line Sapien usually see in humans but not unheard of in other Sapien Subraces, this beginning said when you pick this subrace you must pick Human, Rattling, Ogryn or Squat and gain the size, speed and other traits of that subrace as well as the below traits.
Psyker: You gain the Psyker gene, as described in the genetic modifications section of this book.
Warp Touched Trait: You gain 1 neutral Warp touched trait of your choice you must meet the prerequisites, See Warped touched traits in Chapter 4 (Spell Casting).
Pariah (Blank)
A psychic Blank, also known as an Untouchable, a psychic Null, and a Pariah, is a human who possesses the rare mutation sometimes described as the "Pariah Gene" that makes them generate no psychic presence in the Warp, thus leaving them essentially soulless. Known also as "Blacksouls" and "the Soulless," a Blank is a living anathema for all psykers, regardless of their species.
The minds of most sentient beings have a direct connection to the Warp that is actually what is called the soul in many cultures. Psykers have especially strong connections to the Warp, and their souls thus appear as blazing brands to those who can see within the Immaterium, spiritual beacons which draw the hungry attention of Warp denizens. Blanks are born with no connection to the Warp at all, their presence completely invisible within the Empyrean. In fact, the minds of Blanks can actually somehow sever the connection between the Warp and realspace within their local area.
The result is that a Blank dampens any psychic or Warp-related powers occurring within their aura's area of effect. A psyker standing within the Blank's range will find their powers weakened if not wholly nonfunctional. The Blank themselves is immune to all direct psychic effects. However, a psyker could still attack a Blank indirectly by using their abilities to telekinetically launch a projectile at them.
A Blank is the direct antithesis of Chaos as he or she possesses no presence within the Warp. Blanks are completely immune to daemonic possession and spiritual corruption by Chaos. Blanks can also interfere with the Tyranid Hive Mind's ability to telepathically link Tyranid bioforms through its synapse organisms. However, this interference is nowhere near as powerful as what their abilities do to beings composed of pure psychic energy such as entities native to the Warp and daemons.
A Blank's proximity to someone who possesses even a modicum of psychic ability can be quite painful or even lethal to the psyker, especially to psychically-sensitive beings such as the Aeldari. Even ordinary, non-psychic individuals categorised as Level Sigma and below in psychic ability can be affected by a Blank's aura, as they radiate a sense of unnatural "wrongness" that makes other living creatures extremely uncomfortable and uneasy in their presence.
People in the presence of an Untouchable will often harbour intensely hostile feelings towards the Blank for reasons that they cannot explain. As a result, most Pariahs do not live long as the feelings of hatred and distaste they generate among even non-psychic individuals means they have few friends and many enemies. The Soulless are very rare in the galaxy since perhaps only one person on an entire world will be a carrier of the mutation in every human generation. It is believed by some in the Adeptus Mechanicus that the genetic changes collectively called the Pariah Gene were deliberately engineered into the genomes of the ancestors of Mankind by the Necrons millions of standard years ago during the War in Heaven.
Blanks today are most often used by the Officio Assassinorum's Culexus Temple and as Acolytes by Inquisitors of the Ordo Hereticus who find them to be useful psychic shields and weapons against the witch and unsanctioned psykers. The Ordo Malleus finds Blanks to be superb living weapons against daemons. Additionally, every member of the Sisters of Silence, the Imperium's most effective anti-psyker military force, is a Null. On the Psyker Scale commonly employed by the Adeptus Astra Telepathica, Blanks occupy the nethermost levels, from Phi-plus to the extraordinarily rare Omega-minus level.
There are no known instances of Blanks being born naturally amongst the nonhuman species of the galaxy, though Blanks have come into being among alien races, such as the Solitaire of the Aeldari Harlequins.
Subrace addition: The Pariah is a base line Sapien usually see in humans but not unheard of in other Sapien Subraces, this beginning said when you pick this subrace you must pick Human, Rattling, Ogryn or Squat and gain the size, speed and other traits of that subrace as well as the below traits.
Soulless You count as having the anti-magic field spell active at all times. Summoned creatures and deamons are not banished but suffer and amount of HP loss equal to the piriahs level each round within the aura, this damage can not be prevented and you may not be possessed by chaos or any demonic ability. Any creatures that are not Pariah in a Pariah antimagic field Suffer the effect of Poisoned Though this is not Poison for the perpouses of Immunities and resistances, If the Creature Manifest the warp or is a Deamon It Suffers 1D8 Psychic damage each round in the field.
-. -.
Astartes
The Astartes are foremost amongst the defenders of humanity, the greatest of the Emperor of Mankind's warriors. They are barely human at all, but superhuman; having been made superior in all respects to a normal man by a harsh regime of genetic modification, psycho-conditioning and rigorous training.
Astartes are untouched by plague or any natural disease and can suffer wounds that would kill a lesser being several times over, and live to fight again. Clad in ancient Power Armour and wielding the most potent weapons known to man, the Space Marines are terrifying foes and their devotion to the Emperor and the Imperium of Man is unyielding. They are the God-Emperor's Angels of Death, and they know no fear.
Traits
Ability Score See Sub Race
Age. Astartes can live indefinitly most Astartes die in a glorious fight against the Emperors enemies far before there genetically enhanced body would give way.
Alignment. Astartes sway more toward lawful rolls.
Size. Astartes are very muscular and tall, being around 8'0. and between 250 and 350 pounds. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Gender Bound. Astartes may only be males.
Larger then most. You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property
Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
And they shall Know Fear. Astartes gain Advantage on any test made to resist the being Frightened or Routed.
Languages: You can speak, read, and write Gothic and one extra language of your choice. Like Humans Astartes typically learn the Languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their Speech with words borrowed from other tongues: Orc curses, Aeldari expressions, Squat Rigger talk, and so on.
Genetic implants. The 19 implanted organs are very complicated, and because several of them only work properly or at all in the presence of other implants, the removal, mutation or failure of one organ can affect the precise functioning of the others. Because of this, and the fact that each Chapter's gene-seed belongs to that Chapter alone, different Chapters display different characteristics and use different sets of implants and methods of implantation.[Needs Citation]
Throughout the implantation process the Marine must undergo various forms of conditioning in order for the implanted organs to develop and become part of his physiology.
Listed below is the complete set of implants used:
Phases 1-3 can be introduced at the same time, ideally between 10 and 14 years of age.Phases 4 and 5 can be introduced at the same time, ideally between 12 and 14 years of age.Hypnotherapy normally begins at phase 6, ideally sometime between 14 and 17 years of age.Phases 7 to 9 are normally introduced simultaneously, ideally at a point between 14 and 16 years old. The following series of organs are also ideally implanted between the ages of 14 and 16.Phases 14 and 15 may be introduced at the same time, ideally between 15 and 16 years of age. The remaining series of implants are then ideally introduced to the recipient between the ages of 16 and 18.
Implants
Secondary HeartPhase 1: This simplest and most self-sufficient of implants allows a Space Marine to survive his other heart being damaged or destroyed, and to survive in low oxygen environments. Not just a back-up, the secondary heart can boost the blood-flow around the Marine's body.
- Once per long rest when you are reduced to 0 HP but not killed outright, on your next turn electricity surges through your body and jolts you back to consciousness; instead of rolling for a death saving throw, you automatically gain 1 HP.
OssmodulaPhase 2: A small, complex, tubular organ, the ossmodula secretes hormones that both affect the ossification of the skeleton and encourages the forming bone growths to absorb ceramic-based chemicals that are laced into the Marine's diet. This drastically alters the way a Space Marine's bones grow and develop. Two years after this implant is first put in the subject's long bones will have increased in size and strength (along with most other bones), and the rib cage will have been fused into a solid, bulletproof mass of interlocking plates.
- You develop resistance to bludgeoning damage.
BiscopeaPhase 3: This small, circular organ is inserted into the chest cavity and releases hormones that vastly increase muscle growth throughout the marine's body. It also serves to form the hormonal basis for many of the later implants.
- Your extreme Strength imposes disadvantage on any check an enemy is using to attempt to break free of or escape from your grapples. You also gain a climb speed equal to your base movement speed.
HaemastamenPhase 4: Implanted into the main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the actions of the phase 2 and phase 3 implants.
Larraman's OrganPhase 5: A liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells', which are released into the blood stream if the recipient is wounded. They attach themselves to leukocytes (white blood cells) in the blood and are carried to the site of the wound, whereupon contact with air they form a near instant patch of scar tissue, sealing any wounds the Space Marine may suffer, acting like platelets, only better.
- Once per long rest you may as a bonus Action regain Hit Points equal to 1d10 + Con.
Catalepsean NodePhase 6: Implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows a Marine to sleep and remain awake at the same time by switching off areas of his brain sequentially. This process cannot replace sleep entirely, but increases the Marine's survivability by allowing perception of the environment while resting. This means that a Space Marine needs no more than 4 hours of sleep a day, and can potentially go for 2 weeks without any sleep at all.
- a Space marine with this needs no more than 4 hours of sleep to complete a long rest, gains a +5 passive perception when sleeping and you ignore your 1st level of exahustsion for up to 14 days.
PreomnorPhase 7: This is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.
- Gain resistance to poison damage and advantage on saves Against any ingested poisons and diseases
OmophageaPhase 8: This implant, also called "the Remembrancer", allows a Space Marine to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall. Able to 'read' or absorb genetic material consumed by the marine, the omophagea transmits the gained information to the Marine's brain as a set of memories or experiences. It is the presence of this organ which has led to the various flesh-eating and blood-drinking rituals for which the Astartes are famous, as well as giving names to chapters such as the Blood Drinkers and Flesh Tearers. Over time, mutations in this implant have given some chapters unnatural craving for blood or flesh.
- Gain advantage on checks to do with gaining knowledge of a Biological material that was ingested.
Multi-lungPhase 9: This additional lung activates when a Space Marine needs to breathe in low-oxygen or poisoned atmospheres, and even water. The natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It also has highly efficient toxin dispersal systems.
- You can breath under water and gain resistance to inhaled poisons, gases and deiseses and advantage on saves against such things.
OcculobePhase 10: This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable a Marine's eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that Space Marines have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.
- Gain dark vision out to 30ft and lowlight out to 60ft
Lyman's EarPhase 11: Not only does this implant make a Space Marine immune to dizziness or motion sickness, it also allows Space Marines to consciously filter out and enhance certain sounds. The Lyman's Ear completely replaces a Marine's original ear. It is externally indistinguishable from a normal human ear.
- Gain advantage on Perception check to do with hearing and save against deafness. Furthermore gain immunities to any type dizziness or motion sickness
Sus-an MembranePhase 12: Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive foryears, even if he has suffered otherwise mortal wounds. Only the appropriate chemical therapy or auto-suggestion can revive a Marine from this state. The longest recorded period spent in suspended animation was undertaken by Brother Silas Err of the Dark Angels, who was revived after 567 years. This organ is also known as the hibernator implant.
- When a space marine fails its last death save, Make a constitution save DC 20, if passed the space marine dose not die but may be become dormant in a kind of stasis that can last for hundreds of years, you are unconcious and with the aid of a Tech Priest Biolagus you may be revived with a Medicine check DC10 + 1 for every 10 years the body has been in this stasis.
Melanchromic OrganPhase 13: This implant controls the amount of melanin in a Marine's skin. Exposure to high levels of sunlight will result in the Marine's skin darkening to compensate. It also protects the Marine from other forms of radiation.
- Gain Resistance or advantage on saves against effects done by a sun or UV rays and Radiation damage.
Oolitic KidneyPhase 14: In conjunction with the secondary heart this implant allows a Space Marine to filter his blood very quickly, rendering him immune or purged of most poisons. This action comes at a price, however, as this emergency detoxification usually renders the Marine unconscious while his blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.
- you may use your entire turn to remove any poison conditionds or effects produced by a poison or venom.
NeuroglottisPhase 15: This enhances a Space Marine's sense of taste to such a high degree that he can identify many common chemicals by taste alone. A Marine can even track a target by taste.
- gain advantage on intelligence check to ID any chemicals in a mixture that you injested.
MucranoidPhase 16: This implant allows a Space Marine to sweat a substance that coats the skin and offers resistance to extreme heat and cold and can even provide some protection for the marine in a vacuum. This can only be activated by outside treatment, and is common when Space Marines are expected to be fighting in vacuum.
- An apothecary or Tech Priest Bioligus may activate to provide resistance to radiant and Cold damage and Immunity to the effects of a vacum this only last for 24 hours and my only be done after a proper long rest has been preformed.
Betcher's GlandPhase 17: Consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptiles by synthesizing and storing deadly poison, which the Marines themselves are immune to due to the gland's presence. This allows a Space Marine to spit a blinding contact poison. The poison is also corrosive and can even burn away "strong" metals, given sufficient time.
- Once per short rest you may use a ranged attack with a range of 5ft you count as proficient with it and it is considered a pistol. if the attack hits the target must make a Constitution save DC 8 + your proficiency + your Con or they will be Blinded for 1d4 rounds
ProgenoidsPhase 18: There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the Chapter, as the only way new gene-seed can be produced is by reproducing it within the bodies of the Marines themselves. This is the implant's only purpose. The glands absorb genetic material from the other implanted organs. When they have matured, each gland will have developed a single gene-seed corresponding to each of the zygotes which have been implanted into the Marine.
- These take time (5 years in the first case, 10 in the latter) to mature into gene-seed. The gene-seed can then be extracted and used to create more Space Marines. Thanks to the superior implantation process and genetic stability of Primaris Space Marines, the Imperium has recently been able to harvest gene-seed at a rate previously unseen.
Black CarapacePhase 19: The most distinctive implant, it resembles a film of black plastic that is implanted directly beneath the skin of the Marine's torso in sheets. It hardens on the outside and sends invasive neural bundles into the Marine's body. After the organ has matured the recipient is then fitted with neural sensors and interface points cut into the carapace's surface. This allows a Space Marine to interface directly with his Power Armour. Without the Black Carapace many of the systems of the power armour will not function. While driving the vehicles of the Chapter, special spinal interface plugged into power armour and Black Carapace to provide the Space Marine an intuitive 'feel' for vehicles systems and controls, literally making him a part of his vehicle. The Black Carapace was originally developed during the Unification era by the Terran scientist Amar Astarte. However it was flawed and could not be utilized until Ezekiel Sedayne perfected the technology.
- This allows a Astartes to have a max dex bonus while Wearing power Armor, though you may not add your dex bonus to the AC.
Subrace: The Adeptus Astarties are divided into 4 subraces, the Astartes, Astartes Psykana, Primaris or Primaris Psykana, you must pick one.
Psyker Possibility: Regardless of what subrace you have chosen you may choose to be a psyker, if you do you gain the psyker gene as described in the genetic modifications section of this book.
Adeptus
The Astartes are physically stronger, far more resilient and often mentally far removed from the lot of most normal human beings. In the presence of the Astartes, most people feel a combination of awe and fear, and many cultures on the more primitive worlds simply worship them outright as demigods or angels of the God-Emperor made flesh.
They should feel so, for many Space Marines feel little compassion for those they have sometimes termed "mortals" in comparison to themselves, seeing the very people they were created to protect as little more than obstacles to a more efficient eradication of the Imperium's enemies.
Traits
Ability Score Increase. Adeptus Astartes have a set starting Stat line As follows STR, Dex and CON are 14, and Wisdom, Intelligence and Charisma are 12's
Size. Astartes are very muscular and tall, being around 8'0. and between 250 and 350 pounds. Regardless of your position in that range, your size is Medium.
Primaris
The Primaris Astartes are a new breed of transhuman warriors developed across the span of ten thousand standard years by Archmagos Dominus Belisarius Cawl. Their creation was perfected on Mars on the order of Primarch Roboute Guilliman in the days immediately after the Second Founding in the early 31st Millennium.
Cawl used the genetic template of the original astartes created by the Emperor for His Great Crusade as the starting point for the development of these new Astartes.
However, Primaris Space Marines are bigger, more resilient, physically more powerful and possess faster reaction times than their original Astartes counterparts, now often referred to as the "Firstborn."
Primaris Astartes are also implanted with 22 rather than 19 gene-seed organs, and their gene-seed is more resistant to mutation than that of their predecessors.
They were deployed across the galaxy by Guilliman and Cawl during the Indomitus Crusade after the opening of the Great Rift in the Era Indomitus. They were used as reinforcements for existing Chapters of Astartes or to found all-new Chapters comprised solely of Primaris Marines.
Traits
Ability Score Increase. Primariss Astartes have a set starting Stat line As follows STR, Dex and CON are 16, and Wisdom, Intelligence and Charisma are 14's.
Size. Primaris are perfectly Muscular and tall, being around 10'0 and between 350 and 450 pounds, your size is large.
Large Frame. The Primaris's large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours.
Additional Genetic implants. In addition to the 18 genetic implants, the new line of Primaris Space Marines are given three additional implants that allow for their superior size and strength in addition to a greater level of genetic stability. The Primaris Implants take place between Phases 3 and 4, known as the Primaris Alpha and Primaris Beta phases. Both phases can be introduced simultaneously.
Sinew CoilsKnown as the Steel Within, the Space Marne's sinews are reinforced with durametallic coil-cables that contract with incredible force, magnifying the subjects strength beyond that of a regular Space Marine and giving another layer of interior defense.
- as a result, whenever you score a critical hit with a weapon attack, you may perform an additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions.
MagnificatKnown as the Amplifier, this small thumbnail-sized lobe is inserted into the brain's core. The implant secretes hormones that increases the body's growth functions while also intensifying its advanced systems, especially for the ossmodula and biscopea. In truth, this implant is but half of the true, dual-valve immmortis gland (the "God-Maker") which the Emperor made for the Primarchs. Belisarius Cawl was able to build the dextrophic lobe (right half) but discovered that information on the sintarius (left half) had been wholly eradicated by an unknown force.
- Effects shown in attributes
Belisarian FurnaceKnown as the Revitalizer, this dormant organ connects to both hearts. In times of extreme stress or trauma, it expels self-manufactured chemicals similar to combat stimms that also aid in regeneration. After activation, the gland will fall dormant again, taking some time to build itself up for activation once more.
- When you use your secondary heart ability you come back with a number of hit points equal to your level not just 1.
Cult Mechanicus
The Cult Mechanicus, also known in ancient times before the Horus Heresy as the Cult Mechanicum, is the set of religious beliefs that serves as the philosophical foundation of the Adeptus Mechanicus and its predecessor, the ancient Mechanicum.
Although the worshippers of the Cult Mechanicus are members of the Imperium of Man, they have their own version of worship that differs substantially in theology and ritualistic forms from the standard state religion known as the Imperial Cult that is dedicated to the God-Emperor of Mankind.
The religion of the Cult Mechanicus values knowledge and the technology it creates above all else and views the final embrace of technology in the form of a purely mechanical existence as the ultimate destiny for Mankind's evolution.
The Cult Mechanicus -- the religion of the Machine God -- is a complex and labyrinthine structure, a creed of secret rites and ceremonial processions that is never shared with outsiders. Within each Forge World the myriad ranks of Tech-priests vie for mastery in a world where only through the accumulation of technology and hoarded knowledge can one advance.
Those who lead the workers and armies of the Cult Mechanicus are called Tech-priests. It is they that devote themselves to the service of the Omnissiah, altering their flesh forms beyond recognition to improve their ability to execute rites of repair, to placate Machine Spirits and to acquire lost technologies.
Given the hostile nature of the galaxy, it is also necessary to ensure that a Tech-priest has the power to slay any that stand in the way of their sacred missions.
Despite the never-ending thirst for knowledge of all branches of the order, most Tech-priests of the Adeptus Mechanicus have lost the ability to innovate. No longer the master of its creations, the Cult Mechanicus is enslaved to the past.
It maintains the glories of yesteryear with rite, dogma and edict instead of true discernment and comprehension. Even the theoretically simple process of activating an engine is preceded by the application of ritual oils, the burning of sacred resins and the chanting of long and complex hymns.
Should mechanisms break down, as they often do in service to the Adeptus Mechanicus' war effort, a replacement must be found, or knowledge of how to repair the existing one must be learned. Across the galaxy, thousands upon thousands of armies and fleets are already searching, guided by a database begun before the birth of the Imperium. Once found, such items and knowledge are confiscated at all costs in the name of the Adeptus Mechanicus.
Traits
Ability Score Increases/decreases. Cult Mechanicus have a set starting Stat line As follows STR 14, Dex 14, CON 14, Intel 18, Wisdom 16 and Charisma, 10
Age. Cult Mechanicus will not die of old age and dose not age by any means though there part may become inoperable.
Alignment: Most Cult Mechanicus fallow a lawful path being a very cause driven path.
Size: Cult Mechanicus stand between 5 and 7 feet tall and average about 150 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Darkvision: Your robotic eyes are suited for minimum light. You can see in the dark up to 50ft and dimlight up to 100ft.
Non biological You do not need to eat drink and you do still need to shut down each night for 4 hours. Potions and magical healing not for constructs or vehicles have no effect on you and you count as a construct.
Metalic Frame you can not where armor and your AC is equal to 10 + your Dexterity modifier + your Constitution modifier.
Bionics As long as you have at least 1 HP you gain 1 Hp at the start of each round of combat. Furthermore when you use a Hit die to heal you may chose to not roll it and treat it as if you rolled half the max that you could roll.
Tool Proficiency: You gain proficiency with the artisan’s tools, Artificers tools and Tech tools
Skill Proficiencies: Technology and Science.
Languages: You can speak, read, and write Gothic and Binary
Modifications. Gain one Cybernetic Augmentation as described in the Cybernetic Augmentations section of this book, A variant way to do this is at levels 1,5,10,15 and 20 you gain a Cybernetic Augmentation.
Sentient but Machine: As a Cult Mechanicus, you cannot increase an ability score in the normal way as most of your living flesh has been replaced with robotics and Augmetations. Every time you get the Ability score increase feature, you instead craft and attach a augment to your Robotic body. Add one Cybernetic Augmentation to your body instead of benefiting from the "ability score improvement" feature.
Aeldari
As a humanoid race, Aeldari are physically very similar to Humans, although not entirely identical by any means. They possess longer and cleaner limbs, and fine ascetic features with penetrating and slightly slanted, almond-shaped eyes.
Their ears are also slightly pointed, but otherwise they could pass as Human at first glance. The most obvious difference between Humans and Aeldari can only be seen when they move, for the movements of an Aeldari radiate a subtle grace which is impossible for a Human to emulate.
This can be seen in even their slightest gestures or the dexterity with which they manipulate small objects.
The Aeldari mind, while similar in general to the Human psyche, is far more inclined towards emotional extremes. Because of this, Aeldari are more intelligent but also far more intense than Humans.
Although an Aeldari and a Human can both feel grief or joy, the Aeldari's experience is likely to be far more extreme.
This natural inclination towards emotional extremes is both a blessing and a curse to the Aeldari. On the positive side, it gives them an unparalleled appreciation of life and an unrivalled ability to express themselves through music and other creative endeavours.
A melody or gesture made with grace and skill can elicit an intensity of pleasure which is unimaginable to a Human.
But this potential for joy is paralleled by an equal capacity to feel despair, ambition and even hatred. Confronted by grief or other personal setbacks, an Aeldari suffers mental torments which far exceed the boundaries of Human anguish.
The extreme nature of their temperament makes it very important that the Aeldari maintain a measure of self-control at all times, for it is dangerously easy for them to become entranced by and ultimately dependent upon the experiences that their culture offers them.
They must learn to control the darker side of their natures, which is no less an essential portion of the Aeldari psyche and the source of the catastrophe that nearly caused their extinction.
Traits
Ability Score Increases/decreases. Use 27 point buy system. Then increase Dexterity by 2 to a max of 20.
Age. Although Aeldari reach physical maturity at about the same age as humans, the Aeldari understanding of adulthood goes beyond physical growth to encompass worldly experience. An Aeldari typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
Alignment: Aeldari love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
Size: Aeldari range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
Speed: Your base walking speed is 40 feet.
Alien metabolisum: Gain advantage against resisting the poisoned condition and resistance aginst poison damage.
Furthermore you need only eat once a Week and drink once a day.
Darkvision: Accustomed to twilit forests and the darkness of the warp, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Meditation: Aeldari don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Alien reflexes Aeldari gain advantage on initiative rolls.
Languages: You can speak, read, and write gothic and Aeldari. Aeldari is fluid, with subtle intonations and intricate grammar. Aeldari literature is rich and varied, and their songs and poems are famous among the Imperials.
Subrace: The Aeldari are divided into 2 subraces, the Asuryani or Drukhari, you must pick one.
Asuryani
The Asuryani are defined as a culture by their pursuit of the Asuryani Path. This philosophy teaches them how to balance their potent minds and pursue constructive goals rather than falling to the amoral pursuit of pleasure and selfishness that ultimately destroyed the ancient Aeldari and still defines their dark kin, the Drukhari.
The Aeldari are a naturally psychic species, and all Aeldari possess the potential to become powerful psykers if they choose to pursue this path.
The Aeldari can use these innate abilities to shape matter, which lies at the foundation of their extraordinary command of technology.
Though highly advanced and feared across the galaxy, the Aeldari are still a dying people in the late 41st Millennium, a shadow of their former glory and their species teeters on the brink of final annihilation.
Ability Score Adjustments Increases Charisma by 2 to a maximum of 20 and Reduce Constitution by 2. Two different ability scores of your choice increase by 1 or one ability score of your choice increases by 2.
Psionic you gain the Psyker gene mutation as described in the Mutations section of this book.
Skill Proficiencies: Insight.
Drukhari
The Drukhari (Aeldarix malum) (pronounced Druh-KAR-ee) or "Dark Ones" in the Aeldari Lexicon, also known to outsiders as the Dark Eldar, are a forsaken and corrupt Aeldari kindred, the sadistic, malicious counterparts of the Asuryani. Like their cousins of the craftworlds, the Drukhari are an ancient and highly advanced alien race of fey humanoids.
The alternative term "Dark Eldar," or Eladrith Ynneas in the Aeldari tongue, was first coined by the Drukhari archon and Supreme Overlord of Commorragh Asdrubael Vect in the 32nd Millennium.
The Drukhari's armies, like their Craftworld Aeldari counterparts, usually have the advantages of mobility and advanced technology, though they are often lacking in resilience and numbers.
The Drukhari revel in piracy, enslavement and torture, and are sadistic in the extreme. Drukhari armies make use of various anti-gravity skimmers such as Raiders and Ravagers to launch high speed attacks.
They strike with little or no warning, using an interdimensional labyrinth known as the Webway to traverse the galaxy safely and far more quickly than most advanced starfaring species are able to with their Warp jumps.
The Drukhari are unique amongst the intelligent races of the Milky Way Galaxy because they do not live on a settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state -- the Dark City of Commorragh -- that lies within the "ordered" Immaterium of the Aeldari Webway.
The Drukhari are mainly pirates and slavers who prey on targets across the galaxy to feed their unholy appetites for other sentient beings' souls, a terrible desire called "the Thirst," though they are sometimes used as mercenaries by other starfaring species.
The Drukhari are the living embodiments of all that is wanton and cruel in the Aeldari character. Highly intelligent and devious to the point of obsession, these piratical people revel in the physical and emotional pain of others, for feeding upon the psychic residue of suffering is the only way they can stave off the slow consumption by the Chaos God Slaanesh of their own souls.
The Drukhari, particularly their warrior castes, are tall, lithe, white-skinned humanoids. Their alabaster skin is death-like in its pallor, for there is no true life-giving sun within their dark realm to provide colour.
Their athletic bodies are defined by whipcord muscle, shaped and enhanced until they are physically stronger on average than their Craftworld Aeldari counterparts, as the Drukhari prize physical and martial prowess highly.
Yet for all their physical beauty by Human standards, the Drukhari are still repugnant monsters.
When viewed with the witch-sight of a psyker, the Drukhari's black souls are revealed, for they eternally thirst only for the psychic energy of the anguish and torment of other thinking beings in order to fill their own infinite emptiness.
Unlike their Craftworld Aeldari cousins, the Drukhari do not integrate their still-powerful latent psychic abilities into their culture, and indeed have a great disdain for psykers of any kind.
This is because for the Drukhari, the use of psychic abilities would only further draw the attention of "She Who Thirsts" (Slaanesh) upon them, and their souls are already at risk enough of being devoured by the Prince of Chaos.
Ability Score Adjustments Increases Dexterity by 2 to a maximum of 20 and Reduce Wisdom by 2.
Blade Artists: Each time you makes an attack with bladed a melee weapon, you score a critical hit on 1 less then you would normally.
Skill Proficiencies: Intimidate.
Orks / Greenskin
The Orks, also called greenskins, are a savage, warlike, green-skinned species of humanoids who possess physiological features of both animals and fungi who are spread all across the Milky Way Galaxy. They share many features with Warhammer Fantasy Orcs (and were initially called "Space Orcs" to distinguish them).
They are seen by their enemies (pretty much everyone else in the universe) as savage, violent, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other intelligent starfaring species, even Humanity (with the very plausible exception of the Tyranids).
Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven always to fight and conquer, the Orks threaten every single intelligent species of the galaxy.
Orks are possibly the most warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of battle and bloodshed, burgeoning Ork stellar empires rise and fall.
Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.
Orks generate a potent psychic gestalt field that allows them to accomplish many feats of technological engineering that might otherwise seem impossible. At the same time, the power of this psychic field is directly proportional to the number of greenskins present in a given location.
The more Orks that gather, the more Orks are drawn to them, at the same time that the power and intelligence of the greenskins begins to grow with their numbers.
The Orks' unquenchable thirst for battle has always proved their downfall: historically, the Ork tribes have spent much of their time fighting amongst themselves, waging brutal wars with only the strongest surviving. On occasion, an Ork leader will emerge who is mighty enough to defeat his rivals and unite the warring tribes.
His success draws other tribes to him, and soon a great WAAAGH! is underway -- partly a migration, partly a holy war that can exterminate the populations of entire star systems.
When the Orks are on the rampage, the galaxy trembles, and in the Age of the Dark Imperium there are more WAAAGH!s rising than ever before recorded.
Traits
Ability Score Increases/decreases. Use 27 point buy system. Then increase Con by 2 to a max of 20.
Age. Orks reach adulthood in a week or so after they emerge from the fungal pod. Mercifully most are short-lived, soon destroying themselves in a maelstrom of violence and internecine conflict. The true length is unknown By the Imperium.
Alignment: Orks are generally a chaotic race usually in the chaotic neutral realm.
Size: Your hight is dependent on Subrace.
Speed: Your base walking speed is based on your Subrace.
Primal Intuition: You have proficiency in one of the following Skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival.
Darkvision: Accustomed to twilit forests and the darkness of the warp, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Languages: You can speak but not read, and write gothic.
Subrace: The Orks are divided into 2 subraces, the Boy, Weird Boy or Gretchin, you must pick one.
Boy
Orks are green-skinned and red-blooded, a side effect of their symbiotic physiological and genetic relationship with fungi. Orkoid physique itself is so robust that it can withstand tremendous punishment.
Orks feel surprisingly little pain, even from the most grievous of wounds, enabling them to fight on whilst horrifically injured and even for a short while after being technically dead.
It is most fortunate for the Orks that they can withstand such brutal physical punishment, since their Painboyz operate on a generally nineteenth-century (ca. 800-900.M2) level of surgical knowledge; unlike Humans, though, Orks are quite capable of being beheaded, having the head sewn onto a different body, and surviving the experience to fight again.
It is believed by some who study these brutes, albeit from afar, that this goes some way to explaining the greenskins' ultra-violent sense of humour. As pain and fear mean little to them, they are highly curious and amused by the reactions of their weaker foes as they hack them apart, the screams of terror contrasting with a deep throaty rumbling that, on occasion, could be mistaken for laughter from the Orks and their snickering brethren.
The greenskin regenerative process itself is so powerful that an Ork who has been hacked to bits can simply be stitched back together, bewildered but ready to fight once more. Nothing but the most grievous wounds will put an Ork down for long, and burning them to ash is reputed to be the only way to make absolutely sure that they are gone for good.
Speed: The Boys speed is 30ft
Size: Boys vary widely in height and build, from the boy that are 6 to 8 ft tall to a Nob Being around 10 to 12ft tall. Regardless of your position in that range, your size is Medium, Though a Boy with the right might may grow as tall as 15ft in that case they are Large.
Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Mob Rule.Boys have advantage on melee attack roll against a creature if at least 2 of the Krorc allies are within 5 ft. of the creature and the allies aren't incapacitated.
Might makes right.As a boy lives longer and essetially kills more and more the Phisicality starts to change the ork boy becomes a Nob and if they live long enough and crush enough Skulls they can be a Big boss one of the most brutal and cunning orks in a mass, that is not mentioning a Warboss. as you level you gain different abilities see below for the effects and what levels they happen at. you retain all effects from previous forms.
Level | Type | Attributes adjustments | Size | Added effects |
---|---|---|---|---|
1-5 | Boy | +2 Con to a maximum of 20 | Medium | Powerful Build: You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. |
Level | Type | Attributes adjustments | Size | Added effects |
---|---|---|---|---|
6-10 | Nobb | +2 Str to a maximum of 20 | Medium | Larger then most: You ignore the effects of the long gun and Mounted weapon Property and you count as using 2 actions each time you use an action to reload, set up or take down a weapon with the Massive Parts weapon property. |
11-15 | Boss Nobb | +2 Charisma and Strength to a maximum of 22 | Medium | - |
16-20 | Big Boss | +2 Str, Con and Cha to a maximum of 22 | Large | Large Frame. The Primaris's large size gives it a - 2 Armor Class. Furthermore you may move through the space of any creature of sizes smaller then yours. |
Weird Boy (Orc)
Weirdboyz are the most psychically attuned of all Orks. They are capable of vomiting blasts of Warp energy that can reduce foes to molten goop in seconds. Weirdboyz unconsciously channel the background mental emissions of nearby greenskins. Even a close-run squigeating contest between two rowdy Boyz will cause waves of energy to pulse through any Weirdboy that strays near. Unless the Weirdboy finds some way to release this pent-up energy his head will explode, detonating the heads of nearby Orks in the bargain, this can prove highly inconvenient.
Any Weirdboy lucky enough to reach maturity will have learned how to release his powers in a searing energy blast or destructive wave. Though this makes the Weirdboy feel fantastic, it can result in a messy death for anyone in his vicinity.
Some Weirdboyz, known as "Warpheads," become addicted to the thrill of spewing WAAAGH! energy, actively seeking out the deadly rush of battle. However, for most Weirdboyz the battlefield is a miserable and dangerous place. They must normally be dragged there by burly minders, pointed unceremoniously at the foe, and forced to spew mighty bolts of ectoplasmic energy in their general direction. This affords the Weirdboy a few moments of blissful relief before the whole process begins again.
Ability Score Adjustments: +2 Wisdom -2 charisma to a maximum 20.
Speed: The Weird Boys speed is 30ft
Size: Weird Boys are Nobbs, Being around 8 to 12ft tall. Regardless of your position in that range, your size is Medium.
Ere we go: As a Bonus Action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Mob Rule.Boys have advantage on melee attack roll against a creature if at least 2 of the ork's allies are within 5 ft. of the creature and the allies aren't incapacitated.
Weird Magic. You are a Born Arcane user, you gain the Innate Caster mutation, see mutations on Pg. ___. These spells can be taken from any of the following Disciplines Terramancy, Galamancy, Hydormancy, Cryomancy, Pyromancy, Electromancy, Floramancy, Faunamancy, Illudamancy, Shadomancy. You use your Wisdom for the Spell casting ability.
Nob: You gain the Powerful Build and Larger then most abilities as listed in the Boy subrace.
Gretchen / Grot
Although they possess a similar physiology to the Orks, Gretchin are not as strong or as tough as their larger brethren.
To compensate for this, the Gretchin possess an abundance of low cunning. Commonly known as "Grots" to the Orks, Gretchin are even more numerous than Orks. They scurry around the larger greenskins on scrawny legs, and their grasping fingers snatch and steal from the unwary.
Gretchin have large, bulbous heads and wide tattered ears that flatten against their bald pates when they are afraid (which is most of the time). Sharp fangs fill their jaws, ever-ready to be sunk into the flesh of the weak or infirm, and malice gleams in their eyes whenever there is an opportunity for violence.
The Grots' large and protruberant noses give them an excellent sense of smell, their ears afford them a similarly advanced sense of hearing, and their eyesight is acute even in the dark.
These traits, combined with a heightened instinct for self-preservation, mean that Gretchin can not only survive but even thrive in a society dominated by vicious predators.
Some Grots have their survival instinct honed to such a degree that they may possess a rudimentary sixth sense, or are naturally far more fortunate than they have any right to be.
The Grots improve their chances of survival further by exhibiting a fawning and obsequious nature to their Ork masters. Though braver Gretchin will pull faces and make rude gestures behind the backs of the bigger greenskins, few are stupid enough to risk doing so openly.
Grots are fast learners and quick to spot an opportunity, meaning that many wind up as assistants or servants to more important Orks like Mekboyz or Nobz. Others will simply attempt to stay out of the Orks' way, whole groups of Grots fashioning hideouts amid scrap piles or warrens of tunnels too constricted for Orks to squeeze their bulk down.
Ability Score Adjustments: +4 Dexterity to a maximum 20 -2 Constitution.
Speed: The Gretchens speed is 35ft
Size: The Grotling are dimunitive and small being around are 3 to 4 ft tall and weigh about 50 pounds. Regardless of your position in that range, your size is Small.
Sneaky Escape: You can take the Disengage or Hide action as a Bonus Action on each of your turns.
Grot Cunning: When you damage a creature with a melee or ranged Attack and the creature’s size is larger than yours, you can cause the Attack or spell to deal extra d4 damage to the creature.
Small Frame: Gain a +1 to your AC as long as your not wearing medium or heavy armor. Furthermore you can move through the space of any creature that is of a size larger than yours.
Space marine
Astartes who remember why they were created by the Emperor, who avoid the trap of hubris which the Space Marines are so prone to and which has seduced so many of their number to serve the Ruinous Powers of Chaos. space marines are the final guardians of Mankind, the saviours of last resort.
They were intended not to lead humanity, but to defend it, sometimes even from itself. At the heart of that mission lies the limitless compassion the Emperor extended to every man and woman in the galaxy when He willingly chose to condemn Himself to more than 10,000 years of imprisonment within a dying prison of flesh for their sake.
Some Astartes sneer at compassion, seeing it as one more human weakness that has been purged from their superior transhuman bodies and minds. But the wisest of the Space Marines know that in the end, compassion is their only salvation.
Potential Space Marines are usually, but not always, recruited from the worlds where a Chapter has established its fortress-monastery, although some Chapters are known to recruit from a collection of different worlds in an area of space that they protect or frequent.
Recruiting methods vary from Chapter to Chapter. Some select their neophytes from feral tribes roaming the surface of inhospitable worlds, while others draw upon eager volunteers who have been groomed from birth to become an Astartes.
Still others watch and kidnap potential warriors, turning them into Astartes whether they will it or not. Whatever the method, all Space Marine Chapters will only accept those who successfully pass the grueling initiation trials and prove themselves worthy of becoming a Space Marine.
A Primaris Space Marine Intercessor of the Ultramarines Chapter in Mark X Tacticus Pattern Power Armour wielding a Mark II Cawl Pattern Bolt Rifle.
However a man becomes a Space Marine does not matter: once his body has been forged into that of a transhuman Astartes, he must forever stand apart from the people to whom he was once kin and who he is now sworn to protect. Once a man becomes a Space Marine, he is no longer mortal; his genetic heritage is now that of the Emperor Himself, and a spark of the same divine majesty flows in his veins.
There are approximately 1,000 Space Marine Chapters active in the Imperium of Man at any one time. Since the opening of the Great Rift, these Chapters have been comprised of a mixture of traditional Firstborn Space Marines and the even more enhanced Primaris Space Marines, or may contain only Primaris Marines.
A list of the most notable and well-known Chapters in the Imperium can be found here. This number has stayed relatively constant since the Second Founding in the 31st Millennium following the Horus Heresy when the First Founding Space Marine Legions were broken up.
However, the exact population of Astartes in the galaxy remains far from exact and may fluctuate widely depending on the time period and the circumstances confronting the Imperium.
Prerequisites To be a Space Marine you must be the Astartes Race
Space marine
Level | Proficiency Bonus | Features | Emperors Wrath | Wrath Bonus |
---|---|---|---|---|
1st | +2 | Combat doctrine, Emperors Wrath | 2 | +2 |
2nd | +2 | Exploit | 2 | +2 |
3rd | +2 | Battlefield Roll | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra attack, | 3 | +3 |
6th | +3 | Ability Score Improvement | 4 | +3 |
7th | +3 | Battlefield Roll Feature | 4 | +3 |
8th | +3 | Ability Score Improvement | 4 | +3 |
9th | +4 | Greater Wrath (1) | 4 | +4 |
10th | +4 | Combat doctrine (2), Improved Resistance Training | 5 | +4 |
11th | +4 | Battlefield Roll Feature, Extra Attack (2) | 5 | +4 |
12th | +4 | Ability Score Improvement | 5 | +4 |
13th | +5 | Improved Exploit | 5 | +5 |
14th | +5 | Death is the end to my Wrath | 5 | +5 |
15th | +5 | Battlefield Roll Feature | 6 | +5 |
16th | +5 | Ability Score Improvement | 6 | +5 |
17th | +6 | Wrath beyond Death | 6 | +6 |
18th | +6 | Greater Wrath (2) | 6 | +6 |
19th | +6 | Ability Score Improvement | 6 | +6 |
20th | +6 | Battlefield roll Feature | Unlimited | +6 |
Class Feature
As a Space marine you gain the following class features
Hit Points
- Hit Dice: 1D12 per Space Marine level
- Hit points at 1st level: 12 + your constitution modifier.
- Hit Points at Higher Level: 1D12 (or 6) + your Constitution modifier per Space Marine level after 1st
Proficencies
- Armor: Light, Medium, Heavy, Power and Shields
- Weapons: Simple and Martial weapons and Grenades plus Bolt, Power, Plasma, Melta, Flame, Grav weapons.
- Saving Throws: Constitution, Wisdom
- Skills:Choose 2 skills from, Acrobatics, Athletics, History, Insight, Intimidate, Perception, Survival
Equipment
Space marine Starter Kit
Combat Doctrine
At first level you gain one of the abilities below, At level 10 you get to pick one more. You can’t take a combat Doctrine option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls made with ranged weapons.
Defense
You gain a + 1 bonus to AC.
Dueling
When you are wielding a weapon in one hand and nothing in the other, you gain +1 to attacks and damage rolls made with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobility
You gain +5 ft movement
Wrath of the Emperor
Beginning at 1st level, as an astartes, you where raised to hate the foes of the emperor it is as much in you heart as it is in your blood, as a result, you may as a bonus action enter a state of wrath, gaining the below abilities
- You gain a bonus to all strength and wisdom saves and ability checks equal to your Wrath Bonus collum on the Space marine Table.
- You gain a bonus to all damage dealt by Space marine weapon attacks Equal to the Wrath Bonus collum on the Space marine Table.
- Gain Temporary hit points Equal to your Warth bonus + your Level x2
Your Emperors Wrath lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Emperors Wrath on Your Turn as a Bonus Action.
Once you have used you Emperors Wrath the number of times shown for your Space Marine level in the Emperors Warth column of the Space Marine table, you must finish a Long Rest before you can use the Emperors Wrath again.
Exploit
Starting at 2nd level, because of your genetically enhanced mind and enhanced Combat training, you are able to recognize momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your intelligence modifier (rounded up) and all expended uses are regained after a short or long rest.
Resistance Training
Starting at 2nd level, through the use of extensive training, you have learned unique ways to increase your chance of success when subject to certain attacks. Whenever you are the target of an attack or spell that requires you to roll a saving throw, you can add half your Intelligence modifier rounded up in addition to any other modifiers on the saving throw.
At 10 level in this class you gain the Improved Resistance Training, this increases the bonus to your whole intellgence modifier instead of just half.
Battlefeild Roll
At 3rd level, you choose a Battlefeild roll that you strive to emulate, in addition you may have alter your physical form in a significant way. Choose either Tech marine, veteran, Apothecary, Chapline or librarian, Scout or Commander, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and at 20th level you get an Battlefeild roll master feature.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level in this class.
Greater Wrath
Beginning at 9th level, you may pick on of the below Upgrades to your Wrath of the emperor. At level 18 you gain this ability again and you may pick a second upgrade.
- You gain a bonus to all strength and wisdom saves and ability checks equal to 2x your Wrath Bonus.
- You gain a bonus to all damage dealt by Space marine weapon attacks Equal to 2x your Wrath Bonus.
- Gain Temporary hit points Equal to 4x your Warth bonus + your Level
Improved Exploit
At 13th level you get the Improved Exploit feature increasing the total number of uses to your intelligence modifier per short or long rest.
Death is the end to my Wrath
Beginning at 15th level, your Emperors Wrath is so true that it ends early only if you fall Unconscious or if you choose to end it.
Wrath Beyond Death
Beginning at 18th level, your honor fuels your rage and allows you to shrug off Mortal blows.
While you’re in a Warth, having 0 Hit Points doesn’t knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal Effects of taking damage while at 0 Hit Points. However, if you would die due to failing Death Saving Throws, you don’t die until your Wrath ends, and you die then only if you still have 0 Hit Points.
Battlefeild Roll
Different Space marines choose different approaches to executing their combat superiority on the battlefield in the name of there Emperor and the founding Chapter. The Battlefeild Roll you choose to emulate reflects your approach.
Techmarine
A Techmarine (known as a Frater Astrotechnicus in High Gothic) is a Space Marine technician and engineer as well as a full Astartes Battle-Brother of his Chapter. They are fully initiated members of both the Cult Mechanicus and their Chapter.
Prospective Techmarines are chosen from the ranks of the Space Marine Chapters for their affinity with technology. They learn how to divine the runes of engineering and study the liturgy of maintenance. This great body of lore must be committed to memory and understood by the novice Techmarine.
They are taught how to "feel" the pain of a damaged machine and heal it. When they come back they serve the same role in their Chapter as a Tech-priest Enginseer in the Astra Militarum. Without the passing on of such ancient lore, the Space Marines would eventually grind to a complete halt, unable to make war. Thus does every Chapter’s might hinge upon the esoteric knowledge of its Techmarines.
Every Space Marine Chapter sends a number of its warriors with a demonstrated affinity for the use and maintenance of technology to Mars where they are inducted into the Machine Cult by the Adeptus Mechanicus, a right granted by ancient pacts made by the Adeptus Astartes with the Tech-priests.
Aspiring Techmarines train for standard years, steeping themselves in rites of activation, maintenance and repair. Upon returning to their Chapter, they become custodians of the Chapter Armoury -- Space Marines of dual loyalties, pledged by blood to their Chapter, but bound in mind to the Omnissiah.
Despite this dichotomy, Techmarines are held in great esteem; a Chapter could not wage war without its technological tools. In spite of their mysterious calling, Techmarines remain fierce warriors, and if a vehicle is lost, they will fight for its retrieval as stridently as their brethren would to recover any other fallen comrade.
The most senior Techmarine in a Chapter commands the Armoury and is known as the Master of the Forge. His knowledge of the arcane sciences has been refined over centuries and rivals that of the Tech-priests of Mars. In addition to his responsibilities in the Chapter Armoury, the Master of the Forge is tasked with conserving any of the Chapter's arcane relics. If the need is great, he may even unleash the fury of these lost technologies upon the foe.
When you choose this Battlefeild roll you gain Proficiency in Technology, Science, Tech Tools, Artificers tools and Intelligence Saves.
Furthermore you become Proficient with all Omnissian Axe, Power Fist and Thunder Hammer.
Trained on Mars
When you choose this roll at 3rd level you gain one Manipulation Mechadendrite and the Mechanic Feature as described in the homebrew features of this book. At Level 11th you gain a second Manipulation Mechadendrite on your other shoulder.
Furthermore You also get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Maintenance Rituals Feature, See below
Maintenance Rituals: As an action you may expend one use of the Artificers kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit
Gifts of the Omnissiah
At 7th level you gain a retinue of Sevitors in an amount equal to half your Charisma Bonus (Round up). You may Pick any combination of The following Servitors, Combat, Gun or Monotask as described in the NCP minions section of this book. Discuss the cost and time required to acquire this construct with your DM.
At 11th level you may have a number of servitors equal to your whole Intelligence Bonus.
Furthermore You gain the Blessings of the Omnissiah Below.
Blessings of the Omnissiah: you gain one of the following traits below. As an action you may make one Constructs within 30ft of you gain the Chosen benefits for a number of rounds Equal to You 1d6 + your Wisdom bonus. you regain the use of this after you complete a long rest.
- The target on each of its turns may make one extra attack or a move as a free action
- The target suffers no penalty from the Heavy weapon property.
- The target gains Your level x 5 Temporary Hit points
- The target Gains a bonus to AC equal to you Wisdom bonus
- Has a bonus on all save equal to your Wisdom bonus made by the Vehicle or the Driver of it.
At levels 11, 15 and 20 you gain one more of these Traits, when you use your Blessing you apply all the traits you know to the target for the duration.
Crushing Grasp
At 11th level, you have learned to push your servo arms to their limits. Your unarmed strikes with your mechanical arms now use a D10 for their damage die, you have also discovered how to concentrate Force energy. Once per turn on a hit with one of your unarmed strikes you can choose to do an additional damage die if the target you hit is grappled by you.You also gain the ability, once per turn, to instead of dealing this additional bludgeoning damage, attempt to stun the target. On a successful unarmed strike, the target must roll a Constitution saving throw, on a failed save the target suffers the stunned condition.
You have a limited number of uses on the stun part of this feature, equal to 1/2 your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.
Servo Harness
At 15th level, when in power armor you gain a Sevo-harness as described in the Mechadendrites section of this book.
Master of the forge
At 20th level you get the bonus damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal to your intelligence mod per short or long rest and You double any heal made with your Construct healing abilities.
Veteran
Veteran Marines are those Astartes in the Loyalist Space Marine Chapters who have gained considerable experience in the service of their Chapter and often serve in the Chapter's elite 1st Company which is comprised solely of Veteran Squads or as an elite corps or Command Squad within a Chapter's other companies.
Veteran Squads are exclusively a part of the 1st Company of the Chapter. The Veteran Squad's white tactical symbol is based on the Crux Terminatus used by the Chapter's Terminators.
There are many variations of this symbol and the Codex Astartes not only approves the use of these variations but also encourages the Master of the Chapter to regularly change the symbol to confound the Chapter's foes.
When you choose this roll you gain Proficiency in Intimidation, Survival, Athletics and Strength or Dexterity Saves your choice.
Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.
Veterans Traits
When you choose this roll at 3rd level, in the pursuit of combat superiority, granting you several benefits:
- Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
- You pick one more fighting style.
- You gain proficiency with unarmed strikes. and can deal leathal damage if you choose.
Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.
Battle Hardened Veteran
At 7th level, you gain the the following abilities.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable: you can reroll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Veterans Endurance
At 11th level, you gain a 2 Features or a set of Terminator Armor and one extra use of Indomitable ability
Veterans action
At 15th level, you gain the Extra Attack (3) and one extra use of the second wind ability.
Master Veteran
At 20th level you gain the, you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest, Your choice each day.
Apothecary
An Apothecary is a specialist Space Marine officer who possesses advanced biomedical and scientific training and who serves as a combat medic and research physician for his Chapter. An Apothecary's role in battle is to recover the gene-seed from slain Astartes and to tend to the wounded and maimed.
Outside of combat, Apothecaries are responsible for monitoring the Chapter's Neophytes for mutation or flaws in their gene-seed and organ implants and for carrying out the implantation process in their Chapter's Aspirants. The Apothecary is well-versed in the arts of battlefield first aid as well as advanced surgical techniques, cybernetics and bio-engineering.
The Apothecary must be as courageous as his fellow Space Marines if not more so, for he must perform his life-saving surgeries in the midst of the battlefield. If a Space Marine is injured, the Apothecary will use his medi-pack, called the Narthecium, to tend to the wounds. Nartheciums can dispense medical aid and perform complex surgery -- cauterising, stitching, removing shrapnel, and more. Even severely injured Space Marines can fight again with the aid of the Narthecium.
Whereas Chaplains are charged with maintaining the spiritual health of the Space Marines in a Chapter, it is the Apothecaries' role to mind the physical well-being of their Battle-Brothers.
Several of a Space Marine's specialised organs can self-heal wounds that would kill a non-augmented man outright, but such functions take time, and will not happen during a melee or fire-fight. It is the Apothecary's duty to stabilise the worst of wounds, patching up a transhuman warrior's seemingly mortal injuries so that he may return to battle within moments.
Not all injured Space Marines can be saved, however. Even when a wound is beyond healing, the Apothecary's duties are not done. He can calm the dying and speed them on their way by granting them the Emperor's Peace since the Narthecium also includes a special humane euthanasia device for this task, ironically called a Carnifex, that is a solid, spring-loaded piston of metal. This is applied to the sufferer's temple, its powerful spring hurling the piston through the Astartes' brain and killing him instantly.
Apothecaries are armed and armoured like the brethren they serve, and have undergone the same extensive combat training. Their priorities may be healing or extracting gene-seed, but they too are fully exposed to all the horrors of a battlefield, and every company of every Chapter tells tales of the extreme lengths their dutiful Apothecaries will go to ensure their charges are kept alive, one way or another.
It is standard for each company in a Chapter to have at least one attached Apothecary, and it is common practice to have several more that work in the Apothecarion, where they train Initiates and also ensure the Chapter gene-seed -- both in the gene-banks and in the Space Marines themselves -- remains genetically pure and free of deleterious mutation through constant testing.
Additionally, it is the most senior Apothecaries that implant gene-seed into Neophytes, ensuring the Chapter has a new influx of recruits to match the rate of those lost in constant battle.
A number of Chapters scattered across the Imperium have unusual cultures that can impact their Apothecaries' craft. Those who tend to the Iron Hands, for example, must be so well-versed in the implantation and maintenance of bionics that their roles and those of the Chapter Techmarines begin to blur.
Conversely, Mortifactors Apothecaries spend almost as much time on the battlefield claiming macabre relics from fallen brethren as they do healing the living, while the Apothecaries of the White Scars must learn to ply their trade within the transport bay of a hurtling, lurching, bouncing Rhino -- for the Chapter's hunt waits for no man.
When you choose this roll you gain Proficiency in Medicine, Chemistery Tools, Science, and Intelligence Saves.
Furthermore you become Proficient with all Thunder Hammer, Power Fist, Laser Scalpel
Natrthecium
When you choose this roll at 3rd level, you gain a Narthecium. A Narthecium is a tool of a Space Marine Apothecary's trade, containing implements specially designed for treating the Astartes' genetically-engineered physiology and for performing first aid without having to remove the patient's Power Armour.
It also comprises various counterseptics, skin patches, transfusions and other compounds engineered for the Space Marines’ physiology, and several stasis tubes for storing any recovered gene-seed taken from a dead Space Marine's Progenoid Glands.
In battle, an Apothecary carries a number of specialised items of equipment, integrating a variety of tools into his single, wrist-mounted Narthecium unit. The Apothecary may have crafted many of these tools himself according to his own needs.
He uses a high-powered laser scalpel or an adamantine-toothed chainsaw to cut away ruined armour so that he can treat a Battle-Brother’s wounds, and he administers the panacea of drugs stored within the unit using long syringes.
Your Natrthecium has a pool of Healing points that replenishes when you take a Long Rest. With that pool, you may now use the healing Injection feature. You gain acsses to the Stabalizing You can restore a total number of Hit Points equal to your Imperial legionnaire level x 5.
Stabalizing Injection As an action, you can touch a creature and draw from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one of the following condition affecting it, Poisoned, Blinded, Deafened or Paralyzed. You can cure multiple Diseases and neutralize multiple Poisons with a single use of the injection, expending Hit Points separately for each one.
Furthermore you learn the spare the dieing cantrip and Your Natrthecium counts as a Chainsword and a laser scalpel. must be equipped to use any of its abilities.
Medical Training
At 3rd level Due to your meticulous study and training into the healing arts you can use your Intelligence modifier instead of your Wisdom modifier for Medicine checks. In addition you gain the Medic Feature as described in the Homebrew features section of this book.
Natrthecium Upgrade
At 7th level, you have modified your Natrthecium instrument to be able to Inject your allies with medical and alchemical concoctions to give them inhuman ability’s or restore their vigor.
You Learn a number of Biomancy cantrips equal to you intell bonus, if it should change and you take a long rest you adjust the number accordingly. During each long rest you may prepare your Natrthecium with a number of spells equal You to your intelligence modifier + your proficiency bonus These Spell may be Picked From Biomancy Discipline and may only be of 3rd level or lower, you always cast these spells at 3rd level with proficiency using your Intelligence as your Spell Bonus and all the spells will have a range of touch and 1 target. once a spell is used you must prepare it again during the next long rest, you may however prepare the same spell more then once allowing you to use is more than once before having to prepare it again. Although you use spell they are considered nonmagical. because the are actual potions Chemicals and injections you use on your patients.
Furthermore at 11th level you may Prepare biomancy spells of level 5 or lower now and you cast all spells at level 5. At level 15 you may Prepare Biomancy spell of level 7 of lower and you cast all spells a level 7.
Nero toxin dart
At 11th level, The Narthecium also contains a highly secret concoction of poisons that react swiftly with a Space Marine's biology, causing massive heart failure. Even the existence of these poisons is a secret known only to the Adeptus Astartes and high-ranking members of the Adeptus Terra.
As a bonus action you may make a ranged attack with a range of 30\60, if the attack hits, the target must make a constitution save DC equal to 8 + Proficiency + intelligence or be Poisoned and paralized, the creature will remain paralyzed and the tests will continue at the end of each of its turn until the test is passed or failed 5 times if the test. if the test is passed the individual is no longer stunned but remains poisoned for 1 min. if the test is failed 5 times the target is reduced to 0 Hp and is unconcious. Astartes do not get advantage to this Check regardless of its resistances/ Immunities.
You may use this ability a number of times each day equal to you Intelligence Bonus divided by 2 (round up), this increases to you whole Intelligence bonus at level 15. you regain all uses of this after you have completed a long rest.
Restoratives
Starting at 15th level, when you would normally roll one or more dice to Restore Hit Points with a spell or ability, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.
Master Apothecary
At 20th level You may prepare your Natrthecium with 4 additional spells per long rest.
Librabian
Librarians are the psykers of the Space Marines who survive an Adeptus Astartes Chapter's rigorous screening and training to bend the powers of the Warp to their will for the benefit of their fellow battle-brothers and in service to the Emperor of Mankind.
Beyond their psychic duties, the Librarians of the Astartes are also expected to record the great deeds of their Chapter and maintain the Chapter's storehouse of ancient lore, the functions for which they are named.
A Librarian is often estranged from the other members of his Chapter. This is usually because the psychic abilities he possesses are what his brother Space Marines are often expected to abhor and purge in most other beings.
Space Marine Librarians use their abilities to serve the various undertakings of their Chapter; however, their actual place in the order of battle is always with the Librarius in a Codex Astartes-compliant Chapter.
As the name suggests, the Librarius is a place within a Space Marine Chapter's fortress-monastery where the Chapter's vast knowledge base, gathered over millennia of hard-fought battles and participation in engagements the length and breadth of the galaxy, is stored.
Space Marine Librarians are generally classified in one of four ranks, each with its own duties and responsibilities within the Librarius. The Librarius is led by the Veteran Space Marine psyker who bears the rank of Chief Librarian. The Chief Librarian is usually, but not always, the most venerable of his psyker brothers.
The Chapter's most potent battlefield psykers are the Epistolaries, each a hardened veteran of many wars. The Chapter's psychic communications and the Librarius's records are maintained by the Codiciers and the Lexicani (sing. Lexicanium), respectively. These ranks and responsibilities may vary from Chapter to Chapter.
The Imperium is eternally vigilant for the taint of mutation. Space Marine Chapters are, if anything, even more careful to ensure that their gene-seed is not polluted. Apothecaries rigorously screen potential recruits for any sign of genetic deviation, but not all mutation is physical. Psychic talent is a mutation too, and is at once the most dangerous and the most useful. The training of a Chapter's nascent psykers is one of the many responsibilities of the Librarius.
Few normal Space Marine recruits survive the rigorous training, enhancement and indoctrination required to join a Chapter. Amongst Librarians, the attrition is far worse. The aspirant must not only endure everything a normal recruit would, but also have a strong enough spirit to withstand the moulding of his mind.
A recruit must be taught how to hone and wield his powers, and how to protect himself from the Empyrean's innate hazards. A Librarian faces a thousand enemies before he even goes to war –- to the creatures of the Warp, his mind is a choice prize. Each day is a walk along a precipice, and a false step can see him tumble into madness.
If a recruit survives the rigorous testing, he joins the Librarius as a Lexicanium, rising through the ranks to become Codicier, Epistolary or perhaps even the Chapter's Chief Librarian. He will use his abilities to pierce the Warp and provide the means for interstellar communication, as well as to identify others of his own kind. He will judge them as he was himself once judged, scrutinising potential candidates and peers for frailty of mind or spirit. A moment's weakness can unleash untold evils, and vigil must be kept against any wavering of purpose.
When you choose this roll you gain Proficiency in Warp, History, Perception and Intelligence saves. Pick one of these, then double you Proficiency bonus when making checks with that skill.
Furthermore you become Proficient with the All Thunder Hammer, Power Fist and all Force Weapons.
Librarian
Level | Warp charges | Cantrips Known | Tomb Pages | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3rd | 2 | 2 | 5 | 2 | — | — | — | — | — | — | — | — |
4th | 3 | 2 | 6 | 3 | — | — | — | — | — | — | — | — |
5th | 4 | 2 | 8 | 3 | 1 | — | — | — | — | — | — | — |
6th | 5 | 2 | 11 | 3 | 2 | — | — | — | — | — | — | — |
7th | 6 | 2 | 15 | 3 | 2 | 1 | — | — | — | — | — | — |
8th | 7 | 3 | 21 | 3 | 2 | 2 | — | — | — | — | — | — |
9th | 8 | 3 | 28 | 3 | 2 | 2 | 1 | — | — | — | — | — |
10th | 9 | 3 | 36 | 3 | 2 | 2 | 2 | — | — | — | — | — |
11th | 10 | 3 | 45 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
12th | 11 | 4 | 55 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
13th | 12 | 4 | 56 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
14th | 13 | 4 | 58 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
15th | 14 | 4 | 60 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — | — |
16th | 15 | 4 | 64 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — | — |
17th | 16 | 4 | 69 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
18th | 17 | 4 | 75 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — |
19th | 18 | 4 | 82 | 4 | 4 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
20th | 20 | 4 | 90 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
Psyker
When you reach 3rd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Using Psychic Powers.
Psychic Disciplines
Librarians focus on a limited number of Basic Disciplines equal to your Intelligence modifier, with the exception of Floramancy, Faunamancy, Necromancy and Imperialis Divinus. See Psychic Disciplines At the end of the classes section and background.
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Librarian spellcasting. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The Librarian powers table shows how many power slots you have to cast your powers you have in your tomb of 1st level and higher. To cast one of these powers, you must expend a slot of the powers level or higher. You regain all expended Power slots when you finish a long rest. For example, if you know the 1st-level power shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.
Spell Tomb: As you level your tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages column. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writing it into your tomb, provided you have enough blank pages and another writing of the script. You may not inscribe powers more then one level greater then the highest spell level you can cast and the must be from a discipline you can cast from.
Spellcasting Ability Intelligence is your spellcasting ability for your spell powers, since you learn your powers through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Warp Charges
At 3rd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by warp charges, which allow you to create a variety of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Manipulation
At 3rd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 7th, 11th, 15th and at level 20 you know all of them.
Warp Touched
At 3rd level, your time around warp energies you begin to develope a stronger bond with it, this can result in many different abilities. You gain 1 Warp touched trait of your choice. At levels 7, 11, 15, and 20 you gain one additional warp touched trait.
Charged Wrath
Starting at 7th level, whenever you enter your Emperors Wrath you gain temporary Warp charges Equal to your Warth bonus, this bonus goes up by a multiplier of 1 at levels 11, 15 and 20.
Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.
Power Weave
Beginning at 11th level, a librarian has become used to weaving Psychic power with Martial Powers. When you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of no more then 1 action.
Psychic Wrath
At 15th level, When Csating Spell in a Wrath you you gain you wrath bonus to all Spell Attack rolls and increase you Spell Save DC by your wrath bonus.
Master librarian
At 20th level, your knowledge of the warp is vast. You gain 20 additional Warp charges per long rest.
Scout
Scout Marines are the newest recruits in a Space Marine Chapter. Their duties are to infiltrate the enemy positions or to fight as lightly armed skirmishers ahead of the rest of the Chapter. Operating behind enemy lines, Space Marine Scouts set ambushes for their foes, spy out the enemy's movements, and gather what information they can about their opponent's plans.
Sometimes Scouts will covertly attack an enemy camp, capturing a commander for interrogation or alternatively sabotaging equipment and supplies. Striking fast and hard, the Scouts usually accomplish their mission and leave before the enemy has the chance to respond.
The 10th Company of a Codex Astartes-compliant Space Marine Chapter usually consists entirely of Scout Squads along with the Chapter's force of equally reconnaissance-focused Vanguard Marines.
Each squad consists of a Scout Sergeant and up to nine Space Marine Scouts. There is no theoretical limit of how many Scout Squads there may be in the company. However, in practice, there are rarely more than ten. A Scout's squad number is shown on the right shoulder plate in white. Scouts do not show any company badge, colour or number. The 10th Company does not have a battle standard or a company banner.
Scouts are essentially Space Marines who wear a lighter version of the standard Space Marine Power Armour similar but not identical to Astra Militarum Carapace Armour. This Scout Armour is not as strong a defence as standard Power Armour but it is far less restrictive to movement and almost completely silent in operation. This makes it an ideal uniform for troops whose primary goal on the battlefield is to avoid detection.
Scouts are employed in all kinds of reconnaissance, infiltration and other subterfuge. They are rightly valued for their ability to strike deep behind enemy lines without being seen and for the resultant confusion and terror this can cause.
Scout Marines are physically the same as other Space Marines but in many Chapters the 10th Company has a vital role as a training battalion and new recruits are inducted into the Scout Company before graduating to the Battle and Reserve Companies of the Chapter. In other Chapters the individual companies have a responsibility for this training and the 10th Company includes many Astartes with solar decades of experience.
More lightly armed and armoured than their more experienced Battle-Brothers, Space Marine Scouts chiefly fight as skirmishers, relying on stealth rather than brute force to accomplish missions. Scouts operate independently from the main Space Marine force, their duties including infiltrating enemy positions and clearing the way for the Chapter's advance.
Operating deep within hostile territory, Scouts reconnoitre the enemy's movements, set ambushes for the unwary, sabotage supply lines and destroy communication centres in daring commando raids. Striking in silence, the Scouts' goal is to accomplish their mission and vanish before the enemy has the chance to retaliate.
When first inducted into a Space Marine Chapter, a Neophyte joins the ranks of the 10th Company as a Scout. He is placed under the tutelage of a Sergeant who will lead him on the field of battle and instruct him in what it truly means to wage war as one of the Adeptus Astartes. Only once he has proven himself worthy of his Chapter by excelling in the ranks of the 10th Company will a Scout be deemed ready to join the main ranks of Battle-Brothers as a full Initiate.
A new recruit has much to learn and must endure many long solar months of gruelling training regimes before he takes to the field of battle. Not only must he master the many biologically-engineered enhancements that are at work within his body, he must also learn the litanies of battle that fortify him and become skilled in wielding his wargear.
Not all recruits survive their training, for no quarter can be asked or given when forging humanity's finest warriors, but those that emerge are well prepared for their first taste of battle as a Space Marine Scout.
Throughout his service as a Scout, the recruit is instructed by his Sergeant, his actions guided, watched over and judged as he strikes the foe with Bolter and blade. The Scout will grow proficient with many other firearms, learning how to snipe the foe with long-range rifles and how to demolish enemy battle tanks with heavy weaponry.
Whilst acting as part of an infiltration force, a Scout will become skilled at every aspect of war. He will learn that to be a Space Marine is to be death incarnate, no matter the terrain, the nature of the foe, or the weapons arrayed against him.
A Scout Squad is armed with a variety of different weapons. Bolters, Sniper Rifles, and Combat Shotguns are all commonly employed but the most favoured armament is a Bolt Pistol and Combat Knife combination. Scout Sergeants invariably carry a Chainsword, which is almost as much a badge of their rank as a weapon. Scout Squads also have access to a number of different heavy weapons and one of the Scouts within the squad may be armed with a Heavy Bolter, Autocannon or Missile Launcher.
These are normally only used if the mission requires it. In most circumstances and missions the Scouts prefer to sacrifice firepower for stealth and speed. The whole squad will also usually carry grenades of which the most common types are Frag Grenades (wide area, fragmentation blast) or Krak Grenades (tightly focused, armour-piercing blast).
Other grenade types are occasionally used on special missions but are generally restricted to officers and squad leaders. Scout Squads are also trained to fight as Scout Bike Squads. This provides a highly mobile support for Scout Marines operating behind enemy lines.
When you choose this roll you gain Proficiency in Stealth, Perception, Survival and Dexterity saves.
Furthermore you become Proficient with the All Power Fist.
Scout Advantage
When you choose this path at 3rd level, in the pursuit of ranged combat superiority speed and stealth, you use a combination of Training and your advanced genetics to augment your existing biological body, arms, legs and eyes. This grant you several benefits:
- You gain advantage on dexterity saves.
- Advanced perceptions training gives you advantage on all investigation and perception checks that rely on sight or hearing.
- 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, Disengage, or Hide action.
Furthermore, you gain the Sneak attack Feature see Homebrew feat section of this book.
Lethal Strike
At 7th level, gain the Lethal strike ability see below, this replaces your sneak attack feat.
Lethal Strike: you know how to strike with deadly precision and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
At 11th level, the Lethal strike damage is increases to 6D6, 8D6 at level 15, 10D6 at level 20.
Furthermore you gain a Servo spotter as discribed in the NPC minions section of this book, talk to your GM about how to acquire one ant how toy get one in yours is lost.
Uncanny reflexes
At 11th level you get uncanny dodge and evasion rouge ability as described on below. Furthermore you gain advantage on all stealth skill checks.
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Evasion: You can nimbly dodge out of the way of certain area Effects, such as a flame thrower or an Ice Storm Power. 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.
Lightning Recovery
At 15th level, you have uncanny reflexes to recover a missed strike into a fluent Hit. If your Attack misses a target within range, you can turn the miss into a hit.
Once you use this feature, you can’t use it again until you finish a short or Long Rest.
Master scout
At 20th level you can cast invisibility spell on yourself a number of times equal to half your intelligence modifier.
Chaplain
A Chaplain is a specialist officer of the Adeptus Astartes and serves as the appointed spiritual leader of a Space Marine Chapter.
Chaplains are the warrior-priests that minister to the spiritual and psychological well-being of their fellow battle-brothers, instilling in them the values and beliefs of the Chapter and promote the veneration or in rarer cases the actual worship of the Emperor of Mankind.
Chaplains lead from the front as awe-inspiring warrior-priests, fighting wherever the foe is most fierce, leading their brethren and praising the Emperor through the destruction of His enemies. Rejoicing in the glorious act of war, Chaplains exhort their battle-brothers to ever greater deeds of bravery and devotion.
In battle, the Chaplains will be at the forefront of the Chapter's battlelines, rousing their fellow Space Marines through their words and actions. Their Power Armour is black and often incorporates Imperial skull iconography, most commonly in the form of a skull-shaped helmet. Most Chaplains wield a Power Weapon that takes the form of a mace and is called a Crozius Arcanum. They are also equipped with an Imperial holy symbol known as a Rosarius.
Individual Chaplains are assigned to each company within a Space Marine Chapter. Others, including the Reclusiarch who cares for the Chapter's sacred Reclusiam and the Master of Sanctity who is the chief Chaplain of a Chapter and an officer whose rank is usually subordinate only to that of the Chapter Master himself, operate within the Chapter's command structure independent of any specific company.
A Chaplain is fanatically loyal to his Chapter and to the Emperor, and works to instill a similar devotion in his fellow Astartes.
Chaplains are the true spiritual leaders of a Space Marine Chapter. They are awe-inspiring warrior-priests who administer the rites, preserve the rituals and perform the ancient ceremonies of initiation, vindication and redemption that are as important to a Space Marine Chapter as its roll of honour or its skill at arms.
Chaplains are daunting figures even for other Space Marines to behold. Their Power Armour is jet black and adorned with icons of battle and tokens of ritual and mystery; their Skull Helms are death masks that evoke the stern visage of the immortal Emperor.
Every aspect of a Chaplain's garb serves to remind all who gaze upon him of mortality's impermanence and thus the importance of preserving the immortal soul. Beneath this stern cladding is a man no less grim of aspect and manner.
Chaplains are notoriously strict individuals. They are responsible for the spiritual and psychological well-being of their battle-brothers and renowned for their unwavering sense of duty. Through tenet, dogma and catechism, they armour their brother Space Marines against heresy and false pride, instilling the wisdom of both primarch and Emperor in those who are their most trusted servants.
Every company in a Space Marine Chapter has its own Chaplain. He acts as a leader in both devotions and combat and is second only to the company captain in rank. A Chapter's Chaplains are also the keepers of the Reclusiam, a hallowed place overseen by the greatest and most veteran of their number, the Master of Sanctity.
The Reclusiam is the fortress-monastery's central shrine, where prayers and meditations are conducted. It is a place of great spiritual reverence, where the Chapter's battle standards hang from hallowed walls and the very stones echo with remembrance.
Here are kept the Chapter's most holy relics: fragments of armour, banners from times of legend, and the raiments of ancient heroes who long ago passed beyond mortal service. However, the Chaplains teach that the presence of a formal chapel is not necessary for a Space Marine; the fires of battle serve as their places of worship, the roar of Bolters and Chainswords their prayers and the righteous slaughter of their foes their truest offerings.
The first Space Marine Chapters were founded centuries before the development of the Imperial Cult or the Adeptus Ministorum, and with the exception of the Black Templars and several others, Space Marines have never acknowledged the doctrines or religious supremacy of the Ecclesiarchy.
Space Marine Chaplains care little for the ravings of the Ecclesiarch's priests and ignore the dictates of the Imperial Cult in favour of their own ancient traditions.
While the Adeptus Ministorum has gradually extended its influence throughout the human-settled galaxy, it has failed to sway the Space Marine cults, which remain as stubbornly independent as they ever were in millennia past.
When war calls, a Chaplain takes the fight to wherever the conflict is fiercest. He leads from the fore, rejoicing in the righteous slaughter of his enemies, all the while rendering thunderous praise to the beloved Emperor of Mankind and his primarch.
A Chaplain chants the liturgies of battle with every breath, punctuating his oration with strikes from his Crozius Arcanum –- the battle staff that is both the symbol of his office and his chosen weapon of war.
Through his example and his devotion, the Chaplain exhorts his fellow battle-brothers to the pinnacle of their dedication, so that they might conquer with valour those most dire threats which would resist all else.
When you choose this roll you gain Proficiency in History, Religion, Insight and Charisma saves.
Furthermore you become Proficient with all Croziuz Arcanium, Thunder Hammer, Power Fist.
Spiritual Leader
Starting at 3rd level you gain two litanies of you choice.the use of these are described as well as may chosen These from the Divine Category in the Hymns, Litanies and Chants section of this book.
Furthermore at levels 7, 11, 15 and 20 you gain one more litany of your choice.
Channel Wrath
Starting at 7th level, you gain the ability to channel the emperors Wrath into fuel a few effect. When you are In a wrath you gain acsess to the, Fear of the Emperor or Rally. When you gain this ability pick one of the abilities below.
Channel Wrath: Fear of the Emperor As an action, you present Crozius and speak a prayer censuring the Chaos. Each Chaos Creature that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is Feared for 1 minute taking a new test at the end of each of its turns if the test is passed.
A Feared creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
Channel Wrath: Rally As an action, you present your holy Symbol and Speak word of encouragement that can restore a number of Hit Points equal to five times your legionnaire level.
Choose any creatures within 30 feet of you, and divide those Hit Points among them. This feature can restore a creature to no more than its hit point maximum. You can’t use this feature on a Undead, Construct or Chaos.
Exortic Channel As an action, you present your holy Symbol and Speak word of of Exorcisim that can restore a number of Corruption points equal to half you level (Round up).
You must then finish a short or Long Rest to use your Channel Wrath again.
Some Channel Wrath Effects require Saving Throws. When you use such an effect from this class, the DC equals 8 + your Wisdom bonus + your Wrath bonus.
Beginning at 11th level, you can use your Channel Wrath twice between rests, and beginning at 15th level, you can use it three times between rests and at 20th level you may use it Four times Between rests. When you finish a short or Long Rest, you regain your expended uses.
Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.
Improved Channel Wrath
At 11th level, depending on what channel you picked you gain an enhanced effect when uses your channel Wrath.
Destroy Chaos: When a Chaos Heratic or deamon of CR 2 or lower fails its saving throw against Your Fear of the Emperor feature, the creature is instantly destroyed. either the individual offs themselves in some way or the deamon Snaps its self back do the dark pocket of filth it may have crawled out of This increases to CR 3 at 15th level and CR4 at 20th level.
Invigoration when you use your Rally channel ability you may heal a number of hit points equal to 10 times your level .
Exortic Cleans when you use your Exortic Channel that can restore a number of Corruption points equal to level.
Reclusiarch
Beginning at 15th level, you gain additional benefits to your litanies as seen below.
- The Litany can last for a indefinite amount of time provided you can still speak.
- You can start a litany as a bonus action.
- Each space marine regains 5 lost temporary hit points to a max of there maximum gained in there wrath of the Emperor each round.
Furthermore you may use you Litany of Hate ability a number of times per long rest equal to your wisdom bonus
Master of Sanctity
At 20th level, you may re-roll a number of dice per long rest equal to your Wisdom modifier.
Commander
A commander is a senior Astartes or Primaris Space Marine officer who commands one of the 10 companies in a standard Space Marine Chapter or Primaris Space Marine Chapter that follows the dictates of the Codex Astartes. These hardened Veterans have proven themselves in the maelstrom of battle as members of their Chapter's elite 1st Company, or through their bloody and dedicated service in their own company prior to the death of their predecessor and their ascension to command.
As penultimate masters of the battlefield, commander are able to read its ebb and flow, and adjust their battlefield formations accordingly. Leading from the front, by his example shall a Captain's men know what it is to be an Adeptus Astartes, and from his teachings shall they learn the trade of battle in the Emperor's name.
A Space Marine commander is a determined leader whose rank speaks of a past littered with beaten enemies. It is not enough for a commander to simply be a skilled fighter; he must also have a superhuman grasp of strategy and tactics in order to guide his forces to victory.
Centuries of battlefield experience have taught him every facet of war, trained him in the tools of slaughter and honed his wits to the level of instinct. With the merest glance, a commander can appraise a war zone, see every threat and opportunity presented by the shifting lines of battle, and divine how victory can be assured.
Clad in their personalised heraldry, wielding ancient relic weapons, some of which date back to days of the Horus Heresy itself, Space Marine commander are amongst the most inspirational figures in the Imperium. Each is a skilled orator and strategic genius who leads his brothers to victory time and again.
A company's warriors obey their commander orders without question or hesitation, trusting in his many solar decades of experience to conduct them. The commander's guidance increases the value of his Battle-Brothers tenfold, and he justifies their faith in him with every command. A commander coordinates his warriors with deadly precision and inspires his followers to fight with a dedication and spirit that cannot be instilled by discipline and training alone.
When you choose this roll you gain Proficiency in Intimidation, Persuasion, History and Charisma saves.
Furthermore you become Proficient with all Thunder Hammer, Power Fist, Terminator Armor.
Lieutenant
When you choose this path at 3rd level, You Learn 2 Auras of your choice, chosen from the command auras in the Auras section of this book, Your command range is 10ft.
At levels 7, 11, 15 and 20, your Command range increases by 5ft to a total of 30ft.
Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.
Captain
At 7th level You gain one additional Aura of your choice.
Furthermore you gain a Iron Halo as described in the Shield generators section of this book.
Commander of War
At 11th level, You gain one additional Aura of your choice.
Furthermore You may have 2 Active Auras applying both effects to those effected.
Inspirational Commander
By 15th level,
Chapter Master
At 20th level,
Devastator
A Devastator Marine is a fire support Firstborn Space Marine who serves among a Codex Astartes-compliant Space Marine Chapter's Devastator Squads. A Devastator Squad consists of a Sergeant and up to nine Battle-Brothers, of whom four are designated as heavy weapons support.
Their Sergeant will be a Space Marine who has received extra training to equip him for his leadership role. Devastator Sergeants are also experts with all types of Space Marine Heavy Weapons, although they prefer to fight with the standard Sergeant's weapons of a Bolt Pistol and Chainsword, or other melee weapon.
Their expertise means that a Sergeant can get the maximum tactical advantage from the weaponry he has at his disposal. Space Marines rely on the tactical acumen of individual Sergeants to avoid the need for complex command structures and communications networks.
The Space Marines in a Chapter's fire support squads have a vital role, for they provide covering fire to their battleline and close support brethren. This could be in the form of assassination of prime targets, counter-battery volleys, or the destruction of enemy armour.
By their target selection, marksmanship, and the timely application of firepower are countless battles won. As primarily long-range support units, Devastators provide their comrades with covering fire whilst also engaging enemy vehicles and other armoured foes.
Devastator Squads best define a Space Marine task force's reach, for they promise destruction with greater range than any of their Battle-Brothers. Unlike most other Space Marine squads, Devastators operate from a largely static footing, abandoning fixed positions only to advance, fall back or occupy a position with more commanding arcs of fire.
The ten Battle-Brothers of a Devastator Squad fall into two groups. The first of these are the heavy weapons troopers. There may be as many as four heavy weapons troopers in a Devastator Squad, and these Marines can be armed with Heavy Bolters, Missile Launchers, Lascannons, Multi-Meltas, Plasma Cannons or Grav-Cannons.
These awesome weapons provide the squad with a host of potential deployments and tactical uses. Invariably, Devastator Squads are most commonly used to counter enemy armour or to penetrate defence points, and also to provide fire support for infantry advances or pin the enemy down with suppressive fire.
The other group contains Astartes new to the position of a full Battle-Brother. Upon promotion into a Devastator Squad, a Space Marine is initially issued with the standard Bolter and grenades with which he will grow ever more skilled throughout his service. His primary functions are to provide close-fire support, call out targets and generally act as backup for the more experienced Battle-Brothers who carry the squad's heavy weapons.
Only when the Space Marine has proven himself a steady and dependable warrior, able to hold a true aim and steady nerve in the black heart of battle, is he entrusted with a heavy weapon from the Chapter's arsenal.
Most Space Marine Chapters equip their Devastators with a mixture of heavy weaponry, as favoured by the Codex Astartes. This allows even a single Devastator Squad to better deal with any emergent threats and excel at several battlefield roles by the simple expedient of splitting into anti-tank and anti-infantry combat squads.
Even so, a few Space Marine Chapters have refined the role of their Devastator Squads, taking to the field solely with anti-tank or anti-infantry weapons to suit a recurring foe or engagement type.
Some of the Battle-Brothers in a Devastator Squad may have fought enough battles to earn Veteran status. These Marines may continue to serve with the Squad for a short time, but eventually they will be offered special duties elsewhere (such as in a Command Squad), or promoted to serve in the Chapter's elite 1st Company, which is comprised of Astartes with Veteran status.
In this way, the ranks of the Chapter's elite company are replenished. Veteran Battle-Brothers wear white helmets, while Veteran Sergeants wear a white-striped red helmet. Following their tour of duty as Devastators, Space Marines typically join the ranks of the Assault Marines.
Devastator Squads have access to more types of heavy weapons than most other Space Marine squad types. In addition to Heavy Bolters, Lascannons and Missile Launchers, Devastator Marines can also field more exotic weapons such as Multi-Meltas and Plasma Cannons. The latter weapon fires balls of superheated plasma that explode on impact, making them exceptionally potent against multiple targets.
The Multi-Melta is a short-range anti-tank weapon, its thermal blast able to melt through even the toughest armour.
Missile Launchers wielded by Devastator Marines can fire two different kinds of missiles. Frag Missiles provide effective fire against enemy infantry, while Krak Missiles are more useful against armoured targets. Both of these missiles are relatively small, and a Devastator Marine can easily carry sufficient numbers of both types to take full advantage of a Missile Launcher's potential dual tactical use in a battle.
When you choose this roll you gain Proficiency in Intimidation, Perception, Athletics and Strength saves.
Furthermore you become Proficient with all the All Weapons with the Heavy Property.
Devastator
When you choose this path at 3rd level, you are issued from the Armory Either a Heavy bolter, Heavy Flamer, Plasma Cannon or Rocket Launcher. If you run out of ammo you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam: a number of times per short rest, equal to half your Intelligence Modifier (rounded down to a minimum of 1), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one round.
At level 11 you may use this feature a number of time per short rest equal to you intelligence modifier
Immediate Action
Begining at 7th level, a number of times equal to half your Intelligence Modifier (Round up), you may ignore a missfire when firing an issued weapon. You regain the use of this after you complete a long rest. At level 15 you may use this a number of time equal to your whole intelligence.
Tank Hunter
At 11th level Gain the Omniscope Feature
Omniscope: When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability
Advanced Gunner
At 15th level you may now be issued a Multi-melta or a Las cannon from your Armory. and you Ignore the Heavy weapon Property with issued Weapons.
Master Devastator
Beginning at 20th level, you may double your Wrath damage when using an issued weapon.
Techmarine Gunner
The Thunderfire Cannon is a colossal, quad-barrelled artillery gun designed to excel in a static point defence role for the Adeptus Astartes. Each is capable of firing and reloading at a punishing rate, unleashing salvo after salvo of high explosive shells, pounding the enemy into oblivion. Only the brave or the foolish dare advance forwards in the face of such overwhelming firepower.
Space Marines task forces strike hard and fast, and a unit that cannot maintain a rapid advance swiftly becomes a liability. For this reason, most of their support weapons are mounted on vehicle chassis that can keep pace with the rest of the force, as can be seen with the Vindicator and Whirlwind, but the Thunderfire Cannons are the one exception to the rule.
Mounted on rugged track units, Thunderfire Cannons can traverse almost any terrain to reach the optimum firing position. Though they can move under their own power, they are normally deployed from Thunderhawk gunships or by Drop Pod, brought in when Space Marine forces need to crack a foe's strongpoint position or halt a sudden enemy breakthrough in its tracks.
Those enemies that get too close will soon be engulfed in a wave of explosions that never seems to cease. Each Thunderfire Cannon is tended to by a single Techmarine Gunner who uses his bulky Servo-harness to reload the artillery piece whilst calculating optimal firing trajectories.
The Techmarine manning a Thunderfire Cannon can set its shells to detonate in a variety of different ways, depending on the tactical situation.
Surface detonations are employed against numerous enemies in comparatively clear terrain, airburst shells are used to scour a foe from cover, and the Techmarine can even program the shells to burrow deep into the ground before detonating; though the force of the blast from such Tremor Shells is greatly reduced, the resulting shockwave is sufficient to leave the foe sprawling, making them easy prey for his brother Space Marines
When you choose this path you gain Proficiency in Technology, Science, Tech Tools, Artificers tools and Wisdom saves
Furthermore you become Proficient with Omnissian Axe, Power Fist and Thunder Hammer.
Servo Arm and Cannon
When you choose this roll at 3rd level you gain one Manipulation Mechadendrite and the Mechanic Feature as described in the homebrew features of this book. At Level 11 you gain a second Manipulation Mechadendrite on your other shoulder.
Furthermore you are issued a Thunderfire cannon which you control. You can only control a single Cannon at a time. Use the below profile for your Thunderfire Cannon.
Thunderfire Cannon
Large, (Construct)
- Armor Class 14
- Hit Points 10 x your level
- Speed 20ft.
STR DEX CON INT WIS CHA 18 (+2) 10(+0) 18 (+4) 10 (+0) 10 (+0) 10 (+0)
- Skills Perception +5
- Damage Resistences Slashing, Bludgeoning, Piercing
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion, Petrified
- Senses None
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Gunner Controlled. Only a Techmarine Or a Techpreist may fire the Thunderfire Cannon. A Techmarine or tech Priest must be within 5ft of the cannon to fire it and it is used in replace af one attack.
Actions
Thunder Shot. ranged Weapon Attack: 4 + Users Proficentcy to hit, range 240\960ft., Reloading, Ammunition 1/Thundershot Volley, blast (20ft), Indirect, Deviation (1d6) Hit 11 (3d4 Bludgeoning 3d4 Piercing + Gunners Dex damage).
Special: If the the gun does not fit somewhere, you may disassemble it, this takes 2 rounds and it becomes 4 peaces, 2 parts to the cannon and 2 parts to the tracks each peace weighs about 150 pounds each, it will then take 2 rounds to reassemble.
Maintenance Rituals
At 7th level you get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Blessings of Maintenance Feature, See below
Maintenance Rituals: As an action you may expend one use of the Artificers kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit
Servo Harness
At 11th level, you gain a Sevo Harness though you must sacrifice one of the servo arms for an Cannoneer Mechadendrite, allowing you to fire or reload your cannon as a bonus action.
Furthermore You may have you gun fire when you are up to 15ft from it.
Cannon Upgrade
At 15th level, Your Thunder shot does 6D4 damage of each type and now has the blast (20ft) instead of 10ft. Furthermore You craft an Auto loader on your cannon, it now Reloads as a free action.
Master Gunner
At 20th level you you may add Double you wrath damage on attacks with your Thunderfire Cannon.
Furthermore You may have you gun fire when you are up to 25ft from it.
Biker
A Space Marine Bike Squad is a close support tactical formation utilised by the Adeptus Astartes to serve a wide variety of strategic uses.
Some Chapters employ them to perform reconnaissance manoeuvres, or as hit-and-run raiders behind enemy lines.
Others field their bikes as outriders for armoured columns, scouting ahead for potential ambush sites and guarding the tanks' flanks and rear from assault.
Some Chapters have even been known to use their Bikers to spearhead line-breaking assaults, a role in which the White Scars, Iron Hands and Howling Griffons Bike Squads excel.
When expecting heavy resistance, Bike Squads incorporate Attack Bikes into their ranks. Fitted with an armoured sidecar and pintle-mounted heavy weapon, these vehicles strike down enemy war engines or massed infantry with ease.
So effective is this combination of firepower and speed that many Chapters field whole squadrons of Attack Bikes, using them as highly mobile fire support.
When you choose this roll you gain Proficiency in Athletics, Perception, Land Vehicles and Dexterity saves.
Furthermore you become Proficient with all the Thunder Hammer, Power Fist.
Assault Bike and Basic Bike Training
When you choose this path at 3rd level, you are issued from the Vehicle bay a assault bike, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Furthermore gain the following benefits when you are riding an Assault or Attack Bike.
- Mounting or dismounting a your bike costs you only 5 feet of movement, rather than half your speed.
- you have advantage on saving throws made to avoid falling off your mount If you fall off it.
Advanced Bike Training
Begining at 7th level, because of you experience on an assault bike, gain the following benefits when you are riding an assault or attack bike.
- You may Ram a target or fire one of the vehicals weapon as a bonus action.
- You may dash as a bonus action.
- you can use any two-handed weapon in one hand while mounted, but you can not wield any other weapon in your off hand or if a weapon has a vesitility damage you may use that damage.
Attack Bike
At 11th level you get an attack bike with a heavy bolter, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles
Master Bike Training
At 15th level gain the following benefits when you are riding an assault or attack bike.
- you gain advantage on Dexterity (Vehical Handling) checks you a re proficentcy.
- if you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.
Weapon Upgrade
Beginning at 20th level, your side car may have a multi-melta, replace the heavy bolter profile with a Multi-melta.
Assault Marine
An Assault Marine is a close support Firstborn Space Marine who is equipped with weapons that are specialised towards melee combat at close quarters and serves as part of an Assault Squad. The term Assault Marine refers to Imperial Space Marines equipped in such a manner; Chaos Space Marines have similar units called Chaos Raptors.
Assault Marines are powerful melee fighters able to best almost any opponent in the bloody close-quarters melee fighting that is such a common feature of warfare in the late 41st Millennium. Each Assault Squad consists of up to 10 battle-brothers of whom one will be the unit leader with the rank of sergeant.
All of the Astartes in the squad excel at close quarters combat, have received additional specialist training and have become highly experienced in melee combat after countless encounters with the Emperor's enemies.
Assault Squads excel at close-quarters fighting. Equipped with Jump Packs, they blaze across the battlefield, charging into the foe with little heed for personal danger. With turbo-engine impetus, Assault Squads slam into the enemy, sending foes sprawling from the skull-crunching force of their impact.
The Codex Astartes dictates that Assault Squads should be unleashed in the first wave of an attack, to strike hard and fast at weak points in the foe's formation. Opposing infantry are shredded with Chainsword and Bolt Pistol, enemy tanks with Krak Grenades.
Such is the way of the Space Marines -- to crush the enemy without mercy before moving on to the next target. Such tactics are far from subtle, but effective nonetheless -- though a foe who perceives this to be the extent of an Assault Squad's capability is woefully mistaken.
The Jump Pack is easily as dangerous as any weapon the Assault Marine carries, propelling its bearer into the heart of combat with the force of a hurtling meteorite. More importantly though, with a Jump Pack comes mobility, allowing the Assault Squad to redeploy quickly in a series of hard-hitting attacks, or even perform controlled low-altitude descents from Thunderhawk gunships.
Assault Squads draw some of the most brutal of all battle assignments. Often operating ahead of the rest of the Astartes army, Assault Marines are ever in danger of being outflanked, cut off, or simply overwhelmed by the enemy every time they deploy. Even if an Assault Squad is knee-deep in corpses and fighting for their lives, its Sergeant must be aware not only of his current situation, but also any imminent or potential developments that will leave his battle-brothers stranded in a sea of bloodthirsty foes.
Should this occur, only raw might and iron resolve will allow the Assault Marines to hack their way clear of the foe and claim victory. Likewise, should an enemy break and flee, it is the Assault Squad that is often tasked with following up and ensuring that none escape the Emperor's Judgement.
When you choose this Battlefield Roll you gain Proficiency in Acrobatics, Perception, Survival and Dextarity Saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.
From the Skies
Starting at 3rd level you gain a jump pack that allows as described in the advanced gear section of this book.
Furthermore you gain a extra d6 to all melee damage rolls with Jump pack
Advanced Jump pack Training
Starting at 7th level you gain the Truster Evasion and Crushing decent features below.
Truster Evasion: your instinctive agility and jump pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball spell. 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.
Crushing Charge: On a turn you have moved more then 40ft with your Jump pack you may make one unarmed melee attack as a bonus action, you have proficentcy with it and it deals 2d10 + Strength bonus, bludgeoning damage. This damage is increases by 1d10 at levels 11, 15 and 20.
The Ground Trembles
Starting at 11th level if you jump more than 40ft in the air and make a chrushing charge you cause a small tremor, each creature within 10 ft of you, including the target must make a strength save DC 8 + Proficentcy + Strength or be Knocked Prone.
Master Jump pack Training
Starting at 15th level you gain the meteoric decent and Lightning Strike features below
Meteoric Decent: Anyone that is in your Tremor will be Knocked if they passed the save and suffer the damage for your Crushing charge if they failed.
Lightning Strike: you have mastered movement with a Jump pack, You gain + 10ft movement and a bonus to all Dex saves and ability checks.
Lord Executioner
Starting at 20th level you have an aura of destruction around you empowering Those around you to savagely attack in the name of the Emperor. Each creature Within 30ft of you gain 1D6 extra damage.
Vehicle Crewman
The vehicle Crewman ams the Rhino tank. The Rhino, or more formally, the Mars Pattern Rhino, is an Imperial armoured personnel carrier (APC) that is widely used throughout the galaxy by many different factions, though it is a mainstay vehicle of the Adeptus Astartes. It has provided safe transportation since the days of the Great Crusade, transporting its cargo of Space Marines swiftly and safely to the forefront of battle.
Robust and versatile, and able to resist the most hostile of environments, the Rhino has become the basic troop transport for Space Marine squads. It has also been used by many other trusted branches of the Imperial armed forces, including the Adeptus Mechanicus, Adepta Sororitas, Adeptus Arbites, Adeptus Custodes, and the forces of the Inquisition.
he Razorback is a relatively new addition to the Imperium's arsenal. The Razorback replaces some of its transport capacity in order to mount a remote-controlled turret on top of the vehicle. The Razorback is usually armed with Twin-linked Heavy Bolters or Twin-linked Lascannons.
The Predator is the main battle tank for the Adeptus Astartes. The Predator is equipped with a turret-mounted Autocannon or Lascannon and two sponson-mounted Heavy Bolters, one on each side. The Predator loses its transport capacity in order to mount the turret and hold the ammunition or generators for its other weapons.
When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dexterity saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all the Imperial Vehicle Weapons.
Rhino Issue
When you choose this path at 3rd level, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles. The Rhino's versatile design has allowed the development (mostly through the rediscovery of STC designs) of several variants, each fulfilling a different tactical role. Popular variants are the Razorback, Predator, Whirlwind and Immolator.
Razorback Issue
Begining at 7th level, you are issued a Razorback tank in replace of your Rhino you may switch witch vehicle you want anytime you have accses to you vehicle bay.
Razorback weapon Upgrade
At 11th level you may upgrade your razorbacks turret to a Las cannon/ twin-linked Plasma gun, Twin-linked Assault cannon or Twin-linked las cannon
Predator Issue
At 15th level you are issued a Predator tank in replace of your Rhino you may switch witch vehicle you want anytime you have accses to you vehicle bay.
Predator Upgrade
Beginning at 20th level, you may upgrade your Predator your turret to a Twin-linked las cannon and your side sponsens may have las, cannons, or any combination of your choice.
Champion
A Company Champion is a consummate Space Marine warrior who is charged with defending the honour of his company, his Chapter and the Emperor of Mankind Himself.
Usually the company's finest swordsman, a Company Champion engages the warlords and champions of the foe in single combat, leaving the company Captain free to conduct the wider battle, rather than engage in a series of personal combats.
Company Champions serve key roles in the rituals and ceremonies of their Chapter, representing their Battle-Brothers in rites, rituals and mysterie just as they do in war.
A Chapter Champion is the most skilled fighter of an Adeptus Astartes Chapter's Honour Guard. Wielding an energised blade in each hand, this superlative duellist is ready to challenge any enemy leader to single combat in his commander's stead, and all his training is bent to this goal.
Such a singular display of martial superiority and devotion has been the salvation of more than one Chapter Master's life and turned the tide of countless battles.
When you choose this roll you gain Proficiency in Intimidation, Performance, Athletics and Strength or Dexterity Saves your choice.
Furthermore you become Proficient with all Champions Blade, Combat Shield.
Elite Swordsman
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. The rules and a list of maneuvers are shown in the maneuvers and superiority die section of this book.
Maneuvers. You learn a number of maneuvers of your choice equal to 1 plus your Intel bonus, as shown in specialist features on pg__, under Maneuvers. You learn one additional Maneuver at levels 7, 11, 15 and 20.
Superiority Dice. You Have a number of Superiority Dice equal to 1 plus your Dexterity bonus or strength, this must chosen when you gain this ability, the die type is as shown in specialist features on pg__, under Maneuvers. You gain one additional Superiority Dice at levels 7, 11, 15 and 20.
Company Champion
At 7th level, you gain the slatwart and the Defender abilities below.
Sentinel: Gain the sentinel feature.
Defense: As the Champion you are the face of your companies Defense, you cannot always be on the offense. You have to be an alert defender. You can Dodge as a bonus action.
Champions Wrath
Starting at 11th level, when you enter a wrath you gain your wrath bonus in extra superiority dice, if theses are not used when your wrath ends they are lost and can not be used.
Chapter Champion
Starting at 15th level you gain the Stalwart and Resolute abilities below.
Stalwart: You become a virtual wall. You gain Immunity to all damage types with the exceptions of Force and Psychic while you are wearing armor.
Resolute: You have a strong body and will, able to withstand effects that might force you to back down. You have advantage in saving throws against being Charmed, Stunned, Dazed and being knocked prone.
Honored Swordsman
Starting at 20th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.
Chaos Space marine
Chaos Space Marines, also sometimes called Traitor Marines, Renegade Marines, or Heretic Astartes, are former Space Marines of the Imperium of Man who have chosen to abandon the service of the Emperor of Mankind and dedicate themselves to Chaos to achieve their own ends.
Such corrupt Astartes usually belong to one of the nine original Traitor Legions that betrayed the Emperor during the ancient civil war called the Horus Heresy more than 10,000 standard years ago, while others come from Space Marine Chapters created long after the Heresy ended that have turned Renegade. Chaos can corrupt Astartes of any time and place just as its siren call leads many lesser men and women to their damnation.
During the Horus Heresy, the terrible Imperial civil war that pitted the battle-brothers of the 18 known Space Marine Legions against one another, there were two factions. These were the Loyalist Space Marines who continued to serve the Imperium and the Emperor of Mankind and the Chaos Space Marines of the Traitor Legions who betrayed the Emperor and pledged their souls to the service of the four Ruinous Powers of Chaos.
Some Traitor Marines pledged their service to all four of the Dark Gods, a malevolent force known as Chaos Undivided, whilst others preferred to dedicate themselves to the worship of only one of the Ruinous Powers. The Traitor Legions were led by the Warmaster Horus, once a primarch of the Imperium and the Emperor's most trusted friend, son, and adviser before he was corrupted by the promises and lies of the Dark Gods and his own inner flaws and ambition.
The Traitor Legions were the most powerful component of the forces of Chaos which fought during the Heresy, which also included the myriad daemons of the Warp, Human Traitors from the Imperial Army, the potent infantry and combat walker forces of the Dark Mechanicum and Chaos Cultists drawn from across the galaxy.
The flesh and power armour of Chaos Space Marines often warps and twists into new, darker and inhuman forms under the influence of the Warp energies they are exposed to as their shapes morph to embody the corrupted Astartes' new allegiance.
Chaos Space Marines fight for everything they were once forbidden to indulge in as the ascetic servants of the Emperor and the selfless guardians of Mankind. Pleasure, wealth, mayhem, but above all else, the power to rule their fellow Humans in the name of the Chaos Gods is the driving ambition and goal of every Chaos Space Marine.
All Heretic Astartes are ultimately united by this sheer hunger for power. At first, this desire is focused towards specific goals, but as time passes, it becomes a bone-deep obsession. Though the Dark Gods are given to rewarding their mortal followers for acts of carnage that further their divine cause, the gifts they bestow upon their favoured are fickle indeed.
A particularly extravagant slaughter might be rewarded with a blood-red aura that invigorates the supplicant, but it is just as likely the champion will find his arms being reshaped as axes of bone, or that he has the face of a slavering hound.
Eventually, the Chaos Space Marine seeks immortality, to ascend to such lofty heights of favour that he is remade as a Daemon Prince. But for every successful aspirant there are hundreds of failures, mutated beyond recognition into mewling abominations called Chaos Spawn.
Prerequisites To be a Chaos Space Marine you must be the Astartes Race
Chaos Space marine
Level | Proficiency Bonus | Features | Chaos Wrath | Wrath Bonus |
---|---|---|---|---|
1st | +2 | Fighting Style, Chaos Wrath | 2 | +2 |
2nd | +2 | Death to the False Emperor, Gifts of Chaos | 2 | +2 |
3rd | +2 | Path of Destruction | 3 | +2 |
4th | +2 | Ability Score Improvement | 3 | +2 |
5th | +3 | Extra attack, | 3 | +3 |
6th | +3 | Ability Score Improvement | 4 | +3 |
7th | +3 | Path of Destruction Feature | 4 | +3 |
8th | +3 | Ability Score Improvement | 4 | +3 |
9th | +4 | Greater Chaos Wrath (1) | 4 | +4 |
10th | +4 | Fighting Style (2), | 5 | +4 |
11th | +4 | Path of Destruction Feature, Extra Attack (2) | 5 | +4 |
12th | +4 | Ability Score Improvement | 5 | +4 |
13th | +5 | Improved Death to the False Emperor | 5 | +5 |
14th | +5 | Death is the end to my Wrath | 5 | +5 |
15th | +5 | Path of Destruction Feature | 6 | +5 |
16th | +5 | Ability Score Improvement | 6 | +5 |
17th | +6 | The Long War | 6 | +6 |
18th | +6 | Greater Chaos Wrath (2), Eternal Hate | 6 | +6 |
19th | +6 | Ability Score Improvement | 6 | +6 |
20th | +6 | Path of Destruction Feature | Unlimited | +6 |
Class Feature
As a Chaos Space marine you gain the following class features
Hit Points
- Hit Dice: 1D12 per Chaos Space Marine level
- Hit points at 1st level: 12 + your constitution modifier.
- Hit Points at Higher Level: 1D12 (or 6) + your Constitution modifier per Chaos Space Marine level after 1st
Proficiencies
- Armor: Medium, Heavy, Power and Shields
- Weapons: Simple, Martial and Heretic weapons and Grenades plus Bolt, Heavy, Power, Plasma, Melta and Flame.
- Saving Throws: Constitution, Intelligence
- Skills:Choose 2 skills from, Acrobatics, Athletics, History, Insight, Intimidate, Perception, Survival
Equipment
Choas Space marine Starter Kit
Fighting Style
At first level you gain one of the abilities below, At level 10 you get to pick one more . You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls made with ranged weapons.
Defence
You gain a + 1 bonus to AC.
Dueling
When you are wielding a weapon in one hand and nothing in the other, you gain +1 to attacks and damage rolls made with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobility
You gain +5 ft movement
Chaos Wrath
Beginning at 1st level, as an chaos marine, you have an Unbridled rage, as a result, you may as a bonus action enter a state of Wrath, gaining the below abilities
- You gain a bonus to all strength and Constitution saves and ability checks equal to your Wrath Bonus collum on the Chaos Space marine Table.
- You gain a bonus to all damage dealt by Chaos Space marine weapon attacks Equal to the Wrath Bonus collum on the Chaos Space marine Table.
- Gain Temporary hit points Equal to your Warth bonus + your Level x2
Your Chaos Wrath lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven’t attacked a Hostile creature since your last turn or taken damage since then. You can also end your Chaos Wrath on Your Turn as a Bonus Action.
Once you have used you Chaos Wrath the number of times shown for your Space Marine level in the Chaos Wrath column of the Chaos Space Marine table, you must finish a Long Rest before you can use the Chaos Wrath again.
Furthermore You count as having a Mark of Chaos for the perpouses of Hatred, even though you may not actually have a Mark of Chaos.
Death to the False Emperor
Starting at 2nd level, whenever you score a critical hit with a weapon attack against an Imperial target, you may perform an additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions. Furthermore you gain a +2 to all Melee attacks against Imperial Targets.
Gifts of Chaos
Starting at 2nd level, Gain one Chaos mutation as described in the chaos mutations section of this book, you gain an additional Mutation at levels 8,14,18 and 20.
Path of Destruction
At 3rd level, you choose a Battlefield roll that you strive to emulate, in addition you may have alter your physical form in a significant way. Choose either -, -, -, - , -, - or ,, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th, and at 20th level you get an Battlefield roll master feature.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level in this class.
Greater Chaos Wrath
Beginning at 9th level, you may pick on of the below Upgrades to your Wrath of the emperor. At level 18 you gain this ability again and you may pick a second upgrade.
- You gain a bonus to all strength and Constitution saves and ability checks equal to 2x your Wrath Bonus.
- You gain a bonus to all damage dealt by Chaos Space marine weapon attacks Equal to 2x your Wrath Bonus.
- Gain Temporary hit points Equal to 4x your Warth bonus + your Level
Improved Death to the False Emperor
At 13th level whenever you score a critical hit with a weapon attack against an Imperial target, you may perform two additional attack as a bonus action with that weapon. This effect can only trigger from your standard attack actions. Furthermore you gain a +4 to all Melee attacks against Imperial Targets.
The Long War
Beginning at 15th level, Thousands of years of Hate bears it so Strong that your Chaos Wrath ends early only if you fall Unconscious or if you choose to end it.
Eternal Hate
Beginning at 18th level, your Hate fuels your rage and allows you to shrug off Mortal blows.
While you’re in a Chaos Warth, having 0 Hit Points doesn’t knock you Unconscious. You still must make Death Saving Throws, and you suffer the normal Effects of taking damage while at 0 Hit Points. However, if you would die due to failing Death Saving Throws, you don’t die until your Chaos Wrath ends, and you die then only if you still have 0 Hit Points.
Path of Destruction
Different Space marines choose different approaches to executing their combat superiority on the battlefield in the name of there Emperor and the founding Chapter. The Battlefeild Roll you choose to emulate reflects your approach.
Warpsmith
A Warpsmith is a fallen Chaos Space Marine Techmarine who now serves the Ruinous Powers through the creation of daemonic war engines. As the master of the soul forges to be found within the Eye of Terror, it is by their hands that the Daemon Engines such as the Maulerfiend and the Forgefiend come to life, an unholy union of daemon and machine, ready to fight alongside the armies of Chaos.
Though each Warpsmith is an expert in battlefield repair and siege craft, his true calling lies in the soul forges of the Warp, especially those in the Eye of Terror. There, the spirits of captured Imperial machines are driven to madness as their physical forms are rebuilt into bestial and terrifying new shapes. Daemons are thrust into the cogs of giant, mechanoid birth-factories that crank out red-hot engines of destruction from their cabled wombs.
Acolytes of the Dark Mechanicum combine flesh, bone and steel with daemonic essence in ever more inventive and sickening ways. Presiding over this infernal industry are the Warpsmiths themselves pioneers of mechamorphosis, grim and silent as the grave save for the occasional barked order or spell of binding. When the time for conquest is finally at hand, entire armies of these growling battle engines stomp and soar into realspace the Warpsmiths' bitter ambition writ large and set loose upon the Imperium of Man.
When you choose this Battlefeild roll you gain Proficiency in Technology, Warp, Tech Tools, Artificers tools and Intelligence Saves.
Furthermore you become Proficient with all -.
Maintain the War Machines
When you choose this roll at 3rd level you gain one Manipulation or ballistic Mechadendrite. At Level 11th you gain a second Manipulation or ballistic Mechadendrite on your other shoulder.
Furthermore You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Master of Mechanisms Feature, See below
Master of Mechanisms: As an action you may expend one use of the Artificers kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit
Attendant of the Soul Forge
At 7th level you gain you gain a retinue of Sevitors you may Pick an combination from The Pugnis, Gun, Monotask servitors as described in the NCP minions section of this book with the Addition of the benefits of the Deamon Chaos Mutation. Discuss the cost and time required to acquire this construct with your DM.On each of the your turns you can command the NPCs with verbal (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete.
At 7th level you may have a number of servitors equal to half your intelligence bonus rounded up and at level 11 this increases to you whole intelligence Bonus.
Furthermore You gain the demon Engine Rage ability Below.
Demon Engine Rage: as an action you may make one Vehicle within 30ft of you, gains the following benefits for a number of rounds Equal to You 1d4 + your Charisma bonus. you regain the use of this after you complete a long rest.
- The vehicle on each of its turns may make one extra attack, a move as a free action
- The vehicle suffers no penalty from the Heavy weapon property.
- The vehicle gains Your level x 5 Temporary Hit points
- The vehicle Gains a bonus to AC equal to your Wisdom bonus
- Has a bonus on all save equal to your Charisma bonus made by the Vehicle or the Driver of it.
Soul Forge Gifts
At 11th level, You gain the demonic Chaos Mutation
Servo Harness
At 15th level, you gain a Sevo-harness as described in the Mechadendrites section of this book.
Master of Demon Engines
At 20th level you get the bonus damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal to your intelligence mod per short or long rest and You double any heal made with your Maintenance Rituals
Chosen
The Chosen of a Chaos Space Marine warband are the most battle-hardened of the Heretic Astartes and are functionally equivalent to the Veteran Marines of the Adeptus Astartes.
The most experienced and dedicated Chaos Space Marines are known as "Chosen." Even at a glance, it is obvious that they are favoured amongst the bitter brotherhood of Chaos, for their baroque armour is embellished with forbidden runes and their grimacing helmets give them the aspect of raging daemons.
Equipped with the finest wargear the warband can provide, the Chosen are even more hard-bitten and callous than other Chaos Space Marines, and think nothing of sacrificing the lives of their comrades to increase their own standing with the gods.
Squads of Chosen have many centuries of combat experience to draw upon and are typically found in the vanguard of any attack, fighting from the front where they can earn the most glory and take the greatest spoils.
Sometimes the Chosen will use their battle skills to infiltrate enemy lines and set up ambushes, or outflank an enemy army to launch surprise attacks on the opposition’s strongpoints.
Confident in the extreme, and contemptuous even of those that march to war alongside them, the Chosen bow only to the gods themselves and to the Chaos Champions who command their allegiance.
Like Chaos Champions, there are many Heretic Astartes who may be called Chosen; dedicated, deadly soldiers. Chosen often band together with other such veterans and may be defined as much by the wargear they wield and the tactics they prefer as their dedication to a particular Chaos God.
Both weapons and tactics can be extremely varied, from close combat weapons such as Chainswords and Lightning Claws, to Reaper Autocannons and Lascannons, and the ever-redoubtable Bolter. Chosen come in many forms, from the raging World Eaters Berserkers to the jaded Noise Marines of the Emperor's Children, and likewise their personalities vary wildly.
Some leap into battle with unrestrained savagery, trusting in their berserker rage to overwhelm their enemies, while others may rely on a methodical, stoic approach or even simple, practical sorceries and dark charms to win the day. However, many Chosen are professional and pragmatic. They use all tools at their disposal to their fullest extent to ensure victory, making them consummate and terrifying warriors.
When you choose this roll you gain Proficiency in Intimidation, Survival, Athletics and Dexterity Saves.
Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.
Chosen traits
When you choose this roll at 3rd level, in the pursuit of combat superiority, granting you several benefits:
- Your arms strength and precision to allow you to deal an additional 1D4 damage on your melee attacks.
- You pick one more fighting style.
- You gain proficiency with unarmed strikes. and can deal leathal damage if you choose.
Furthermore you gain a Crux Terminatus as described in the Advanced gear section of this book.
Chosen Might
At 7th level, you gain the the following abilities.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable: you can reroll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Chosen Endurance
At 11th level, you gain a 2 Feature or a set of Terminator Armor and one extra use of Indomitable ability
Chosen Action
At 15th level, you gain the Extra Attack (3) and one extra use of the Action surge ability.
Chosen
At 20th level you gain the, you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest, Your choice each day.
Apothecary
However unlike their Loyalist counter-parts, Chaos Apothecaries are rare and not likely to serve one master. Instead they act as free agents who work with those who can afford their prices, though, they could also withhold their services from those they dislike. Warbands notably rely heavily upon Chaos Apothecaries to remain functioning as a fighting force, as they have the skills to patch up or create new Chaos Space Marines. In the Age of the Dark Imperium, however, there are now few Chaos Apothecaries left and even fewer old enough to know how to set up a proper Apothecarium
When you choose this roll you gain Proficiency in Medicine, Alchemy Tools, Science, and Intelligence Saves.
Furthermore you become Proficient with all Thunder Hammer, Power Fist, Laser Scalpel
Alchemical Experiments
When you choose this roll at 3rd level, you gain a Medicae/Torture Mechadendrite as described in the Mechadendrite section of this book. At level 11 you gain another Medicae/Torture mechadendrite
Dark Alchemist
At 7th level, you now have Apothecarium ands a mobile alchemy instrument used to create horific alchemical concoctions.
You Learn a number of Biomancy, Ruinous or Putricology cantrips equal to you intel bonus, if it should change and you take a long rest you adjust the number accordingly. During each long rest you may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus These Spell may be Picked From Biomancy, Ruinous or Putricology Discipline and may only be of 3rd level or lower, you always cast these spells at 3rd level with proficiency using your Intelligence as your Spell Bonus. once a spell is used you must prepare it again during the next long rest, you may however prepare the same spell more then once allowing you to use is more than once before having to prepare it again. Although you use spell they are considered nonmagical. because the are actual potions Chemicals and injections you use on your patients.
Furthermore at 11th level you may Prepare spells of level 5 or lower now and you cast all spells at level 5. At level 15 you may Prepare spell of level 7 of lower and you cast all spells a level 7.
Monster Maker
At 11th level, You may now Genetically Mutate creatures, you can follow the instructions for a Genetor making a Mortal genetic modification, but you may use any of the Mutations avalible and you may preform them on Astartes and Mortals.
Monster Juice
Starting at 15th level, You may as an action target one creature with in 5ft, the creature will become enraged, follow the rule for Primal rage class ability as describe in the Feral world savage class. Furthermore when they are raged if there is no enemy targets the raging creature must pass a wisdom save DC 15 or they attack the nearest creature to them. this rage cannot end untill the creature is reduced to 0 hp or Knocked unconcious
Master Apothecary
At 20th level You may prepare yourself with 4 additional spells per long rest.
Sorcerer
A Sorcerer or Chaos Sorcerer is the most powerful type of psyker found among the Chaos Space Marines and the other forces of Chaos.
Sorcerers serve the same role as Librarians do for Loyalist Space Marine Chapters and Sanctioned Psykers do for the Astra Militarum, though many powerful Sorcerers can also be considered psychically-gifted Champions of Chaos.
Instead of the subtle psychic manipulation and divination used by the Farseers of the Aeldari or the strength-boosting powers of the Space Marine Librarians, the Sorcerers of Chaos wield death, destruction, and mutation, the mightiest powers of the Warp.
Sorcerers of Chaos shape destiny itself with arcane rituals and unspeakable pacts forged with the malefic entities of the Empyrean. In truth, "sorcery" itself differs from other forms of psychic ability because it requires interacting and cutting deals for knowledge and/or power with the entities of the Warp in the pursuit of one's own selfish gain.
Through the knowledge gained by such pacts, Sorcerers channel the soul-blasting energies of the Warp into potent hexes and blasts of wyrdflame, and they mould the fabric of the material universe with little more than a hate-filled curse.
Because of their constant exposure to the power of Chaos, Sorcerers are inevitably haunted by the prospect of eventually succumbing to crippling mutation or insanity. Though they believe they are above mortal concerns, the truth is that they, too, are only pawns, raised up and then expended by the Dark Gods for their own amusement.
The line between wielding psychic power and true "sorcery" is a fine one indeed. The Chapters of the Adeptus Astartes may seek to deny it, but every time a Space Marine Librarian calls upon his mental might he risks tainting his soul.
In the heat of battle, even the most capable psyker may overreach his abilities, and instead of recoiling in horror from the resultant carnage, he may feel a forbidden thrill. Such emotions are the first step on a path to limitless evil.
From that moment on, the psyker may endure honeyed whispers in his dreams and visions of immortality. Those who succumb to such temptations and make deals for power with the daemonic denizens of the Immaterium become true Sorcerers, able to channel the malefic power of the Warp to its fullest extent, unconstrained by morality or consequences.
Sorcerers are forever driven to expand their influence and knowledge. They see themselves as having ascended; no longer hindered by blind loyalty to the Corpse-God of the Imperium, they become even more callous and inhuman than those who follow them.
Some are cold-hearted strategists who vent their hatred upon as much of the universe as possible; Ygethmor the Deceiver once orchestrated a doomsday cult that resulted in the depopulation of every inhabited world in the Corriallis System.
Others act as advisors for the Lords of Chaos, subtly redirecting them to their own ends under the illusion of servitude. A rare few roam the hidden paths of the universe, unlocking the secrets of the ancients to better plunge the galaxy into the embrace of Chaos.
Regardless of their goals, all Sorcerers revel in the anarchy of the Long War. It takes only a flicker of resistance to spur them into unleashing the destructive energies of the Immaterium. Their bitterness manifests upon the battlefield as a palpable force; red-hot skulls hammer down from the skies, disease chokes the souls of those nearby, and men are turned into monsters in their wake.
The martial prowess common to all Chaos Space Marines is magnified greatly when combined with the weapons of the Sorcerer, baleful artefacts saturated with the energies of Chaos that can rip the soul from the body of their victim.
The Thousand Sons Legion gave rise to the first Space Marine Sorcerers during the early days of the Great Crusade. Even before the Horus Heresy, the XV Legion of Magnus the Red had a thirst for knowledge of the Warp that proved impossible to slake, and ultimately proved their undoing.
In his arrogance and ignorance, Magnus ignored the warnings of his father the Emperor and could not stop himself from dealing with the denizens of the Warp in the search for ever more knowledge about how to enhance and extend his psychic abilities and those of his Astartes.
Without even realising it, he struck a pact with the Chaos God Tzeentch that ultimately resulted in the damnation of himself and his Legion. Most of the Thousand Sons' number were ultimately reduced to unliving automatons by the Rubric of Ahriman, though the most psychically powerful among them were able to resist the unforeseen consequences of that grand ritual.
Many of these ancient Sorcerers have now forged pacts with Abaddon the Despoiler, joining the Warmaster of Chaos in his quest to overthrow the Imperium of Man and adding the strength of their Rubricae bodyguards to that of the Black Legion.
When you choose this roll you gain Proficiency in Warp, History, Insight and Charisma saves. Pick one of these, then double you Proficiency bonus when making checks with that skill.
Furthermore you become Proficient with the All Thunder Hammer, Power Fist and all Force Weapons.
Chaos Sorcerer
Level | Warp charges | Cantrips Known | Powers known | Power slots | Slot Level | Warp Touched |
---|---|---|---|---|---|---|
3rd | 2 | 2 | 2 | 2 | 1st | 1 |
4th | 3 | 2 | 3 | 2 | 1st | 1 |
5th | 4 | 2 | 4 | 3 | 2nd | 1 |
6th | 5 | 2 | 5 | 3 | 2nd | 2 |
7th | 6 | 2 | 6 | 3 | 3rd | 2 |
8th | 7 | 3 | 7 | 4 | 3rd | 2 |
9th | 8 | 3 | 8 | 4 | 4th | 2 |
10th | 9 | 3 | 9 | 4 | 4th | 2 |
11th | 10 | 3 | 10 | 4 | 5th | 3 |
12th | 11 | 4 | 11 | 5 | 5th | 3 |
13th | 12 | 4 | 12 | 5 | 6th | 3 |
14th | 13 | 4 | 13 | 5 | 6th | 3 |
15th | 14 | 4 | 13 | 5 | 7th | 3 |
16th | 15 | 4 | 14 | 5 | 7th | 4 |
17th | 16 | 4 | 14 | 6 | 7th | 4 |
18th | 17 | 4 | 15 | 6 | 8th | 4 |
19th | 18 | 4 | 15 | 6 | 8th | 4 |
20th | 20 | 4 | 16 | 6 | 9th | 5 |
Psyker
When you reach 3rd level, you now have the ability to cast Psychic powers, this is the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting.
Psychic Disciplines
Rouge Psykers learn whatever powers are taught to them or what the pick up through experimentation you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See Psychic Disciplines section of this book.
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the rouge Psyker spellcasting.
Power Slots.
The Rouge Psyker table shows how many spell slots you have to cast your Spells of 1st through 9th Level. The table also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.
For example, when you are 7th Level, you have Three 3rd-level Spell Slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spell Known. You know 2 1st-level powers at 3rd level. The Spells Known column of the psy monk table shows when you can learn more powers of 1st level or higher. Each of these spells must be chosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.
Spellcasting Ability Charisma is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Charismam modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Chaos Psyker
At 3rd level You gain the eldrich blast cantrip. This spell does not count toward your cantrips known.
Furthermore, If you GM should allow it when you gain a Mutation you may instead gain a Mark of Chaos.
Warp Touched
At 3rd level when you become a Chaos Sorcerer you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the warp touched column. The list of traits is in chapter 4, the warp, under the warp touched traits. If your GM should allow it you may pick one ove the three chaos marks allowed to Psykers in replace of a Warp touched trait.
Warp Charges
You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Manipulation
At 3rd level, you gain the ability to manipulate your powers to adapt to a situation. You know all of the Warp Manipulations as described in Chapter 4, under the Warp manipulation section.
Empowerd Wrath
Starting at 7th level, whenever you enter your Chaos Wrath you gain 1 1 power slot, this bonus goes up by 1 at levels 11, 15 and 20.
Warp Combat
Beginning at 11th level, a librarian has become used to weaving Psychic power with Martial Prowwes. When you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of no more then 1 action.
Warp Wrath
At 15th level, When Casting Spell in a Wrath you you gain you wrath bonus to all Spell Attack rolls and increase your Spell Save DC by your wrath bonus.
Warp Master
At 18th level, your warp powers a unbridled and raw. You gain an additional 4 power slots per long rest but it must be used on spells of level 5 or lower.
Lord
A Chaos Lord is one of the most powerful of the Champions of Chaos who often serves as the commander of a Chaos Space Marine warband and the other forces of Chaos. A Chaos Lord is usually, though not always, a Heretic Astartes himself.
They are not necessarily those who rose through the ranks properly in a hierarchical fashion, but are often those most blessed by the Chaos Gods or simply the most powerful or charismatic individuals among the forces of Chaos.
The greatest of the Champions of Chaos become Chaos Lords and are often granted hideous mutations and physical alterations by the Ruinous Powers to further their cause. Chaos Lords are so powerful as to be able to bind the other forces of Chaos to their will, although this often brings a dangerous position as advancement among the forces of Chaos is commonly achieved through the death or murder of another Chaos Lord or Champion.
Some Chaos Lords lead through brute strength, others through cunning and some are maniacs bent solely on self-aggrandisement. Others are true-believing worshipers of Chaos and possess a zealous dedication to the cause of the Dark Gods.
A Chaos Lord is ultimately always a tyrannical warrior-king who lives to bathe in the blood of worlds. He strives to bring whole star systems to their knees in the name of his patron deities. Typified by merciless ambition and fierce pride, many of these champions of disorder were once noble Chapter Masters and Captains of the Adeptus Astartes, but long Terran years of unremitting war have twisted their souls beyond recovery.
All Chaos Lords are imposing in stature. In the case of Chaos Space Marines, their genetically-enhanced transhuman physiques have been made even more impressive by the protean caress of the Warp. Their wargear is often as outlandish as their physical appearance; a Chaos Lord may hack his foes apart with a massive Chainaxe, blast them with an ancient Combi-weapon, or slice open their vehicles with a screaming Daemon Sword.
Regardless of affiliation, these conquerors of worlds invariably prefer to lead from the front. There, the visceral thrill of war is strong enough to eclipse any glimmering sense of betrayal they may feel as they rend their Loyalist brothers limb from limb.
Possessed of a wrath so intense it often clouds their vision, the Lords of Khorne lead by example. Each Chaos Lord is a looming brute in gore-stained armour. Many such lords retain their intellect and conqueror's instincts, but their blood-greed is so strong that, upon the battlefield, they could easily be mistaken for mindless savages. It matters little, for so frenzied are the warriors that follow them that they are lost to reason; for lord and follower alike, only the sight of blood holds sway.
Tzeentch grants his lordly devotees access to an almost limitless supply of sorcerous power. Such beings have a supernatural ability to outguess their foes. They often manifest arcane mutations such as haloes of dark flame, third eyes or crystalline bodies, whilst mystical auras protect them from harm, transmuting attacks into harmless energy. Their plans are so labyrinthine that only the insane may even begin to understand them.
The lords of Nurgle are lumbering, filth-encrusted hulks that devote their lives to spreading disease across the stars. Their guts are bloated sacs of putrid gas and rancid fat, and their sagging skin has the waxy pallor of a corpse, but their resistance to injury is legendary. These devout sons of Grandfather Nurgle revel in their foulness, leading Heretic and daemon alike to war.
Chaos Lords of Slaanesh are gifted with strange sensory organs and mood amplifiers that allow them to better savour the shocking stimuli of open warfare. The life of such a lord is a whirlwind of excess that inspires his followers anew with every battle. His mind reacts so swiftly that he can fight with blurring speed and dexterity in the pursuit of ever-greater sensation -- and the pleasure it brings.
When you choose this roll you gain Proficiency in Intimidation, Persuasion, History and Charisma saves.
Furthermore you become Proficient with all Thunder Hammer, Power Fist, Terminator Armor.
Heretic Lord
When you choose this path at 3rd level, Your fury bring the beast out in all around you.
You have a constant command aura, the aura effects anything within 10ft centered on you. Any Chaos creatures you wish in the the range gains the aura effect you have active, you may only have one aura active at a time, provided you are conscious and can speak. you Start with the Deadly Precision and Skilled Warriors, command auras. you may switch Auras as a bonus action.
At levels 7, 11, 15 and 20, your Command range increases by 5ft to a total of 30ft.
Deadly Precision: Any Chaos creature you wish Within you command Aura range, may add your Charisma Modifier to any of there damage rolls from any source.
Skilled Warriors: Any Chaos creature you wish Within you command Aura range, may add your Charisma Modifier to all there skill checks made.
Exulted Lord
At 7th level you can empower your warband, you gain the All out battle and Wise lord command aura.
All out Battle: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls.
Wise lord: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there ability saves.
Overlord
At 11th level, gain the Deadly Initiative and Expert Team command aura.
Deadly Initiative: Any creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.
Furthermore You may have 2 Active Auras, applying both effects.
Warlord
By 15th level, You gain the Wise Commander command aura.
Elite Team: Any creature you wish Within you command Aura range, has advantage on all there skill checks made.
Wise Master: Any chaos creatures you wish Within your command Aura has advantage on all ability Saves.
War Master
At 20th level, gain the All out War and War Master command aura.
All out War: Any Chaos creatures you wish Within your command Aura has advantage on all attacks roll.
War Master: Any Chaos creatures you wish Within your command Aura may add 1 damage die to all Critical hist made.
Havoc
Chaos Space Marine Havocs are the Heretic Astartes variant of the Space Marine Devastator, heavy weapon specialists who are trained to annihilate the foe at range.
Squads of Havocs provide devastating anti-infantry and anti-armour firepower, dominating large swathes of the battlefield with volley after punishing volley.
Some Heretic Astartes squads carry a high proportion of heavy weapons to lay down supporting fire for their brethren. Known as Havocs, these squads provide devastating anti-infantry and anti-armour firepower, and dominate large swathes of the battlefield with their merciless volleys of fire. A Chaos Havoc Squad normally consists of 4 Chaos Space Marines armed with heavy weapons and an Aspiring Champion of Chaos whos serves as the squad leader.
Such is the blood-pounding thrill of pouring heavy fire into the enemy ranks that many Havocs become obsessed by the power their weapons afford them. They see themselves as gods of the battlefield, blasting the insect vermin of the enemy into oblivion with each twitch of the finger. Over time, a Havoc Squad that lingers within the Warp may find their heavy weapons becoming a part of them, extensions of their own physical body that can never be laid down or relinquished.
Casings blend with flesh, blood plasma becomes highly volatile, and ammunition hoppers become hungry second mouths that snap and growl for more bullets. Eventually, Chaos Space Marine and weapon become one and the same entity.
This is the way of Chaos, where the Warp bleeds into realspace, it is not nature that defines form but deadly psychic compulsion the ugliness in a Havoc's soul is made manifest in the flesh for all to see.
Havocs often employ Rhino armoured transports, allowing a Havoc Squad to speedily claim high ground or some other strategically important vantage point, from which they can decimate the enemy with their heavy weapons. A Chaos Rhino also allows Havocs to redeploy rapidly, should all their targets be destroyed or an enemy assault be imminent. In this way, the Havocs always stand ready to lend their supporting firepower to their corrupt brethren where the fighting is thickest.
When you choose this roll you gain Proficiency in Intimidation, Perception, Athletics and Strength saves.
Furthermore you become Proficient with all the All Weapons with the Heavy Property..
Havoc
When you choose this path at 3rd level, you are issued from the Armory Either a Heavy bolter, Heavy Flamer, Reaper Chain Cannon, Auto-Cannon or Rocket Launcher. If you run out of ammo you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam: a number of times per short rest, equal to half your Intelligence Modifier (rounded down to a minimum of 1), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one round.
At level 11 you may use this feature a number of time per short rest equal to you intelligence modifier
Immediate Action
Begining at 7th level, a number of times equal to half your Intelligence Modifier (Round up), you may ignore a missfire when firing an issued weapon. You regain the use of this after you complete a long rest. At level 15 you may use this a number of time equal to your whole intelligence.
Tank Destroyer
At 11th level Gain the Shred Feature
Shred It: When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability
Ancient Gunner
At 15th level you may now be issued a Multi-melta or a Las cannon from your Armory. and you Ignore the Heavy weapon Property with issued Weapons.
Exalted Havoc
Beginning at 20th level, you may double your Wrath damage when using an issued weapon.
Biker
Chaos Space Marine Biker is a well-armed and highly mobile reconnaissance warrior of the Chaos Space Marines who is often used by his warband to launch deadly raids behind enemy lines. Using Chaos-corrupted Astartes Assault Bikes, the roar of their bike's engines growls like a snarling beast that fires the damned soul of its Heretic Astartes rider to acts of greater recklessness and bloodshed. Trailing brimstone and death in their wake, the Chaos Space Marine Bikers act as the harbingers of their vile, dark Traitor Legions.
Well-armed and highly mobile, Chaos Biker squads are mounted on bladed bikes that are possessed of a sinister, mechanical sentience. Even amongst the Chaos Space Marines, their Biker squads have a reputation for cruelty. They are tireless in pursuit of an enemy and will follow a foe night and day to kill or capture them -- or in the hope that they will be led to fresh victims. Some have even melded physically with their metal steeds through the power of the Warp, balefire jetting from their exhausts and oil flowing in their veins.
Chaos Bikers are excellent for reconnaissance and launching deadly raids behind enemy lines. Like those of their Loyalist counterparts, Chaos Assault Bikes are rugged and well-suited to dense terrain, though they have often been twisted by Chaos into something far more unsettling than a simple machine. They are fitted with built-in Bolters that can be fired by the rider without him needing to relinquish control of his steed, and they are often festooned with blades and spurs that dismember opponents as the rider crashes pas
When you choose this roll you gain Proficiency in Athletics, Perception, Land Vehicles and Dexterity saves.
Furthermore you become Proficient with all the Thunder Hammer, Power Fist.
Chaos Bike and Basic Bike Tactics
When you choose this path at 3rd level, you are issued from the Vehicle bay a Chaos bike, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Furthermore gain the following benefits when you are riding a Chaos Bike.
- Mounting or dismounting a your bike costs you only 5 feet of movement, rather than half your speed.
- you have advantage on saving throws made to avoid falling off your mount If you fall off it.
Advanced Bike Training
Beginning at 7th level, because of you experience on an assault bike, gain the following benefits when you are riding an assault or attack bike.
- You may Ram a target or fire one of the vehicles weapon as a bonus action.
- You may dash as a bonus action.
- You can use any two-handed weapon in one hand while mounted, but you can not wield any other weapon in your off hand or if a weapon has a versatility damage you may use that damage.
Chaos Bike Upgrade
At 11th level your Chaos bike has its Hull Points multiplied by 2 and gains +2 AC.
Master Bike Tactics
At 15th level gain the following benefits when you are riding an assault or attack bike.
- You gain advantage on Dexterity (Vehicle Handling) checks you a re proficiency.
- If you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.
Exulted Biker
Beginning at 20th level, as long as you on your bike you have advantage on attacks.
Raptor
Chaos Space Marine Raptors are the dedicated assault infantry of the Chaos Space Marine Traitor Legions. Raptors consider themselves to be elite shock troops similar to the warriors who comprise the Loyalist Space Marine Assault Squads, although they are far more egotistical and self-centred.
As Raptors are used to strike at the weakest point in an enemy line, this tactical usage has been expanded into an outright philosophy dedicated to the concept of preying on the weak, making them vicious hunters.
The cruel terror troops known as Raptors consider themselves the elite of the Heretic Astartes warbands. Their murder squads epitomise what has become of the Assault Marines of the Traitor Legions.
Though they were once rare and highly valued Imperial troops, the Raptors have fallen to their own pride and lust for violence. They now roam the galaxy as merciless hunters, relishing the fear they cause as they plummet screaming out of the skies.
Within the Space Marine Legions of old, Jump Pack troops were relatively rare. Horus knew well the value of the surprise attack, and such was his military genius that the arrival of his Assault Marines was the turning point in dozens of critical battles.
They would be held in reserve until the enemy exposed a weakness in its battle line, whereupon entire Jump Pack companies would plunge into the fray, breaking the foe's defences wide open with Meltagun, Flamer, Bolt Pistol and chainsword.
Perhaps it was their habit of preying on lesser warriors that led to the slow corruption of the assault companies that sided with Horus. Over time, those of their number who ventured into the Eye of Terror grew to love the exhilaration of soaring through the skies a little too much.
They became addicted to the thrill of looking down upon the warriors beneath them, and as the rudimentary Machine Spirits of their Jump Packs also became corrupted, these corrupted warriors melded with their wargear until the power of true flight became theirs.
Now there are Raptors whose blood is high-octane fuel that runs through body and wargear alike, whose eyesight is so sharp they can pick out prey from several Terran miles distant, or who can strike from above with the force of a meteor.
The Chaos-tainted power armour of a Raptor reflects his predatory nature, usually mimicking the appearance of a vicious bird of prey or swooping Daemon.
Altered Vox-casters protrude from helmet and battle-plate, amplifying the raw hatred of their war cries and better enabling their wearers to terrify their enemies into submission before the final strike.
The Raptors' predilection for sadism and psychological warfare is a dark reflection of the Assault Marine's traditional role. Simple killing is no longer enough.
The Raptors want not only to tear apart their prey, but to instil terror in them beforehand -- they will go to great lengths to see their grovelling prey's face distorted with fear before the final blow is struck.
Wherever the Raptors prowl, ghostly voices and horrific threats are broadcast into enemy communications networks, the skies are haunted by daemonic faces, and evil shrieks echo through the night so that their sleep-deprived quarry is driven to the edge of madness.
Needless to say, the Night Lords, a Traitor Legion infamous for their terror tactics, attract a great many Raptors to their banner.
Raptors are seen as preening, self-indulgent egotists by many of their brethren, but their unquestionable skill in battle means that Champions of Chaos will gladly enlist them nonetheless.
There is no battle line or garrison that cannot be demoralised and subsequently shattered by a pack of Raptors. Only once the prey is at its most vulnerable will the Raptors take their grisly prize.
When you choose this Battlefield Roll you gain Proficiency in Acrobatics, Perception, Survival and Dextarity Saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all Thunder Hammer, Power/Chain Fist.
From the Skies
Starting at 3rd level you gain a jump pack that allows as described in the advanced gear section of this book.
Furthermore you gain a extra d6 to all melee damage rolls with Jump pack
Advanced Jump pack Tactics
Starting at 7th level you gain the Truster Evasion and Crushing decent features below.
Truster Evasion: your instinctive agility and jump pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball spell. 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.
Crushing Charge: On a turn you have moved more then 40ft with your Jump pack you may make one unarmed melee attack as a bonus action, you have proficiency with it and it deals 2d10 + Strength bonus, bludgeoning damage. This damage is increases by 1d10 at levels 11, 15 and 20.
The Ground Trembles
Starting at 11th level if you jump more than 40ft in the air and make a Crushing charge you cause a small tremor, each creature within 10 ft of you, including the target must make a strength save DC 8 + Proficiency + Strength or be Knocked Prone.
Master Jump pack Tactics
Starting at 15th level you gain the meteoric decent and Lightning Strike features below
Destructive Decent: Anyone that is in your Tremor will be Knocked if they passed the save and suffer the damage for your Crushing charge if they failed.
Lightning Strike: you have mastered movement with a Jump pack, You gain + 10ft movement and a bonus to all Dex saves and ability checks.
Exulted Raptor
Starting at 20th level you have an aura of destruction around you empowering Those around you to savagely attack in the name of the Emperor. Each creature Within 30ft of you gain 1D6 extra damage.
Vehicle Crewman
The Traitor Legions who escaped into the Eye of Terror at the end of the Horus Heresy brought their many Rhino APCs with them. The Rhinos used by the forces of Chaos are a mixture of all marks and patterns, such as the Deimos Rhino, Mark Ib, Mark IIb, and the Mark IIc, and have all been modified and outfitted in innumerable ways, all of which are deemed blasphemous by the Adeptus Mechanicus.
The vast majority of Rhinos in service to the forces of Chaos are of the newer models, as these are both captured from Loyalist Space Marine Chapters or are ceded to Chaos forces when a Chapter has turned Renegade. Rhinos captured from the Imperium usually have all of their Imperial iconography and symbols of allegiance defaced or removed. Many times the crew of the captured vehicle, whether they are alive or dead, will be attached to the hull of the vehicle, usually by chains, hooks, and spikes.
The Predator is the main battle tank for the Heretic Astartes. The Predator is equipped with a turret-mounted Autocannon or Lascannon and two sponson-mounted Heavy Bolters, one on each side. The Predator loses its transport capacity in order to mount the turret and hold the ammunition or generators for its other weapons.
When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all the Imperial Vehicle Weapons.
Ancient Vehicles Rhino
When you choose this path at 3rd level, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Rhino Upgrade
Begining at 7th level, your Rhino now has a Havoc launcher mounted to the top it can be fired by a gunner that is full covered and out of sight or it can be fired by the driver with a Black carapace.
Rhino Possesion
At 11th level Your Rhino Tank gains the Demonic Chaos Mutation
Ancient Vehicles Predator
At 15th level you are issued a Predator tank in replace of your Rhino you may switch witch vehicle you want anytime you have accses to you vehicle bay.
Predator Upgrade
Beginning at 20th level, you may upgrade your Predator your turret to a Twin-linked las cannon and your side sponsens may have las, cannons, or any combination of your choice.
Champion
A Champion of Chaos, also styled as a Chaos Champion, is an individual who has dedicated his or her life to further the cause of a particular patron Chaos God, or Chaos as a whole in the form of Chaos Undivided. He or she is either an extremely powerful warrior, such as a Chaos Space Marine, or a psychic Chaos Sorcerer.
Chaos is attractive for the simple reason that it offers enormous power to those willing to turn away from the light of the Emperor and dedicate themselves in body and soul to the Ruinous Powers.
For many who walk its dark path, it offers the only hope of betterment in a galaxy ruled by an often oppressive Human Imperium where opportunities for true happiness and advancement are the prerogatives of only a tiny, privileged minority, and where the only escape from literal starvation or persecution by an uncaring bureaucracy lies in the egalitarian favours of Chaos.
For unlike the Imperium of Man and so many of the other servants of Order in the galaxy, Chaos judges its servants on merit and skill alone and rewards them for their successes or failures harshly, but fairly.
In fact, many of those who serve the Dark Gods would claim that only Chaos offers true justice to the peoples bound into the corrupt and dying realm ruled over by the Corpse Emperor.
When you choose this roll you gain Proficiency in Intimidation, Performance, Athletics and Strength Saves.
Furthermore you become Proficient with all Champions Blade, Combat Shield.
Skilled Warrior
When you choose this path of destruction at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. the list of maneuvers are on PG. ___ in chapter 5, Rules.
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Aspiring Champion
At 7th level, you gain the slatwart and the Defender abilities below.
Sentinel: gain the sentinel feature.
Defense: As the Champion you are the face of Defense, you cannot always be on the offense. You have to be alert as a sentinel. You can Dodge as a bonus action.
Champions Wrath
Starting at 10th level, when you enter a Chaos wrath you gain your wrath bonus in extra superiority die, if theses are not used when your wrath ends they are lost and can not be used.
Exulted Champion
Starting at 15th level you gain the Defiant and unbreakable abilities below.
Defiant: You become a virtual wall. You gain Immunity to all damage types with the exceptions of Force and Psychic while you are wearing armor.
Unbreakable: You have a strong body and will to dominate, able to withstand effects that might force you to back down. You have advantage in saving throws against being Charmed, Stunned, Dazed and being knocked prone.
Deadly Swordsman
Starting at 18th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.
Imperial Guard
The Astra Militarum, also known as the Imperial Guard in colloquial Low Gothic, is the largest coherent fighting force in the galaxy. They serve as the Imperium of Man's primary combat force and first line of defence from the myriad threats which threaten the existence of the human race in the late 41st Millennium. It is comprised of countless billions of men and women -- hundreds of thousands of different regiments, supported by a vast array of light and heavy armoured vehicles that provide the Guard's primary offensive punch. The Astra Militarum are usually the first Imperial force to respond to a threat if a world's Planetary Defence Force (PDF) fails to suppress it. They also garrison major locations of strategic or cultural interest to the Imperium and are often found in defensive roles. Supported by legions of heavy armour and thundering artillery, the Imperial Guard fight a never-ending war for the survival of Mankind in an unrelentingly hostile universe.
The Astra Militarum is often referred to as the "Hammer of the Emperor" -- the sheer amount of force that the Imperial Guard can bring to bear on the enemy is devastating, but is not as direct or as precise as their Space Marine allies, who are described as the "Scalpel of the Emperor." There is no universal uniform or regimental command hierarchy in the Imperial Guard, although it is compulsory for every regiment to have at least one Commissar to maintain the discipline and morale of the men while watching for any signs of corruption or taint in the ranks. However, it is worth noting that a number of worlds copy the uniform used by the regiments of the Cadian Shock Troops, who are viewed as being the most effective of the Imperial Guard's infantry units. The main tactic of the Imperial Guard is to overwhelm the enemy with their endless numbers, while at the same time hammer them into submission with devastating artillery and crush them with powerful main battle tanks.
The origins of the Astra Militarum date back to the Great Crusade of the late 30th Millennium, when the Emperor of Mankind conquered the stars and forged the Imperium of Man. On the front line of this mission of expansion and reclamation were the Space Marine Legions -- the Adeptus Astartes -- the finest warriors humanity had ever created, each the equal of a dozen normal men. Despite their formidable battle prowess, the forces of the Space Marines were not limitless, and the relentless demands of building a galactic empire pushed the Legions further apart. Separated by countless thousands of light years, their presence became ever more scattered and dilute. The Emperor required more manpower to ensure the momentum of the Great Crusade did not falter, and so the Imperial Army was created, known in High Gothic as the Imperialis Auxilia.
The Imperial Army was a vital part of the expedition fleets sent out to claim the stars in the Emperor's name. Gargantuan numbers of brave troops -- millions growing to billions of men, ranks of armoured battle tanks and mighty armadas of capital-class starships -- were raised, all subordinate to the Legiones Astartes. At first, the Imperial Army was employed for garrison duties and to mop up resistance in the wake of the Legions' assaults, utilised where the back of an enemy was broken and Compliance to the Imperium required only a watchful presence. Eventually, certainly by the time the Crusade reached the Eastern Fringe of the galaxy, the Imperial Army was deployed at the forefront of the Crusade, fighting alongside the power-armoured super-soldiers of the Adeptus Astartes. But everything changed when the galaxy was ripped asunder by the treachery of the Warmaster Horus, triggering a cataclysmic interstellar civil war that engulfed the newly founded Imperium.
In the aftermath of the Horus Heresy, the organisational structure of the forces of the Imperium were revised significantly. To prevent the possibility of large-scale rebellion occurring again, the titanic armies of the Imperial forces were divided. The nine remaining Loyalist Space Marine Legions were split into Chapters. The Imperial Army, as it was, ceased to exist. The link between fleet and army was severed; never again would ground commanders be given direct control over interstellar warships. From its ashes were born the Imperial Navy and the Imperial Guard -- known officially as the Astra Militarum. The Astra Militarum was reorganised into planetary-sized units known as "Militarum Regimentos," which in turn were divided into smaller regiments. Commissars of the Officio Prefectus were introduced to ensure loyalty and discipline. The interdependence of the newly formed Imperial Guard ensured that, should a regiment turn against their oaths, they would not be able to spread their treachery beyond a single world, and should a Navy fleet mutiny then they would not have the ability to re-supply or deploy ground troops. The Imperium had learnt a painful lesson from the dark days of the Horus Heresy, one its rulers were determined never to repeat in the grim days to come.
Prerequisites To be a Imperial guard you must be a Human Race except for Ogryns May be the Tempestus Scion Occupation.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Basic Training location |
2nd | +2 | Military target |
3rd | +2 | Military Occupation, Manuver training (1) |
4th | +2 | Ability Score Improvement |
5th | +3 | Extra attack, Soldier Improvment |
6th | +3 | Military Occupation Feature, Improved Training location |
7th | +3 | Well placed |
8th | +3 | Ability Score Improvement |
9th | +4 | Military Occupation Feature, Manuver training (2) |
10th | +4 | Focus fire, Second Military, Soldier Improvment |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Improvement |
13th | +5 | Focus fire (2) |
14th | +5 | Military Occupation Feature, Well Placed |
15th | +5 | Soldier Improvment |
16th | +5 | Ability Score Improvement, Focus fire (3) |
17th | +6 | Manuver training (3) |
18th | +6 | Military Occupation Feature |
19th | +6 | Ability Score Improvement |
20th | +6 | Focus fire (4) |
Class Feature
As a Imperial guard you gain the following class features
Hit Points
- Hit Dice: 1D8 per Imperial guard level
- Hit points at 1st level: 8 + your constitution modifier.
- Hit Points at Higher Level: 1D8 (or 5) + your Constitution modifier per Imperial guard level after 1st
Proficencies
- Armor: Light, Medium
- Weapons: All simple weapons grenades and all Swords Plus, Las, Stub/auto, Plasma, Melta, and Grenade Weapons
- Tools: Vox caster
- Saving Throws: Dexterity, Intelligence
- Skills:Choose 2 skills from, Animal Handling, Athletics, Acrobatics, History, Insight, Intimidation Perception, Stealth, Survival, Technology, Science
Equipment
Imperial Guard Starter kit.
Basic training location
At 1st level you trained in a particularly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, Urban or the Underground. You gain the following benefits when traveling for an hour or more in your favored terrain:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
- While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Military target
You have gained significant experience studying, tracking and fighting a certain type of enemy commonly encountered in the war of mankind
Choose a type of Military target: Greenskin, Astartes, Deamon, Heratic Astartes, Beast, Monsrocity, Aelidari, tyranid, Tau, Monster, troop, elite, fast attack, Headquarters, heavy support,
You gain a +2 bonus to damage rolls with your weapon attacks against your Military target, and you have advantage on Wisdom (Survival) checks to track your military target, as well as on Intelligence checks to recall information about them.
Military Occupation
At 3rd level, you are assighed a Military occupation. Choose either one of the military occupation, all detailed at the end of the class description. Your class grants you features at 3rd level and again at 6th, 9th, 14th, and at 18th level.
Manuver Training
Starting at 3rd level, your quick thinking and agility allow you to move and act quickly. Pick one action from Dash, Disengage, or Hide action. that action only uses a bonus action to use from now on. you gain another pick at levels 9 and 17.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level and 20th in this class.
Soldier Improvement
At 5th level and again at 10th and 15th level, you can choose to gain one of the following, each can be picked more then once.
- +5 ft. speed
- proficiency in one skill, weapon or tool
- +1 in to any ability Score
Improved training location
By 6th level, you have become an expert in navigating the wilderness. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Well place
At 7th level, ranged attacks you make critically hit on a 19 or 20 and deal an additional damage Die when they do. At 14th level, ranged attacks can now critically strike on a 18 and deal an additional 2 damage die.
Second Military target
By 10th level, you have become accustomed to fighting deadlier foe. You gain a second favored enemy. Your bonus to damage against all your favored enemies increases to +4, and you gain one additional language, ideally one spoken by your second favored enemy or creatures commonly associated with it. Additionally, you have advantage on saving throws against effects and abilities used by your favored enemies, including spells.
Focus Fire
Starting at 10th level, when you hit an enemy with a ranged attack, you gain a +1 to hit on all subsequent attacks against that enemy, stacking up to 3 times.
This can stack this an additional round at levels 13, 16 and 19.
Military Ocupations
Officer
An Imperial Guard Oficer is an Imperial Guardsman who has come up through the rank-and-file to obtain a position of command within the Guard's strictly regimented hierarchy. These true leaders of men and women are not recruited or designated. They are instead created by circumstance, indelible spirits tempered by loss and hardship upon the fields of war. The presence of a beloved regimental leader at the forefront can mean the difference between a unit standing firm or collapsing, the troopers fighting to emulate him or simply to protect him from the enemy's attentions. The downside is that, should such an exemplar fall, a regiment's morale might be drastically affected. For this reason, the regiment's commanding officers must balance the need to take advantage of the leadership figure's abilities with the risks of that individual being slain. Often, such unlooked-for leaders as are much a thorn in the sides of ranking officers as useful tools of war in and of themselves. Some of these individuals resent the attention they receive from their comrades and their superiors, preferring to continue their duties unnoticed, though others give themselves over to the role fate casts them in and go on to become legends that generations of recruits will admire.
Given the ubiquity of conflict in the galaxy of the late 41st Millennium, it is perhaps inevitable that leaders rise from the teeming masses, individuals seemingly blessed by the Emperor or the gods of war who are able to perform the most valorous of deeds and earn the most incredible of victories. These heroes are men and women drawn from the ranks who find themselves standing at the very epicentre of war. On the actions of such individuals entire battles often turn and they inevitably become beloved totems of everything their regiment and its homeworld hold dear. Some of these natural commanders remain known only to their immediate comrades, quietly performing their duties to the Emperor and directing their squads to win victory after victory without any sign of seeking glory. Such warriors earn and receive the abiding respect, even awe, of those they serve alongside but reject any plaudits they might be offered. Such men and women seek only to serve Mankind and many are driven by a deep-seated need to protect their fellows from the horrors of war, giving sound advice and instructions to their peers.
Others are bitter and taciturn and fight because they know of no other way of life. These commanders are often entirely ignorant or apathetic of the fact that their name is known across entire warzones and spoken of by the Lord Marshals of entire Imperial campaigns. The names and images of some such paragons are used in Imperial propaganda, sometimes without their knowledge or consent, and reproduced dozens of feet
high accompanied by slogans extolling the masses to emulate this shining example. Invariably, the persona propagated in this manner is almost entirely false, idealised to such a degree that few would recognise the figure if they had met him in person. Still, there are
those who attain this status who can truly command the respect of those troops around them, living up to their own legend for inspirational leadership in spirit and deed.
When you choose this occupation you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves.
Furthermore you become Proficient with the following weapons Mortal Power fist and Mortal Lightning Claw.
Junior Officer
When you choose this path at 3rd level, you can give orders to bolster and impower your allies. You also gain the insperational Leader Feature as noted in the Features section of this book.
An order last a number of rounds equal to your Charisma bonus.
Orders As an action you may use one of the orders below. The order last for a number of rounds equal to your Charisma Bonus. You have a number of orders equal to your Proficiency bonus + Charisma modifier (a minimum of one). You regain any expended uses when you finish a long rest.
You have a 10ft orders range. This increases by 5ft at levels 7, 11, 15 and 20 to a max of 40ft.
Battle cry: You call out to all allied creatures within command range of you. turning there eye toward the enemy, creatures in range deal addition damage on all attacks and spells equal to your Charisma.
Take Aim: You call out to all allied creatures within command range of you. Making them gain a bonus on all attacks rolls and spells that require an attack roll, equal to your charisma Bonus.
Hold the line: You speak out words of courage to all allied creatures within command range, allowing them to hold at all cost. creatures gain a bonus to AC equal to your Charisma modifier provided they did not move more than 10ft during its turn.
Fix Bayonets: You call out to all allied creatures within orders range, encouraging them to charge into the fight. Creatures within orders range gain the following effects until the end of there next turn, + 10ft movement, you may use the dash action as a bonus action. Make one extra melee attack as a part of an attack action provided you used the dash action this turn.
Harden Resolve: You call out to all allied creatures within orders range, encouraging them to stay in the fight. Creatures within orders don,t need to take moral test.
First rank fire second rank fireYou call out to all allied creatures within orders range, rallying them to fire as fast as they can, they may make one extra ranged attack when they use the attack action provided it was a ranged attack.
Command Squad
By 6th level, you are issued a command squad which consists of a number of NPC's equal to half your Charisma modifier rounded up this increases to you whole charisma Bonus at level 14, The squad may have 1 Medic, 1 voxman, 1 Standard Bearer, 1 veteran and any number of guardsman. Use the profiles in the NPC minions section of this book for the Stats. If a command squad member dies you can procure a new member within an amount of time determined by the DM. On each of the your turns you can command the NPCs with verbal (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete. the creature uses your Proficiency bonus when determining attacks and Skills.
Senior officer
At 9th level, you may now use the rally, Hardened Resolve and bring it down orders.
Rally: You can speak out words of encouragement to all allied creatures within command range. They gain temporary hit points equal to your your inspiration die + your Charisma modifier (minimum 1).
Hardened Resolve: As an action you tell you allies to toughen up, When an allie within command range fails an ability saving throw, you can choose re roll it instead.
Bring it down: As an action, you can single out one target in line of sight of you. Until the start of your next turn, that target has disadvantage on all saving throws against all allied creatures within your command range of you and all allies have advantage on attacks against the target of bring it down.
Commissar
At 14th level you gain a commissar to aid you in you with your Command squad, use the stats below for the commisar. the dose not count as one of you command Squad when determining how many members you can have in your cammand squad.
Commissar
Medium, Imperial
- Armor Class 15
- Hit Points 7 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 14 (+2) 13 (+1) 15 (+2) 12 (+1)
- Saves Wisdom +5 Charisma +4
- Skills Athletics +4, Perception +5, Survival +3
- Damage Resistances None
- Damage Immunities None
- Condition Immunities Frightened, Routed
- Senses Passive Perception 15
- Languages Gothic
Sword Training: you may make 2 Power sword attacks.
Summery Execution: All Guardsman, medics vox man, Standard Bearer, Veterans in your command squad gain advantage on all wisdom Saving throws. If a Guardsman, medics and vox becomes Frightened or Routed he is executed by the commissar but the rest of the command Squad are immune to the frightened and Routed condition for 72 hours.
Actions
Mortal Bolt pistol. ranged Weapon Attack:, 3 + Owners Proficiency to hit, Use Mortal bolt pistol stats.
Power Sword. Melee Weapon Attack:, 3 + Owners Proficiency to hit, Use power Sword stats.
Frag grenade (Rechage 5-6). 4 + Owners Proficiency to hit, Use Military grade Frag stats
Regimental Commander
At 18th level all Guardsman your command squad may now be Veterans.
Furthermore once per day, you may make an order last for until you use another Order or you complete a long rest. you regain the use of this feature when you complete a long rest.
Medic
Imperial Guard Medics are soldiers of the Imperial Guard who have been specially trained in combat medicine and are responsible for providing first response and front line medical care to their fellow Guardsmen on the battlefield. They are trained as combat medics, fighting chirurgeons equally at home with a medi-kit as they are with a Lasgun. In battle, they stand shoulder-to-shoulder with their squad-mates, fighting with equal skill and fervour, and all the while patching, dosing, or administering the God-Emperor's Mercy to their brothers-in-arms.
When a regiment of Guardsmen is first tithed from a world, they have no idea of what to expect. They could travel to any of millions of planets, or face any of millions of enemies, but the one thing that they can all be sure of is that they will see combat, and that many, if not all, of them will die to ensure that the Imperium endures. It is for that reason that many Guardsmen are trained in field medicine, not simply just to treat injuries and save wounded members of their squad, but to help alleviate the worries of many new recruits; with a Guardsman trained in medicine at their back, they feel safer from the inevitable death that awaits them on the battlefield.
The main difference between a Medic and a Field Chirurgeon in the Imperial Guard is typically the focus of expertise, though the two are hardly mutually exclusive. Most Medics aim to promote the long-term recovery of their patients, but for a Field Chirurgeon, the proper time and equipment for such operations are frequently unavailable.
Going by many different names across the varying regiments of the Imperial Guard, Medics are put in charge of all medical gear and supplies sent to their squad by the Departmento Munitorum. Whether they receive simple bandages to wrap around las-wounds, or sophisticated combat-drugs and surgery kits, Medics are the ones who are entrusted with using this equipment to keep their squad healthy and prepared for combat. Many combat patrols, operating behind enemy lines for months, have stayed alive only due to the medical expertise of one of their squad-mates.
When you choose this occupation you gain Proficiency in Medicine, Alchemy tools, Herbalism kit and Wisdom Saves.
Furthermore you become Proficient with all Spacial ranged Weapons.
Field Chirurgeon
Begining a 3rd level you get a Trauma Bag, The trauma bag has 2 parts this first is an Medi-pak with 10 uses, the second part is Truma Kit with 5 uses and you gain the Patch You Up ability below.
Patch You Up: As an action you may expend one use of the Truma Kit and Roll a Wisdom (Medicine) check DC. 15 if passed restore 1D10 + your Wisdom modifier hit points if test is failed only half is gained. This increases to 2D10 at 10th level and 3D10 at 20th level. The creature can’t regain hit points from this feature again until it finishes a short or long rest.
Furthermore you gain the Medic feature as described in the Homebrew features section of this book
Rgimental Medical Supply
Beginning at 6th level, your truma bag gains a third part that may hold 10 uses of your choice of the below Regimental Medical supply, You regain all medical supplies after you preform a long rest and have accses to supply lines so you can acquire more meds and bandages. A Medic may use a Hospitilars, Hospital as a supply point, and you may draw from and deposit Regimental medical supply from its Cache
- Anti Toxin: for the next 24 hours gain advantage on all Checks made to resist diseise or poisons and gain resistance against pison damage. Each pick of this has 2 uses.
- Narco stim: As a bonus action a Narco Stim may be given to a creature within 5 ft or taken. Narco stims heals the target 6D6 Hit points, after narco stim is given and hit points are added to the target the target must make a constitution save DC equal to the amount of hit points replenished, if the test is passed nothing happens, if the test is failed the target is unconscious taking a new test each round until the test is passed with the DC being divided in half each time. If Narco stims are taken 2 or more times within 24 hours addiction may occur.
- Narco tabs: as a bonus action narcotics may be taken or given to regain 4D6 Hit points. If Narco tabs are taken 3 or more times within 24 hours addiction may occur.
- Healing Stim: As a bonus action this stim may be taken or given to heals 3D4 hit points.
- Restorative Fluids: Using a Restorative Fluid takes 1 minute to prep and up to 5 minutes to administer, the target regains 1 Hit point every round.
- Liquid skin patch As a action apply one use of this patch to heal 1D6+4 hit points. Each pick of this has 2 uses.
- Jump Stim as an action use this on a creature that has been reduced to 0 Hit pionts within the last minute. that creature imediatly regains 6D4 Hit points. this may only be used once every day or the target must make a constitution save DC equal to the Hit points gained if the test is passed nothing happens, if the test is failed the target is unconcious but stable for 10 rounds then the test may be retaken each round until passed. Furthermore each time this is used on a creature that creature gains 2 points of exaustsion 1 minute after administration.
- Adrenalin stim: as a bonus action one creature within 5 ft gains the effects of the haste spell for 1D4 rounds.
Field Experience
Beginning at 9th, Any time you heal a target using a medi-pak, Trama Bag or regimental medical supply, you may add your wisdom bonus to the amount healed. You may also use the dash action as a bonus action if you use your action to heal a target during the same turn.
Regimental Medic
Beginning at 14th, Gain Expertise in wisdom (Medicine) checks and a field surgeons Bag, field surgeons bag Has 3 parts the first is an medi-pak with 15 uses, the second part is a Trama Bag with 10 uses and the third part holds up to 20 regimental medical supply. Furthermore you have easier acsses to regimental equipment and supply aviliiable.
Seasoned Medic
Beginning at 18th Double any and all die rolls made for any healing feature or item used by you.
Tempestus Scions
Tempestus Scions (sing. Tempestus Scion), or as they are known in Low Gothic, Storm Troopers, are the elite special forces units of the Astra Militarum and the Inquisition, but officially belong to a subdivision of the Adeptus Administratum known as the Militarum Tempestus. Trained from their youth by the Schola Progenium in the arts of war, Storm Troopers are, perhaps, the finest soldiers ever to serve in the Imperial Guard. Armed with their trademark Hot-shot Lasguns and Hellpistols, these soldiers take combat to the heart of the enemy with blinding speed and deadly precision. Their accuracy is aided by their highly-protective Carapace Armour's integrated and distinctive Omnishield Helm targeting system.
Equipped with the finest weapons and wargear in the Departmento Munitorum's arsenal, Tempestus Scions are trained to carry out missions beyond the capabilities of the rank-and-file Guardsman. Deep strike assaults, reconnaissance, infiltration, sabotage, and airborne or orbital insertion are just a few of the special operations missions with which Tempestus Scions and their equivalents in the Astra Militarum are regularly tasked. They are the very best that the Imperial Guard has to offer, each man a perfect specimen of health and moral purity, forged by experience and training, not into a simple soldier, but into a one-man assault squad.
When you choose this occupation you gain Proficiency in Intimidation, Survival, Athletics and Strength saves.
Furthermore you become Proficient with all Power weapons.
Warriors Heart
Starting at 3rd level, You are able to recognize momentary weaknesses in your enemies’ defenses. Once per use of this feature, you can give yourself advantage on a single attack roll. You have a number of uses of this feature equal to half your wisdom modifier (rounded up). All expended uses are regained after a short or long rest. At 13th level in this class gets Improved Warriors Heart increasing the total number of uses equal to your whole Wisdom modifier per short or long rest.
Veterans Traits
At 6th level, you gain the the following abilities.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable: you can reroll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Veteans Endurance
At 9th level, you gain one extra use of Indomitable ability
Veterans Action
At 14th level, you gain the Extra Attack (3) Feature and one extra use of the Action surge ability.
Veteran Guard
At 18th level you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest.
Sharpshooter
A Sharpshooter, also referred to as a Marksman, Sniper, Hawkeye, Scope, Reaper, and dozens of other terms both official and informal, are specialist troopers of the Astra Militarum who possess deadly skills that enable them to kill the enemies of the God-Emperor from afar. These men and women are experts with single shot weapons. Such troopers are generally identified during basic training, but just as often are singled out during operations as their natural talents become obvious. Having been identified as an exceptional shot, the trooper is labelled as his unit's best shot and while he continues to perform the same combat duties he did before, he takes on an additional and highly specialised responsibility.
In battle, the Sharpshooter operates as part of his squad or platoon, serving as a line trooper according to the specific doctrines of his regiment. In many cases the presence of a Sharpshooter in a unit is not at all obvious, especially where the designation is an informal one. In other cases the sharpshooter might wear some form of badge or other insignia, though generally in such a manner that enemy snipers cannot pick him out from his peers. The only other outward clue that the trooper has these skills is likely to be the weapon he carries. The troopers who possess these particular and deadly skills often carry specialised targeting equipment. Usually, this includes a powerful scope mounted on a main weapon, but sometimes takes the form of helmet-mounted sighting devices or even permanently grafted-on cybernetic augmentations. In those regiments with close ties to the Adeptus Mechanicus, a sharpshooter might have received extensive Augmetics and tactical neural implants, all wrought to maximise the native talent he already has for precise fire.
The expertise that sharpshooters hold is hardly limited to their conventional weapons, however. While their talents frequently manifest themselves through the use of the Lasgun to engage targets too far distant for most troopers to hit, they usually extend to other weapon systems as well. While every Sharpshooter has his favourite weapon, all are well able to use a wide range of different systems, from Missile Launchers to Sniper Rifles. Regardless of the weapon being used, the Sharpshooter displays a keen ability to locate an enemy, draw a bead on him, and to unleash the killing round at the most opportune moment. The Sharpshooter is a master of the doctrine of "one shot, one kill" and can be relied upon to send a single round, bolt or blast towards the heart of an enemy where hundreds, even thousands of rapid fire weapons have missed their mark. When confronted with such a foe, any unit commander worth his commission knows which of his troopers is best suited to fire the shot that might very well turn the battle that wins the war that defeats the enemy once and for all.
When you choose this occupation you gain Proficiency in Stealth, Survival, Perception and Dextarity save.
Furthermore you become Proficient with all power.
Pin point Shot
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on Ranged attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score with Ranged weapons against a creature that is surprised is a critical hit.
Furthermore, you gain the Sneak attack feature, see homebrew features in this book.
Leathal Shot
At 6th level, gain the Leathal Shot ability , you may use this or your sneak attack feature not both.
Leathal Shot: you know how to strike with deadly precision at range to exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with a Ranged Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
At 10th level, the Leathal shot damage is increases to 6D6, 8D6 at level 14, 10D6 at level 18.
Evasive
At 9th level you get Envasion and uncanny dodge ability as described below.
Evasion: You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Head Shot
Starting at 14th level, you become a master of instant death. When you attack and hit a creature with a ranged attack that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
Heavy Weapons Team
A Heavy Weapons Team is a small unit of the Astra Militarum that is outfitted with heavy weapons intended to provide close or heavy fire support to standard Imperial Guard infantry.
Though much of an infantry regiment is made up of rank-and-file guardsmen, those soldiers with an affinity for bulky and more complicated weaponry are often gathered together within a dedicated Heavy Weapons Company.
This allows an Astra Militarum infantry regiment to bring devastating weaponry to bear without relying on the armoured fighting vehicles from other divisions of their Militarum Regimentum.
Those who serve in a Heavy Weapons Company have but one, straightforward role -- to obliterate any enemies who cannot be overwhelmed by massed las-fire.
When you choose this occupation you gain Proficiency in Athletics, Survival, Intimidation Constitution save and Heavy Weapons.
Furthermore you become Proficient with all AllHeavy Weapons.
Weapon Team
Beginning at 3rd level, you are issued from the Armory a Mortar, Heavy bolter, Rocket Launcher, Auto cannon or las cannon and an Assistant gunner. The Assistant is given to you to help with the load of the weapon and the setup of the weapon system, as well as the Reloading of the weapon system in Combat. Ammunition allotment are seen below. see the Minions section of this book for the stats
On each of the your turns you can command the NPCs with variable (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command,
such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete. If a Assistant Gunner dies or you run out of ammo you can procure a new member within an amount of time determined by the DM.
Advanced Training
At 6th level, you gain one feature from below of your choice. At level 14 you gain one more.
Beating Zone: when you are using a Heavy bolter or an Auto cannon you may treat it as having the Automatic weapon property double.
Big Game Hunter: When you are using a Las cannon or Rocket launcher, When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability.
Fire for Effect: When you are using a Mortar, you have advantage with the scatter die when deviating the Mortar.
Veteran Gunner
Starting at 9th level you may now be issued a Lascannon.
Furthermore At 9th level you may now take a second Assistant gunner.
Veteran Gunner
Begining at 14th level you may re-roll a missfire when firing an issued weapon. you may use this a number of times equal to half your Intelligence Modifier (rounded down to a minimum of 1), you may not re-roll the same die. You regain the use of this after you complete a long rest.
At level 18 you may now use this feature a number of time equal to your whole Intelligence modifier.
Deadly Gunner
Beginning at 18th level, you Know all of the Advanced Training Features.
Primaris Psyker
A Primaris Psyker is a powerful Human Sanctioned Psyker who plays an ordained role as a servant of the Imperium of Man, for they possess the willpower to fully control their abilities and not become a danger to others.
These rare and extraordinary individuals serve in the regiments of the Astra Militarum and among the ranks of the Inquisition and wield the destructive power of the Warp as a weapon to smite the enemies of the Emperor.
With a single thought they can conjure forth lightning that leaps from their hands and surrounds their body. With but a gesture, the psyker hurls these bolts of aether-energy at their opponents, burning the foes' synapses and searing their flesh from their bones.
Mysterious and aloof, Primaris Psykers, also known as "primary-psykers," "battle-psykers" or "psyker-lords" among the servants of the Emperor, are treated with a mixture of awe and fear, but most of all, suspicion by the superstitious soldiers of the Imperial Guard, with whom they often serve.
Though their presence is utterly abhorrent to all right-thinking Imperial servants, their ability to combat the blasphemous magicks of the xenos and Heretics usually outweighs the natural revulsion all their comrades feel at the inclusion of psykers in the ranks of the Imperial Guard.
A Primaris Psyker is typically attached to a high-ranking Astra Militarum officer who can direct the psyker's powers as the situation necessitates, providing psychic support to the troopers on the front line. A battle-psyker marches to war in a uniform daubed with wards and sigils of power. A Primaris Psyker carries a Force Staff made of rare woods and precious metals that can channel the psychic energy of the wielder.
A psyker can focus his prodigious mental strength through such a psycho-reactive staff, transforming it into a searing weapon that glows with a barely contained, otherworldly power capable of cutting through reinforced ceramite and ripping the life force from those it strikes.
Of all the psykers judged under the uncompromising gaze of the Inquisition, only those whose mental fortitude is great enough have the merest glimmer of hope of becoming a Primaris Psyker in the Astra Militarum. Battle-psykers are by no means the most powerful of their kind, but even so, they walk a fine line between service to the Emperor and eternal damnation.
Every time they unleash their powers they risk predation from the denizens of the Warp -- Daemonic entities swarm to their bright psyker-soul like moths to a flame. Several fail-safes are therefore built into a psyker's wargear. Complex micro-circuitry and neuro-active wiring are connected to psychically-attuned crystals embedded in a psyker's hood or collar, designed to bleed away excess Warp energy.
Such precautions are not limited to the psyker's wargear alone and most have undergone cranial surgeries to implant neural inhibitors that limit the danger of Daemonic possession -- however, such devices tend to blunt the psyker's innate power as well.
When combined with a lifetime of training a Primaris Psyker has a reasonable chance of avoiding powerful psychic enemies and resisting Daemonic influences. For those who prove to be too weak, however, there is always the final safeguard, in the shape of the smoking muzzle of a Commissar's Bolt Pistol.
When you choose this occupation you gain Proficiency in Insight, Warp/Arcana, Perception and Intelligence saves.
Furthermore you become Proficient with all Force weapons.
Primaris Psyker powers
Level | Warp charges | Cantrips Known | Tomb Pages | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
3rd | 2 | 2 | 5 | 2 | — | — | — | — | — | — | — | — |
4th | 3 | 2 | 6 | 3 | — | — | — | — | — | — | — | — |
5th | 4 | 2 | 8 | 3 | 1 | — | — | — | — | — | — | — |
6th | 5 | 2 | 11 | 3 | 2 | — | — | — | — | — | — | — |
7th | 6 | 2 | 15 | 3 | 2 | 1 | — | — | — | — | — | — |
8th | 7 | 3 | 21 | 3 | 2 | 2 | — | — | — | — | — | — |
9th | 8 | 3 | 28 | 3 | 2 | 2 | 1 | — | — | — | — | — |
10th | 9 | 3 | 36 | 3 | 2 | 2 | 2 | — | — | — | — | — |
11th | 10 | 3 | 45 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
12th | 11 | 4 | 55 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
13th | 12 | 4 | 56 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
14th | 13 | 4 | 58 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
15th | 14 | 4 | 60 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — | — |
16th | 15 | 4 | 64 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — | — |
17th | 16 | 4 | 69 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
18th | 17 | 4 | 75 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
19th | 18 | 4 | 82 | 4 | 4 | 4 | 3 | 3 | 1 | 1 | 1 | 1 |
20th | 20 | 4 | 90 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | 1 | 1 |
Psyker
When you reach 3rd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifiacations as Seen on PG. ___ Using Psychic Powers.
Scolastica Psykana
Primaris Psykers focus on a limited number of Basic Disciplines equal to your Intelligence modifier, from the following Telepathy, Telekinesis, Electromancy, Divination, Biomancy and Conjuation
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the Inquisitor. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The Primaris Psyker powers table shows how many power slots you have to cast your spells in your spell tomb of 1st level and higher. To cast one of these powers, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For
example, if you know the 1st-level power, shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spell Tomb: As you level your Spell tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writing it into your tomb, provided you have enough blank pages and another writing of the script. You may not inscribe powers more then one level greater then the highest spell level you can cast.
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Smite
At 3rd level You gain the Eldrich blast cantrip. This spell does not count toward you spells known and does not requirer you to wright it into a Spell tomb.
Warp Charges
At 3rd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by warp charges, which allow you to create a variety of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Conversion
You can use your warp charges to gain additional Spell Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.
Creating Spell Slots. You can transform unexpended warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | Warp charge cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 11 |
8th | 12 |
9th | 14 |
Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot's level.
Warp Manipulation
At 3rd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book.. You gain another one at 6th, 9th, 14th and at level 18 you know all of them.
Psychic Interference
Starting at 6th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your Astartes Warrior level.
If you reduce the damage to 0, you can attempt to redirect the attack to any creature within 30/60ft. Make a ranged spell attack against the new target. On a hit, the target takes damage equal to the amount of damage that was negated plus your Intelligence modifier.
You have a limited number of charges on the second part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a long rest. At 15th level you may use this a number of times equal to your intelligence mod per long rest.
Astropath
Beginning at 9th level, you may use the sending spell at will, though the Percentage of failure may increase with inteferance like warp storms or the shadow cast by Tyranids.
Psychic Defense
At 14th level, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D6 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest. At 16th level the radius of this ability is 30ft
Master of the Warp
At 18th level, your knowledge is vast. You gain 20 additional Warp charges per long rest.
Tanker
At lower ranks a tanker pilots a chimera, The Chimera is the standard armoured personnel carrier (APC) of the Imperial Guard. It can carry a variety of heavy weapons in its gun turret, such as Heavy Bolters, Heavy Flamers and Multilasers. Other weapons, such as Autocannons can be mounted using special modifications. The Chimera also mounts a hull-mounted Heavy Bolter or Heavy Flamer. The vehicle also has six hull-mounted lasguns on its side sponsons that can be fired from the passenger compartment, allowing the units inside to engage the enemy without first disembarking from the vehicle. As an APC, the vehicle is capable of carrying up to 13 Guardsmen including Driver, gunner and commander, although some troop types such as Space Marine Terminators and Ogryns take up double the space of a standard human soldier. The Chimera has amphibious capabilities, allowing it to take part in naval assaults. the standard pattern Chimera with a Hunter-Killer Missile Launcher mounted on the turret in addition to the Multilaser. The Chimera chassis is the basis for many other Imperial vehicles, including the Basilisk, the Hydra, and the Hellhound.
as a tanker climes in rank he will be appointed a leman russ tank. The Leman Russ battle tank is the most commonly found tank in Imperial Guard regiments. It is a simple design and one that has stood the test of time. Its versatility and relative ease of construction make it the tank most often requested by imperial officers to be attached to their infantry formations.
The Leman Russ has thick armour to the front and relatively thick armour on its flanks, however it has quite weak rear armour. It is relatively maneuverable, but due to no visible suspension system the ride is assumed to be relatively rough. The tank is renowned for its loud engine, and the vehicle is crewed by 5 or 6 people consisting of a Commander, a Primary Gunner, sponson Gunners and a Driver. The crew compartment is quite cramped, and is considered uncomfortable, claustrophobic and loud.
When you choose this roll you gain Proficiency in acrobatics, Perception, Vehicle Handling and Dextarity saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all the Imperial Guard Vehicle Weapons.
Chimera Issue and crew
When you choose this path at 3rd level, you are issued from the Vehicle bay a Chimera tank, your chimera may have a Auto cannon or a Multi laser. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Furthermore you gain A Crew of Guardsman equal in number to Half your Charisma bonus (rounded up). At level 9 this becomes equal to you Whole Charisma Bonus. Refer to the Guard Officer for Guardsmans Stats and rules for there use.
Chimera Upgrade
Beginning at 6th level, you are issued a Gryphonne pattern Chimera in replace of your Gryphonne pattern Chimera turret may have a Twin heavy Bolter, Las cannon. You may switch out vehicles whenever you have acsess to your vehicle bay.
Assault tank Issue
At 9th level, you are issued your pick of a Hellhound, Devildog or Banewolf pattern Chimera in replace of You may switch out vehicles whenever you have acsess to your vehicle bay. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Leman Russ Issue
At 14th level you are issued a leman russ tank in replace of your chimera you may switch witch vehicle you want anytime you have accses to you vehicle bay. Refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Leman Russ Upgrade
Beginning at 18th level, you may upgrade your Leman Russ to any leman russ pattern or any combo of weapons you choose.
Sentinel Pilot
The Sentinel is a one-man, all-terrain, lightweight, bipedal combat walker that is used by the various regiments of the Astra Militarum. The Sentinel is most favoured when Imperial Guard patrols must move across rough terrain that would completely immobilise heavier vehicles. Sentinels achieve a perfect balance of robustness and mobility, able to negotiate terrain that would immobilise heavier battle tanks and armoured vehicles whilst still able to face down fire that would shred ranks of infantry.
Some Sentinels, appropriately called Armoured Sentinels, may possess better cockpit armour-plating than the norm and are fitted with stabilisers to let them carry heavier weaponry. This transforms the Sentinel's role in an Imperial Guard regiment from one of armed reconnaissance and light infantry fire support to one of full-on anti-armour or even artillery support.
When you choose this roll you gain Proficiency in Althletics, Perception, Vehical Handeling and Dextarity saves.
Furthermore you become Proficient with all the Imperial guard Vehicles.
Sentinel and Basic walker Training
When you choose this path at 3rd level, you are issued from the Vehicle bay a scout sentinel with a hunter killer and your pick of a autocannon or a missile luncher, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Furthermore gain the following benefits when you are piloting a walker.
- when piloting your walker you do not suffer disadvantage when you fire ranged weapons in close combat as long as your not firing at a target that your engaged with.
- you have advantage on saving throws made to avoid falling Prone or being restrained.
Advanced Walker Training
Begining at 6th level, because of you experience on an assault bike, gain the follwing benifits when you are rideing an assault or attack bike.
- You may Stomp a target or fire one of the walkers weapon as a bonus action.
- You may dash or disengage as a bonus action.
- Once per turn the first time you make a oppertunity attack it does not use your reaction .
Armored Sentinel
At 9th level you get a Armored sentinel, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles
Master Walker Training
At 14th level gain the following benefits when you are riding an assault or attack bike.
- you gain advantage on Dexterity (Vehical Handling) checks you a re proficentcy.
- if you use your ram attack, you can choose to re-roll your damage on a successful hit, you must keep the second roll. You can use this feature once per round.
Weapon Upgrade
Beginning at 18th level, your sentinel may have a lascannon or a multi-melta, replace the heavy bolter profile with the one below.
Inquisitor
An Inquisitor is a clandestine agent and highest-ranking member of the Imperial Inquisition. Inquisitors are the secret policemen and intelligence agents of the Imperium. They are driven by ancient order of the Emperor of Mankind to ensure the security of the Imperium of Man from the taints of Chaos, the daemonic threats of the Warp, internal dissension and the dangers presented to Mankind by intelligent alien species like the Orks, the Tyranids, the Aeldari, the Necrons and the T'au.
Split into three main Orders, the Ordo Xenos (Alien Hunters), the Ordo Malleus (Daemon Hunters) and the Ordo Hereticus (Witch Hunters), as well as many smaller, more specialised ones, the Inquisition is ruthless in uncovering and snuffing out Chaos corruption, heresy, and mutation wherever they may be found among the million worlds of Mankind.
The relentless and deadly agents of the Inquisition have infiltrated every facet of human society to ensure that Chaos can never again take root in the Imperium, and that no alien race will replace humanity as the dominant intelligent species of the Milky Way Galaxy
Prerequisites To be a Inquisitor you must be a Imperial Race
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Authority of the Inquisition, Ordo |
2nd | +2 | Imperial Lore |
3rd | +2 | Interrogate |
4th | +2 | Ability Score Increase |
5th | +3 | Ordo Feature, Inquisitorial Aid |
6th | +3 | Extra Attack |
7th | +3 | Warp Resistance |
8th | +3 | Ability Score Increase |
9th | +4 | Ordo Feature |
10th | +4 | Mental Fortitude, |
11th | +4 | Inquisitorial Agent, |
12th | +4 | Extra Attack (2), Ability Score Increase |
13th | +5 | Ordo Feature |
14th | +5 | Warp Resistance Improvment |
15th | +5 | Inquisitorial Aid Upgrade |
16th | +5 | Ability Score Increase |
17th | +6 | Ordo Feature |
18th | +6 | Seasoned Inquisitorial Agent |
19th | +6 | Backlash |
20th | +6 | Ability Score Increase, Improved Deny the witch |
Class Feature
As a Inquisitor you gain the following class features
Hit Points
- Hit Dice: Dependant on Ordo, each ordo has its own hit die per level, see chart below,
Ordo | Hit Die |
---|---|
Heraticus | 1D10 |
Mallius | 1D8 |
Xenos | 1D6 |
- Hit points at 1st level: Max hit die + your constitution modifier.
- Hit Points at Higher Level: Ordo Hit die + your Constitution modifier per Inquisitor level after 1st
Proficiencies
- Armor: Light, Medium and Shields
- Weapons: All simple and martial Weapons plus Power, Stub/Auto, Plasma, Melta, Flame and grav, weapons weapons.
- Tools: Disguise kit
- Saving Throws: Intelligence, Charisma
- Skills:Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Medicine, Persuation, Preformance, Perception, Religion, Stealth
Equipment
Inquisitor starter kit
Authority of the Inquisition
Starting at 1st level You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Civilians using the athority of the inquisition, at higher levels your authority grows in the inquisition
- At 5th level You are now a Inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive members of the Militarum/ministorum.
At 10th level You are now a Lord inquisitor and gain advantage on any skill checks used to Intimidate, Persuade or Deceive Astartes, Imperial local law and Imperial Government law, using the authority of the inquisition.
At 15th level you are now a High Inquisitor You gain advantage on any skill checks used to Intimidate, Persuade or Deceive Inquisition/Alien, Imperial local law, Imperial Government law and Imperial Military law, using the authority of the inquisition.
At 20th level You are now a Master Inquisitor and you gain advantage on any skill checks used to Intimidate, Persuade or Deceive any creature.
Ordo
At 1st level, you join an Ordo. Choose either one of the Ordos, all detailed at the end of the class description. Your class grants you features at 1st level and again at 5th, 9th, 13th, and at 17th level.
Imperial lore
Beginning at 2nd level years of study has allowed you to determine the origin of ancient reliqury. You gain a +5 bonus to all checks when noticing or recaling imperial reics, lore, history, so on, also you gain proficiency in the history skill or double the proficiency bonus if you are already proficient.
Interrogate
Starting 3nd level, you are trained to pull all the information out of someone. You can use an action to target a creature to interrogate, the creature must be restrained.
The interrogation lasts for one minute, during this time you may ask up to 3 Questions, after a creature has been asked a question, the creature must make a wisdom save DC 8 + Pro + your Charisma bonus. if the test is failed you find out the answer to the question if it is known by the creature and you can understand it. If the test is passed the creature Suffers an amount of damage equal to 1d4 + Proficiency bonus in a type you can deal or Psychic damage.
Starting 5th level, you may ask 4 questions and the damage increases to 2d4.
Starting 11th level, you may ask 5 questions and the damage increases to 3d4.
Starting 15th level, you may ask 6 questions and the damage increases t0 4d4
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 20th 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.
Inquisitorial Aid
Begining at 5th level You may gain a team of Servitors as described in the Tech Priest Enginseer class description, a Command Squad as described in the Imperial guard commander class or a Fladgulent Retinue as described in the Combatant Missionary Class. The size of these teams are equal to half your charisma bonus to a minimum of 1,
On each of the your turns you can command the NPCs with verbal (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete. the creature uses your Proficiency bonus when determining attacks and Skills.
Furthermore at level 15 this increases to your whole Charisma bonus.
Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 12th level.
Warp Resistance
Begining at 7th level fighting against the rouge practitioners of the warp energies has accustomed your body to the barrage of spells that are common among the deviants. Whenever you take damage from a magical source it is reduced by 5 damage. In addition once per long rest you may choose to end one spell effect on yourself.
Mental Fortitude
At 10th level your minds walls have been trained to deny entry of those who wish to break in. You are immune to being charmed or frightened.
Inquisitorial Agent
At 11th level you have trained to extract information from all sources, with expediency. gain advantage when making Insight, Investigation, or perception skill checks.
Improved Warp Resistance
At 14th level your natural residences have been further increased through rigorous training. The damage reduced increases to 10 and You gain advantage on saving throws against spells and other magical effects. You gain one more use of your feature to end one spell effect on yourself per long rest.
Seasoned Inquisitorial Agent
At 18th level when making Insight, Investigation, or Intimidation skill checks to seek information you know if information is being withheld from you or more can be extracted.
Backlash
At 19th level your thoughts appears as slivers of pure agony to the those who intrude into the sanctuary of your mind, any attempts to read your mind, charm or frighten you results in a backlash to the assailant and they take 4d10 psychic damage.
Undisputable Leadership
Begining at 20th level Your Inquisitorial Aid Detachment is now 2 x your Charisma bonus.
Ordos
Ordo Hereticus
The Ordo Hereticus is one of the three major orders of the secretive organisation known as the Imperial Inquisition. They are tasked with protecting Mankind from itself, by combatting such internal threats to the Imperium as treason, mutation, heresy, apostate members of the Ecclesiarchy and unsanctioned psykers, colloquially known as "witches" across much of the Imperium.
It is this latter function that has earned the Inquisitors of the Ordo Hereticus the name "Witch Hunters." Mutants, rebels and Heretics are also targeted by the Ordo Hereticus. The Ordo has no qualms at all about acting against threats in the other Adepta and many a Renegade Adeptus Ministorum Cardinal or corrupt Tech-priest has met his end at the hands of a Witch Hunter.
These Inquisitors are some of the most feared individuals in the entire Imperium, and like all Inquisitors they have ultimate authority over any other Imperial organisation in the Adeptus Terra and can demand assistance from any other source of authority in the Imperium.
The Inquisitors of the Ordo Hereticus are generally considered darker and more sinister than their Ordo Xenos and Ordo Malleus brethren because of their focus on eliminating the internal human enemies of the Imperium, which have transformed them into a grim, paranoid and unforgiving lot.
The Ordo Hereticus' Chamber Militant are the Sisters of Battle, the Orders Militant of the Adepta Sororitas, and they also make use of the Inquisitorial Black Ships to round up unsanctioned psyker mutants from across the galaxy. The members of the Ordo Hereticus can also call upon the military forces of the Ecclesiarchy, the Frateris Militia.
When you choose this Ordo you gain Proficiency in Intimidation, History, Deception and Wisdom saves.
Furthermore you become Proficient with all Executioners Great Blade.
Accusation
Starting at 1st level you accuse you enemies of herasy. As a bonus action you can choose a Chaos, Renegade, Cultist, Outworldy or Warp magic user you can see, you gain advantage for skill checks to uncover information about its whereabouts and abilities. Also you gain advantage on attacks against this creature, this effect lasts for 24 hours or until the creature dies. You may only have one accused target at a time.
Purge the Heretic
Starting at 5th level once per turn you may deals an additional 2D6 Damage to your accused target with melee attacks. this increases by 2D6 at levels 9, 13 and 17.
Judgement
Begining at 9th level as a bonus action you make your Accused target make a Wisdom save DC equal to 8 + proficientcy bonus + wisdom modifier on a fail they are stunned for a number of rounds equal to your wisdom modifier. You may use this feature a number of times equal to you wisdom modifier, you regain all uses of this feature after you complete a long rest.
Judge the Heretic
Begining at 13th level as an action if you are within 5ft. you may Make a Judgement on your Accused target, they must take anouther Wisdon save with the Same DC, and take an amount of Psychic damage equal to your wisdom modifier in D10 and they are stunned for 1 Minute taking a new test at the end of each of there turns, on a pass they suffer half as much damage and are only frightened instead of stunned. You may use this feature a number of times equal to you wisdom modifier, you regain all uses of this feature after you complete a long rest.
Suspected Heresy
Begining at 17 level you may use the Accusation ability on any target not just a Chaos, Renegade, Cultist or Psyker.
Ordo Mallius
The Ordo Malleus, whose Inquisitors are often referred to as Daemonhunters, is the sub-division of the Imperial Inquisition tasked with protecting the Imperium of Mankind from the daemonic dangers of Chaos.
Along with the Ordo Hereticus (Witch Hunters) and the Ordo Xenos (Alien Hunters), the Ordo Malleus makes up the byzantine organisation that is the Inquisition.
Aided by the elite psychic Grey Knights Space Marine Chapter, who serve as the Ordo Malleus' Chamber Militant, it is the task of the Inquisitors and Acolytes of the Ordo Malleus to destroy the physical manifestation of Chaos, daemons, in the physical universe as well as any other agents of Chaos who threaten both the peace and the souls of the Imperium's people.
When you choose this Ordo you gain Proficiency in Warp, Religion, History and Wisdom saves.
Furthermore you become Proficient with all Nemisiss Deamon hammer and Nemisiss Halberd.
Ordo Malleus powers
Level | Warp Charges | Cantrips Known | Prepaired Spells | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 1 | 3 | 2 | 2 | — | — | — | — | — | — | — | — |
2nd | 2 | 3 | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | 3 | 3 | 2 | 3 | 1 | — | — | — | — | — | — | — |
4th | 4 | 4 | 5 | 3 | 2 | — | — | — | — | — | — | — |
5th | 5 | 4 | 6 | 3 | 3 | 1 | — | — | — | — | — | — |
6th | 6 | 4 | 7 | 3 | 3 | 2 | — | — | — | — | — | — |
7th | 7 | 4 | 8 | 3 | 3 | 3 | 1 | — | — | — | — | — |
8th | 8 | 4 | 9 | 3 | 3 | 3 | 2 | — | — | — | — | — |
9th | 9 | 4 | 10 | 3 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 10 | 5 | 11 | 3 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 11 | 5 | 12 | 3 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 12 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 13 | 5 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 14 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 15 | 5 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 16 | 5 | 15 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | 17 | 5 | 15 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
18th | 18 | 5 | 17 | 4 | 4 | 4 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 19 | 5 | 17 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 20 | 5 | 18 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 |
Psyker
At 1st level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifiacations as Seen on PG. ___ Using Psychic Powers.
Cantrips.
You learn 3 cantrip of your choice from the Imperiallus Divinus or Pyromancy list at 1st level. You learn additional cantrip of your choice at levels seen in the cantrip coulum of the chaplian spellcasting.
Power Slots.
The Ordo Malleus powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.
Powers Known of 1st-Level and Higher. You know two 1st-level powers of your choice. The Spells Known column of the Ordo Mallius table shows when you can prepare more powers of 1st level or higher. Each of these spells must be from imperiallus Divinus or Pyromancy list of your choice and must be of a level for which you have power slots. Whenever you take a long rest you may change and prepair any of your spells.
Spellcasting Ability. Wisdom is your spellcasting ability for your spells, since you learn your spells through prayer. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier.
Spell attack modifier = your proficiency bonus + your Wisdom modifier.
Smite
At 1st level You gain the Eldrich blast cantrip. This spell does not count toward your cantrips known.
Warp Charges
At 1st level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in diferent ways. This is represented by warp charges, which allow you to create a variety of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Conversion
You can use your warp charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.
Creating Spell Slots. You can transform unexpended warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | Warp charge cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 12 |
8th | 13 |
9th | 15 |
Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot's level.
Warp Manipulation
At 1st level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 5th, 9th, 13th and at level 17 you know all of them.
Deamon bane
At 1st level, your new powers strike true and fierce against deamons. You act as if you had the true strike spell active any time you strike a deamon.
At 5th level, when true strike is active, you deal extra damage equal to your wisdom modifier.
At 9th Level, when true strike is active, you deal extra damage equal to your 2 x your wisdom modifier.
At 13th Level, when true strike is active, you deal extra damage equal to your 3 x your wisdom modifier.
At 17th Level, when true strike is active, you deal extra damage equal to your 4 x your wisdom modifier.
Turn deamon
Starting at 5th level, you gain the ability to channel energy directly from the warp, using that energy to fuel an effect, turn deamon.
Turn Deamon: As an action, you present your holy Symbol and speak a prayer censuring Deamons. Each Deamon that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
You must then finish a short or Long Rest to use your Channel again.
Some Channel Effects require Saving Throws. When you use such an effect from this class, the DC equals your spell save DC.
Beginning at 12th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.
Banashment
At 9th level, you gain an enhanced effect when uses your Turn deamon.
Banish Deamon When a Deamon of CR 2 or lower fails its saving throw against Your Turn deamon feature, the creature is instantly destroyed.This increases to CR 3 at 14th level and CR4 at 18th level.
Emperors Favor
Beginning at 13th level, you may re-roll a number of dice per long rest equal to your Wisdom modifier. Furthermore, you may add a number of D4's to each of your heal spells and abilities equal to your Wisdom modifier.
Deamon Sheild
At 17th level, the gods embrace you. you gain an extra 12 levels of powers slots, thease may be used in any combination you choose. You regain thease after a long rest.
Ordo Xenos
The Ordo Xenos (Alien Hunters), together with the Ordo Malleus (Daemonhunters) and the Ordo Hereticus (Witch Hunters), is one of the primary sub-divisions of the powerful and secretive organisation known as the Imperial Inquisition. The Ordo Xenos is served by its Chamber Militant, the Deathwatch Space Marines, who draw on Veteran Astartes from Chapters all across the Imperium of Man to form the Deathwatch's Kill-teams and destroy the many foul xenos threats to the survival of Mankind.
Armed with the best human and alien technology available, extremely knowledgeable about their foe, and filled with the xenophobic hatred for non-human species that drives so much of Imperial culture since the Horus Heresy, the Ordo Xenos can respond to any alien threat. Their tactics vary depending on the situation and the level of alien taint revealed. Where the threat is subtle, they will use guile and stealth, wielding their power as if it was a scalpel used to cut out a growing malignant cancer. When the alien menace is great, the Inquisitor can commandeer the aid of entire regiments of the Imperial Guard and the Deathwatch.
When you choose this occupation you gain Proficiency in Sciance, Warp/Arcana, Perception and Inteligence saves.
Furthermore you become Proficient with all Force weapons and Aeldari and Necron Weapons.
Ordo xenos Powers
Level | Warp charges | Cantrips Known | Spell Tomb Pages | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2 | 4 | 5 | 2 | — | — | — | — | — | — | — | — |
2nd | 3 | 4 | 6 | 3 | — | — | — | — | — | — | — | — |
3rd | 4 | 4 | 8 | 4 | 2 | — | — | — | — | — | — | — |
4th | 5 | 5 | 11 | 4 | 3 | — | — | — | — | — | — | — |
5th | 6 | 5 | 15 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | 7 | 5 | 21 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | 8 | 5 | 28 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | 9 | 5 | 36 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | 10 | 5 | 45 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 11 | 6 | 55 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 12 | 6 | 56 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 13 | 6 | 58 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 14 | 6 | 60 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 15 | 6 | 64 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 16 | 6 | 69 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 17 | 6 | 75 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | — |
17th | 18 | 6 | 82 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | — |
18th | 19 | 6 | 90 | 5 | 4 | 4 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 20 | 6 | 100 | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 22 | 6 | 120 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 |
Psyker
At 1st level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using Psychic Powers.
Xenos Studys
Ordo xenos dose not focus on a limited number of Psychic Disciplines they may pick from any Discipline with the exception of Necromancy and Imperialis Divinus.
Cantrips
You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Inquisitor. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The Inquisitor powers table shows how many power slots you have to cast your spells in your spell tomb of 1st level and higher. To cast one of these powers, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level power, shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spell Tomb: As you level your Spell tomb gets more filled out through you constant study. A spell tomb has an amout of pages as listed in the Spell tomb pages. Each spell in the tomb uses an amount of pages equal to the spell level. You may add spells to your tomb by spending an amount of Hours equal to the spells level writting it into your tomb, profided you have enough blank pages and another writting of the script. You may not insccribe powers more then one level greater then the highest spell level you can cast.
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Inteligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Smite
At 1st level You gain the Eldrich blast cantrip. This spell does not count tword your spells known and does not requier you to wright it into a Spell tomb.
Warp Charges
At 1st level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in diferent ways. This is represented by warp charges, which allow you to create a variety of different Effects. You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 22 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Conversion
You can use your warp charges to gain additional Spell Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.
Creating Spell Slots. You can transform unexpended warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | Warp charge cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 11 |
8th | 12 |
9th | 14 |
Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot's level.
Warp Manipulation
At 1st level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 5th, 9th, 13th and at level 17 you know all of them.
Psy Ward
Starting at 5th level, your Psyonic abilities protects you from harm. Your body always has an invisible psionic barrier around it. Whatever form the protection takes, your AC equals 12 + your Dexterity modifier + you Intelligence bonus, while you aren’t wearing armor.
Psychic Interference
Beginning at 9th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your Imperial Legionnarie level.
Psychic Sheild
At 13th level, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest. At 16th level the radius of this ability is 30ft
Master of the Warp
At 17th level, your knowledge is vast. You gain 20 additional Warp charges per long rest.
Sister of battle
The Adepta Sororitas, also known as the Sisters of Battle and formerly as the Daughters of the Emperor, are an all-female division of the Imperial Cult's state church known as the Ecclesiarchy or, more formally, as the Adeptus Ministorum. The Sisterhood's Orders Militant serve as the Ecclesiarchy's military arm, mercilessly rooting out corruption and heresy within humanity and every organisation of the Adeptus Terra.
There is naturally some overlap between the duties of the Sisterhood and the Imperial Inquisition; for this reason, although the Inquisition and the Sisterhood remain entirely separate organisations, the Orders Militant of the Adepta Sororitas also act as the Chamber Militant of the Inquisition's Ordo Hereticus.
The Adepta Sororitas and the Sisters of Battle are commonly regarded as the same organisation, but the latter title technically refers only to the Orders Militant of the Adepta Sororitas, the best-known part of the organisation. The Sisterhood serves as the Ministorum's only official military force because the Decree Passive laid down by the reformist Ecclesiarch Sebastian Thor held that in the wake of the Age of Apostasy's Reign of Blood in the 36th Millennium, the Ecclesiarchy cannot maintain any "men under arms."
This command was supposed to limit the power of the Ecclesiarchy by preventing it from maintaining the massive armies of the faithful Frateris Templar it once used to abuse its power from the 32nd to the 36th Millennia. However, the Adeptus Ministorum has been able to circumvent this decree by using the all-female military force of the Sisterhood's Orders Militant.
Prerequisites To be a sister you must be a human race and you must be female.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Militant Specialty |
2nd | +2 | Act of faith, Sheild of faith |
3rd | +2 | Militant Roll |
4th | +2 | Ability Score Increase |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Increase |
7th | +3 | Militant Roll Feature |
8th | +3 | Ability Score Increase |
9th | +4 | Empowerd Skill (1) |
10th | +4 | Greater acts of faith, |
11th | +4 | Extra Attack (2) Militant Roll Feature, |
12th | +4 | Ability Score Increase |
13th | +5 | Sheild of Faith Improvment |
14th | +5 | Empowerd Skill (2) |
15th | +5 | Militant Roll Feature |
16th | +5 | Ability Score Increase |
17th | +6 | A bond with The Emperor |
18th | +6 | Grand Acts of Faith |
19th | +6 | Empowerd Skill (3) |
20th | +6 | Militant Roll Feature, Ability Score Increase |
Class Feature
As a sister of battle you gain the following class features
Hit Points
- Hit Dice: 1D10 per Sister of battle level
- Hit points at 1st level: 10 + your constitution modifier.
- Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Sister of battle level after 1st
Proficencies
- Armor: Light, Medium, Heavy, Power armor and Shields
- Weapons: All simple and martial weapons plus Stub/Auto, Bolt, Flame and Melta weapons.
- Tools: Alchemical tools
- Saving Throws: Strength, Wisdom
- Skills:Choose 3 skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuation, Perception, Religion Technology,
Equipment
Sister of Battle starter kit.
Militant Specialty
At first level you gain one of the abilities below, At level 10 you get to pick one more . You can’t take a Militant Specialty option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls made with ranged weapons.
Defence
You gain a + 1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and nothing in the other, you gain +2 to damage rolls made with that weapon.
Great Weapon Fighting
When you roll a 1 or a 2 on a damage die for an attack you make with a melee 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.
Two-Weapon Fighting
If you are engauged in two-weapon fighting you can add your ability modifier to the damage of the second attack.
Mobility
You gain +5 ft movement
Act of Faith
Starting at 2nd level your faith allows you to gain the ability to perform acts of faith. You gain a resource called Devotion. Your Devotion point maximum is equal to you wisdom bonus plus your Proficientcy bonus. Some of your Acts of faith use a Faith Dice. The faith dice for these abilities is a 1d6 this increases to a D8 at level 6, a D10 at level 12 ad a D12 at level 16. You regain all Devotion points after a long rest.
Using Devotion: You know all the Acts of faith below. You may expend Devotion point to use one of the abilities, the devotion costs are in the descriptions. These abilities can be used in which they are described.
Speed of the Emperor: As a free action you may spend 1 Devotion on your turn and you may move twice your speed this turn.
Spirit of the Martyr: As bonus action, You heal yourself an amount of faith dice + Wisdom modifier equal to the number of Devotion you spent on this Act. at Level 8 you may spend 2 devotion to heal 2 faith dice. at 16th level you may spend 3 devotion to heal 3 faith dice worth of hit points.
Agise of the Emperor: As an action and an amount of Devotion you may call on the emperors Protection, you gain a resistance to any damage done by the effects of Psychic powers and magic. You also gain advantage on saving throws against Psychic powers and magical effects. This last for a number of minutes equal to the number of devotion you used for this Act.
Divine Guidance: For 1 Devotion You may get a bonus on all attack rolls you make until the start of your next turn equal to a single roll of a devotion die.
The Passion: For 2 Devotion gain an extra attack when you use the attack action this turn. you may only use this act once per turn.
Purge: As a free action and 1 devotion you may end one spell effect on you.
Spirit of of the Emperor: For an amount of minutes equal to the number of Devotion you used for this Act, you are immune to the frightened, and Routed Conditions.
Renounce Heresy: As a bonus action you Heal one imperial target of 1d4 Corruption for each devotion point you use.
Sheild of faith
Starting at 2nd level As a reaction On you turn after being hit by a Melee or Ranged attack you may choose to have your energy shield to take the hit, roll a D6 on a 6+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, or burst weapon but this must be done before your save is rolled if you should fail the roll in either case, the attack happens as normal.
Militant Roll
At 3rd level, you choose a Militant roll that you adopt in your pursute of justice in Orders name. you Pick a Militant Roll to train in. Choose either Sistor Sepirior, Hospitler, Repentia, Searaphim or Cannoness all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th, 11th, 15th and 20th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 20th 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class.
Empowerd Skill
At 9th level Gain advantage on all checks made of your pick of one skill or tool. You gain 1 more skill or tool at levels 14 and 19.
Greater Acts of faith
At level 10 you gain two new acts of faith to use you gain the Holy Strikes and Holy Terror acts of faith.
Holy Strike: As a bonus action and 1 Devotion you may add 2 Faith dice to any damage roll you make. you may spend up to 2 devotion to deal 4 faith dice. at 18th level you may spend 3 devotion to deal 6 faith dice worth of damage.
Holy Terror: As an action, you can spend 1 devotion against a target, who must make a wisdom saving throw DC 8 + your proficiency bonus + you Wisdom Modifier, or be Frightened for 1 faith die roll of rounds. they may test again at the end of each round ending the effect on a pass. Creatures cant be effected again by this ability for 24 hours.
Shield of faith Improvement
At level 13, when you use your shield of faith, it will ignore damage on a 5+.
Believe in the Emperor
Starting at 17th level you if you would start an encounter with no devotion. You gain an amount of devotion equal to your Wisdom modifier
Grand Acts of faith
At 18th level you gain two new acts of faith to use Devotion on.
Branding Light: As an action, you can spend 2 devotion to create a blinding light from a holy symbol that shines out in a 15 ft cone in front of you. All creatures Chaos, Deamon or Heretic within the cone must make a Dex saving throw DC 8 + your Proficiency bouns + your wisdom Modifier or be blinded for a number of rounds Equal to your Wisdom modifier and take 6d6 Raiant damage if the test was passed they are not blind and take half damage.
Retribution: as a reaction and one devotion, when you take damage you can deal radiant damage back to the target equal to 2 faith die. you may spend up to 2 devotion to deal 4 faith dice. at 18th level you may spend 3 devotion to deal 6 faith dice worth of damage.
Militant Rolls
Dominion
Each Adepta Sororitas Order maintains several units of Dominions. They are among their Orders' most aggressive warriors, driven by the need to destroy the Emperor's foes. Though their training has tampered the worst of their impetuosity, Dominions still yearn to fight at the forefront of any Sororitas attack. As such they are often the vanguard of Sororitas assaults, breaking through enemy frontlines and destroying heavily defended fortifications. To this end they are often trained as demolition experts as well and carry Plasma Grenades and Melta Bombs into battle. Dominions are known to be courageous and aggressive, but are also not impetuous. Under the watchful eyes of their Sister Superior, these squads temper their desire to bring the wrath of the Emperor to bear with a keen awareness of localized strategic conditions. They swiftly appraise their enemies and then pick out and eliminate each priority target in turn. It is this skill along with their specialist training in arming and maintenance rituals required to harness the Machine Spirits of their special-issue weapons that makes the Dominions so deadly in a firefight.
Dominions typically ride into battle in a Rhino armored personnel carrier and are deployed to clear objectives as opposed to holding ground. When an enemy has been eliminated, the Sisters will then move to the next location to deliver overwhelming firepower, leaving the Battle Sisters at their backs to secure the ground. Their tactics echo the ancient doctrine of the Daughters of the Emperor known as the 'Undeniable Word'.
When you choose this Militant Roll you gain Proficiency in Intimidate, Survival, Athletics and Dex saves.
Furthermore you become Proficient with all Power Weapons.
Swift And Deadly
When you choose this Militant roll at 3rd level, you gain the abilities below
- You gain +5ft to you movement
- You Pick one more Fighting Style
- You gain expertise in Dexterity saves
Warfighter
At 7th level, you gain the the following abilities.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable: you can reroll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Aggressive
Starting at 11th you gain one extra use of Indomitable ability
Instrument of war
Starting at 15th level, you gain the Extra Attack (3) Feature and one extra use of the Second wind ability.
Seasoned Warfighter
At level 20 you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest.
Cannoness
A Canoness is an officer of one of the Orders Militant of the Adepta Sororitas, a shining example of purity and dedication of purpose. This senior officer rank is above the grade of Palatine and below the rank of Prioress.
There exists a hierarchy of sorts amongst these leaders of the Sisters of Battle, though to outsiders it is highly arcane and ritualistic and based on a system of precedence. Orders of the Adepta Sororitas that were established by "Ecclesiarchy Writ" are ranked higher in the order of precedence than those that were formed by a group splitting off from a preexistent order.
This is especially true of the six original Greater Orders Militant, each of which has spawned dozens of far smaller Lesser Orders Militant, the Canonesses of which rank lower in the order of precedence than those of their parent Order.
A Canoness is a veteran warrior of many hundreds of battles who has risen to her position through a combination of strong leadership, shrewd tactical genius, obedience and compliance with the Ecclesiarchy and above all, her sheer overarching faith in the God-Emperor.
When the Adeptus Ministorum sounds the call to arms for a War of Faith, it is the Canoness who boldly leads her warriors into the fray, refusing to take one step backwards whilst her enemies still draw breath. Under the command of a Canoness, the Sisters of Battle have crushed the foes of the God-Emperor across the galaxy.
Though a Canoness is ostensibly answerable only to the Prioress of her Convent, her superior knowledge of warfare inevitably holds sway concerning matters military. The Canonesses are aided in their duties by their Order's Palatines. Palatines are highly experienced and capable officers, from whose ranks the next Canoness will be drawn.
As a guardian of her Battle-Sisters' souls, a Canoness is also responsible for the spiritual well-being of those under her command. A Canoness' non-military duties include leading the Order in its prayer services, performing rites of initiation and overseeing the running of the Order. As a result, a Canoness inspires intense devotion in her Battle-Sisters, leading them from the fore whilst reciting the great hymns of the Adeptus Ministorum.
Members of the Adepta Sororitas can and do transfer from one Order to another, depending on their own unique skills and experience. In particular, a sister of an Order Militant may eventually transfer to a non-militant Order in so that she can carry on the Emperor's work should age or injury render her a less effective warrior.
Furthermore, it is not unheard of for a senior member of the Sisterhood to transfer to another Imperial organisation entirely; several Canonesses are known to have become Inquisitors, one become a Cardinal Palatine and one even became a Rogue Trader.
When you choose this Militant Roll you gain Proficiency in Presuasion, Intimidation, Insight and Charisma Saves.
Furthermore you become Proficient with all Power Weapons.
Faith in Ability
Starting at level 3rd level as a bonus action you may spend one devotion to give a number of friendly creatures equal to your Charisma bonus within 30ft of you a Ability faith dice, they can expend it when they make a Saving throw, or ability check to add it to the roll, this lasts for 1 hour if the faith is not used by then, it is discarded. the number of creatures you may target with this is equal to your Charisma Bonus
Faith in Prowess
Starting at level 7th level as a bonus action you may spend one devotion to give a number of friendly creatures equal to your Charisma bonus within 30ft of you a Prowess faith dice, they can expend it when they make a Attack roll, or damage roll to add it to the roll, this lasts for 1 hour if the faith is not used by then, it is discarded.
Divine Comander
Starting at 11th If you use any act of faith other than Greater and grand Acts, you may have it effect a number of imperial creatures Within 15ft of you equal to your Charisma bonus. the effects last until the start of your next turn, with the exception of the Agise of the Emperor and Spirit of of the Emperor they last there normal duration
Emperors Halo
Starting at 15th level, Creatures you choose within 15ft of you have a +1 to there AC. At lavel 20 this bonus increases to a +2 AC, within 30ft.
Matriarch
Starting at 20th level -.
Hospitaller
The Orders Hospitaller is a non-militant Order of the Adepta Sororitas dedicated to healing and the provision of medical care for all the citizens of the Imperium of Man. Novice Sisters of the Adepta Sororitas who show a gift for healing and attending to the needs of others are often ushered into the ranks of the Orders Hospitaller. Amongst the most widely welcomed of the Adepta Sororitas, the Hospitallers are sent to war zones or disaster-stricken areas of the galaxy, providing the people of the Imperium with medical care and compassion when it is most needed.
The Sisters of these Orders aid the poor and heal the sick and the wounded in the many hospitals and clinics across the Imperium operated as charities by the Sisterhood. Their convents often take the form of hospitals and retreats, and large numbers of them accompany the armies of the Astra Militarum. They are often found as part of an Imperial Crusade serving in battlefield hospitals on board warships in orbit.
However, there are rare circumstances when they will go into battle with Imperial Guard troops to provide support in the field when a platoon's medic is wounded. It is these battle-hardened women that the members of the Inquisition look for to join their retinues as Acolytes. So skilled are the Sisters Hospitaller that they are regarded as saints by the common soldiery, who far prefer their gentle ministrations to the crude work undertaken by the field surgeons of the Departmento Munitorum. The Orders Hospitaller provides surgeons, physicians and nurses. The Sisters Hospitaller are amongst the most skilled and compassionate surgeons in the Imperium.
Sisters Hospitaller often serve in conjunction with members of other Orders of the Adepta Sororitas. Their ability to heal and return wounded Battle-Sisters to the battlefield makes them invaluable allies of the Orders Militant, but their knowledge of genetics also makes them useful to Orders Famulous investigations. At the same time, their command of the anatomy of the human body often leads them to accompany an Inquisitor into the torture chamber.
It is a true measure of their dedication to the Emperor that these supremely skilled and compassionate individuals are able to put aside all selfish thoughts of their personal morality and turn their hands to inflicting pain when duty calls them to do so. These Sisters display incredible healing skills and compassion towards the wounded and fallen, yet remain implacable foes to the Heretics, witches, and mutants around them.
Traditionally, the Sisters of the Orders Hospitaller dress in light armour and healer's robes that allow for easy movement. For example, in the Calixis Sector, all but one of the Orders Hospitaller have some sort of crimson and bone colouring on their robes to mark them as medical staff. The Order of Quiet Sorrow on Sigurd IV alone wears a black and bone colour scheme in penitence for a past failing.
Under normal conditions both the Order of the Torch and the Order of the Cleansing Water also wear dark robes with a broad crimson strip down the front, bordered with a bone shade. The Order of Serenity dresses in white robes with ruby red hems. Much like the militant orders, the Orders Hospitaller are divided between the Convent Sanctorum on Ophelia VII, including the Order of the Eternal Candle and the Order of Serenity, and the Convent Prioris on Terra, including the Order of the Cleansing Water and the Order of the Torch.
When you choose this Militant Roll you gain Proficiency in Medicine, Alchemy tools, Herbalism kit and Inteligence Saves.
Furthermore you become Proficient with all Power Weapons.
Nutrix Adept
At 3rd level you gain the Medic feature in the Homebrewed Features section of this book and the Rest for the weary and Healers hands ability below
Rest fore the Weary Whenever a creature takes a short rest within 30ft of you, you may allow them to regain half the die hit points when using hit dice instead of rolling.
Healers hands Whenever you heal a target you may add you Wisdom bonus to the health received.
Hospitallers Post
At 7th level as an action you gain the ability to set up a small medical area to better asses casualties of war. Nominate a point on the ground, so long as you are within 15ft of that point you are concidered in the Post. When you are in the Hospital Post you may use the spells below at the cost of Supplies see chart below, you have a number of supplies to cast these spells equal to your level + your Intelligence bonus. each spell must be cast on one creature within 5 feet of you with the exception of Mass heal, then they must be within the Hospital post. You may only set up one Hospitaller Post at a time. The post lasts for as long as you have supplies, this power may be used any number of times per day as long as you have supplies. You regain all supplies after you preform a long rest and have accses to supply lines so you can create more salves and bandages.
Although you use spell they are conciderd nonmagical, because the are actual potions Chemicals and injections you use on them.
Spell | Supplies cost |
---|---|
Spare the Dieing | Free as long as you have supply |
Cure Wounds | 1 + 1 per Extra level |
Purify food and drink | 2 |
lessor restoration | 3 |
Greater Restoration | 5 |
Aid | 1 per spell level |
Revivify | 6 |
Heal | 5 Devotion |
Cure mass Wounds | 4 + 1 per extra spell level |
We Must stabalize Them
At 11th level Once per day when you set up your Hospital post any creatures within the post will immediately stabilize and you may pick one creature to heal 1HP.
Hospital
Starting at 15th level you may pick a room within a building or a small building to be you Hospital post, this becomes a permanent and you gain a number of of Nutrix adepts equal to you Charisma bonus that must stay at the post. This post starts with 20 Supply. after the Hospital is set up a secure line of supply must be secured (consult your GM on how to do this), if this is done This hospital will count ass a supply point for Hospitalers to regain there medkits and Supply back during a long rest Provided the post has at least 10 Supply in its Supply cache. Any Hospitilar can deposit and amount of there daily supplies to the hospitals supply cache and any Hospitilar may also draw an amount of supplies from the Supply cache each day equal to half there level.
Grand Nutrix
starting at level 20 you are the highest rank amongst the Hospitallars Whenever you would normally roll one or more dice to Restore Hit Points with a spell when in a hospitial, you instead use the highest number possible for each die. For example, instead of restoring 2d6 Hit Points to a creature, you restore 12.
Furthermore your Rest for the weary ability regains the whole hit die when taking a short rest and you may add double your wisdom mod to healing received.
Sister Repentia
A Sister Repentia is one of the fanatical, self-mutilating Human female warriors who serve within the Orders Militant of the Adepta Sororitas.
Having failed or fallen short of the strict religious codes expected to be followed by the Sisters of Battle sometime in their past, Repentia Sisters seek to earn the Emperor of Mankind's grace once more through self-flagellation and finding a glorious death in the heat of battle.
Though ultimately outcasts within their own order, they are none the less revered by their fellow sisters, who see them as pilgrims seeking the absolution of death and ultimate sacrifice in the name of the God-Emperor.
Confession and prayer are as much a part of a battle-sister's existence as Bolter drills and military discipline. Those who fall short of the sisterhood's rigorous codes are subject to many penitential punishments, but in more serious cases they may even be exiled from their order.
These warriors, known as Sisters Repentia, band together into groups that seek redemption in the fires of battle. They are led to war by an unsparing religious fanatic known as a "Mistress of Repentance," who judges each exiled Sister's deeds and occasionally, at battle's end, may declare her sins atoned for. Those rare few who return to the fold of their Order Militant are held in awe by their fellows.
Those battle-sisters who seek forgiveness occupy a state of grace that many within the Adepta Sororitas aspire to, yet few attain. Indeed, some sisters willingly exile themselves, finding fault in the smallest transgression in order to join the Repentia.
The fervour of the Repentia inevitably means that they martyr themselves fighting against hopeless odds, finding in death the absolution denied to them in life
When you choose this Militant Roll you gain Proficiency in Intimidation, Religion, Acrobatics and Constitution Saves.
Furthermore you become Proficient with the Evisorator.
Striped of all Possesions
satring at 3rd level, the sister Repentia is a sister that has been sentanced to a term of Sacrifice, all the sisters possesions are striped from them for the term of Sacrifice. The only items the sister may posses is food and water, religious tombs, there armor of faith and the Evicerator a massive chain saw like sword. Furthermore you gain the Savage Repent and Armor of faith feature
Savage Repent: In battle, you fight with hate in the sin you are repenting . On Your Turn, you can enter a Repent as a Bonus Action.While repenting, you gain the following benefits:
• You have Advantage on Strength and Wisdom Checks and Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases by 2 at levels 7, 11, 15 and 20.
• You have Resistance to all damage except Radiant, Necrotic and Force.
Your Savage Repent lasts for 1 minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action.
Once you have used savage repent the maximum number of times for your sister of battle level, you must finish a Long Rest before you can savage repent again. You may savage repent 2 times at 3rd level, 3 at 7th, 4 at 11th, 5 at 15th and 6 at 20th level.
Armor of faith: While you are not wearing any armor, your Armor Class equals 12 + your Dexterity modifier + your Wisdom modifier.
Actions In Repent
Starting at 7th level gain the Reckless attack and frenzy features
Reckless Attack: You can throw aside all concern for defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.
Frenzy: You can go into a Frenzy when you savage repent. If you do so, for the Duration of your savage repent you can make a single melee weapon Attack as a Bonus Action on each of your turns after this one. When your savage repent ends, you suffer one level of Exhaustion (as described in Conditions).
Brutal Repent
Starting at 11th level gain the Improved critical and Savage critical features.
Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack when in a savage repent.
This increases to two additional dice at 11th level, three additional dice at 15th level and four additional dice at 20th level.
Savage Critical: Your weapon attacks score a critical hit on a roll of 18 or 20 when in a savage repent.
Furthermore when you are in a rage you gain Immunity to slashing, Piercing and Bludgeoning damage.
Presistent Repent
Starting at 15th level you gain the Presistant Repent and the not yet ability.
Persistent: your savage repent is so true that it ends early only if you fall Unconscious or if you choose to end it.
Not yet: You attain the pinnacle of resilience in battle. At the start of each of your turns while you are repenting, you regain Hit Points equal to 5 + your Wisdom modifier if you have no more than half of your Hit Points left.
You don’t gain this benefit if you have 0 Hit Points.
Absolved of all Sins
When a sister repentia reaches level 20 the are absolved of all former Sin aginst the Ecclysarchy. You may now have any item avalible and you still keep your Eviserator and armor of faith as a reminder of your former sins and what path to not walk again.
Retributor
It usually will take years for a Sister to advance to the respected rank of Retributor. These warriors are the most level-headed, imperturbable, and determined of all their kind. They are also amongst their Order's finest sharpshooters. To this end they are assigned the responsibility of providing targeted fire support for their advanced sisters. As such, they are typically armed with Heavy Bolters, Multi-Meltas, or Heavy Flamers. These weapons, combined with their ability to identify enemy weak points and optimal firing solutions, makes them devastating in combat. They typically press forward in battle, serving as anti-tank and anti-fortification infantry. The more aggressive Orders, such as the Order of the Argent Shroud, often send Retributor squads forwards in armored transports.[4]
Retributors believe the Emperor himself guides their aim yet are the most logical and level-headed of all the Sororitas, a trait that serves them well on the battlefield as they prioritize and dispatch their targets with calm efficiency.[2]
When you choose this Militant Roll you gain Proficiency in Intimidate, Survival, Athletics and Dex saves.
Furthermore you become Proficient with all All Weapons with the Heavy Property
Retributor
When you choose this Militant roll at 3rd level, you are issued from the Armory Either a Heavy bolter or Heavy Flamer. If you run out of ammo you can procure more in many ways talk to Your DM about the Requirements of acquiring more ammunition. Furthermore You gain the Signam ability below
Signam: a number of times per short rest, equal to half your Intelligence Modifier (rounded down to a minimum of 1), you may gain advantage on all ranged attacks when firing an issued weapon or the target has disadvantage on saving throws for one round.
At level 11 you may use this feature a number of time per short rest equal to you intelligence modifier
Immediate action
At 7th level, a number of times equal to half your Intelligence Modifier (Round up), you may ignore a missfire when firing an issued weapon. You regain the use of this after you complete a long rest. At level 15 you may use this a number of time equal to your whole intelligence.
Armored Judgment
Starting at 11th Gain the Omniscope Feature
Omniscope: When you roll damage for a Issued weapon and roll the highest number possible on any of the dice, roll + 1 Damage dice for each dice you rolled the highest on. this includes the dice rolled from this ability
Advancer Gunner
Starting at 15th level, you may now be issued a Multi-melta from your Armory. and you Ignore the Heavy weapon Property with issued Weapons.
Master Retributor
At level 20 -
Seraphim
The Seraphim are elite warriors of the Orders Militant of the Adepta Sororitas who serve as the Sisters of Battle's primary assault infantry. Amongst the highly devoted warriors of the Orders Militant there are those Battle-Sisters whose faith burns so brightly that it appears as if the Emperor Himself guides their actions. These angelic warriors are known as Seraphim, and they are exclusively trained to use Jump Packs.
More importantly, they are also taught the co-ordination, dexterity and control to fire two pistols at once. These warriors dedicate many painstaking Terran years to perfecting these arts. Time and again Seraphim have struck like avenging angels, descending into the thickest of fighting upon wings of fire, their Bolt Pistols spitting death at their foes.
Seraphim are schooled in their Order's most ancient fighting techniques, learning to wield their sidearms in brutal melees as other warriors brandish knives and swords. Seraphim deflect the strikes of their foes with fluid grace before landing a killing blow of their own, typically with a point-blank headshot from a Bolt Pistol
When you choose this Militant Roll you gain Proficiency in Insight, Perception, Religeion and Dexterity Saves.
Furthermore you become Proficient with all Power Weapons.
Like an Angels
Starting at 3rd level you gain a jump pack that allows as described in the advanced gear section of this book.
Furthermore you gain a extra d4 to all melee damage rolls with Jump pack.
Angelic Flight
Starting at 7th level you gain the Evasion and Angelic Dodge features below.
Angels Evasion: your instinctive agility and jump pack lets you dodge out of the way of certain area Effects, such as a Grenade or a Fireball spell. 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.
Angelic Dodge: you can use your Reaction to dodge out of the way of a missile when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Dexterity modifier + your sister of battle level.
Angelic Blessing
Starting at 11th level you gain the Angelic mind and Angelic body features.
Angelic Mind: you can use your action to end one effect on yourself that is causing you to be Charmed or Frightened.
Angelic Body: your Angelic Body makes you immune to disease and poison.
Assension
Starting at 15th level you gain the Angelic soul and Ageless vessel features.
Angelic Soul: you are now proficient in all Saving Throws.
Ageless Vessel: you stop aging, and you can't be aged magically. In addition, you no longer need food or water.
Living Saint
Starting at 20th level your Divinely bless body gains a further connection to The emperors Grace, you sprout a pair of angel wings that allow you to fly a speed equal to 3 x you normal speed. with perfect grace.
Vehicle Maiden
some sister find themselves in the vehicle bays of the Ministorum, at first you start with a basic rhino and then move up to deadlier vehicles to deliver the emperors justice.
The Immolator is a flame-thrower tank that is used exclusively by the Orders Militant of the Adepta Sororitas as a transport and heavy support vehicle. The Immolator is a variant of the common Rhino APC chassis, with the weapon system mounted on the vehicle's roof.
Unlike the Razorback used by the Space Marines, which uses a remote-controlled weapon system, the Immolator needs a Battle-Sister to control the weapon directly. The Immolator is usually armed with twin-linked Heavy Flamers, but can be armed with other weapons as well.
The tank is capable of transporting a squad of up to six members of the Sisterhood into battle, and unlike the Rhino, the Immolator is capable of fighting alongside the sisters as heavy infantry support. The Immolator is usually slightly better armoured than the basic Rhino.
The Immolator's doors and hatches are often cast to include the order's symbol or the Fleur-de-lys, the icon of the Adepta Sororitas. These casts are taken from the great Convent Sanctorum and Convent Prioris on Ophelia VII and Terra. Through ancient contracts with the Adeptus Mechanicus, the Immolator is built exclusively for the Adeptus Ministorum, and is only used by the Sisters of Battle.
The Exorcist is the primary long-range support vehicle of the Adepta Sororitas, also known as the Sisters of Battle. Besides the Rhino, the Exorcist is the oldest type of vehicle in service to the Sisterhood, the history of the Exorcist goes back as far as the Age of Apostasy. Some Exorcist tanks in service today originate from that time period, and are heavily venerated and considered sacred by their users. These tanks, of which some are very similar in appearance to the Space Marine Whirlwind missile tank, use ancient technologies that are barely understood by the Adeptus Mechanicus today. Many of these ancient machines have a reputation as being temperamental and difficult, their Machine Spirits requiring constant work and prayer in order to keep them battle-ready.
The Exorcist exists today in two different patterns, the original Prioris Pattern, which originates from the forges of Mars, and the Sanctorum Pattern, which is constructed on Ophelia VII. Due to Mars being the closest Forge World to Terra, and the Emperor Himself, any Prioris Pattern Exorcist originating from there is heavily venerated and each vehicle is regarded as a work of art, as much a symbol of the Emperor as a provider of long-range fire support. While the Sanctorum Pattern is the most common pattern of the Exorcist, it is not held in as high esteem as the original vehicles, which are blessed from the closer divine presence of the Emperor when they were constructed.
When you choose this Militant Roll you gain Proficiency in Insight, Perception, Religion and Dexterity Saves.
Furthermore you become Proficient with all Power Weapons.
Holy Rhino
When you choose this path at 3rd level, you are issued from the Vehicle bay a Rhino tank, refer to vehicle descriptions on Pg. ___ of this book for the rules and profiles for all vehicles.
Immolator
Beginning at 7th level, you are issued a Immolator tank in replace of your Rhino you may switch witch vehicle you want anytime you have access to you vehicle bay.
Immolator Upgrade
At 11th level Your Imooalator may now have a Twinlinked Multi-Melta.
Exorcist
At 15th level you are issued a Exorcist tank With Conflaguration or Exorsist Rounds in replace of your Rhino or Immolator, you may switch witch vehicle, type of ammo or both anytime you have access to you vehicle bay.
Holy Orchestra
Beginning at 20th level, you may now have a split allotment of rounds and when you fire each attack you may pick witch round you want to fire.
Sister Superior
Sister Superior is a rank within the Sisters of Battle. It is equivalent to the Veteran or tempestus Psycion used by many military organizations. Sister Superiors may command squads of Seraphim, Dominion and retibuters. Often Sister Superiors who have survived many battles will be referred to as Veteran Sister Superiors and have special access to the armoury and more advanced Swords training.
When you choose this Militant Roll you gain Proficiency in Persuasion, History, Athletics and Dexterity saves.
Furthermore you become Proficient with all Power Weapons.
Swordmaiden
When you choose this Militant roll at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 11th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Wisdom, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Study Thy Enemy
Starting at 7th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration.
- Strength score
- Dexterity score
- Constitution score
- Wisdom Score
- Intelligence Score
- Charisma Score
- Armor Class
- Current hit points
- Total levels, or CR if any
- Resistances
- Immunities
Furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a studied target for 24 hours after you studied them.
Divine Champion
Starting at 11th level you gain your Wisdom modifier extra devotion or Superiority dice you re gain all these dice after you complete a long rest, during the long rest you must pick how many of witch die you want.
Emperors Judgment
Starting at 15th level, You may use you Study thy enemy ability on any target not just you gain the bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a all targets not just studied targets.
Master Swordmaiden
At level 20 you become a master of the battlefield. You now know all the maneuvers.
Tech priest
A Tech-priest, also spelled Tech-Priest, is an adept of the Adeptus Mechanicus of the Imperium of Man who is generally responsible for maintaining all of the advanced technology of the Imperium, enlarging the Imperium's stocks of technical knowledge and conducting what little new scientific research occurs within the Imperium since the end of the Horus Heresy.
Tech-priests are members of the Cult Mechanicus, the Cult of the Machine, a priesthood which forms an ecclesiastical hierarchy for the Cult Mechanicus of technicians, scientists, and religious leaders who believe that knowledge represents the only true divinity in the universe.
The Tech-priests provide the rest of the Imperium with its technicians, scientists and engineers. Though their bodies often incorporate many inorganic components as bionic replacements, Tech-priests are fully human, unlike the cybernetic Servitors created by the Adeptus Mechanicus that carry out most of the heavy labour for all of the Imperium's myriad organisations and enterprises.
Despite the never-ending thirst for knowledge of all branches of the order, most Tech-priests of the Adeptus Mechanicus have lost the ability to innovate. No longer the master of its creations, the Cult Mechanicus is enslaved to the past. It maintains the glories of yesteryear with rite, dogma and edict instead of true discernment and comprehension.
Even the theoretically simple process of activating an engine is preceded by the application of ritual oils, the burning of sacred resins and the chanting of long and complex hymns. Should mechanisms break down, as they often do in service to the Adeptus Mechanicus' war effort, a replacement must be found, or knowledge of how to repair the existing one must be learned.
Across the galaxy, thousands upon thousands of Mechanicus armies and fleets are already searching, guided by a database begun before the birth of the Imperium. Once found, such items and knowledge are confiscated at all costs in the name of the Adeptus Mechanicus.
Prerequisites To be a Tech priest you must be the cult Mechanicus Race
Level | Proficiency Bonus | Features | Schematics Known | Trivial | Simple | Advanced | Intricate |
---|---|---|---|---|---|---|---|
1st | +2 | Device Creation and use, Techno Specialty, Augmetics | 8 | 4 | 2 | - | - |
2nd | +2 | Mechedendrites | 9 | 4 | 2 | - | - |
3rd | +2 | Repurposed | 10 | 4 | 3 | - | - |
4th | +2 | Ability Score Increase | 12 | 5 | 3 | - | - |
5th | +3 | Blessing of the Omnissiah, Techno Specialty feature | 11 | 5 | 4 | - | - |
6th | +3 | Adept Operator | 13 | 5 | 4 | - | - |
7th | +3 | Rapid Reconfiguration (3) | 15 | 5 | 4 | 1 | - |
8th | +3 | Ability Score Increase | 16 | 5 | 4 | 2 | - |
9th | +4 | Techno Specialty feature | 17 | 6 | 5 | 2 | - |
10th | +4 | Second mechadendrite, Blessing of the Omnissiah (2) | 19 | 6 | 5 | 3 | - |
11th | +4 | Extra Attack, Rapid Reconfiguration (4) | 20 | 6 | 5 | 3 | - |
12th | +4 | Ability Score Increase | 21 | 6 | 5 | 3 | - |
13th | +5 | Techno Specialty feature | 23 | 6 | 5 | 4 | - |
14th | +5 | Blessing of the Omnissiah (3) | 24 | 6 | 5 | 4 | - |
15th | +5 | Rapid Reconfiguration (5) | 25 | 6 | 6 | 4 | 1 |
16th | +5 | Ability Score Increase | 27 | 6 | 6 | 5 | 1 |
17th | +6 | Techno Specialty feature | 28 | 6 | 6 | 5 | 2 |
18th | +6 | Blessing of the Omnissiah (4) | 29 | 6 | 6 | 5 | 2 |
19th | +6 | Rapid Reconfiguration (6) | 31 | 6 | 6 | 5 | 3 |
20th | +6 | Ability Score Increase | 33 | 6 | 6 | 5 | 3 |
Class Feature
As a Tech priest you gain the following class features
Hit Points
- Hit Dice: 1D8 per level
- Hit points at 1st level: 8 + your constitution modifier.
- Hit Points at Higher Level: 8 + your Constitution modifier per Tech priest level after 1st
Proficencies
- Armor: Light
- Weapons: All simple and Martial weapons Plus Stub/Auto, Mechanicaus, plasma, Grav, Las and Flame weapons.
- Tools: Disguise kit
- Saving Throws: Intelligence, Wisdom
- Skills:Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Perception, Religion, Tech, Science
Equipment
Tech Priest starter Kit
Device Creation and use
You are skilled at building mechanical devices that perform various functions and incorporating them into your clothing, armor, weapons and other gear.
Schematics log: Devices are built using schematics which show the design parameters and intended operation of the device. Each schematic has a level of complexity that is classified as trivial, simple, advanced or intricate.
Your book has a number of schematics of your choice from the list of schematics presented at the end of this class shown in the schematics Known collum. The Schematics Known column of the tech priest table shows when you learn additional schematics.
Building a devices:When you have the matireals and you have wrote your schematic into your Schematic book you may attempted to build the device. Consult the DM for what checks and use the table below for how many to make. Most builds will be treated as a skill challenge in varying difficulty as seen on the table below.
Learning a schematic and turning the schematic into a working device costs an amount of money and time depending on the level of complexity. These costs include the parts and components needed to build the device as well the time spent prototyping, testing and troubleshooting the device to perfect its operation. The costs and time required for building and learning a new schematic are:
Complexity Level | Cost to Build | Time to Build | Build DC | Time to learn | Skill Challenge Level |
---|---|---|---|---|---|
Trivial | 5 - 10 | 1 - 2 hour | 15 | 2 - 4 hours | 3/2 |
Simple | 25 - 75 | 4 - 6 hours | 20 | 6 - 10 hours | 5/3 |
Advanced | 100 - 350 | 8 - 10 hours | 25 | 8 - 16 hours | 7/4 |
Intricate | 800 - 1650 | 24 - 48 hours | 30 | 48 - 96 hours | 9/5 |
Operational Devices: It takes time and effort to build and maintain your devices in working order. Repairs and preventive maintenance and Canticals must be performed, sprockets greased, springs wound, coolant refilled, capacitors recharged, rites of awakening etc. For this reason, you can only maintain a limited number of devices at any one time, as shown on the engineer table. As you level up, you become more skilled at building and maintaining these devices and are able to keep more of them functional at any one time.
Each Device is may integrated into a item, clothing or equipment as specified in the schematic description. Multiple devices using different schematics can each be integrated into the same piece of equipment or be made as a seaperate devices if fesible. Each equipped device increases the weight of the item it is integrated into by 2 pounds.
You prepare your operational devices from the devices that you have built. In order to issue a devices you must have an available devices slot of the same or higher level of complexity as the schematic for the devices.
Because of the expertise required to Recharge these gadgets and amount of personal customizations that each engineer makes to their devices, only the engineer that built the device may recharge it.
Whenever you complete a long rest you can reconfigure your list of active devices, changing which devices you have operational from among the other devices you have built. You can also remove a devices from a single piece of equipment and install it onto a different piece of equipment whenever you reconfigure your devices. You must have access to your tinker’s tools, artificers tool, tech tool or a combination of any of them in order to reconfigure your equipped devices.
Activating Devices Some devices provide a continuous benefit as long as the device is equipped. Other devices have an effect that requires you to take an action in order to activate it. The type of action required to activate the effect will be listed in the description of the devices.
Object Interactions. Most devices are easy to activate, requiring you only to flip a switch or twist a dial. A device with an effect of this type can be activated at the same time you either move or take another action (such as an attack action). Some devices which can be used as weapons may require you take both an object interaction and an attack action at the same time. You can activate a second devices effect that requires an object interaction on your turn by taking the Use an Object action. (See PHB pages 190 and 193 for more information about what sorts of actions can be combined with other actions.)
Actions. A device effect with an activation time of 1 action requires that you focus your attention on the device in order to use it.
Reactions. Some device effects can be activated as reactions. These effects are activated in response to some event. If a device can be activated as a reaction, the schematic description will tell you exactly when you can use it.
Stacking Devices Activations You cannot activate two device effects that both require 1 action during the same turn. You can activate both a gadget that requires 1 action and another gadget that requires only an object interaction by combining both activations into one action or by using the bonus action granted by your Fast Activation feature.
Device Attack Rolls and Saving Throws Some devices can be used as weapons, allowing you to make an attack roll. The ability score bonus added to this attack roll is listed in the text for the schematic for that particular device.
Device attack modifier = your proficiency bonus + the ability score modifier listed in the device descriptionYour Intelligence modifier sets the DC for saving throws against effects created by the use of your device.
Device save DC = 8 + your proficiency bonus + your Intelligence modifier
Nonmagical Nature Although some devices create effects which are similar to those created by certain spells and magic items, devices and their effects are inherently non-magical. A devices, or the effect created by a devices, cannot be detected or dispelled using abilities that work on magic. Spells such as Detect Magic, Dispel Magic, Counterspell/deny the witch or Antimagic Field have no effect on the operation of a devices.
Techno Specialty
Starting at 1st level, different Tech Priests choose different ways to aid in the Omnissiah will. Pick a Techno specialty listed later in this class.
Augmetics
starting at 1st level You gain 2 cybernetic augmentations of your choice as described in the Cybernetics section of this book. You gain Another Cybernetic augmentation at levels 3,6,9,12,15 and 18.
Mechacdendrites
Starting at 2nd level you gain one Mechadendrite. At Level 10 you gain a second Mechadendrite of your choice on your other shoulder, nether one of these count toward your allowed 2 Spinal Augmetics.
Repurpouse
Beginning at 3rd level, you can use your downtime to scavenge spare parts, useful chemicals, and raw materials which you can use to build your devices or to craft items. In order to do so, you must be in a hive city, scrapyard, wreckage or another location where such items might be found. Your DM may limit the availability of certain types of materials depending on the location where you are scavenging. For each hour that you spend scavenging, you can locate 1D10 RP plus your tech priest level worth of such materials. You can use the resources you collect while scavenging to pay the material cost of Building a new device schematics, creating or repairing a clockwork companion, or as raw materials for crafting with artisans tools with which you have proficiency.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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.
Blessing of the Omnissiah
At 5th level you gain one of the following traits below. As an action you may make one Constructs within 30ft of you gain the Chosen benefits for a number of rounds Equal to You 1d6 + your Wisdom bonus. you regain the use of this after you complete a long rest.
- The target on each of its turns may make one extra attack or a move as a free action
- The target suffers no penalty from the Heavy weapon property.
- The target gains Your level x 5 Temporary Hit points
- The target Gains a bonus to AC equal to you Wisdom bonus
- The target has a bonus on all save equal to your Wisdom bonus made by the Vehicle or the Driver of it.
At levels 10, 14 and 18 you gain one more of these Traits, when you use your Blessing you apply all the traits you know to the target for the duration
Adept Operator
Starting at 6th level you can use a bonus action on each of your turns in combat to take the Use an Object action, or to use your Tinker’s tools to attempt to disarm a trap or open a lock. Furthermore gain the Quick Charge Feature. This may be done a number of times per day equal to half your Dexterity modifier (rounded down to a min of 1). You regain all uses of this after you preform a long rest.
Quick Charge: As an action you may recharge one device you have used, as if you had completed a short rest.
At level 12 you may use the quick charge feature a number of times per day equal to your Dexterity modifier.
Rapid Reconfiguration
Starting at 7th level whenever you complete a short rest, you may reconfigure up to 3 of your equipped devices, switching them with different devices from the devices you have made. You must have access to your Artisans tools in order to reconfigure your equipped gadgets. At 11th level the number of equipped devices you can reconfigure increases to 4 and it increases again at levels 15 and 19.
Techno Specialty
Engineseer
An Enginseer, also called a Tech-priest Enginseer, is a tech-priest of the Adeptus Mechanicus whose specialisation is the maintenance and repair of the many technological instruments of the Imperium of Man, both in peace as in war.
Enginseers are engineer mystics, members of the Adeptus Mechanicus who are dedicated to the Machine God and steeped in arcane knowledge. Enginseers are the most commonly seen members of the Mechanicus, for they are present wherever a somewhat technologically advanced human settlement resides.
By virtue of the ancient Treaty of Mars, many Enginseers are attached to the Astra Militarum and Imperial Navy, maintaining and repairing the Imperium's vehicles, aircraft, starships, and other wargear and ensuring that the warriors who prosecute the Emperor's wars always have the means to do so.
These cybernetic holy men stand aloof from the Imperial Guardsmen, concerned only with tending to the Machine Spirits of their foster regiment's many vehicles and weaponry.
Thanks to training and a lifetime of servitude to the Machine God, Enginseers can soothe even the most belligerent of Machine Spirits with binary prayer and mystic rites. Indeed, without the chanting diligence of the Enginseers, and their tireless maintenance, the Imperial Guard and Imperial Navy would soon grind to a halt.
Enginseers also appear in the armies of the Adeptus Mechanicus and, although their role still centres around their mechanical charges, they are quite capable of leading an army of the Omnissiah's disciples to war.
To the soldiers of the Imperial Guard, an Enginseer is a mysterious figure, but within the Adeptus Mechanicus, he is just another cog, albeit a vital one. While other tech-priests concern themselves with the Quest for Knowledge, Enginseers take on a more utilitarian role, tending the Servitor flocks and acting as custodians to the machines they serve
When you choose this Techno Specialties you gain Proficientcy in Religion, Tech Tools, Artificers tools and Strength Saves.
Furthermore you become Proficient with the All Omnissian axe, the chosen weapon of the Omnissiah ant the machine cult.
Adept of Mars
Beginning a 1st level you gain a retinue of servitors Equal to half your Intelligence bonus, which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. See Npc Minions section of this book for the stats.
On each of the your turns you can command the NPCs with verbal (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete.
At 13th level you may have a number of servitors equal to your whole intelligence Modifier instead of half.
Furthermore, you get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Blessings of Maintenance Feature, See below
Maintenance Rituals: As an action you may expend one use of the Artificers kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. the DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit
Nurish the machine Spirits
Starting at 5th level You have a pool of Healing points that replenishes when you take a Long Rest. With that pool you may now use the Nurture the Machine feature below, you can restore a total number of Haul Points equal to your Tech priest level x 10.
As an action, you can touch a Vehicle and draw points from the pool to restore a number of Haul Points to that Vehicle, up to the maximum amount remaining in your pool.
Alternatively, you can expend 10 Points from your pool of Healing to remove one condition or effect from the vehicle. You can remove multiple conditions of effects with a single use of this ability, expending 10 Points for each one.
Rebuild the Machine
Starting at 9th level, your knowledge of Machinery has reached a new plateau. If a Vehicle or Construct is not too far gone, you can Rebuild it. As a 8-hour ritual, once per long rest you may Rebuild a Destroyed But not exploded Vehicle. It only returns to Half its total HP, but may be healed further.
Entice the Machine Spirits
Starting at 13th level you may use your Blessing of the omnissiah ability a number of time equal to your Wisdom modifier. the uses of this ability replenish after a long rest.
Omnissiahs Gift
Starting at 17th level as a 1 hour you may give one vehicle within 30ft the effects of the Blessings of the Omnissiah for 24 hours. You regain the used on this after you preform a long rest.
Genetor
Essentially geneticists, a Genetor is a high-ranking Adeptus Mechanicus Tech-priest who studies all matters genetic and biological. Sometimes referred to as a Magos Biologis, a Genetor numbers alongside the Logis, Artisan and Magos ranks of the Adeptus Mechanicus as members of its ruling Priesthood, possessing access to knowledge and resources far beyond that of the lesser Enginseers and Lexmechanics. A Genetor's professional obsession with organic life often makes them seem strange to their more mechanically-inclined brethren. For the most part, Genetors differ little from other Tech-priests -- they bear the same manner of augmetic implants, venerate information and understanding as the manifestation of divinity, and engage upon the Quest for Knowledge in much the same way. The difference is that they are not so quick to judge flesh and blood as inferior to steel and plasma and view living creatures as extremely complex and adaptable machines. Where some are content to make this observation distantly, others embrace it, seeking to improve their forms not with steel, but with better flesh and better blood. To an unknowing observer, a Genetor may appear little different to any other Tech-priest when swathed in their crimson robes. However, where most Tech-priests’ mass is derived from steel reinforcement and implanted armour plate, a Genetor may have augmented himself with vat-muscle, toughened skin, and organic-reinforced bones.
Another duty of Genetors is receiving and studying the required gene-seed tithes of all Space Marine Chapters for genetic corruption or deficiencies. The Horus Heresy had revealed weaknesses in the gene-seed of several Space Marine Legions. These defects had been exacerbated by the accelerated gene-seed cultivation techniques needed to keep the huge formations of the Space Marine Legions up to strength in the terrible conflicts being fought at the time of the Great Crusade. The insidious powers of Chaos had been able to manipulate this corruption to turn Horus and many of the Space Marines under his command against the Emperor. Once Horus was defeated following the Battle of Terra, it was decided that the forces of the Imperium would be reorganised so that a similar catastrophe could not be repeated. The Space Marine Legions were divided up to create one Chapter of the same name as the original First Founding Legion and many other Chapters with new names. This event was called the Second Founding, and over two dozen further Foundings have occurred in the ten millennia since.
During the Second Founding, it was determined that the first objective of the Magi Biologis was to recognise and expunge these genetic weaknesses. Space Marines would be created and trained slowly. The stored gene-seed used to cultivate the Astartes implants that turn a normal man into a Space Marine would be carefully monitored, and cultivated organs would be subject to the most stringent tests of purity. Young Initiates would undergo rigorous trials of physical and psychological suitability before they were accepted, and only those of the highest calibre would be chosen. On Terra, the Adeptus Terra created genetic repositories to produce and store Space Marine gene-seed. These storage facilities were used to provide new gene-seed for newly Founded Space Marine Chapters. To prevent cross-contamination, the genetic material of each of the old Legions was isolated. Henceforth, the new Space Marine Chapters would receive gene-seed only from their own genetic stock. The remaining stocks of gene-seed taken from the Traitor Legions before their fall to Chaos was placed under a time-locked stasis seal, although many believed these dangerous stocks should be destroyed. By taking direct control of the genetic stocks, the mortal Adepts of Terra could ultimately control the Space Marines in the wake of the Heresy, for they alone now had the power to destroy or create Chapters of the Adeptus Astartes at will.
When you choose this Techno Specialties you gain Proficiency in Science, Medicine, Alchemy Tools and Inteligence
Furthermore you become Proficient with the All Omnissian axe, the chosen weapon of the Omnissiah ant the machine cult.
Laser Skin Grafter
Starting at 1st level you have a pool of Healing points that replenishes when you take a Long Rest. With that pool, you may now use the Laser skin Graft feature. You can restore a total number of Hit Points equal to your Tech Preist level x 5.
Laser Skin Graft As an action, you can touch a creature and draw from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending Hit Points separately for each one.
Furthermore you gain the Spare the dieing cantrip.
Craft the Flesh
Starting at 5th level, you may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus. You can pick from the spells Cure wounds, Revivify, Haste, Lesser Restoration and Aid spells, all the spells will have a range of touch and 1 target. The cure wounds and aid spell will be cast as a level equal to your intelligence modifier and the haste spell lasts for only 1D8+2 rounds, use your intelligence as your spell casting ability modifier.
Although you use spell they are considered nonmagical, because you use varius self created mechanical devices to do your work.
At 9th level you can now prepair 2 x your Intelligence + proficiency bonus per long rest.
At 13th level You may prepare yourself with a number of spells equal You to your intelligence modifier + your proficiency bonus x 2.
Poison the Flesh
Satring at 9th level, your knowledge of biology allows you to know its weakneses aswell. Gain the Poison spray cantrip and you may now prepare yourself with spells Cloudkill, Contagion and ray of sickness. The ray of sickness is at a level equal to your intelligence modifier. Use your intelligence as your spell casting ability modifier.
Although you use spell they are considered nonmagical, because you use varius self created mechanical devices to do your work.
Rebuild the Flesh
Starting at 13th level, your knowledge of Medicine and Machine has reached a new plateau. If a creature is not too far gone, you can bring them back to life or regenerate a limb. You may now prepair yourself with the spells Grater restoration, Regenerate and Heal without material components. use your intelligence as your spell casting ability modifier.
Although you use spell they are conciderd nonmagical, because you use varius self created mechanical devices to do your work.
Magos Bioligis
At 17th level you may cast the true resurrection spell as a 18-hour ritual spell once per day provided the Brain was Preserved. The subject will have bio mechanical parts after completion of the ritual. due to the reconstruction of the body and the savarity of it is due to how much of the body you have to work with.
Magos Dominus
Magos Dominus (fem: Magos Domina), known also as a Tech-priest Dominus, is a senior Tech-priest of the Adeptus Mechanicus who commands the Mechanicus' military forces and seek to advance military technology.
The Magi of the Priesthood of Mars are the masters of much of what remains of the vast and potent military secrets of the Dark Age of Technology, particularly the ancient technology of combat robots, the Battle-Automata. To them the pursuit and preservation of the arcane mysteries of science and circuit are of far greater worth than petty wealth, worldly power or the lives of their fellow men.
A Tech-priest Dominus may live for many standard centuries or even millennia, prolonging their life through arcane science and progressive cybernetic conversion, willingly becoming something other than human as they seek to fulfil the Omnissiah's will.
Shapers of destruction, masters of the Cult Mechanicus, the Tech-priests Dominus can reduce entire worlds to ruin. They can command a city to be broken down until not a single rockcrete brick rests upon another, or order an entire intelligent species eradicated and expunged from the history books.
These feats they accomplish not through diplomacy, but via the relentless, merciless application of firepower, for it is they that command the Mechanicus' Skitarii Legions, Electro-priesthood and Legio Cybernetica.
The vaunted rank of Dominus is bestowed only on those of the Cult Mechanicus with a true talent for war; those who believe the supremacy of the Machine God is to be proven at every opportunity. Though they are as likely to hail from the laboratories of the Magos Biologis as they are from the war halls of the Magi Militarum, each is an expert in weapons arcana.
To them the secrets of the battlefield are laid bare. Every bullet's ballistic trajectory, every las-pack's current capacity and every battle engine's optimal fire solution flickers in their mind's eye. They feast on raw data and cerebro-stimulants, allowing them to coordinate frontline tactics and exload war-psalms from their Vox arrays even as they visit destruction personally upon the foe.
None are safe, for a Tech-priest Dominus can tear the Machine Spirit from a super-heavy tank even as he blasts its infantry escort to coiling wisps of steam. To augment their own formidable weaponry, the contents of the vast vaults of the Forge Worlds are available to the Tech-priests Dominus, allowing them to carry to war ancient relics capable of extraordinary feats of destruction.
When you choose this Techno Specialties you gain Proficientcy in Technology, Tech Tools, Artificers tools and Constitution Saves
Furthermore you become Proficient with the All Axes, the chosen weapon of the Omnissiah ant the machine cult.
Chanticals of the Omnissiah
Starting at 1st level, you gain two Chants of you choice. at levels 5, 9, 13 and 17 you gain one more Chant. As an action the dominus may begin a chant the cant can last up to 10 rounds provided the dominus can speak, to continue the chant. the dominus must be able to virbilise words. Any friendly Skitari, Tech preist, Techmarine, Cult Mechanicus, Construct or Vehicle within 30ft, that can here the chant may benefit from it, each chant is detailed below. You may only maintain one Chant at a time. You may initiate a number of chants between rest equal to your Wisdom modifier. You regaining the uses of this feature after preforming a long rest.
Incantation of the Iron Soul Each target within the range of this chant, regains an amount Hp equal the Chanters Wisdom bonus at the end of the Chanters turn.
Chant of the Steel Fist Each target within the range of this chant, has a bonus to all Melee attack and melee damage rolls equal to your Wisdom Modifier.
Benidiction of the Omnissiah Each target within the range this chant, has a bonus to all Ranged attack and ranged damage rolls equal to your Wisdom bonus.
Shroudpslam Enemies attacking any target within range of this chant has disadvantage on all ranged attack rolls made.
Invocation of Machine Might Each target within the range of this chant, temporarly removes all levels of exhuastsion and Gains your Wisdom modifier in Temporary hit points each round.
Litany of the Electromancer Once per round when this chant starts and during this Chant any Creature that starts or ends its turn within range of the chant takes an amount of lightning damage equal to your wisdom bonus.
Augmetic Abbomination
Starting at 5th level, you augment your robotic body with many Cybernetic Augmentations, you gain 5 cybernetics, you gain one new one at levels 10,15 and 20
Lord of the Machine cult
Starting at 9th level any friendly cult Mechanicus, Tech priest, Techmarine, construct or Vehicle gain a bonus to all Science, History, Technology Skill check and all Dexterity, Wisdom and Intelligence saves made while they are within 10ft of the Dominus equal to your Wisdom Modifier. At level 13 this increases to 20ft and again to 30ft at 17th level.
Mecha-dominator
Starting at 13th level any vehicle or construct that targets the Dominus and is within 30ft has disadvantage on the attacks and you have advantage on saves against effects from vehicle At 17th level this increases to 60ft.
Arch Magos Dominus
Staring at 17th level You are immune to the effects of Charm and Fear Conditions. Furthermore A number of times equal to your Wisdom modifier, you may cast the Dominate Monster spell on a vehicle in range the DC of the save is equal to 8 + you proficentcy bonus + your Wisdom modifier. You regain uses of this feature after you complete a long rest.
Fabricator
A Fabricator is a master Techpriest set to the tasks of crafting advanced technological devices like all Tech priests but a fabricator knows, the allot about making the most of the materials they use to amplifying the Actions of the devices they create. often looked at as Techno Magi, you never know what device they will use next.
When you choose this Techno Specialties you gain Proficientcy in Science, Technology, Tech Tools and Dexterity Saves Pick one of these, then double you Proficiency bonus when making checks with that skill.
Furthermore you become Proficient with the All Axes, the chosen weapon of the Omnissiah ant the machine cult.
Expert Fabricater
as you continue to Create devices you get better making them easier and more powerful.
At 1st level Your DC to build a Device is reduced by 5 and gain Extra Gear.
Extra Gear: you may now own double the normal devices you are alloted, half must be equipped to you or your gear and the other half must be given to Others or not used but may be on the tech Priest for use with rapid reconfiguration.
Scavenger
Starting at 5th level, you add your Intelligence modifier when making rolls for a gold amount when useing the repurpose feature. This increses to x 2 at level 9, x 4 at level 13 and x 8 at level 17.
Enhanced Device
Starting at 9th level, Each divice that has a recharge after short rest may be used twice before needing to be recharged. This increases to 3 times at 17th level.
Expedited Fabrication
Starting at 13th level, you may Create 1 device per long rest, in minimum time it would normaly take.
At 17th level when you expedite a creation. it costs the minimum required cost and you may expidite one more creation per long rest.
High Fabricator
Starting at 17th level, you may pass an amount of skill check when creatin a device equal to your inteligence modifier. you regain uses of this feature after you preform a long rest.
Cybernetica Datasmith
A Cybernetica Datasmith is a specialist rank of Adeptus Mechanicus Tech-priest who programs the Kastelan Robots of the Legio Cybernetica at the maniple level, often having to do so in the thick of battle. They have access to the dizzying array of weapons and arcana of their Forge World's arsenals, which they use in defence of themselves and their charges.
When you choose this Trooper Doctrine you gain Proficiency in Science, Technology, History and Intelligence saves.
Furthermore you become Proficient with all Special Weapons.
Battle class Mechanicus Robot
Beginning at 1st level, you gain a Robotic construct which you control via telepathic link. Discuss the cost and time required to acquire this construct with your DM. You can only control a single Robot at a time. Use the Battle class Robot stats in Chapter 3 Vehicles and Minions.
Sacred Data Tether
Beginning at 5th level, you form a more potent connection to your Robot. On your turn you may use your bonus action and make your Robot may use the Dash, dodge, Disengage or Help action.
Furthermore, If you are attacked on your turn, you may use your reaction to have your robot make one attack against the target that attacked you.
Battle class Upgrade
At 9th level, your Battle Class robot gets the the Multi Attack feature, your robot may make 2 Attacks each turn and it gains Reactive Plating ability the Kastelan class Robot has.
Kastelan Class Mechanicus Robot
Beginning at 13th level you gain a Kastelan class robot which you control via telepathic link. Discuss the cost and time required to acquier this construct with your DM. You can only control a single Robot at a time. Use the Kastelan Robot Stats in chapter 4 Vehicles .
Coordinated Attack
Beginning at 17th level, you and your robot form a Perfect fighting team, one that the Omnissiah would be Proud of. When you use the Attack action on your turn, if your Robot can see you, you may Use your bonus action to have you robot make one attack agains the same target.
Skitarii Trooper
The Skitarii (sing. Skitarius), also known as the Tech-Guard and the Legiones Skitarii, are the cybernetic military forces of the Adeptus Mechanicus of the Imperium of Man.
To a man, the Skitarii are warriors born. They take pride in their holy work, glorying in the power of the Omnissiah as He drives them to ever greater feats. Reticules and calibrators pick out targets with uncanny accuracy, Galvanic Rifles bark and servitor-bullets find the skulls of the foe.
Rad Weapons borne with martyr's strength turn the battlefield ever more toxic until it is as befouled as the Red Planet's own wastes. On titanium limbs the Skitarii stalk the war zones of the galaxy, looking from above like the columns of rust-ants that hunt the dunes of Mars.
Their boundless faith in the Machine God and His physical incarnation, the Omnissiah, drives them on without sleep. Their meditations on divinity are rest enough.
Once contact is made with the enemy their pace does not slacken, yet neither does it increase. With the barest of shivers the Skitarii receive doctrina imperatives from Tech-priest masters in orbit. Rifles and carbines are raised to shoulders in perfect unison, and bloody war begins.
Skitarii are used to defend Mechanicus Forge Worlds, manufacturing installations elsewhere in the Imperium and often accompany high-ranking Tech-priests and Magi as their bodyguards. Skitarii also serve as the armed forces that defend the Mechanicus' Explorator vessels that explore the galactic frontier.
Prerequisites To be a Skitarii Trooper you must be Cult Mechanicus
Skitarii safeguard the massive war engines of the Centurio Ordinatus as well as Titans on campaign from boarding actions and prevent hostile forces from reaching the war engines' dead zone, where its main weapon batteries are useless.
A number of Titan Legions maintain their own Skitarii detachments for this purpose, known as Secutarii, and if they do not, their Mechanicus masters will provide ample forces to protect the God-machine
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Combat Protocol, Trooper Doctrine |
2nd | +2 | Reconstruction Bionics (1 use) |
3rd | +2 | Enhanced Actuators (1 uses) |
4th | +2 | Advanced Protocol |
5th | +3 | Trooper Doctrine Feature, Extra Attack |
6th | +3 | Combat Protocol (2) |
7th | +3 | Robotic Resistance (1 use) |
8th | +3 | Advanced Protocol |
9th | +4 | Reconstruction Bionics (2 use) |
10th | +4 | Trooper Doctrine Feature, |
11th | +4 | Extra Attack (2) |
12th | +4 | Robotic Resistance (2 uses), - |
13th | +5 | Trooper Doctrine Feature |
14th | +5 | Combat Protocol (3) |
15th | +5 | Enhanced Actuators (2 uses) |
16th | +5 | Advanced Protocol |
17th | +6 | Trooper Doctrine Feature, |
18th | +6 | Robotic Resistance (3 uses) |
19th | +6 | Extra Attack (3) |
20th | +6 | Combat Protocol (4) |
Class Feature
As a Skitarii Trooper you gain the following class features
Hit Points
- Hit Dice: 1D10 per Skitarii Trooper level
- Hit points at 1st level: 10 + your constitution modifier.
- Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Skitarii Trooper level after 1st
Proficencies
- Armor: Sheilds
- Weapons: All simple and Martial weapons plus all Auto/Stub, Mechanicus, Plasma, Melta, Flame, Grave weapons.\columnbreak
- Tools: Tech tools
- Saving Throws: Dexterity, Constitution
- Skills:Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology
Equipment
Skitarii starter kit
Combat Protocol
You adopt a particular protocol as your specialty. you gain one of the abilities below, At level 10 you get to pick one more
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee 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 melee weapon that you are wielding with two hands, you can re-roll 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.
Two-Weapon Fighting
If you are engaged in two-weapon fighting you can add your ability modifier to the damage of the second attack.
Mobility
You gain +5 ft movement.
Trooper Doctrine
At 1st level, you choose a Doctrine that your new self is to assume. Choose Ranger, Vanguard, or Sicarian, all detailed at the end of the class description. The Doctrine you choose grants you features at 1st level and again at 5th, 9th, 13th, and 17th level.
Reconstruction Bionics
At 2nd level you have You have Enhanced your Bionics you can activate to heal you. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your Mechanicus, Trooper level. Once you use this feature, you must finish a short or long rest before you can use it again. this ability is separate from your racial Bionics ability.
At level 9 you gain 1 more use of this feature.
Enhanced Actuators
Starting at 2nd level, you can push your robotic body beyond its normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 15th level, you can use it twice before a rest, but only once on the same turn.
Advanced Protocol
When you reach 4th level, and again at 8th, 12th and 16th level, you may gain one feature of your choice.
Extra Attack
Beginning 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 when you reach 11th level in this class and to four when you reach 19th level in this class.
Robotic Resistance
Beginning at 7th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between rests starting at 12th level and three times between long rests starting at 18th level.
Trooper Doctrine
Ranger
A Skitarii Ranger of the Adeptus Mechanicus is a hunter of sentient creatures in the same way that Tech-priests are hunters of knowledge -- the enemies of the Omnissiah in particular. Skitarii Rangers are the unstoppable cyborgs of the Skitarii Legions that do not rest until the bloody deed is done, for they are driven ever onward by the imperative to locate their foes and ensure their destruction. They do this not by Drop Pod strikes launched from above, nor by sudden teleportation into the midst of the enemy, but by stalking their quarry over the course of solar weeks or even months until it can run no more. Once the designated target is in their crosshairs, the air fills with the thump and crackle of Galvanic Weaponry, even as the Skitarii continue their restless advance. The stink of electrocuted corpses is never far behind.
As with so much of the Cult Mechanicus' business, the truths of the Skitarii's creation are kept a close secret. Some are vat-grown or cloned, whilst others are repurposed from mind-wiped convicts or warriors handed over as punishment for failure or desertion. Regardless of origin, all find a fanatical faith in the Omnissiah soon after their inception. It is then that their true transformation begins.
Without exception the Skitarii have pallid bodies of puckered flesh and sutured cybernetics. Ceramic valves and adamantium sockets stud hard knots of translucent muscle. In imitation of the ancestor cohorts that first ground their limbs to stumps upon the dunes of Mars, the Skitarii cut off their lower legs and replace them with prostheses of inviolate alloy. Even the brains of these warriors are grotesque hybrids of grey matter and twisting neurocircuitry. One who looked for consistency in Skitarii augmentations would be sorely disappointed. A soldier of the Mechanicus may have a punchcard skullslot and leather bellows for lungs, whilst at the same time housing quantum bioware in his brain. It is often said that were one of these enhanced warriors to be rendered down, traces of nearly every element known to man could be found somewhere in the remains. The Tech-priests know this to be no exaggeration, for dissection is but one of the dark fates a Skitarius might undergo in order to satisfy his masters' predatory curiosity.
The most blessed of Skitarii pass a point called the "Crux Mechanicus," their body more machine than flesh. Those that reach this stage of mechamorphosis are known as "Skitarii Alphas." Some go on to attain the rank of "Alpha Primus" -- overseers who can operate independently for standard years if necessary, as solid and reliable as the titanium, steel and iron that replaces their flesh.
When you choose this Trooper Doctrine you gain Proficiency in Perception, Nature, Survival and Dexterity saves.
Furthermore you become Proficient with all Sniper Weapons.
Fixed Augmetics
When you become a Ranger you previous body has been replaced by a new robotic one made for the destruction of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str: 16 Dex: 20 Con: 16 Int: 18 Wis 16 Cha: 10 and you gain the benefits of the following Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher command says so.
- Audio Filter (Head)
- Enhanced Night Vision (Head)
- Reactive Eye shields (Head)
- Central Processor (Nero)
- Focused Bionics (Chest)
- Bionic Respiratory System (Anatomic)
- Bionic Heart (Anatomic)
- Gravity Anchors (Feat)
- Dermal/Exo Hardener (Exo)
- Dermal/Exo Puncture Guard (Exo)
- Absorbent Dermis/Exo skeleton (Exo)
- Fire Retardant Dermis/Exo Skeleton (Exo)
- Retinal Targeters (Head)
- Nono Fibers (Anatomic)
- Grapple Gun (Arm)
Ranger Adaptive Combat Protocols
Beginning at 1st level, Pick one of the protocols from below, you may only have one protocol active at a time. As a bonus action you may switch your Protocol
Hunter Protocols:
While this protocol is active you gain the Snipe ability
Snipe: As an action you may choose to fire a single shot regardless of the amount of extra attacks you may have and provided the weapon does not have the shotgun or automatic property, if you do and the attack hits you may roll 2 additional Damage dice when rolling for damage. Increase the extra damage by in additional 2 damage dice at levels 6, 10, 14 and 18.
Rapid Fire Protocols:
While this protocol is active you gain +2 additional attacks when firing a rapid fire weapon within is rapid fire range.
Ballistic Protocols:
While this protocol is active you have advantage on Ranges attack rolls.
Terrain Protocols
At 5th level you have data on a particularly terrain, you are familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, Urban or the Underground. You gain the following benefits when traveling for an hour or more in your favored terrain:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you forage, you find twice as much food as you normally would.
While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
Advanced Terrain Protocals
At 9th level you have more advanced data on you favored terrain and of more terrain types. Choose a second favored terrain. While in your favored terrain, either the one you already had or the one you gain from this feature, you gain the following benefits:
- You ignore difficult terrain.
- You have advantage on initiative rolls.
- On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
Corrective programing
Begining at 13th level you may Re-roll a number of critical misses Equal to you Intelligence modifier. You regain all uses of this feature after you complete a long rest
Reaction Enhancement
Beginning at 19th level, your enhancements allow attackers to rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
Vanguard
The Skitarii Vanguard, informally known as "Rad Troopers," serve as the vanguards of the Skitarii cohorts of the Adeptus Mechanicus Forge Worlds.
They are feared throughout the Imperium, for they use the baleful radioactive energies of the Forge Worlds as their weapon and are capable of operating in the galaxy's most hostile warzones.
When you choose this Trooper Doctrine you gain Proficiency in Perception, Acrobatics, Athletics and Constitution saves.
Furthermore you become Proficient with all Special Weapons.
Fixed Augmetics
When you become a Vanguard you previous body has been replaced by a new robotic one made for the destruction of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str: 20 Dex: 16 Con: 16 Int: 18 Wis 16 Cha: 10 and you gain the benefits of the following Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher command says so.
- Audio Filter (Head)
- Enhanced Night Vision (Head)
- Reactive Eye shields (Head)
- Central Processor (Nero)
- Focused Bionics (Chest)
- Bionic Respiratory System (Anatomic)
- Bionic Heart (Anatomic)
- Gravity Anchors (Feat)
- Dermal/Exo Hardener (Exo)
- Dermal/Exo Puncture Guard (Exo)
- Absorbent Dermis/Exo skeleton (Exo)
- Fire Retardant Dermis/Exo Skeleton (Exo)
- Enhanced Arm Servos (Both arms)
- Enhanced leg Sevos (legs)
- Ligament Upgrades (Anatomic)
Vanguard Adaptive Combat Protocols
Beginning at 1st level, Pick one of the protocols from below, you may only have one protocol active at a time. As a bonus action you may switch your Protocol
CQB Protocols:
While this protocol is active all Rapid fire and Assault weapons have the pistol property aswell.
Attack Protocols:
While this protocol is active you gain a +2 to all Melee and
Maneuver Protocols:
While this protocol is active you may use the Dash or Dodge action as bonus action
Unstable Core
At 5th level your metalic frame has taken damage from years of frontline combat, Any creature that starts its turn within 5 feet of you has to make a constitution test DC 10 or be Poisoned. the poisoned condition last until the creature goes farther then 5 feat from you then they take a test at the end of each round until passed if the poisoned condition lasts for 10 consecutive rounds then the creature is permanently poisoned until restored. as you level, varius things change as your core destabalizes and becomes more dangerous, see chart below.
Level | Distance | DC | Consecutive Rounds |
---|---|---|---|
6th | 5ft | 10 | 10 |
10th | 10ft | 15 | 8 |
14th | 15ft | 20 | 4 |
18th | 20ft | 25 | 2 |
Rad Flux
At 9th level, you have learned how to push you unstable core to lethal levels. Gain the Rad Flux ability
Rad Flux: As an action you may choose to sacrifice an amount of HP up to a maximum of 10, if you do all creatures in the range of you unstable core must immediatley make a new test if the test is failed deal an amount of poison damage equal to how much HP you used, on a pass they take half as much. At level 14 you may sacrifice up to 20 HP and at level 18 you may sacrifice up to 30 HP.
Core Shielding
Begining at 13th level as an item interaction you may activate or deactivate you unstable core
Lethal Radiation
Beginning at 19th level, the amount of radiation leaking from your core is very lethal. the longer an individual is poisoned by your unstable core they will start to have other side effects from the lethal radiation poisoning them, refer to chart below for the duration of time between tests for new conditions take place when a new condition arises the creature will make a test against the effect at a DC located on the chart Below, if the test is passed, the target will retest in the same amount of time it waited before the failed test.
Duration | Effect | DC |
---|---|---|
5 rounds | Deafened | DC 10 |
10 Rounds | Restrained | DC 15 |
5 Mins | Blinded | DC 20 |
1 hour | Stunned | DC 25 |
6 Hour | Incompasitated | DC 30 |
18 hours | Unconscious | DC 30 |
24 hours | Dead | DC 30 |
Sicarian Infiltrator
A Sicarian Infiltrator is a member of perhaps the most sinister of the Adeptus Mechanicus' Skitarii warrior clades, for their neurostatic bombardment robs their victims of their senses. When hunting, they emit a white noise that fills the visual, auditory and even olfactory spectrums with static, leaving their foes all but helpless before the killing begins.
Tall and slender, Sicarian Infiltrators pick their way across the battlefield with the stilted grace of spearfisher birds. They were not always this way, however, for each Sicarian is far from whole -- not in spirit, nor in body.
As with their Ruststalker brethren, every Sicarian Infiltrator was once a warrior of the Skitarii who, in the pursuance of the Cult Mechanicus' agenda, was blasted limb from limb, extensively burned or otherwise dismembered. During the data-harvest at a battle's end, if these fallen are judged still fit to serve the Omnissiah, they are not incinerated but instead taken back to the augmetic slabs.
There they are given a new lease on life by the addition of slender but powerful metal limbs. Technically speaking, all the Magi Biologis need to create a Sicarian is a head, a torso and some limb stumps, though a detachment from emotion and a knack for inspiring fear is vital for the best results.
When you choose this Trooper Doctrine you gain Proficiency in Perception, Stealth, Acrobatics and Dexterity saves.
Furthermore you become Proficient with all Special Melee Weapons.
Fixed Augmetics
When you become a Sicarian your previous body has been replaced by a new robotic one made for the destruction of the Omnissiahs enemies. you no longer Follow the rules for sentient but Machines Racial ability. you lose all benefits of any Cybernetics you once had and you have a fixed Attribute Statline as follows Str: 18 Dex: 18 Con: 18 Int: 16 Wis 16 Cha: 10 and you gain the benefits of the following Cybernetics, if they have an upgrade you will get it when you meet the requirements. you are not allowed to alter your Cybernetics unless higher command says so.
- Audio Filter (Head)
- Enhanced Night Vision (Head)
- Reactive Eye shields (Head)
- Central Processor (Nero)
- Focused Bionics (Chest)
- Bionic Respiratory System (Anatomic)
- Bionic Heart (Anatomic)
- Gravity Anchors (Feat)
- Dermal/Exo Hardener (Exo)
- Dermal/Exo Puncture Guard (Exo)
- Absorbent Dermis/Exo skeleton (Exo)
- Fire Retardant Dermis/Exo Skeleton (Exo)
- Active Camouflage (Exo x2)
- Net Launcher (Arm)
- Sensory Array
Sicarian Adaptive Combat Protocols
Beginning at 1st level, Pick one of the protocols from below, you may only have one protocol active at a time. As a bonus action you may switch your Protocol
Assault Protocols:
While this protocol is active All pistols and rapidfire weapons have the Assault Property as well.
Stalker Protocols:
While this protocol is active you may use the Hide and Disengage action as a bonus action.
Lethal Protocols:
While this protocol is active you. you Score critical hits on a natural roll of one better then you would have normaly needed.
Furthermore at level 1 you gain the Sneak attack feature see homebrew features in this book.
Lethal Strike
At 5th level, gain the Lethal strike ability , this replaces your sneak attack feat.
Lethal Strike: you know how to strike with deadly precision and exploit a foe's distraction. Once per turn, you can deal an extra 4d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
At 10th level, the Lethal strike damage is increases to 6D6, 8D6 at level 14, 10D6 at level 18.
Robotic Reflexes
At 9th level you get uncanny dodge and evasion rouge ability as described on below. Furthermore you gain advantage on all stealth skill checks.
Uncanny Dodge: When an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Evasion: You can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.
Nerostatic Pulse
At 13th level, you can emmit a puls of nerostatic energy that may disrupt enemys nearby, gain the Nerosttatic puls feature below. you may use this feature a number of times equal to half your Inteligence bonus, you regain uses of this feature after you complete a short rest
Nerostatic Puls: As an action all creatures witin 10ft of you must make a Constitution save DC 15 or be Blinded and Defened for 1D4 rounds Roll seperate fro each condition.
At level 18 you may use this a number of times equal to your Inteligence bonus.
Stealth Feild Generator
At 19th level you can cast Invisibility spell on yourself a number of times equal to half your intelligence modifier.
Imperial Assassin
The Officio Assassinorum is a highly secretive agency of the Imperium of Man's government that employs different "temples" that train human Assassins to further the goals and protect the security of the Imperium of Man. Although the Inquisition strikes fear in the hearts of all Imperial citizens, loyal and corrupt alike, the deadly disciples of the Officio Assassinorum strike fear in the hearts of even the most savvy, battle-hardened of Imperial warriors.
Assassins are typically deployed alone wherever feasible, having been trained to operate extensively behind enemy lines with no support. Given the sheer potential political power of this Adepta and the fact that its operatives are known to have been used against rival High Lords of Terra in the past, the authorization to assassinate a target must come from the very highest echelons of Imperial command. For this reason, Assassins are watched very closely to make sure that they are under the control of the Imperium.
Almost nothing is known in Imperial databases about the locations of the Officio Assassinorum's six different temples except that they are still located somewhere on Terra, save for the Eversor Temple. The Eversor Temple does not maintain a single headquarters and instead keeps its operatives in cryo-stasis on a variety of secret starships and space stations that are scattered across Imperial space and maintained on high-alert for the assignment of a mission at any time.
Prerequisites To be a Assassian you must be a Imperial or Pariah Race
Level | Proficiency Bonus | Features | Lethal Strike |
---|---|---|---|
1st | +2 | Assassin, Lethal attack | 1D6 |
2nd | +2 | Cunning Action, | 1D6 |
3rd | +2 | Assassin type | 2D6 |
4th | +2 | Ability Score Increase | 2D6 |
5th | +3 | Extra Attack, uncanny dodge | 3D6 |
6th | +3 | Evasion | 3D6 |
7th | +3 | Assassin Type Feature | 4D6 |
8th | +3 | Ability Score Increase | 4D6 |
9th | +4 | Expertise (2), | 5D6 |
10th | +4 | Assassin Type Feature, Reliable Talent | 5D6 |
11th | +4 | Extra Attack (2) | 6D6 |
12th | +4 | Ability Score Increase | 6D6 |
13th | +5 | Assassin Type Feature | 7D6 |
14th | +5 | Blindsence | 7D6 |
15th | +5 | Deathstrike | 8D6 |
16th | +5 | Ability Score Increase | 8D6 |
17th | +6 | Assassin Type Feature | 9D6 |
18th | +6 | Expertise (4), Elusive | 9D6 |
19th | +6 | Assassins gift | 10D6 |
20th | +6 | Ability Score Increase | 10D6 |
Class Feature
As a Imperial Assassin you gain the following class features
Hit Points
- Hit Dice: 1D8 pre Imperial Assassin level,
- Hit points at 1st level: 1D8 + your constitution modifier.
- Hit Points at Higher Level: 1D8 + your Constitution modifier per Imperial Assassin level after 1st
Proficencies
- Armor: Light, Medium
- Weapons: All simple and martial Weapons plus Power weapons, Stub/Auto weapons.
- Tools: Disguise kit
- Saving Throws: Dexterity, intelligence
- Skills:Choose 4 skills from, Acrobatics, Athletics, Warp, Deception, History, Insight, Investigation, Medicine, Persuation, Perception, Religion, Stealth
Equipment
Imperial Assassin starter kit
Leathal Strike
Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Lethal strike column of the Imperial assassin table
Assassin
Starting a 1st level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Cunning Action
Starting at 2nd Level, 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, Disengage, or Hide action.
Assassin Temple
At 3rd Level, you choose an assassin tempels that you emulate in the exercise of your Abilities, such as the Callidus, Vindicare, Eversor and Culexus. Your assassin temple grants you features at 3rd Level and then again at 7th, 10th, 13 and 17th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 20th 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
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by when you reach 11th level.
Uncanny Dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Evasion
Beginning at 6th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.
Expertise
At 9th Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
At 18th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Reliable Talent
By 10th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.
Hightened sense
Starting at 14th level, you gain a hightened awarness and mental strength, you gain the Blinsence and slippery Mind features below.
Blindsence: if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.
Slippery Mind: You gain proficiency in Wisdom Saving Throws.
Death Strike
Starting at 15th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.
Assassins Gift
At 19th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or Long Rest.
Assassin Temple
Temple Callidus
The all-female Assassins of the Officio Assassinorum's Callidus Temple are the most subtle of the Imperium of Man's secret operatives, specialising in deceit and the use of artful deception to accomplish their objectives, usually assisted in their bloody tasks by the shape-changing Polymorphine drug.
The Callidus Temple's devotion to cunning and subtlety is often used on those missions where overt interference by the Imperium in a situation would upset the intricate balance of power maintained by the High Lords of Terra.
A Callidus Assassin is the ultimate weapon against those over-ambitious Imperial officials that would make a mockery of the Emperor of Mankind's justice whilst appearing to do no wrong. Those Imperial or planetary officials that use diplomacy, bribes and corruption to further their positions play a dangerous game within the corridors of powers.
The vast majority of missions undertaken by Callidus Assassins involve infiltrating a Chaos Cult or other heretical organisation in order to kill its leader along with the other key members of the cult. Once the leadership of such a group has been removed, it is easier for the Imperium's regular armed forces to eliminate the cultists, without having to resort to extreme measures such as an Exterminatus order.
However, on less frequent occasions Callidus Assassins are called upon to undertake more exotic assassinations, requiring the use of both Polymorphine and surgical cybernetic implants to allow them to assume the form of a wider range of humanoids.
Although they are not typically fielded with a larger army on the field of battle, Callidus Assassins can be deployed behind enemy lines in order to infiltrate facilities such as bases or encampments and take out enemy leaders or key personnel. This is usually achieved by the assassin killing an isolated patrol or enemy unit and then assuming the form of one of those slain through the use of Polymorphine (also acquiring the armour and wargear of the deceased to complete the disguise).
Callidus Assassins are the most secretive and least understood of the Officio Assassins, as their usefulness would greatly diminish if their capabilities were more widely known. They are usually tasked with their missions on the order of the High Lords of Terra at the request of the Inquisition, especially the Ordo Hereticus, although as stated above, less frequent missions from the other Ordos are also undertaken.
To achieve the exacting tasks assigned to it, the Callidus Temple specialises in the use and development of the shape-altering drug Polymorphine to enable its Assassins to undergo dramatic physical changes, altering their appearance to assume the features of any humanoid (of whatever gender). This then enables the Assassin
to infiltrate organisations or enemy bases and eliminate their assigned target with little opposition. The Callidus Temple is highly skilled in such deceptions, and often its work is not detected until the Assassin has already made a clean getaway.
The Callidus Assassins usually impersonate someone in a close position to, or holding influence with, the target. For example, a trusted advisor to a Chaos Lord, or the nursemaid to a child prophecised to cause much pain to the Imperium.
All of the Assassins of the Callidus Temple are trained in the use of Polymorphine. With this specialised drug alone a Callidus Assassin may masquerade as any human being she may choose, from a beautiful young woman to a crippled old man. However, in addition, the Medicus Adepts of the Imperium have developed a range of surgical implants to allow Callidus Assassins to mimic members of alien races, like the Orks and Aeldari.
These implants consist of flex-cartilage and hardened synthskin, similar to that used in the Black Carapace gene-seed organ of the Space Marines. When the Assassin is in their normal form these implants lie dormant under their flesh and within their bones. It is only when Polymorphine is injected that these implants react to the stimulants within the drug and transform into genetically encoded shapes that allow the Assassin to restructure their body into the grotesque and hunched form of an Ork, or the lithe and graceful form of an Aeldari.
Callidus Assassins can impersonate members of humanoid alien species, including the Kroot, Orks and, in at least one legendary case, a Genestealer Hybrid. The implants are often permanent, and restrict the Assassin solely to impersonations of that species. It should be noted that more humanoid species like the Eldar, Dark Eldar, and by inference most likely the Tau can be mimicked without implants through the sole use of Polymorphine.
Over the centuries, the Directors Primus of the Callidus Temple have learnt that the female body and psyche is better able to implement these changes, and by and large female Callidus novitiates make better chameleons than men. As such, almost all Callidus Assassins are actually women, regardless of who they are trying to impersonate.
When you choose this Ordo you gain Proficiency in Deception, History, Disquise Kit and Charisma saves.
Furthermore you become Proficient with all Callidus Weapons.
Infiltration Expertise
Starting at 3rd level, you can unfailingly create false identities for yourself. You must spend seven days and some resources to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
Study your enemy
Starting at 7th level, gain the the studied weakness ability below.
Studied Weakness: if you have observed an enemy for at least a minute, you can reliably strike at a target’s weak points. When you roll damage as part of lethal strike, you can reroll a number of damage dice equal to your Intelligence modifier (minimum one) You must use the new rolls.
Polymorphine Injection
starting at 10th level you may cast the spell Polymorph Spell (Funamancy), with the following changes below.
- you may only change into a huminoid creature you have seen before of your choice.
- the range of the spell is touch.
- If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.
This may be used a number of time equal to half you Inteligence bonus (rounded up. You regain all uses of this after you have completed a long rest and provided 10 gp per use of the Plolymorph spell that was used between your last rest.
At level 18 you may use this a number of time equal to you whole Inteligence insteed of just half.
Impostor
Starting at 13th level you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Furthermore, you have advantage on any Charisma (Deception) check you make.
Advanced Polymorphine Injection
Beginning at 18th level you may cast the spell True Polymorph Spell (Biomancy), with the following changes below.
- you may not turn an item into a creature.
- the range of the spell is touch.
- If used on an unwilling creature the Save is Constitution DC 8 + your Profiecentcy bonus + your Inteligence bonus.
This may be used 1 time. You regain the use of this after you have completed a long rest and provided 25 gp per if the true Polymorph spell that was used between your last rest.
Temple Vindicar
The Vindicare Temple is one of the temples of the Officio Assassinorum. The motto of the temple is Exitus Acta Probat, "the Outcome Justifies the Deed." Vindicare operatives are the most skilled snipers in the Imperium of Man and are usually directed to assassinate targets who are believed to have been possessed by daemonic entities or to have been corrupted by the Ruinous Powers of Chaos.
The most prominent feature of the Vindicare Temple of the Officio Assassinorum is that it trains its subjects to near-perfection in the art of marksmanship; they aim to kill the Emperor's worst enemies with a single bullet. In addition to the art of sniping, Vindicare Assassins are also trained in stealth and evasion techniques in order that they may get into the most advantageous position from which to take their shot and to successfully elude capture and disappear once their target is eliminated. The necessity for these skills is determined by the fact that a kill can only be made from the best position. Indeed, Vindicare Assassins have been known to occupy a position for days, or even weeks, before taking their shot.
The Vindicare are often employed in eliminating individuals for the Imperium who are suspected of harboring daemonic entities. The hope is that they can eliminate the host before the daemon is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiahs among them, have fallen to the Vindicare's bullet, most commonly whilst they are preaching their false beliefs to their followers and spreading heresy against the Imperium. Upon this swift, brutal, and yet simple death, the erstwhile followers of such a Heretic soon become disheartened and afraid. Countless heresies against the Imperium have been prevented with a single, well-aimed shot where legions of men would have failed.
The Vindicare are often employed in eliminating individuals for the Imperium who are suspected of harboring daemonic entities. The hope is that they can eliminate the host before the daemon is able to manifest itself on the material plane. Characters of great charisma, many false prophets and false messiahs among them, have fallen to the Vindicare's bullet,
most commonly whilst they are preaching their false beliefs to their
followers and spreading heresy against the Imperium. Upon this swift, brutal, and yet simple death, the erstwhile followers of such a Heretic soon become disheartened and afraid. Countless heresies against the Imperium have been prevented with a single, well-aimed shot where legions of men would have failed.
When you choose this Ordo you gain Proficiency in Stealth, Athletics, Survival and Constitutions saves.
Furthermore you become Proficient with all Vindicar and Sniper Weapons.
Master Stalker
Starting at 3rd level, you gain the Meditative Hybernasion ability below.
Meditative Hybernasion: if you do not move for 1 min you may start to slow down your matabolisim to an almost hibernatory state over the next hour you fall into a meditative state as long as you remain still. In this state you do not need to eat, sleep, drink urinate or deficate you only breath a shalow breath once every minute and your heart beats once every minute. you are fully aware of you soroundings and what can be seen in the direction you where facing when you meditated every 6 hours you are in this state you must pass a constitution save DC 8 + 2 for each time you have taken this test for each hour. if you fail you losse you position and need to reset the clock.
Furthermore, Gain advantage with the Stealth Skill checks.
Chamelionic Armor
Starting at 7th level, Gain a chemelionic armor, with chameleonic armor creatures have disadvantage on perception checks to see. If you do not move for a minute or more you are invisible as long as you remain still. With chemelionic armor you gain one use of the feature below. you regain the use of this after you complete a short rest.
Spectral Distortion: As a bonus action you may cast the invisibility spell but it only lasts for 1 minute.
A kill for the Emperor
starting at 10th level you gain a + 10 to the first shot fired after you end you Meditative Hybernation, if you hit add 2 damage die to the damage of the shoot.
This increases by + 5 to hit and + 1 damage Die at levels 13 and 17.
Master Sniper
Starting at 13th level may fire any sniper weapon that has the extensive fire property as if it didn't have that property.
Lethal shot
Starting at 17th level if a target fails is save against your death strike ability, the target is reduced to 0HP and falls unconcious insteed of taking double damage.
Temple Eversor
The Eversor Temple is possibly the most gruesome of the many temples that train Imperial Assassins for the Officio Assassinorum. The Eversor Assassins specialise in shock and terror tactics, instilling fear of Imperial retribution into the hearts and minds of all who hold positions of power in the Imperium of Man.
Often in the employ of the Imperial Inquisition's Ordo Malleus, Eversor Assassins are used to solve the problem when the indelible taint of Chaos is believed to have spread throughout the ruling elite of an entire Imperial Adepta or planetary government.
Whilst the more overt forces of the Ordo Malleus like the Grey Knights Space Marines may face the daemonic minions of a Chaos Cult or Chaos Space Marine warband on the battlefield, the Eversor will operate behind enemy lines and eradicate the infection at its source.
An Eversor Assassin rarely has just a single target. His mission will be to rip the heart out of the Chaos insurgency, wreaking havoc and destruction. Such brutality ensures that the Heretics are totally cleansed and that no would-be successors may take over. The sheer terror left behind in the wake of an Eversor Assassin's onslaught ensures that none will dare to oppose the will of the Imperium again.
The Inquisition's Ordo Hereticus has also been known to make use of Eversor Assassins from time to time. The Ordo Hereticus uses Eversor Assassins to eliminate the entire top echelons of Imperial Adeptas or planetary governments that are believed to have become heretical or turned against the will of the Emperor.
When you choose this Ordo you gain Proficiency in Acrobatics, Athletics, Intimidation and Strength saves.
Furthermore you become Proficient with all Eversor Weapons.
A Product Fear
At 3rd level on each of your turns you may choose a creature within 5 feet from you to frighten as a bonus action. on a failed wisdom save the target is Frightened. distance becomes 15 feet at 9th level 30 feet at 13th and 60 feet at 17th. You must remain within the creature sight in order to mantain such condition. The DC Save is 8 + Charisma bonus + proficiency bonus. The creature has disadvantage on the Saving Throw if you have attacked and hit it in the last 10 rounds.
Your worst Nightmare
At 7th level you have learned how to inflict damage to the mind through the use of fear, Choose a creature you have effected with you Product of fear ability. you are a constant nightmare in that persons mind, as a nightmare that lasts a 24 hour duration of the target's life preventing the target from gaining any benefit from that rests. In addition, the target takes 1d4 psychic damage every hour, over the course of the 24 hours provided you make contact with the target every hour, by no means may this damage be healed and they have disadvantage on save to resist fear effects for 24 hours after the first. You may use this action once per long rest.
the damage of this ability goes up by 2 dice at levels 10, 13 and 17th to a max of 10D10
I am always watching
By the 10th level you know how to shape fear itself. You can create a copy of yourself which moves independently from you but always obeys to you. The copy can not attack but will hunt creatures you want to scare, so you can be out of their sight. The target is frightened by the copy as if it were you. The copy last for up to 24 or until a new copy is used, You can use this ability only once per short or long rest.
Furthermore, gain a Fear Caster ability below.
Fear Caster: you may cast the Phantasmal Killer a 5th level Illudamancy spell, a number of times equal to half your Charisma bonus (rounded down to a minimum of 1). You regain all uses of this feature after you compleate a long rest. at 17th level you may use this a number of times equal to your whole Charisma bonus.
Disabaling Fear
At 13th level, you are so scary that some cant even run and attempt to tear you out of the thoughts. On each of your turns, you may use the disabling fear ability. you may use this feature a number of times equal to your Charisma bonus. You regain all uses of this feature after you complete a long rest.
Disabling Fear as a bonus action make any creature you choose within 30ft Take a wisdom save DC 8 + your Profecientcy bonus + your Charisma bonus. on a pass The target is Stunned until for one round, but if the creature failed it takes 2D10 Psychic damage and is stunned taking a new test at the end of each of its turns, until passed
Fear Stalker
At 17th level, Gain the following Benefits
- Your worst Nightmare deals 1d8 damage per hour now.
- When use your i am always watching you can create up to 3 copy of yourself.
- Disabling Fear Deals 4D10 Now
Temple Culexus
The Culexus Temple is one of the most sinister and feared orders of the Officio Assassinorum and its Assassins have been described by Aeldari Warlocks as nothing short of the embodiments of pure evil. Even amongst the upper echelons of the Officio Assassinorum this temple is always viewed with extreme caution.
The reason for this is not because of the way that the Culexian Assassins carry out their operations, or the heinous methods of killing they employ. It is because of the very nature of the Culexus Assassins themselves.
The Assassins of this particular temple are not chosen because of their innate savagery, cunning or combat skills. First and foremost, potential candidates are chosen to be Culexus Assassins because they are born with an extremely rare human genetic mutation called the Blank Gene -- which means they have no presence within the Warp like all other sentient beings, and thus no soul.
Even normal humans find the presence of a psychic Null extremely disturbing, but the effect is most pronounced on psykers, who find Pariahs genuinely terrifying, as though staring into a hole in the universe when they use their Witchsight.
It is hardly surprising that Pariahs are often treated like outcasts or lepers in Imperial society, rejected by their parents and banished from their homeworld's local settlements. Local superstitions on many worlds often warn about touching them, saying that to do so would bring bad luck. Resigned to their fate, many Pariahs lead simple, solitary existences, as far away from heavily populated areas as possible.
All psykers and intrinsically psychic species like the Aeldari consider a being like a Culexus Assassin to be an absolute abomination. Even monstrosities such as a Tyranid Hive Tyrant can balk at the prospect of being permanently severed from their psychic abilities and
the Hive Mind. The Culexus Assassin causes absolute terror in all psykers -- which is why they are so useful to the Imperium.
When you choose this Ordo you gain Proficiency in Stealth, Athletics, Intimidation and Wisdom saves.
Furthermore you become Proficient with all Culexus Weapons.
Prerequsites: You must be a Pariah race to go to this temple
Animus Speculum
At 3rd level you gain a special helmet. The entire helmet is designed to look as monstrous as possible to strike fear into the hearts of the Assassin's enemies. The Animus Speculum has many functions. As you level you hone your abilitys to wheild the Animus Speculum. When whering the animus, you gain the below ablitys
Auspex Array: Gain a + 2 to all Perception skill checks and gain a + 2 to all attack rolls.
Rebreather: you can now breath underwater.
Nightvision: you gain dark vision out to 60ft. and lowlight out to 120ft.
Furthermore, you do not take damage when your racial anti-magic feild cancels a spell.
Arcane Eye
At 7th level you gain acsess to your Arcane Eye of the Animus Speculum, this enables the Culexus Assassin to focus there potent negative psychic energy through a single eye that is emitted as powerful blast at the Assassin's will. Such a blast is capable of burning out a target's brain. While lethal to anyone, it inflicts particularly terrible damage on psykers, daemons and psychically-active creatures, whose psychic defences crumble quickly before its onslaught. You may now use the abilitys below.
Psy bolts: Gain the eldrich blast cantrip, it deals Psychic damage insteead of force.
Furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to them.
Arcane Eye Upgrades
By the 10th level, you may now focus your negative warp energy into a blast. You may now use the ability below.
Psy blast: As an action you may focus you negative psychic energy, any creatures in a 15ft cone must pass a Wisdom save DC 8 + your Proficientcy bonus + your Inteligence bonus, creatures that faild take 3D10 psychic damage and on a pass they take half. You may use this ability a number of times equal to half your Inteligence bonus, you regain all uses of this ability after you preform a long rest.
Furthermore, If the a target of this ability has the ability to cast spells this ability deals double damage to that target. at level 13 you may use this ability a number of time equal to you whole Inteligence insteed of just half and the cone size increases to 30ft.
the damage of this ability goes up by 1 dice at levels 10, 13 and 17th to a max of 10D8.
Animus Upgrades
At 13th level, The Arcane Eye of the Animus Speculum can also draw power from nearby psykers who use the Warp as a power source. The weapon also serves as a form of psychic restraint, dampening the Culexus' own negative psychic aura and preventing it from affecting any nearby allies as strongly. gain the following abilities.
Aura Dampener: You may resrict you antimagic aura to 5ft or effecting just yourself this may be done as a bonus action.
Psy Tap If you are within 30ft of a Warp or magic user, As a bonus Action you may attempet to take a Spell slot of level 2 or greater if this is done you replenish one charge of your Arcane eye ability. If the target is friendly he may willingly give you the spell slot but if the target is not willing the may make a Wisdom save DC equal to 8 + your proficentcy bonus + you Inteligence on a fail you take the lowest avilible spell slot that is above 2, if the target does not have a level 2 slot you still sap a level 1 spell but it does not have the power to replenish a use of Arcane Eye. This may be done a number of time Equal to half you Inteligence bonus.
Psyocculum The built-in Psyocculum allows the Assassin to clearly see individuals and objects obscured by psychic powers. you count as having the trues sight spell on at all times.
Animus Counter
At 17th level, when a creature within 30ft of you casts a spell, you may uses your reaction to attempet to cancel it. Roll a D12 if the number is greater then the spells level, the spell fails and has no effect.
Combatant
The combatant is the standard fighting class citizen in the Imperium, ranging from Crusaders And Prists that help the faith and imperial law next to the sisters of order, or a mercenary taking jobs for coin, even Gangers from a hive city whatever it may be they are not someone you want to cross.
Prerequisites To be a Combatant you may be any Any.
Level | Proficiency Bonus | Features |
---|---|---|
1st | +2 | Combat Style, Martial Path |
2nd | +2 | Stamina surge (1 use) |
3rd | +2 | Adrenaline Burst (1 uses) |
4th | +2 | Ability Score Increase |
5th | +3 | Extra Attack |
6th | +3 | Ability Score Increase |
7th | +3 | Martial Path Feature |
8th | +3 | Ability Score Increase |
9th | +4 | Resiliant (1 use) |
10th | +4 | Martial Path Feature, Stamina surge (2 use) |
11th | +4 | Extra Attack (2) |
12th | +4 | Ability Score Increase |
13th | +5 | Resiliant (2 uses) |
14th | +5 | Ability Score Increase |
15th | +5 | Martial Path Feature |
16th | +5 | Ability Score Increase |
17th | +6 | Adrenaline Burst (2 uses), |
18th | +6 | Martial Path Feature |
19th | +6 | Ability Score Increase |
20th | +6 | Resiliant (4 uses) |
Class Feature
As a Combatant you gain the following class features
Hit Points
- Hit Dice: 1D10 per Combatant level
- Hit points at 1st level: 10 + your constitution modifier.
- Hit Points at Higher Level: 1D10 (or 5) + your Constitution modifier per Combatant level after 1st
Proficencies
- Armor: light Medium, Heavy and Sheilds
- Weapons: All simple and martial weapons plus all stub and auto Weapons.
- Tools: Tech tools
- Saving Throws: Dextarity, Constitution
- Skills:Choose 2 skills from Acrobatics, Athletics, Intimidation, Investigation, Perception, Technology
Equipment
Combatant starter kit
Combat Style
You adopt a particular style as your specialty. At first level you gain one of the abilities below, At level 10 you get to pick one more . You can’t take a Fighting Style option more than once, even if you later get to choose again.
Ranged
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee 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 melee 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.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Mobility
You gain +5 ft movement.
Martial Path
At 1st level, you choose a path that you train your combat styles and techniques. Choose Crusader, ministorum Priest, sister of silence, Mercenary or Gunslinger, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
Stamina Surge
At 2nd level. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your combatant level. Once you use this feature, you must finish a short or long rest before you can use it again.
At level 10 you gain 1 more use of this feature and another at level 20.
Adrenalin Burst
Starting at 2nd level, you can push your robotic body beyond its normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Ability Score Improvement
When you reach 4th level, and again at 6th, 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
Beginning 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 when you reach 11th level in this class.
Resiliant
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can’t use this feature again until you finish a long rest.
You can use this feature twice between rests starting at 13th level, three times between long rests starting at 17th level and 4 times at level 20 .
Crusader
A Crusader is a holy warrior of the Adeptus Ministorum who is recruited for his or her unflagging devotion to the God-Emperor. Most are inducted into the ranks of the Ecclesiarchy from a Schola Progenium, selected for their deep faith in the Imperial Creed and the Emperor.
To be chosen to become a Crusader is a great honour, though it leads not only to a gruelling life of asceticism and martial perfection, but also inevitably to an unmourned death in battle against the forces of heresy and apostasy.
Nonetheless, such a calling guarantees the opportunity to test sword and shield against Mankind's greatest enemies. Equipped with a Power Sword and Storm Shield, the Crusader is a stalwart melee warrior whose place is in the heat of battle, surrounded by his foes.
It is improbable that a Crusader's fate will differ greatly in an Inquisitor's service. Some Inquisitors recruit Crusaders from the honour guard of the Cardinals Crimson -- that most mysterious of all the Ecclesiarchy's many orders.
It is said that nowhere else in the Imperium of Man can more devout warriors be found -- save perhaps within the ranks of the famed Adepta Sororitas. In fact, several Crusaders have risen to become Inquisitors themselves in time, though they almost always begin their careers as staunch Puritans, as might be imagined.
Inquisitors are not the only ones who recruit the martial prowess of Crusaders. Ecclesiarchy priests often gather a band of bodyguards to assist them in the execution of their duties (and Heretics). Known as Battle Conclaves, these groups are necessarily small.
Anything larger would breach the prohibition of "men under arms" as laid down in the Decree Passive that prohibited the Ecclesiarchy from raising its own military forces in the wake of the abuses carried out during the Age of Apostasy in the 36th Millennium by the Renegade High Lord and Ecclesiarch Goge Vandire.
Even so, the Inquisition's Ordo Hereticus covertly monitors the activities of the Ecclesiarchy's Battle Conclaves to safeguard the spirit of the Decree Passive, if not its letter.
When you choose this Ordo you gain Proficiency in Athletics, History, Religion and Wisdom saves.
Furthermore you become Proficient with all Storm Shield.
Superior combatant
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. the list of maneuvers are on in chapter 5, Rules.
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Defence of the Imperium
At 7th level, you gain the slatwart and the Defender abilitys below.
Guard: you stand as a powerful obstacle to those who wish to harm you or others close to you. While you hold a shield, you can use a reaction when a creature within 5 feet of you makes an attack. That creature rolls with disadvantage.
Prepared: As the guard of the battlefield, you cannot always be a brute. You have to be alert as a sentinel. You can Dodge as a bonus action.
Know Your Enemy
Starting at 10th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration.
- Strength score
- Dexterity score
- Constitution score
- Wisdom Score
- Intelligence Score
- Charisma Score
- Armor Class
- Current hit points
- Total levels, or CR if any
- Resistances
- Immunities
Furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your Wisdom modifier against a studied target for 24 hours after you studied them.
Enduring
Starting at 15th level you gain 2 x your Intelligence modifier extra Seperiority dice and you gain the block ability below.
Resistance: you become a virtual wall. You gain resistance to all damage with the exceptions of Psychic and Force while you are wearing armor.
Stalwart: You have a strong body, able to withstand effects that might force you to back down. You have advantage in saving throws against being frightened, charmed, Stunned, Dazed and being knocked prone.
Knight Crusader
Starting at 18th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Intelligence.
Missionary
A Missionary is a disciple of the Imperial Creed and a Priest of the Adeptus Ministorum. Missionaries spread the Imperial Cult and defend it from the core worlds of the Imperium of Man to the far flung edges of the galaxy. Missionaries spread their belief in the divinity of the God-Emperor across the long-settled worlds of the Imperium, as well as to recently rediscovered human-settled planets. They also sometimes take a more active role in defending the Emperor's realm and accompany the Adeptus Sororitas into battle. These men and women serve as the front line of the Ministorum, guiding the newest followers of the God-Emperor in their day-to-day prayers and observances.
There are many types of Missionary: from the young, fervent hopefuls who spread the word of the Imperial Creed with little guidance and support from the Ministorum, to the ancient, wise and toughened members of the Missionarus Galaxia. These individuals are at the forefront of the Imperium's expansion, accompanying the crusading armies as they discover new worlds, contact lost civilisations and push back the frontiers of the Emperor's holy domain.
The oldest Missionaries are instinctive survivors. They have fought in battles against heathen and godless savages, and thwarted the designs of Chaos and Genestealer Cults. A Missionary must survive the rigours of many Terran years of Warp travel and exploration across Death Worlds, Desert Worlds, prehistoric Feral Worlds and the freezing permafrost of Ice Worlds.
Whenever a lost human culture is discovered or a new Imperial colony is founded, a Missionary must journey to that world to take responsibility for its spiritual enlightenment, using whatever tools are most expedient. For some colonies, the Missionary's responsibility can be limited, as other servants of the Ecclesiarchy participate in the colonisation effort. For newly recovered human worlds, the task is often far more challenging.
In these instances, the Missionary must first absorb and learn the ways of the native society and its religion, if one exists. As he comes to grips with the culture, he must identify practices and teachings that can be refined to become consistent with the ways of the Imperial Creed.
A Missionary's ultimate goal on any new world is to convert its existing populace to the Imperial Creed, but this is no trivial matter. Often, a Missionary must work without any support. As the sole representative of the Imperium of Man, the Missionary serves as an ambassador to the entire planet. Given the scale of this task, many Missionaries attempt to institute a gradual and subtle reform that can subtly gain traction within the planet's culture rather than trying to violently overwhelm the local beliefs immediately by force of arms or raw charisma.
Missionaries frequently begin implementing such changes by integrating portions of the Imperial Creed into the planet's native belief system. This might be a simple matter of syncretism, substituting the Emperor and His Saints for the roles of those deities already within the world's pantheon. In other circumstances, a solution could require more extreme, violent actions or could take long-term planning. A Missionary might also have to design a system for a far more gradual conversion process. By placing facets of the Imperial Creed subversively into the culture, a Missionary can help to lay the groundwork for his successor -- sometimes one who only arrives Terran centuries or millennia later. Ideally, the foundation the first Missionary creates opportunities for future Missionaries to exploit in the signs and prophecies the first leaves behind, ensuring that even if he cannot succeed in his lifetime, the Imperium will triumph long after his death.
The precise tenets of the Creed that Missionaries espouse can vary substantially. Some are generous to a fault, granting the Emperor's pardon and mercy for past crimes, while winning the population over with charm and assistance. Those who follow this path are often more dependent upon their impassioned speech and vast body of knowledge. Others pursue a more militant course, often with the assistance of particularly zealous converts or even the forces of the Astra Militarum. Missionaries who employ this conversion pattern might initiate a holy war against the planet's native religions or they might use the power of the Imperium as a tool while they ferret out threats to humanity. Still others work from the shadows, acting to subtly introduce the Imperial Creed so that the inhabitants never truly realise a change in their culture has occurred.
When you choose this Ocupation you gain Proficiency in Warp, Religion, History and Wisdom saves.
Furthermore you become Proficient with all Special melee and ranged Weapons.
Impeirial Creed
At 3rd level, you are sent to the Imperiums planets to spread the Creed on behalf of the Eclesyarchy and the spreading of the faith.
- Voice of the Emperor: Gain + 5 to all Persuasion, Intimidation and Deception skill checks made against targets that would belive the Creed.
- The Emperor Protects Me: Your AC increases by +4 if your not wearing any Armor.
- Will of the Emperor You gain + 5 to all Wisdom saves and ability Check,
Furthermore you gain the War Hymn ability below, A Hymn ends if you cannot speak, a deafened creature can not benefit from a Hymn either.
War Hymn: Imperial creatures within 30ft of you gain a +1 to attack rolls and an extra 1d4 to all damage rolls excluding Psychic Powers.
At level 10 this increases to +2 Attack and a + 1d6 to damage rolls
Cenobyte Retinue
Starting at 7th level, you gain a retinue of Biologiacl and mechanical constructs That are called Cenobyte servitors as discribed in the NPC Minions Section of this book. you gain a number of Cenobyte servitors in you retinue equal to half your Wisdom modifier. You may have one of each of the Cenobyte servitors types with the exception of the Acro flagalent you may have multiple of them. If a Flagalent dies you can procure a new member within an amount of time and resources determined by the DM.
On each of the your turns you can command the NPCs with verbal (no action required) or hand and arm signals (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete.
Furthermore, at Level 14th you retinue can have a number of Cenobyte servitors equal to your Whole Intelligence modifier instead of half.
Emperor Protect Us
At 10th level, you gain the Protection Hymn Below, you may only have one Hymn active at a time, it takes a bonus action to change it.
Protection Hymn: Imperial creatures within 30ft of you gain a +2 to there AC and a + 1d4 on all saves made.
Emperors Favor
Beginning at 15th level, you may re-roll a number of dice per long rest equal to your Wisdom modifier.
High Priest
At 18th level, Your make Imperial Creed abilities are now doubled, use the Enhanced versions below from now on.
- Enhanced Verbal Encouragement: Gain + 10 to all Persuasion, Intimidation and Deception skill checks made to stop violance or conflict or the resilution of a conflict at hand.
- Enhanced Order Protects me: Your AC increases by +8 if your not wearing any Armor.
- Will of the Emperor You gain + 5 to all Wisdom saves and ability Check
Sister of Silence
The Sisters of Silence are an all-female order of Imperial Witch Hunters tasked with hunting down rogue psykers and other psychic threats across the galaxy. They also help to enforce the Imperium's rigid laws on the use of psychic powers.
The Silent Sisterhood was most active during the time of the Great Crusade in the late 30th and early 31st Millennia. In the wake of the Horus Heresy they became far less active in Imperial affairs to such a degree that for most of the last 10,000 Terran years the order was wrongfully believed to have been disbanded. Yet the Sisters of Silence have recently returned to prominence in the Imperium of Man following the birth of the Great Rift and the start of the Era Indomitus.
The Sisters of Silence's original purpose was to hunt and kill rogue human psykers whose activities presented a terrible danger to the people of the newborn Imperium of Man and to oversee the tithe of psykers from every Imperial world to Terra.
Also known as the "Silent Sisterhood," the "Witch-Seekers," the "Pale Scourge," the "Soulless Ones," the "Null Maidens," the "Eyrine" and the "Daughters of the Abyss," they were once the militant arm of the Adeptus Astra Telepathica and were referred to internally within the records of the Adeptus Terra as the Departmento Investigates.
Riding the dark void between the stars upon the dreaded Black Ships during the Great Crusade, the Silent Sisterhood was the enforcer of the Great Tithe, known by some as the "Psyker Cull" and the "Hunt That Never Ends."
Each one of the warriors of this order are psychic Nulls, a soulless being who inspires dread wherever they walk. The Sisters of Silence's primary base of operations was the Somnus Citadel on Luna, the moon of Terra, which was maintained by the ancient Selenite Cults of gene-engineers who had long governed that world.
Along with the Legio Custodes, the Sisters of Silence had the right and duty to walk freely within the inner sanctum of the Imperial Vaults deep beneath the Imperial Palace, the sovereign and sole domain of the Emperor and His household at the behest and license of the Master of Mankind. Following the end of the Horus Heresy, Mankind became superstitious and fearful of the unknown, and the Silent Sisterhood was cast out by a distrustful Imperium.
They disappeared from Imperial history for nearly 1,500 standard years, until the Imperium faced annihilation at the hands of the massive Ork WAAAGH! led by the Warlord known only as The Beast in the 32nd Millennium. The last vestiges of the Silent Sisterhood would play a key role in defeating this Ork WAAAGH! and diverting disaster.
Though officially disbanded after the Age of Apostasy in the 36th Millennium, many enclaves of the Silent Sisterhood still fought for the Imperial cause, albeit in a more secretive and elite capacity than before.
With the resurrection of Roboute Guilliman as the Lord Commander of the Imperium after the birth of the Great Rift in 999.M41, the Silent Sisterhood has begun to serve more openly alongside Imperial military forces once more
When you choose this Ordo you gain Proficiency in Athletics, History, Arcana\warp and Wisdom saves.
Furthermore you become Proficient with all Exicutioners blade.
Superior combatant
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers. You learn three maneuvers of your choice as shown in Chapter 5, Rules under Maneuvers. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice. You have a number of superiority dice equal to you Proficiency bonus + your Intelligence, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.
Pariah Control
Staring at level 7 you no longer take damage when you counter a spell with you racial anti-magic field and you may restrict your antimagic aura to 5ft or effecting just yourself this may be done as a bonus action.
Know Your Enemy
Starting at 10th level, if you spend at least 1 minute Reading about, observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The GM tells you if the creature is your equal, superior, or inferior in regard to a number of the following characteristics of your choice equal to your Wisdom modifier, If a target of this is killed you may still benefit from this ability if the target was a generic enemy that you may face again, for example if you studied some Chaos cultists you will retain these bonuses against all cultist for the duration.
- Strength score
- Dexterity score
- Constitution score
- Wisdom Score
- Intelligence Score
- Charisma Score
- Armor Class
- Current hit points
- Total levels, or CR if any
- Resistances
- Immunities
Furthermore you gain a bonus to all attacks, damage, saves and ability checks equal to your intelligence modifier against a studied target for 24 hours after you studied them.
Pariah Blast
Starting at 15th level you gain 2 x your Inteligence modifier extra Seperiority dice and you gain the Pirah Revolte ability below.
Pariah Blast: Anytime you anti magic feild cancels a spell or nulifies damage aginst you you deal 2d10 psychic damage to the caster.
Combat Tested
Starting at 18th level, when you roll initiative and have no superiority dice remaining, you gain an amount of superiority dice equal to your Inteligence.
Rouge Trader
Rogue Traders, originally called Rogue Traders Militant during the era of the Great Crusade and the Horus Heresy, are unique and powerful human individuals who serve as a combination freelance explorer, conquistador and interstellar merchant for the Imperium of Man. They are hereditary Imperial servants and nobles, given a starship, a crew, and sometimes a contingent of Space Marines (in very rare cases) or troops of the Astra Militarum and carte blanche to roam those worlds of the galaxy that still lie beyond Imperial control or knowledge.
In their task of exploring and exploiting the still-uncharted regions of the galaxy for Mankind, Rogue Traders might come across worlds harbouring long-forgotten human civilisations which will be later incorporated into the Imperium by official Adeptus Mechanicus Explorator fleets and expeditions of the Imperial Navy and Astra Militarum. Other times they find empty or alien-dominated planets ripe for colonisation, conquest or exploitation by the Imperium -- and themselves
The bearer of a sacred Warrant of Trade that empowers him to journey beyond the boundaries of the Imperium to trade, explore, and make war in the God-Emperor’s name, a Rogue Trader is a unique figure in the grim darkness of the Imperium. He may be a newly entitled power on the rise or hail from a long lineage of nobles and voidfarers, but all bear their titles with pride, striking out into the unknown in search of fortune and glory.
A Rogue Trader is a power unto himself in the dark voids, master of all he surveys―at least as far as his force of arms and sharpness of wits can press the claim. A Rogue Trader can be many things but whether standing as diplomat before a planetary ruler, cutting a shadowed deal in a station undercity, bellowing orders amidst an armed host set upon plunder, or striding the bridge of a mighty starship, they remain one thing above all -- free.
Often, Rogue Traders come from a dynasty of great leaders and visionary commanders, with a renowned (or darkly infamous) lineage stretching back millennia. Other times, they are from younger, more dynamic families, often coming from the ranks of the Adeptus Terra, the Imperial Navy, or the Astra Militarum. Whatever their origins, all Rogue Traders are first and foremost masters of their own fates, and upon their shoulders can rest the success or failure not only of their endeavours and their bloodlines, but of countless future generations and, often, the fortunes of entire worlds.
Despite the fact that the weight of such responsibility is his to bear alone, a Rogue Trader invariably surrounds himself with a coterie of allies and retainers. No Rogue Trader can undertake his mission alone, for no man or woman can be master of every single aspect of trade, exploration, exploitation, and war. As a result, all of the most successful Rogue Traders have the ingrained ability to recognise the value of others and their motivations and, as a leader, are able to utilise every weapon and ability in their human arsenal to their full potential.
Though he must rely on others for the most specialised of skills (not to mention certain needful resources), it falls to the Rogue Trader to know how and when to exercise his own judgement and how to delegate where needed. He may not steer the helm of his void cruiser, nor fire and aim every Macrocannon in person, but the Rogue Trader selects and commands those who do and it is his orders that are obeyed. Likewise he may know little of the arcane rites of the Augury and Auspex, but it is ultimately his decision whether or not to trust the word of the Explorator who claims it safe to breathe the air of a newly discovered world.
Rogue Traders must always look to their own abilities and protection, regardless of the power of their allies, for there will always be those envious of their power and station, and countless rivals to their goals. As a result, most have a penchant for the very finest personal weapons and equipment their fortunes can acquire -- for even friends can soon become enemies when a world's ransom is at stake. Some never leave their bridge without donning an ancient and revered suit of Artificer-wrought Power Armour, while others secret fiendishly cunning personal force field generators of alien manufacture beneath a gaudy uniform. None are ever unarmed, bearing, even aboard their own vessels, minute Digital Weapons and other implements of destruction. However they outwardly comport themselves, Rogue Traders must be supremely confident in their own abilities, and able to walk away from even the most desperate situation somehow having profited from their perilous adventure, even if that profit must be counted purely by survival.
When you choose this Ordo you gain Proficiency in Athletics, History, Religion and Wisdom saves.
Furthermore you become Proficient with all Special and Sniper Weapons.
Trader life
Starting at 3rd level, Any Rouge Trader is worth their salt and will have a bit of a cocky attitude, but only the best know how to use that pride to push themselves beyond their limits.
At 3rd Level you gain access to a pool of resources called Ego points. These Ego points can be spent to fuel certain abilities that your Rogue trader can employ. At 2nd level you have 2 + your charisma bonus Ego points, and you get an additional 2 at levels 7, 10, 15, 18.
Any Ego ability that requires a saving throw uses the following formula.
Ego Save DC = 8 + Your Proficiency Modifier + Your Charisma Modifier
When you get this ability, you have access to three Ego abilities. These abilities are
Risky Strike: You may spend an Ego point to make a weapon attack against a creature as a bonus action. The creature you target has advantage on their next attack against you if you choose to make this attack.
Winning Personality: You may spend an Ego point as a reaction to grant yourself advantage on one charisma based check or saving throw.
Rally: As an action, you may spend an Ego point to inspire an ally within 30 feet of you. That ally gets advantage on their next attack roll or ability check. If they do not use this benefit before the end of their next turn, it is lost.
Any Ego points spent are returned after you take a long rest. At 10th level, they return at a short or long rest
Contract Negotiation
Also at 3rd level, you have managed to find the proper wording and tactics to get the most out of a contract. When taking a job or contract, you may make a Persuasion (Charisma) check with advantage against the target’s Insight (Wisdom). On a succesful check, you may get 25% more money when being paid. You may also make an Insight (Wisdom) check with advantage when reading any sort of contract to determine any sort of misleading information or clauses that will be a detriment.
Confidant
At 7th Level, you thrive on the battlefield. You shock and awe all those around you, proving once and for all that you are the greatest combatant, Explorer, Leader and Confidant. in the realm and well worth your price.
As a bonus action, you may enter a state of heightened ability as your confidence and self assurance pushes you across the battlefield. While in this state you gain a few different effects.
- You may add your Charisma Modifier to your attack and damage rolls.
- You give off a confident aura, giving allies a bonus on attack rolls and enemies a negative to attack rolls, equal to your Charisma bonus so long as you are within 15 feet of them.
- You gain advantage on check or saves against being Frightened, Charmed, or compelled by natural or magical means equal to your Charisma bonus.
- You regain a number of Ego points equal to half your Charisma bonus (rounded up) when you first enter this state.
- You are not affected by difficult terrain and you gain +5ft movement.
This state lasts for 1 minute, or until it is dismissed. (No action required.)
After you use this ability, you can’t use it again until after you finish a long rest.
Furthermore your unbridled machismo never stays down for long. Additionally, you have developed your bargaining skills over time and may now get up to 50% more money from contracts, and up to 25% more from selling items using Contract Negotiation.
Fierce Reputation
By 10th Level, you have earned somewhat of reputation in the land. Allies are inspired by your presence, and enemies dread your arrival. As an action you may spend three Ego points and pick one if the following effects.
Legendary Ally: You may select a number of allies equal to your charisma modifier within 30 feet of you. If these allies can see or hear you, they gain 1d8 + Your Charisma Modifier in temporary hit points, and have advantage on saving throws against being frightened or charmed for 1 minute. You may select yourself as one of the allies. During that 1 minute, you may spend another Ego point to re-apply the Temporary HP to the same allies, so long as they can still see you and are within 30 feet of you
Dreaded Foe: You may select a number of Enemies equal to your Charisma modifier and that are within 30 feet of you. These enemies must make a Wisdom saving throw against your Ego DC or be frightened of you for 1 minute. During this time they may only use their action to dash, and must try to get as far away from you as possible, through the safest route. They may repeat the saving throw at the end of each of their turns. Enemies that succeed on this saving throw can’t be affected by it again for 24 hours.
furthermore, You now regain expended ego points from a short or long rest.
Proving a Point
At 15th level your pride can push you beyond some of your normal limitations, proving your superiority. When you make an attack, you may spend 1 Ego points to raise your damage by 1 damage die. You may continue to spend Ego points in this way, one point at a time, to continue to raise your damage by 1 damage die.
Best in the Galaxy
At 18th Level, you expireance has brought you confidance to a new level, those around you will take notice to you, whther the want to or not.
When you enter you Confidence you gain the improved effects below in replace of the normal bonuses.
- You add 2x your Charisma Modifier to your attack and damage rolls.
- Your confident aura gives allies advantage on attack rolls and enemies disadvantage on attack rolls so long as you are within 30 feet of them.
- You can’t be Frightened, Charmed, or compelled by natural or magical means.
- You regain a number of Ego points equal to your Charisma modifier when you first enter this state.
- You are not affected by difficult terrain and you gain +10ft movement.
This state lasts for 1 minute, or until it is dismissed. (No action required.)
After you use this ability, you can’t use it again until after you finish a short rest.
Gunslinger
A gunslinger stick to his tried and true firearm its the thing that always seem to get them out of the tight spots you seem to find your self in. most gunslingers travel with rouge traders seeking a more thrilling gunfight or become a gun for hire in some hive city.
When you choose this Martial Path gain Proficiency in Acrobatics, Perception, Tech and Dexterity saves.
Furthermore you become Proficient with all Revolver Weapons.
Grit and trik shot
When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.
Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.
Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier
Quickdraw
When you reach 7th level, you gain advantage on your initiative rolls. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Acurate
At 10th level, your firearm attacks score a critical hit on a natural roll of one better the you would have needed, and you regain a grit point when you crit with an attack roll.
Hemorrhaging Critical
Upon reaching 15th level, whenever you score a critical hit on an attack with a firearm, the target must pass a constitution save DC 8 + your profecientcy bonus + your Wisdom bonus, on a fail the target suffers an additional half of the damage from the attack origanal attack at the end of its next turn.
Hardened Gunslinger
At 18th Level, If you enter combat With no Grit, gain an amount of grit eqaul to you wisdom Modifier and you now know all 8 Trick shoots
Trick Shots
Bullying Shot: You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.
Dazing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.
Deadeye Shot: When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.
Disarming Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Forceful Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.
Piercing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.
Violent Shot: When you make a firearm attack against a creature, you can expend one or more grit points to enhance the efectivness of the attack. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.
Wing Shot: When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.
Bleeding shot: If this attack hit the target the target take 1D6 damage until a constitution save DC 8 + your profecientcy bonus + your Wisdom bonus is passed, this test is taken at the end of each round.
Desperado
Desperado's are a type of warrior and mercenary within the Imperium. Often simply refered to as Scum or Hive Scum, Desperado's are often renowned criminals, Killers, and bodyguards who have had many brushes with Imperial authorities. Due to possessing a wide variety of skills related to criminal or subversive activities, Inquisitor's will sometimes recruit Desperado's (willing or otherwise) into their retinue
The Warrior focuses on the Development experience honed to deadly perfection. Those who model themselves on this martial path combines rigorous Training with physical excellence to deal devastating blows.
When you choose this Martial Path gain Proficiency in Athletics, Acrobatics, Survival and Con saves.
Furthermore you become Proficient with all Power Weapons.
Improved Critical
Beginning when you choose this martial path at 3rd Level, your weapon attacks score a critical hit on a roll of 19 or 20.
Remarkable Warrior
Starting at 7th level, you can add half your Proficiency Bonus (round up) to any Strength, Dexterity, or Constitution check or save you make. this increases to your whole proficiency at level 15.
In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.
Versitile Fighter
At 10th level, you can choose a second option from the Fighting Style class feature, you may pick another at levels 15 and 20
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain Hit Points equal to 5 + your Constitution modifier if you have no more than half of your Hit Points left. You don't gain this benefit if you have 0 Hit Points.
Ganger
Gangs are violent, territorial groups that can be found throughout the Imperium. Hive Worlds are known for their extensive amount of gangs. Even Terra has a huge number of gangs formed from the destitute non-adept population.
Hive world gangs are often part of the powerful rival families or clans of the hives. Some gangs (known as brat gangs) are from the young nobility of hive world cities, which descend to attack the lower-level gangs. Powerful lower level gangs are sometimes legitimized by the Planetary Government as the hive world's planetary defense forces, in order to keep down the most anarchic elements, and even to defend the planet if it is attacked. From there they may be recruited into the Imperial Guard.
Hive gangs often assume a name reflecting whatever they identify themselves with, such their territory, environment or fighting style. On the hive world of Tellus, for instance, gangs were recorded as having names such as the "Bad Rad Boys", the "Metal Maniacs", the "Screaming Scabs" and the "Zeta Death Phalangites"
Ganger's are the lords of the under city culture, learning the ins and outs of street life in the empires many Hive cities. The early days of a gangers life will consist of working the streets and fighting with other gangs to earn respect enough to earn a following of underlings, that will aid in your criminal enterprising.
When you choose this brawler type you gain Proficiency in Intimidation, Persuasion, Deception and Charisma saves.
Furthermore you become Proficient with the following weapons and they become Brawler weapon Bat, Punching dagger, Brass Knuckles, Crowbar, Sledge hammer. you also gain Proficiency with all Stub and Auto weapons but they do not count as Brawler weapons.
Undercity Afilliate
Starting at 3rd your reputation and connections within the undercity is growing, once per day you may attemped a Pursuation, deception or intimidation check (DC 15) on a lower city citizen, to Learn the location of a undercity supplier and what afiliations the supplier may be a part of or the location of a nearby gang affiliation. The type of skill used during the test could have positive or negative effects on your reputation with that specific undercity suppliers and any affiliations they may be a part of, this is all at DM descretion.
Gang leader
Starting at 7th level, You gain an amount Gangster equal to half your Charisma bonus (rounded down to a minimum of 1), refer to NPC minions section of this book for the stats. The weapons, armor and equipment is dependant on what weapon you give them the may use any stub or auto weapons and all simple and martial weapons. If a gangster dies you can procure a new member within an amount of time determined by the DM.
On each of the your turns you can command the NPCs with verbel (no action required) or hand and arm signales (Bonus Action required). if you do you decide what action the NPC will take and where it will move during its turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the Npc only defends itself against hostile creatures or its controllers military target. Once given an order, the NPC continues to follow it until its task is complete. the creature uses your Proficiency bonus when determining attacks and Skills.
Bodyguard
Beginning at 10th level, you gain a Ogryn bodyguard, use the stats below for the Bullgryn. the dose not count asone of your Gangsters when determining how many members you can have in your command squad. The Ogryn may use sheilds, all Simple and martial melee weapons and auto cannon.
Under Boss
At 15th level, you are so well known in the undercity affiliations you gain advantage on all intimidation, persuation and deception rolls made on any undercity affiliate you also gain a 25% off discount at undercity supliers. but you have disadvantage on any ability check made to avoid being recognized
Furthermore you may have a number of gangsters equal to your whole Charisma bonus Instead of half.
Underlord
At 18th level, you may now have a number of gangsters equal to double your Charisma bonus and you may now have two Bodyguards.
Brawler
Brawlers a those few that tend to stick to the arts of hand to hand fighting, Ranging from street fighters to Monks and Martial Artistas to the Scavvies that dont have the means to arming themselves properly so they resort to savagly scrping and kickin at there foes. Brawlers are the type of character you want when weapons are not in the questsion, but not someone you want to cross in most situation.
Prerequisites
Level | Proficiency Bonus | Features | Unarmed damage | Brawler Grit |
---|---|---|---|---|
1st | +2 | Unarmed Fighter | 1D4 | - |
2nd | +2 | Brawlers Grit, Brawler Techniques (2) | 1D4 | 2 |
3rd | +2 | Brawler type | 1D6 | 3 |
4th | +2 | Ability Score Increase | 1D6 | 4 |
5th | +3 | Extra Attack, Stamina Surge | 1D6 | 5 |
6th | +3 | Brawler type Feature, | 1D8 | 6 |
7th | +3 | Brutal Fists | 1D8 | 7 |
8th | +3 | Ability Score Increase | 1D8 | 8 |
9th | +4 | Temporance | 1D8 | 9 |
10th | +4 | Brawler type Feature | 1D10 | 10 |
11th | +4 | Stamina Surge, Extra Attack (2) | 1D10 | 11 |
12th | +4 | Ability Score Increase | 1D10 | 12 |
13th | +5 | Shake it off | 1D10 | 13 |
14th | +5 | Brawler type Feature | 1D10 | 14 |
15th | +5 | Gritty Fighter | 1D12 | 15 |
16th | +5 | Ability Score Increase | 1D12 | 16 |
17th | +6 | Stamina Surge | 1D12 | 17 |
18th | +6 | Brawler type Feature | 1D12 | 18 |
19th | +6 | Savage Brawler | 1D12 | 19 |
20th | +6 | Ability Score Increase | 1D12 | 20 |
Class Feature
As a Brawler you gain the following class features
Hit Points
- Hit Dice: 1D8 per Brawler level
- Hit points at 1st level: 8 + your constitution modifier.
- Hit Points at Higher Level: 1D8 (or 4) + your Constitution modifier per Brawler level after 1st
Proficencies
- Armor: light
- Weapons: All simple weapons.
- Tools: None
- Saving Throws: Strength, Constitution
- Skills:Choose 2 skills from Acrobatics, Athletics, Intimidation, Stealth, Perception, Technology
Equipment
Brawler starter kit
Unarmed Fighter
Your practice of unarmed combat gives you mastery of how you use unarmed strikes and Brawler Weapons, which are shortswords and any simple Melee Weapons that don't have the Two-Handed or heavy property.
You gain the following benefits while you are unarmed or wielding only brawler Weapons and you aren't wearing medium or heavy armor or wielding a Shield.
• You may use Dexterity instead of Strength for the Attack and Damage Rolls of your unarmed strikes and Brawler Weapons.
• You may roll a d4 in place of the normal damage of your Unarmed Strike or Brawler weapon.
• When you use the Attack action with an Unarmed Strike or a Brawler weapon on Your Turn, you can make one Unarmed Strike as a Bonus Action. For example, if you take the Attack action and Attack with a Quarterstaff, you can also make an Unarmed Strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Brawler styles use specialized forms of the Brawler Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a Brawler weapon, each Brawler style has a list of different brawler weapons you my use
Brawlers Grit
Starting at 2nd Level, your Training allows you to use you grit as a brawler to get up an preform acts of Physical greatness. Your access to this is represented by a number of brawlers grit points. Your brawler level determines the number of points you have, as shown in the brawlers Grit column of the brawler table.
When you spend a Brawlers Grit, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended brawlers grit back into yourself.
Brawler Techniques
You can spend Brawlers grit points to fuel various Brawlers techniques. You start knowing two such features. You learn one additional Brawler techniques at levels 6, 10, 14, 18.
Some of your brawlers features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:
Brawlers Technique save DC = 8 + your Proficiency Bonus + your Wisdom modifier
Double Strike
Immediately after you take the Attack action on Your Turn, you can spend 1 brawlers grit to make two unarmed strikes or 2 Brawlers grit to make 3 unarmed attacks as a Bonus Action.
Retaliate
You can spend 1 brawlers grit to take make one attack as a reaction to being attacked by melee weapon.
Sturdy Defense
You can spend 1 brawlers grit to take the Dodge action as a Bonus Action on Your Turn.
Reposition
You can spend 1 brawlers grit to take the Disengage or Dash action as a Bonus action on Your Turn.
Stunning Strike
When you hit another creature with a Unarmed or Brawlers weapon Attack, you can spend 2 Brawlers Grit point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn.
Accurate Strike
You may use 1 Brawlers Grit to gain advantage on your next attack.
Knock out
When you hit another creature with a Unarmed Attack, you can spend 4 Brawlers Grit point to attempt a knock out. The target must succeed on a Constitution saving throw or be unconcious, taking a new test at the end of each of your turns. on a pass the creature is conscious. A creature that is immune to the effects of the stunned condition is not effected by this ability either.
Deadly strike
Before you make a unarmed or Brawlers weapon attack you may spend 3 Brawlers grit, if you do and the attack hits it automaticaly scores a critical hit.
Disarm
When you make a melee attack against a creature, you can expend 2 Brawlers grit point to attempt to take an object out from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.
Defense
You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.
Trip
When you hit with a unarmed attack you may spend 1 brawlers Grit to to attempet to trip the target. The target must succeed on a Dexterity saving throw or be knocked prone.
Piercing strikes
as a bonus action you may spend 2 Brawlers grit point to make your unarmed strikes count as having AP, you may spend 4 Brawlers Grit to make them AP+ and 6 for AP++, after this is done, it lasts for 1 Min and can end as a bonus action, if you want to increase the potency when it is active you must end it and repay the cost for the AP you desire.
Brawlers Style
At 3rd level, you choose a Style that you train your brawlers styles and techniques. Choose Jugernoght, Martial Artist, Psy Monk or Street fighter, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th, 10th, 14th, and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 20th 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class.
Stamina Surge
At 5th level. You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your combatant level. Once you use this feature, you must finish a short or long rest before you can use it again.
At level 11 you gain 1 more use of this feature and another at level 17.
Piercing strikes
By 7th level, Your unarmed strikes now have AP all the time and if you use the Piercing Strikes Techniques You get AP+ for 2 Brawlers Grit and AP++ for 4 Brawlers Grit.
Body hardening
Beginning at 9th level, You gain a permanent +2 to your constitution score and your maximum constitution can be 22.
This increases to + 4 at 18th level, and your maximum may be 24.
Shake It off
Beginning at 13th level, you have the ability to shack off conditions effecting your. you may spend 5 Brawlers grit to end on condition on you you may use this multiple times at the cost of 5 brawlers grit per condition removed.
Gritty fighter
Starting at 15th level, Whenever you stat an initiative with no Brawlers grit you gain an amount equal to you constitution bonus.
Savage Brawler
At 19th, when you roll damage for a unarmed or Brawlers weapon attack, you can reroll the damage dice and use either total.
Juggernaut
The Juggernaut is a Unstopabble fright train of pure Muscle, that will trample and smash the eneimes into a pulp. Often found in gangs and under city afiliations. The Loyal and ofter dumb Juggernaut will always find a home as some body guard of a big name ganger of a well knows bouncer at a Habb location in a Hive city.
When you choose this Brawler type you gain Proficiency in Athletics, Intimidation, Survival and Strength saves.
Furthermore you become Proficient with all Medium and heavy armor plus Juggernaut weapons/helms.
Freight Train
Starting at 3rd level, on a sucsessful shove attack you push and knock the target prone. If you fail the athletics test your target pick either to be knocked prone or Pushed back 5 ft.
Furthermore. gain the crushing Impact feature below.
Crushing Impact: If you move your max movement in a stright line and then make a shove attack, you You deal 2D8 Force damage damage to the target and half as much if the shove faild
The damage from this ability increses by 2D8 at levels 6, 10, 14 and 18.
Unstoppable
Starting at 6th level, you gain advantage on Strength (Athletics) checks when making a shove attack and you gain the bullet train feature below.
Bullet Train: if you move double you movement in a stright line and make a crushing impact you may use D12's for the damage dice insteed of D8's.
Menacing Wall
starting at 10th level you are immune to the frightened condition and being knocked prone unless you choose to be. if resist a creatures spell or ability as a result of this, you may as a reaction you may attempet to frighten that creature. That creature must may a Wisdom saving throw DC 8 + your proficientcy bonus + your Constitution or be frightened taking the test at the end of each of there turns until it is passed.
Destructive Charge
Starting at 14th level you gain the Disorienting charge and headbutt features below.
Paralyzing blow: after dealing damage with crushing charge the target must make a Constitution save DC 8 + your proficientcy bonus + your Strength bonus, on a fail the target is paralyzed for 1 round. if the test is passed the target is stuned for 1 round.
Headbutt: you may cause a destructive charge without having to move during your turn. you may use this a number of times equal to half you Constitution bonus Rounded down to a minimum of 1. You regain all uses of this feature after you complete a short rest.
Hard headed
Starting at 18th level You gain resistance to all damage with the exception of radiant and necrotic. and you may you may use the head but feature a number of time equal to your whole constitution score rounded down to a minimum of 1.
Martial Artist
Martial artis focus on a codified systems and traditions of combat practiced for a number of reasons such as self-defense; competition; physical, mental and spiritual development; and entertainment or the preservation of a nation's intangible cultural heritage.
When you choose this brawler type you gain Proficiency in Athletics, Acrobatics, Insight and Wisdom saves.
Furthermore you become Proficient with the following weapons and they become Brawler weapon nun-chuk, sai, katana, tanto, tonfa, Kama, fan, halberd, long spear.
Unarmored Training
Starting at 3rd level you gain the unarmored defence and the Unarmored movement features below
Unarmored Defense: while you are wearing no armor and not wielding a Shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.
Unarmored Movement: your speed increases by 5 feet while you are not wearing armor or wielding a Shield. This bonus increases by 5ft at levels 6, 10, 14 and 18.
At 10th level, you gain the ability to move along vertical surfaces and at 18th level you can move across liquids on Your Turn without Falling during the move.
Evassive actions
Starting at 6th level, you gain the evasion and the tumble features below.
Tumble: you can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to five times your Braler level.
Evasion: your instinctive agility lets you dodge out of the way of certain area Effects, such as a blue dragon's lightning
breath or a Fireball spell. 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.
Open Hand Technique
Starting at 10th Level, you can manipulate your enemy’s. Whenever you hit a creature with an unarmed attack, you can impose one of the following Effects on that target this may be done onces per turn.
- It must succeed on a Dexterity saving throw or be knocked prone.
- It must make a Strength saving throw. If it fails, you can push it up to 5 feet away from you.
- It can’t take reactions until the end of your next turn.
Focused Arts
Starting at 14th level, you gain the following properties:
- Your may now have your unarmed strikes do double damage to objects and structures.
- You gain proficiency in 3 new tools and or combination of musical instruments of your choice.
- You may spend 1 Brawlers grit to re-roll any check made using a tool your are proficient in.
Quivering Palm
At 18th level, you gain the ability to set up lethal vibrations in someone’s body. When you hit a creature with an Unarmed Strike, you can spend 4 brawlers grit to start these imperceptible vibrations, which last for a number of days equal to your monk level. The vibrations are harmless unless you use your action to end them. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 necrotic damage.
You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action.
Scavvy
Scavvies are humans who exist in the lowest reaches of the hive cities, where the effluent of industry makes its way downward and pollutes the environment. This is also a region where the rule of the Imperium holds little influence and so there exists little rule of law and even less support or provision of food and water.
It is in this world that the Scavvies exist their environment has twisted them into pathetic degenerates that have few moral qualms when faced with matters of their own survival. They live on a diet that more "normal" humans might find distasteful; sometimes even encroaching into cannibalism in order to stay alive.
A typical Scavvy appears how one would expect any human who lives in extreme poverty to appear. They have a very poor complexion of almost yellow skin, due to the build-up of pollutants, the lack of sunlight, and disease. They also often have wasted and/or deformed limbs, probably due to poor healthcare or birth defects.
Despite these outward defects, it is important to note that Scavvies are not necessarily Mutants, although mutants do appear among them as they do among other human populations. The majority of scavvies are of baseline human stock.
Due to the nature of their environment, Scavvies must group together in order to survive. Yet due to the isolation and their anti-social behaviours, these groups invariably consist of several families that are severely inbred, no doubt increasing their rate of degeneration.
Yet loyalty to their family is not a common trait held by scavvies, and thus the group is held together through a combination of brute force and underhandedness by the strongest male of the pack. Even then, the largest groups do not often last for long and its members will desert unless threatened or bribed to stay.
That said, there have been occurances of particularly successful "Beggar Kings" who have united several Scavvy packs into a single tribe, which no doubt will have dispersed once again upon their deaths.
Scavvies cannot organise themselves well enough to occupy or operate any territory that they might inhabit, which may or may not be a result of their lack of education. Thus any location that they move their base camp to will quickly accumulate garbage and filth, becoming highly contaminated due to their disgusting way of life.
Yet despite this lack of managerial organisation, they are cunning enough to plan raids and ambushes. Even the more successful leaders among them begin make-shift racketeering or "tax" operations through intimidation of the more well-to-do hive dwellers.
Also, most of the Scavvy leaders have the foresight to bring support with them whenever they go into battle and will round up even less fortunate hive dwellers and goad them into battle as fodder.
When you choose this brawler type you gain Proficiency in Stealth, Sleight of Hand, Deception and Dex saves.
Furthermore you become Proficient with the following weapons and they become Brawler weapon ** Industrial Weapons, Power pick, weapons**. you also gain Proficiency with all stub and auto weapons but they do not count as Brawler weapons.
Dirty Fighter
Starting at 3rd level if you should find your self in a ruff spot you know how to survive by any means. You gain the Sneak Attack feature located in the homebrew feats section of this book and you learn one of the Brawlers Techniques below and when you learn more brawlers techniques you may pick from these aswell as the standard Brawler class techniques.
Dirt in the Eye
In replace of an attack and 1 Brawlers Grit you may attempt to blind enemies in a 10ft cone in front of you. each creature in the cone must make a dexterity save, of a fail the creature is Blinded until they use an action to get the dirt out of there eye. This may only be done on creatures that has a natural eyesight that it sees from.
Low Blow
When you hit another Humanoid creature with a Unarmed Attack, you can spend 3 Brawlers Grit point to attempt a low blow. The target must succeed on a Constitution saving throw or be Stunned and Prone until the end of your next turn and the target is poisoned for an amount of rounds equal to your Dexterity bonus.
Ear Clap
When you hit another Humanoid creature with a Unarmed Attack, you can spend 1 Brawlers Grit point to attempt a ear Clap. The target must succeed on a Constitution saving throw or be Defend for an amount of rounds equal to your dexterity bonus.
Fish Hook
When you are grappled with a creature, you can spend 1 Brawlers Grit point to get advantage on you next Strength (athletics) skill checks made in a grapple.
Vanish
You can spend 1 brawlers grit to take the hide action as a Bonus action on Your Turn.
Seasoned Scavvy
Starting at 6th level, you can use a Bonus Action on your turn to make a Dexterity (Sleight of Hand) check, to steal something or pickpocket someone, alternatively you may use your thieves’ tools to Disarm a trap, open a lock, or take the Use an Object action.
you also gain the ability to climb faster than normal, climbing no longer costs you extra Movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Evasive Nature
Starting at 10th Level, you can nimbly dodge out of the way of certain area Effects, such as a Deamons fiery breath or an Ice Storm spell. 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.
Furthermore when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack’s damage against you.
Scavvy Reflexes
Beginning at 14th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.
Scavvy luck
At 18th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or Long Rest.
Rouge Psyker
Rogue Psykers are Human Psykers that now belong to the Forces of Chaos.
Many have eluded either the Inquisition's Ordo Hereticus or the Adeptus Astra Telepathica's League of Black Ships and have become tainted by the Gods of Chaos, a process which drives the psyker completely insane. Their powers are completely out of control, capable of causing mass destruction but also making the psyker himself prone to possession by Daemons.
When you choose this Brawler type you gain Proficiency in Arcana/Warp, Perception, insight and Charisma saves.
Furthermore you become Proficient with all Force Weapons.
Rogue Psyker
Level | Warp charges | Cantrips Known | Powers known | Power slots | Slot Level | Warp Touched |
---|---|---|---|---|---|---|
3rd | 2 | 2 | 2 | 2 | 1st | 1 |
4th | 3 | 2 | 3 | 2 | 1st | 2 |
5th | 4 | 2 | 4 | 3 | 2nd | 2 |
6th | 5 | 2 | 5 | 3 | 2nd | 2 |
7th | 6 | 2 | 6 | 3 | 3rd | 2 |
8th | 7 | 3 | 7 | 4 | 3rd | 2 |
9th | 8 | 3 | 8 | 4 | 4th | 2 |
10th | 9 | 3 | 9 | 4 | 4th | 2 |
11th | 10 | 3 | 10 | 4 | 5th | 3 |
12th | 11 | 4 | 11 | 5 | 5th | 3 |
13th | 12 | 4 | 12 | 5 | 6th | 3 |
14th | 13 | 4 | 13 | 5 | 6th | 3 |
15th | 14 | 4 | 13 | 5 | 7th | 3 |
16th | 15 | 4 | 14 | 5 | 7th | 4 |
17th | 16 | 4 | 14 | 6 | 7th | 4 |
18th | 17 | 4 | 15 | 6 | 8th | 4 |
19th | 18 | 4 | 15 | 6 | 8th | 4 |
20th | 20 | 4 | 16 | 6 | 9th | 5 |
Psyker
When you reach 3rd level, you now have the ability to cast Psychic powers, this is the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting.
Psychic Disciplines
Rouge Psykers learn whatever powers are taught to them or what the pick up through experimentation you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See Psychic Disciplines section of this book.
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the rouge Psyker spellcasting.
Power Slots.
The Rouge Psyker table shows how many spell slots you have to cast your Spells of 1st through 9th Level. The table also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.
For example, when you are 7th Level, you have Three 3rd-level Spell Slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spell Known. You know 2 1st-level powers at 3rd level. The Spells Known column of the psy monk table shows when you can learn more powers of 1st level or higher. Each of these spells must be chosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.
Spellcasting Ability Charisma is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use you rCharismam modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Rouge Psyker
At 3rd level You gain the eldrich blast cantrip. This spell does not count toward your cantrips known.
Furthermore, you may have Your unarmed Strikes can deal Psychic damage instead of Bludgeoning. If you GM should allow it when you gain a Mutation you may instead gain a Mark of Chaos.
Warp Touched
At 3rd level when you become a Rouge Psyker you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the warp touched column. The list of traits is in chapter 4, the warp, under the warp touched traits. If your GM should allow it you may pick one ove the three chaos marks allowed to Psykers in replace of a Warp touched trait.
Warp Charges
You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Manipulation
At 3rd level, you gain the ability to manipulate your powers to adapt to a situation. You know all of the Warp Manipulations as described in Chapter 4, under the Warp manipulation section.
Psychic Shield
Starting at 6th level, your Psionic abilities protects you from harm. Your body always has an invisible psionic barrier around it. Whatever form the protection takes, your AC equals 12 + your Dexterity modifier + you Intelligence bonus, while you aren’t wearing armor.
Psychic Interference
Beginning at 9th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your level.
Psychic Shield
At 14th level, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest. At 16th level the radius of this ability is 30ft
Brutal Psyker
At 18th level, your warp powers a unbridled and raw. You gain an additional 4 power slots per long rest but it must be used on spells of level 5 or lower.
Mutant
Mutants are the millions of people across the Imperium of Man who have been deformed from the baseline Human phenotypic state by genetic mutation. This mutation can be caused by environmental factors like ionising radiation or by exposure to the raw psychic power of Chaos.
These people are destined to become the outcasts and lower classes of Imperial society. They are shunned and are often hunted down and killed as the Imperium has little tolerance for any who deviate from the divine perfection of the baseline Human form in mind or body.
Mutation is actually considered a heretical crime against the Emperor of Mankind by Imperial authorities because of its connection to sympathy or worship of Chaos.
Human mutants are often terribly misshapen creatures, abominably deviating from the normal Human form. On the other hand, not all mutants are degenerate beasts; many only bear a few extraordinary traits setting them apart from the rest of Mankind.
While many mutants are born mutated as a result of their ancestors' exposure to mutagens like radiation or extreme planetary environments over many generations, exposure to the psychic energies of Chaos can also lead to rampant mutation.
Because those who secretly worship the Chaos Gods as Chaos Cultists are known to be granted mutational "gifts" by their dark masters, physical mutation can be an indicator of inner spiritual corruption by Chaos.
This is another reason that all mutants are considered suspect by the Imperium's authorities and are greeted as general social pariahs by almost everyone else across the Human-settled galaxy.
Navigators are also considered mutants, but may have been intentionally created through the use of genetic engineering in the distant past, during the Age of Technology to make it possible for Mankind to use the Warp-Drive effectively over long distances for interstellar travel.
Because they are absolutely vital to the Imperium's commerce and defence, they, alongside Imperial Sanctioned Psykers and certain species of Abhumans, are the only officially-tolerated form of mutants.
When you choose this brawler type you gain Proficiency in Athletics, Intimidation, Acrobatics and Dexterity saves.
Furthermore you become Proficient with the following weapons and they become Brawler weapon Martial Weapons you also gain Proficiency with all Stub and Auto weapons but they do not count as Brawler weapons.
Mutant Abomination
Starting at 3rd you gain 4 Mutations Chosen form the Mutations lists in the Mutations section of this book. If you GM should allow it you may pick from the Chaos Mutations lists as well and you may use one Mutation to gain a Chaos Mark
Furthermore You gain one new mutation at levels 5,10,15 and 20
Brutal Beating
Beginning at 7th level, you may spend a brawlers point to add a damage die to the damage roll made this may be determined after the hit succseds.
Primal Roar
Starting at 10th level, you learn to rally others to Violence with a bellowing roar. As a Bonus Action, you unleash a battle cry. Up to ten other creatures of your choice within 60 feet of you that can hear you gain advantage on Attack Rolls and Saving Throws until the start of your next turn.
Once you use this feature, you can’t use it again until you finish a Long Rest. You may spend 5 Brawlers Grit to regain the use of this feature
Frightful Appearance
At 15th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this Effect on the Frightened creature until the end of your next turn. This Effect ends if the creature ends its turn out of Line of Sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours..
Mutated Beast
At 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total and Your choice of Strength or Dexterity and Constitution scores increase by 4. Your maximum for those scores is now 24.
Feral World Savage
A Feral World Savage comes from a Feral World witch is a Imperial planetological classification for a Human-settled planet whose population is composed of nomadic hunter-gatherers or members of early agricultural societies. These people possess pre-industrial technology equivalent to Old Earth's Stone Age, Bronze Age or early Iron Age cultures.
Feral Worlds are populated by tribal peoples largely living without the assistance of advanced technology or even agriculture in some cases and the population is usually quite low as a result, ranging from 100,000 to 5,000,000 people.
This may be due to an ancient failed Human colonisation project from the Dark Age of Technology, ingrained religious preferences, cultural choice, harshness of the environment or some other reason.
Feral Worlds, like their Feudal counterparts, will have little direct political or economic interference from the Imperium and will pay only the lowest grades of planetary tithes, their tithe grade usually given as Solutio Tertius. Feral World populations may be aware of the Imperium's existence in some fashion but are unlikely to know much more than something about a large group of distant people living among the stars.
These planets are frequently unsuitable for later Imperial colonisation, either due to the circumstances which drove the natives feral or because the natives themselves actively resist new people settling on their lands.
The people of Feral Worlds can range widely in culture, from Grox-hunting Stone Age tribes of ancestor worshippers who only recognised the Emperor of Mankind in the most rudimentary of ways, to wild-eyed, post-apocalyptic road warriors, fighting endlessly amongst the toxic, sand-strewn ruins of their civilisation.
Feral Worlders might leave their planet, either taken as part of manpower tithes or as part of an Inquisitor's warband, but still retain the primal essence their upbringing provided.
The harsh conditions which Feral World populations have adapted to make them ideal recruitment sources for the regiments of the Astra Militarum and the Chapters of the Space Marines since they produce more people with experience in war.
Occasionally the inhabitants of Feral Worlds have been pressed into the service of the Astra Militarum when their world lay inside a war zone, and the chosen warriors have been given rudimentary training in the operation of laser or stub-weaponry. It is more common, however, for Feral World natives to be selected for the various Adeptus Astartes recruitment programs.
Prerequisites To be a Feral World Savage, must be a Human, Pariah, Squat or Orgryn.
Level | Proficiency Bonus | Features | Rages | Rage Damage |
---|---|---|---|---|
1st | +2 | Rage, Unarmored Defence | 2 | +2 |
2nd | +2 | Vicious Attack, Danger sense | 2 | +2 |
3rd | +2 | Feral World Savage path | 3 | +2 |
4th | +2 | Ability Score Increase | 3 | +2 |
5th | +3 | Extra Attack, Fast Movement | 3 | +3 |
6th | +3 | Feral World Savage path Feature | 4 | +3 |
7th | +3 | Savage instinct | 4 | +3 |
8th | +3 | Ability Score Increase | 4 | +3 |
9th | +4 | Brutal Critical (1 die) | 4 | +4 |
10th | +4 | Feral World Savage path Feature | 4 | +4 |
11th | +4 | Savage Endurance, Extra Attack (2) | 4 | +4 |
12th | +4 | Ability Score Increase | 5 | +4 |
13th | +5 | Brutal Critical (2 dice) | 5 | +5 |
14th | +5 | Feral World Savage Path Feature | 5 | +5 |
15th | +5 | Savage presistence | 5 | +5 |
16th | +5 | Ability Score Increase | 5 | +5 |
17th | +6 | Brutal Critical (3 dice) | 5 | +6 |
18th | +6 | Feral World Savage Feature | 6 | +6 |
19th | +6 | Savage being | 6 | +6 |
20th | +6 | Ability Score Increase | Unlimited | +6 |
Class Feature
As a Feral World Savage you gain the following class features
Hit Points
- Hit Dice: 1D12 per Feral World Savage level
- Hit points at 1st level: 12 + your constitution modifier.
- Hit Points at Higher Level: 1D12 + your Constitution modifier per Feral World Savage after 1st
Proficencies
- Armor: Light, Medium, and Sheilds
- Weapons: All simple and martial weapons.
- Tools: Hebalisum kit
- Saving Throws: Strength, Constitution
- Skills:Choose 2 skills from, Animal Handling, Athletics, Intimidation, Nature, Perception, Survival
Equipment
Tribesman starter kit
Savage Rage
starting at 1st level, you fight with Savage ferocity. On Your Turn, you can enter a Rage as a Bonus Action.
While in the rage, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on strength Checks and Strength Saving Throws.
When you make a melee weapon Attack using strength, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.
You have resistance to all damage types with the exceptions of Force, Necrotic and Radiant.
You May cast Psychic powers while raging but concentration checks are made a disadvantage.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your Feral World Savage level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, 6 at 17th and unlimited at Level 20.
Danger Sense
At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Vicious Attack
Starting at 2nd Level, you can throw aside all concern for Defense to Attack with fierce desperation. When you make your first Attack on Your Turn, you can decide to Attack recklessly. Doing so gives you advantage on melee weapon Attack rolls using Strength during this turn, but Attack rolls against you have advantage until your next turn.
Feral World Savage Path
At 3rd level, you choose a Feral World Savage path that you life by and follow. you Pick a Feral World Savage path to Persue. Choose either Beserker, Feral World Witch, War Rigger and Techno Barbarian all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 20th 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class.
Fast Movement
Starting at 5th Level, your speed increases by 10 feet while you aren't wearing Heavy Armor.
Savage Instinct
By 7th level, your instincts are so honed that you have advantage on Initiative rolls.
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your primal rage before doing anything else on that turn.
Savage Being
Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee Attack and when you are in a rage you gain Immunity to slashing, Piercing and Bludgeoning damage.
This increases to two additional dice at 13th level and three additional dice at 17th level.
Savage Endurance
Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
Savage Presistance
Beginning at 15th level, your Primal rage is so fierce that it ends early only if you fall Unconscious or if you choose to end it.
Savage Being
Begining at 19th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.
Feral World Savage Path
Witch
Prerequisets, May not Be a Pariah
When you choose this Feral World Savage path you gain Proficiency in Survival, Warp/Arcana, Nature and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all -.
Witch
Level | Warp charges | Cantrips Known | Powers known | Power slots | Slot Level | Warp Touched |
---|---|---|---|---|---|---|
3rd | 2 | 2 | 2 | 2 | 1st | 1 |
4th | 3 | 2 | 3 | 2 | 1st | 2 |
5th | 4 | 2 | 4 | 2 | 2nd | 2 |
6th | 5 | 2 | 5 | 2 | 2nd | 2 |
7th | 6 | 2 | 6 | 3 | 3rd | 2 |
8th | 7 | 3 | 7 | 3 | 3rd | 2 |
9th | 8 | 3 | 8 | 3 | 4th | 2 |
10th | 9 | 3 | 9 | 3 | 4th | 2 |
11th | 10 | 3 | 10 | 3 | 5th | 3 |
12th | 11 | 4 | 11 | 3 | 5th | 3 |
13th | 12 | 4 | 12 | 3 | 6th | 3 |
14th | 13 | 4 | 13 | 3 | 6th | 3 |
15th | 14 | 4 | 13 | 3 | 7th | 3 |
16th | 15 | 4 | 14 | 3 | 7th | 4 |
17th | 16 | 4 | 14 | 3 | 7th | 4 |
18th | 17 | 4 | 15 | 4 | 8th | 4 |
19th | 18 | 4 | 15 | 4 | 8th | 4 |
20th | 20 | 4 | 16 | 4 | 9th | 5 |
Psyker
When you reach 3rd level, you now have the ability to cast Psychic powers, this is the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting.
Psychic Disciplines
witches learn whatever powers are taught to them or what the pick up through experimentation you may pick from any discipline with the exceptions of the 3 specific Chaos gods until you have one of the Marks of Chaos. See Psychic Disciplines section of this book.
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips column of the rouge Psyker spellcasting.
Power Slots.
The Rouge Psyker table shows how many spell slots you have to cast your Spells of 1st through 9th Level. The table also shows what the level of those slots are all of your Spell Slots are the same level. To cast one of your power of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. You may not cast a spell of level 6 or higher more than once in a day.
For example, when you are 7th Level, you have Three 3rd-level Spell Slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spell Known. You know 2 1st-level powers at 3rd level. The Spells Known column of the psy monk table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.
Spellcasting Ability Wisdom is your Spellcasting Ability for your Spells, so you use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a spell you cast and when Making an Attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Witch
At 3rd level You gain the Eldrich blast cantrip. This spell does not count toward your cantrips known.
Furthermore You may cast spells while raging but you will suffer disadvantage on all concentration checks made for spell made. If you GM should allow it when you gain a Mutation you may instead gain a Mark of Chaos.
Warp Touched
At 3rd level when you become a Witch you gain one warp touched trait of your chioce, you gain more as you level, this is noted in the warp touched column. The list of Warp Experiments is in chapter 4, the warp under the warp touched traits section. If your GM should allow it you may pick one of the three chaos marks allowed to Psykers in replace of a Warp touched trait.
Warp Charges
You have 2 warp charges, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more warp charges than shown on the table for your level. You regain all spent Warp charges when you finish a Long Rest.
Warp Manipulation
At 3rd level, you gain the ability to manipulate your powers to adapt to a situation. You know all of the Warp Manipulations as described in Chapter 4, under the Warp manipulation section.
Rage Caster
Beginning at 6th level, While in rage you may cast a Cantrip as a bonus action and you may add your extra damage to each die of spell damage you do and you no longer have disadvantage on concentration checks when you are raging.
Furthermore, at level 10 when in a rage and you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.
Primordial Wrath
At 10th level, your Elemental spells increase in potency when you are raging. each spell listed below has the following changes while you are in a Primal rage.
- Burning Hands deals an extra 2D6 damage instead of 1, for each spell level used above 1st used to cast.
- Fire ball deals an extra 2D6 damage instead of 1, for each spell level used above 1st used to cast.
- Armor of Agathys increases you HP by 10 and deal 10 damage instead of 5 and casting at higher level increses by both by 10 aswell.
- Snilloc's snowball swarm Deal an extra 2D6 damage.
- Witch bolt deals an additional D12 damage with the initial jolt and the subsequent jolts.
- Call lihtning deals an additional 2D10 damage
- Zephyr Strike Deals an Extra D12 instead of a D8 and you increased your movement by 40ft instead of 30.
- Dust devil deals a D12 damage now and pushes 15ft
- Maximilians Earthen grasp deals 2D8 now.
- Earth tremor deals D10 damage now
Furthermore, while in a Rage your spell save DC or attack roll with theses spells, use double your proficiency bonus when calculating the attack or DC.
Primordial Rage
When you reach 14th level, each time you rage you cast the Primordial Ward spell and it lasts until the end of the rage, (note you will gain Immunity after each time you are hit by a new source of damage
Furthermore While raging your extra damage from raging may be your choice of Fire, Cold, Lightning, Acid or Thunder.
Savage Potency
At 18th level, you gain an extra 4 spell powers slots, that may only be used when you are raging, these may be used in any combination you choose. You regain these after a long rest.
Berserker
For some Deathworld Savages, rage is a means to an end, that end being violence. The Deathworl Savage Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the primal rage, you thrill in the violance of battle, heedless of your own health or well-being.
When you choose this Feral World Savage path you gain Proficiency in Survival, Acrobatics, intimidation and Dextarity saves.
Furthermore you become Proficient with all with unarmed strikes and the deal a D4 damage.
Frenzy
Starting when you choose this Terran path at 3rd Level, You gain the frenzy feature below you.
Frenzy: When you choose to rage you may choose to make it a frenzied rage. If you do so, for the Duration of your rage you can make a single melee weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Furthermore, at level 10 this feature becomes Devestating Frenzy, during the frenzy you also may score a critical hit on a natural roll of one better the you would have needed.
Mindless Rage
Beginning at 6th level, you can’t be Charmed Frightened or Routed while raging. If you are Charmed, Frightened or Routed when you enter your primal rage, the effect is suspended for the Duration of the rage.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Retaliation
Starting at 14th level, when you take damage from a creature that is within your reach, you can use your Reaction to make a melee weapon Attack against that creature.
Devistating Beserker
At 18th level, While raging, you have resistance to all damage except psychic damage and you deal + 12 bonus damage instead of +6.
Techno Barbarian
Feral World Savage that live in the underbellys of Hive citys or on the outskirts of the empire in the savage planetary watses, are known as the tecno barbarian, the name is given because as they often raid settlements, the tecno barbarian picks up a bit of imperial tech as they loot the settlements. Often refered to as Raiders, junkers or Scavs. Tecno barbarian have populations of berserker's and Scrappers amongst them, though most tribes have mayby one Witch to guide them, some take imperial slaves during raids. Not all clans are as savage as some of the others forming indipendat nomadic tribes of scavengers. the empire tollarates this as to not intice a war on some of it industrial hive worlds.
When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all Stub and Auto Weapon.
Age of Technology
Starting at 3rd level when you pick this path, you are proficent with heavy armor and you may still gain the benifits of Primal Rage and Unarmored movement.
You may still add your constitutin bonus to your AC, when whering heavy armor and you may add your bonus damage to and ranged weapon attaks.
Furthermore, you gain 2 Cybernetics as described in the Cybernetics section of this book, you gain another cybernetic at levels 6,10,14 and 18.
Gunzerker
Starting at 6th Level, You gain the Gunzerker feature below.
Gunzerk: When you choose to rage you may choose to make it a Gunzerk. If you do so, for the Duration of your rage you can make a single ranged weapon Attack as a Bonus Action on each of your turns. When your rage ends, you suffer one level of Exhaustion (as described in Conditions).
Furthermore, at level 10 this feature becomes Devistating Gunzerk, during a the Devistating Gunzerk you also score a critical hit on a natural roll of one better the you would have needed.
Intimidating Presence
Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Charisma modifier) or be Frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the Duration of this effect on the Frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.
Reactive Shot
Starting at 14th level, when you take damage from a creature that is within your reach, you can use your Reaction to make a ranged weapon Attack against that creature.
Devistating Gunzerker
At 18th level, While raging, you deal + 12 bonus damage instead of +6.
War Rigger
War Rigger are Feralworld savage that have knack for machinery mainly Tinkering and fixing vehicals and constructs, Most tecno barbarian tribes have War Rigger.
When you choose this Tribesmans path you gain Proficiency in Survival, Intimidation, Technolagy and Inteligence saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all Stub and Auto Weapon.
Mechromancer
Begining at 3rd level You get a Construction Kit, The construction Kit has 2 parts this first is a Maintenance kit with 10 uses, the second part is Artificers Kit with 5 uses. You also gain the Maintenance Rituals Feature, See below
Maintenance Rituals: As an action you may expend one use of the Artificers kit and Roll a Intelligence (Artificers tools) check DC. 15 if passed restore 1D12 + your intelligence modifier hit points to a vehicle or construct in touch range. This increases by one d12 at levels 7, 11, 15 and 20. th DC increases by 5 each time you use this feature on the same Vehicle unless that vehicle has preformed a short rest. If you fail the Artificers tool check it still consumes a use of your Artificers Kit
Furthermore you gain 2 Cybernetics as described in the Cybernetics section of this book, you gain another cybernetic at levels 6,10,14 and 18.
Servo arms
Starting at 6th Level, you gain one Manipulation Mechadendrite. At Level 14 you gain a second manipulation Mechadendrite of your choice on your other shoulder, nether one of these count toward your allowed 2 Spinal Augmetics.
Rebuild the war Rigg
Starting at 10th level, your knowledge of Mecheinery has reached a new plateau. If a Vehicle or Construct is not too far gone, you can Rebuild it. As a 8-hour ritual, once per long rest you may Rebuild a Destroyed But not exploded Vehicle. It only returns to Half its total HP.
Crushing Grasp
At 14th level, you have learned to push your servo arms to their limits. Your unarmed strikes with your mechanical arms now use a D10 for their damage die, you have also discovered how to concentrate Force energy. Once per turn on a hit with one of your unarmed strikes you can choose to do an additional damage die if the target you hit is grappled by you. You also gain the ability, once per turn, to instead of dealing this additional bludgeoning damage, attempt to stun the target. On a successful unarmed strike, the target must roll a Constitution saving throw, on a failed save the target suffers the stunned condition.
You have a limited number of uses on the stun part of this feature, equal to 1/2 your Intelligence modifier (rounded up). All expended uses recharge after you have taken a short or long rest.
Destructive war Rigger
At 18th level, you get the bonus damage die from your Crushing grasp feature on both of your unarmed attacks if they hit and you may use the stun a number of charges equal to your intelligence mod per short or long rest While raging, you have resistance to all damage except psychic and force damage.
Asuryani
The Asuryani ("children of Asuryan" in the Aeldari Lexicon), also called Craftworld Aeldari as they were named before the fall of their lost realm, or the Eldar as they were long known to outsiders, are an ancient humanoid alien species whose vast empire once extended the width and breadth of the known galaxy, but who now live on vast, city-like starships called craftworlds.
A Craftworld is a vast, planetoid-sized spacecraft populated by the highly advanced humanoid species known as the Eldar. The Craftworlds travel through the void of space at sublight speeds, carrying the greater remnant of the Eldar race after their Fall. Each Craftworld is a self-sufficient, independent realm with its own distinctive culture. The most important Eldar Craftworlds of the Milky Way Galaxy are listed and described here.
Every Craftworld is built upon a skeleton of Wraithbone whose structure extends throughout the gigantic voidcraft. A similar skeletal core lies at the heart of most Eldar constructions and every one of their spacecraft. In function, this core is similar to the blood vessels and nervous system of a living creature, pumping life-giving energy around the body and also transmitting the psychic impulses that coordinate its many functions. Wraithbone is psycho-conductive, and the core of a Craftworld acts as a self-replenishing reservoir of psychic power. The invasive rib-like structures carry this energy throughout the entire length and breadth of the vessel.
In a very real sense, the Craftworld is a living entity, powered by psychic energy and responding in an organic way to the stimuli of psychic forces. The power contained within it can be expended as light and heat, and most ship-board devices could not actually function without the wireless psychic power grid that runs throughout the substructure of the Craftworld.
The Eldar refer to this grid as the Infinity Circuit, a metaphysical neural structure studded with the Spirit Stones of the Craftworld's dead, their gestalt psychic collective serving as the source of the great vessel's power--and its ghostly sentience.
The Aeldari Empire was without equal, and they counted themselves masters of the stars. But millennia ago, the Aeldari's overweening pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of the Chaos God Slaanesh.
Despite their boundless power, the heart of their civilisation was torn out by this catastrophe of their own making, forcing many of the surviving Aeldari, now calling themselves "Eldar" to outsiders and "Asuryani" among themselves, to flee upon gigantic, continent-size starships once used for commerce and trade that they named craftworlds. Now the Asuryani cling to survival by a thread, fighting the horrors of the galaxy with ritualised discipline and consummate skill.
The Aeldari species has a long and complex spacefaring history, so long in fact that little is known for certain about the course of their physical evolution and early planet-bound existence. The original Aeldari homeworld was destroyed during the catastrophic collapse of the Aeldari civilisation known as the Fall of the Aeldari.
The remnants of Aeldari culture that survived the cataclysm among the Asuryani preserved much of their species' history in the form of traditional stories, songs and dance. Written records, monuments and visual records were almost completely destroyed except for a few instances where they were taken aboard voidcraft fleeing from the doomed worlds.
Prerequisites To be a Aeldari Warrior you must be a Aeldari
Level | Proficiency Bonus | Features | Battle Focuses | Battle Focus Damage |
---|---|---|---|---|
1st | +2 | Battle Focus | 2 | +2 |
2nd | +2 | Asuryani Focus, Sixth sence | 2 | +2 |
3rd | +2 | Patient Defence | 3 | +2 |
4th | +2 | Ability Score Increase | 3 | +2 |
5th | +3 | Extra Attack | 3 | +3 |
6th | +3 | Asuryani Focus Feature | 4 | +3 |
7th | +3 | Cunning | 4 | +3 |
8th | +3 | Ability Score Increase | 4 | +3 |
9th | +4 | Evasion | 4 | +4 |
10th | +4 | Asuryani Focus Feature | 4 | +4 |
11th | +4 | Adamant Focus, Extra Attack (2) | 4 | +4 |
12th | +4 | Ability Score Increase | 5 | +4 |
13th | +5 | Unyielding | 5 | +5 |
14th | +5 | Asuryani Focus Feature | 5 | +5 |
15th | +5 | Purge Mind and body | 5 | +5 |
16th | +5 | Ability Score Increase | 5 | +5 |
17th | +6 | Perfect body | 5 | +6 |
18th | +6 | Asuryani Focus Feature | 6 | +6 |
19th | +6 | Ethreal Walk | 6 | +6 |
20th | +6 | Ability Score Increase | Unlimited | +6 |
Class Feature
As a Asuryani you gain the following class features
Hit Points
- Hit Dice: Dependant on Asuryani Focus, each Asuryani Focus has its own hit die per level, see chart below,
Focus | Hit Die |
---|---|
Gaurdian | 1D12 |
Autarch | 1D10 |
Farseer | 1D6 |
Warlock | 1D10 |
Spiritseer | 1D8 |
- Hit points at 1st level: 6 + your constitution modifier.
- Hit Points at Higher Level: Focus Hit die + your Constitution modifier per Inquisitor level after 1st
Proficencies
- Armor: Light, Medium, and Shields
- Weapons: All simple and martial weapons plus all Sharuken weapons.
- Tools: Alchemical tools
- Saving Throws: Strength, Wisdom
- Skills:Choose 3 Intelligence modifier skills from Acrobatics, Athletics, History, Insight, Intimidation, Investigation, Medicine, Persuasion, Perception, Religion Technology
Equipment
Aeldari starter kit
Battle Focus
In battle, you fight with Focus and cunning. On Your Turn, you can enter a battle focus as a Bonus Action.
While in the battle focus, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Dexterity Checks and Dexterity Saving Throws.
When you make a Ranged weapon or spell Attack or a dexterity based weapon attack, you gain a +2 bonus to the damage roll. This bonus increases as you level as seen on class table.
you gain advantage on all saves to resist the effects of charmed, routed and frightened conditions.
If you are able to cast Spells you have advantage on concentration Skill checks While in the battle focus.
you may use the Dash action as a bonus action.
Your Battle focus lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked or effected a Hostile creature or effected a friendly creature since your last turn. You can also end your battlefocus on Your Turn as a Bonus Action.
Once you have battle focused the maximum number of times for your Asuryani level, you must finish a Long Rest before you can Battle focus again. You may battle focus 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
Asuryani Focus
At 2nd level, you choose a Aeldari focus that you focus and train in. you Pick a Aeldari focus to train in. Choose either Guardian, Autauch, Farseer, Spiritseer and Warlock all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th and 18th level.
Sixth Sense
At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity Saving Throws against Effects that you can see, such as traps and Spells. To gain this benefit, you can't be Blinded, Deafened, or Incapacitated.
Patient Defence
At 3rd Level, you may take the dodge action as a bonus action.
Furthermore you gain a + 1 to your AC, this increases by 1 at level 8, 14 and 20.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 16th, and 20th 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
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases by 1 when you reach 11th level in this class you may attack two extra times.
Cunning
By 7th level, your instincts are so honed that you gain you wisdom bonus to all Initiative rolls.
Additionally, if you are surprised at the beginning of Combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your battle focus before doing anything else on that turn.
Evasion
Beginning at 9th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. 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.
Adamant Focus
Beginning at 11th level, your battle focus is so tuned, that it ends early only if you fall Unconscious or if you choose to end it.
Unyielding
Starting at 13th level, your battle focus can keep you fighting despite grievous wounds. If you drop to 0 Hit Points while you're in a battle focus and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed, you drop to 1 hit point instead.
Each time you use this feature after the first, the DC increases by 5. When you finish a short or Long Rest, the DC resets to 10.
Purge body and mind
Starting At 15th level, you can use your action to end one effect on yourself that is causing you to be Charmed, Frightened, disesed or poisoned. This may be done a number of times equal to your wisdom bonus you regain uses of this after you preform a long rest
Perfect Body
Starting at 17th level your Aeldari body and mind is so tuned that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however it will be in about double the normal time it would take. In addition, you need fery minimum food or water.
Aethreal Walk
Beginning at 19th level, you can use your action to become Invisible for 1 minute. During that time, you also have Resistance to all damage. or you can cast the Astral Projection spell, without needing material Components. When you do so, you can't take any other creatures with you. this may be done a number of times per long rest equal to your Wisdom Modifier.
Asuryani Focus
Gaurdian
A Guardian is one of the militia infantry of the Aeldari craftworlds who serve multiple tactical roles as needed in the defence of their homes.
In times of peace the Guardians pursue their normal civilian roles. All adult Asuryani, however, are trained in the arts of warfare and can be called to arms if their craftworld is threatened.
It is a painful irony that, in the Aeldari species' endless quest for survival, the very civilians the warhosts fight to protect are all too often forced to take up arms. Every Aeldari is trained and ready to fight as a Guardian if need be.
On some craftworlds, Ulthwé foremost amongst them, the Guardians are the most common of all Aeldari warriors. As the number of dedicated, professional Aeldari troops -- the Aspect Warriors -- in a craftworld are simply too few to meet all threats, those Aeldari dedicated to a civilian Asuryani Path serve as Guardians in battle, forming the bulk of the Craftworlder Aeldari armies.
Guardians are also called upon to pilot and crew the majority of the Aeldari's many war machines, providing vital armoured support and transportation for the warhost in battle.
Guardian forces consist of two main types; the tactically flexible Guardian Defenders, and the more assault-oriented Storm Guardians. Both are equipped with Aeldari Mesh Armour.
When you choose this Asuryani Focus you gain Proficiency in Survival, Acrobatics, Athletics and Dextarity saves. If you are already proficient in any of these you may pick one to have expertise in it.
Furthermore you become Proficient with all Spacial Ranged and melee Weapons.
Warriors Focus
Starting at 2nd level, Your focus is true and Fierce When you are in a battle focus you double you extra damage during the focus.
Exarch Traits
At 6th level, you gain the the folowing abilitys.
Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Imperial legionnaire level. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Indomitable: you can re-roll a saving throw that you fail. If you do so, you must use the new roll. Once you use this feature, you must finish a Long Rest before you can use it again.
Action surge: you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. Once you use this feature, you must finish a short or Long Rest before you can use it again.
Exarch Endurance
At 9th level, you gain two features one extra use of Indomitable ability
Exarch Action
At 14th level, you gain gain the Extra Attack (3) and one extra use of the Action surge ability.
Exarch
At 18th level you may use the indomitable ability 3 times between rests and you get one extra use of either, action surge or second wind per short rest or long rest.
Autarch
They are held with high esteem by both Seers and warriors alike with each Autarch having mastered many paths across their centuries-long lifespans. This includes one or more facets of the Warrior Paths and at some point in their lives, they begin to show a passion for the intricacies of command as well as strategy. They do not believe in victory being achieved by simple martial excellence in the heat of the battlefield but that the true path lies in holding a wider vision whilst directing a war host in achieving the most lethal as well as efficient manner. Thus, they walk the Path of Command that leads to a burning obsession where they see each mission and battle being part of a much grander battle plan. Inspiration and guidance comes to them from the mythical leaders of the ancient Houses such as Eldanesh, Ulthanash and Bierellian
When you choose this Asuryani Focus you gain Proficiency in Intimidation, Persuasion, Athletics and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all -.
Exarch
When you choose this path at 2nd level, Your command presesnts bring the best out in all around you.
You have a constant Command Aura, the aura effects anything within 10ft centered on you. Any Aeldari creatures you wish in the the range gains the aura effect you have active, you may only have one aura active at a time, provided you are conscious and can speak you Start with the Tactical precision and Expert team command aura. you may switch Auras as a bonus action.
At levels 6, 10, 14 and 18, your Command range increases by 5ft to a total of 30ft.
Tactical Percision: Any Aeldari creature you wish Within you command Aura range, may add your Charisma Modifier to any of there damage rolls from any source.
Expert Team: Any Aeldari creature you wish Within you command Aura range, may add your Charisma Modifier to all there skill checks made.
Battlemaster
At 6th level you can empower your allies, gain the Rights of battle and Battlemaster command aura. Furthermore your command aura sphere increases to 15ft.
Rights of ballte: Any Aeldari creature you wish Within your command Aura may add your Charisma Modifier to all of there Attack rolls.
Battlemaster: Any Aeldari creature you wish Within your command Aura may add your Charisma Modifier to all of there ability saves.
Strategist
At 10th level, gain the Seize the Initiative and Expert Team command aura. Furthermore gain your command aura sphere increases to 20ft
Seize the Initiative: Any Aeldari creature you wish Within your command Aura may add your Charisma Modifier to all of there Initiative checks.
Furthermore You may have 2 Active Auras applying both effects.
Wise Commander
By 14th level, a creature may add your charisma modifier x 2 to any aura's instead of just your charisma modifier and you gain the Wise Commander command aura.
Elite Team: Any Aeldari creature you wish Within you command Aura range, has advantage on all there skill checks made.
Wise Commander: Any Aeldari creature you wish Within your command Aura has advantage on all ability Saves.
Autarch
At 18th level, gain the Rites of war and Autarch command aura.
Rights of War: Any Aeldari creature you wish Within your command Aura has advantage on all attacks roll.
Autarch: Any Aeldari creature you wish Within your command Aura may add a D10 to all attacks damage roll.
Farseer
A Farseer is the most potent and respected form of Eldar psyker or Seer. A Farseer was once a Warlock, but has now become lost upon the Path of the Seer forever in the same way as the Exarchs are wed eternally to the Path of the Warrior. A council of the most powerful Farseers generally governs a Craftworld. Farseers possess a wide diversity of psychic specialities with divination being the most common skill. They are most often known for using their vast psychic powers to see the possibilities of the future so that they can manipulate events to better ensure the survival of the Eldar species in the wake of the Fall.
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Insight and Charisma saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch weapons.
Farseer Powers
Level | Power Runes | Cantrips Known | Spell Runes Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd | 3 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | 4 | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | 5 | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | 6 | 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | 7 | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | 8 | 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | 9 | 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | 10 | 5 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 12 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 14 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 16 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 18 | 6 | 15 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 20 | 6 | 16 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 22 | 6 | 16 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | — |
17th | 24 | 6 | 17 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 26 | 6 | 18 | 5 | 4 | 4 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 28 | 6 | 19 | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 30 | 6 | 20 | 5 | 4 | 4 | 4 | 3 | 2 | 2 | 1 | 1 |
Rune Psyker
At 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifications as Seen on PG. ___ Using Psychic Powers.
Farseer Runes
Asuryanii Farseers dose not focus on a limited number of Psychic Disciplines they may pick from any Discipline with the exception of Necromancy and Imperialis Divinus.
Cantrips
You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the Farseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The Farseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.
Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the Farseer table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of which you can cast and from a discipline you are allowed.
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Smite
At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.
Rune Attunment
At 2nd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by power runes, which allow you to create a variety of different Effects.
Runes of Empowerment
You have 3 Runes of Empowerment, and you gain one additional point every time you level up until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20., to a maximum of 22 at level 20. You can never have more Runes of Empowerment than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.
Rune Conversion
You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.
Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | power runes cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 11 |
8th | 12 |
9th | 14 |
Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.
Rune Manipulation
At 2nd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.
Seer
Starting at 2nd level you Know and have all the Divination power runes these do not count towards you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level.
Prescience
At 6th level, your ability too glimps the future as a Farseer gives you a unatural ability to see attacks coming even in areas you don't focus much on. You can add half your Charisma bonus, rounded up, to any Dexterity ability check you make.
Additionally, This has 2 Charges. On you turn after being hit by a Melee or Ranged attack you may choose to have avoid the hit, roll a D6 on a 4+ you ignore that attack. this may also be used to to ignore an attack from a Blast, engulf, or burst weapon but this must be done before your save is rolled if you should fail the roll in either case, the attack happens as normal and you still use a charge of this item. You regain all charges of this after completing a short rest. you gain one additional charge of this at level 10, 14 and 18
At level 14 both you add your whole Charisma bonus to dex saves.
Rune Recovery
Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down to a minimum of 1). you regain all uses of this feature after you complete a long rest. This increases to your whole Charisma bonus instead.
Re-roll a Spell attack roll. This must be done before success is resolved
Make a creature re-roll a save that passes against one of you spells
Eldritch Flexibility
Beginning at 14th level, You begin to display an increased amount of skill over the ability to regulate the Runic warp magic flowing through you. When you create a spell slot of 5th level or less with the rune conversion feature, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.
Master Diviner
At level 18, The Farseer may cast one Divination spell per spell level without using a Rune power slot of that level.
Warlock
A Warlock is an Eldar Seer or psyker who previously walked the Path of the Warrior as an Aspect Warrior of the Eldar Craftworlds and now uses his potent psychic powers to help lead Eldar warhosts. Warlocks who lose themselves upon this path ultimately become Farseers. The most aggressive and warlike of all the potential variants of the Path of the Seer is that of the Warlock. Since Warlocks are Seers who once trod the Path of the Warrior, their previous experience as Aspect Warriors allows them to harness their more destructive impulses when using their psychic powers in combat. The ornate helmets worn by Warlocks in the field are kept in the shrines of the Warrior Aspects as a sign of the close link between Warlocks and their former status as Warriors. A Warlock can only attain that status by returning to the Aspect Shrine that he once belonged to and receiving his helmet from the shrine's Exarch as part of the same blood-ritual undergone by Aspect Warriors.
A Warlock not only learns the use of the psychic runes of war but also how to wield the Witchblade, a powerful Eldar Force Weapon. Witchblades writhe and twist with living runes of the Eldar Lexicon that focus the inherent power of the Warlock's mind into destructive psychic energy using a helical psychic matrix that runs through the core of the blade. In the hands of a Warlock, a Witchblade strikes with a devastating burst of psychic force that can incinerate an enemy where he stands.
Whenever the Craftworld Eldar go to war, their Warlocks accompany their forces of Aspect Warriors and Guardians. They use their psychic powers both to protect the Eldar Warriors and to wreak havoc among their foes; a thought-wave from a Warlock can instil courage in his comrades or sear the souls of the Eldar's enemies. Though not as psychically powerful as Farseers, few of the psykers found among the other intelligent species of the galaxy can equal the arcane might of an Eldar Warlock or match their combat prowess with the power of the Warp.
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Intimidatin and Charisma saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch weapons.
Warlock spellcasting
Level | Power Runes | Cantrips Known | Spell Runes Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd | 1 | 2 | 3 | 2 | — | — | — | — | — | — | — | — |
3rd | 2 | 2 | 4 | 3 | — | — | — | — | — | — | — | — |
4th | 3 | 2 | 5 | 3 | 1 | — | — | — | — | — | — | — |
5th | 4 | 2 | 6 | 3 | 2 | — | — | — | — | — | — | — |
6th | 5 | 2 | 7 | 3 | 2 | 1 | — | — | — | — | — | — |
7th | 6 | 2 | 8 | 3 | 2 | 2 | — | — | — | — | — | — |
8th | 7 | 3 | 9 | 3 | 2 | 2 | 1 | — | — | — | — | — |
9th | 8 | 3 | 10 | 3 | 2 | 2 | 2 | — | — | — | — | — |
10th | 9 | 3 | 10 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
11th | 10 | 3 | 11 | 3 | 2 | 2 | 2 | 1 | — | — | — | — |
12th | 11 | 4 | 11 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
13th | 12 | 4 | 12 | 3 | 2 | 2 | 2 | 1 | 1 | — | — | — |
14th | 13 | 4 | 12 | 3 | 2 | 2 | 2 | 1 | 1 | 1 | — | — |
15th | 14 | 4 | 13 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | — | — |
16th | 15 | 4 | 13 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 | — |
17th | 16 | 4 | 14 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | — |
18th | 17 | 4 | 14 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 | 1 |
19th | 18 | 4 | 15 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
20th | 20 | 4 | 15 | 4 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
Psyker
When you reach 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using Psychic Powers.
Warlock Runes
Aeldari Warlocks focus on a limited number of Disciplines equal to your Charisma modifier, from the following Telepathy, Telekinesis, Pyromancy, Hydromancy, Electromancy, Galimancy, Divination, Biomancy and Iludamancy
Cantrips
You learn 2 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the farseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The Warlock powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.
Spell Runes Known. You know 3 1st-level powers at 2nd level. The Spells Runes Known column of the Warlock table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Smite
At 2nd level You gain the Eldrich blast cantrip and it deals Lightinig damage instead force. This spell does not count tword your Rune spells known.
Rune Attunment
At 2nd level, your deep understanding and advanced studies of the warp allow you to manipulate the warp in different ways. This is represented by power runes, which allow you to create a variety of different Effects.
Runes of Empowerment
You have 1 Runes of Empowerment, and you gain one additional point every time you level up, to a maximum of 20 at level 20. You can never have more Runes of Empowerment
than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.
Rune Conversion
You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.
Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | power runes cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 11 |
8th | 12 |
9th | 14 |
Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.
Rune Manipulation
At 2nd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.
Warlocks Wrath
Starting at 2nd level Pick one Discipline From, Pyromancy, Hydromancy, Galamancy or Electromancy, you Know and have all the powers runes in that discipline. These do not count towards you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level.
Power Weave
Starting at 5th level, when you take the attack action on your turn, you may use one of your additional attacks to instead cast a cantrip with a casting time of 1 action.
Psychic Interference
Beginning at 10th level, you can use your reaction and your mastery over your mind slow down or redirects an attack. When you are hit from a ranged or thrown weapon. You may use this reaction, the damage you take from the weapon attack is reduced by 1D10 + your Intelligence modifier + your As level.
If you reduce the damage to 0, you can attempt to redirect the attack to any creature within 30/60ft. Make a ranged spell attack against the new target. On a hit, the target takes damage equal to the amount of damage that was negated plus your Intelligence modifier.
You have a limited number of charges on the Redirect part of this ability, equal to half your Intelligence modifier (rounded up). All expended uses recharge after you have taken a long rest. At 15th level you may use this a number of times equal to your intelligence mod per long rest.
Psychic Shield
At 14th level, you have further strengthened your mind. When you or a friendly target within 15ft radius of you are the target of a weapon attack, you can use your reaction to engage your mind defensively and attempt to deflect the strike. Roll 1D4 and add the result to your AC until the start of your next turn, the triggering attack is also subject to this increase in AC. You can use this ability a number times equal to half your Intelligence modifier (rounded up), you regain all expended uses after a short or long rest. At 16th level the radius of this ability is 30ft
Psychic Rebuke
At level 18, Your Runic Warp magic has grown more powerful and is now capable of protecting you when ever you are attacked. Anytime you are attacked with a melee attack, You can use your reaction to deal psychic damage equal to half your level + your Intelligence modifier to the attacker. This can only be used a number of times per long rest equal to either your intelligence modifier.
Spiritseer
A Spiritseer is an Eldar psyker who walks the Path of the Seer in a way that allows him or her to commune with the souls of the dead Eldar preserved in the Craftworld's Infinity Circuit. In times of peace, the Spiritseers serve as a bridge between the living and the dead, ensuring the wisdom of the past remains available to those still able to influence the present. In time of war, the Spiritseers entreat the souls of the dead to empower Wraithguard and Wraithlord constructs, using the dead to protect their living kindred.
When an Eldar dies, his or her Spirit Stone is reverently grafted to the Wraithbone core of his or her Craftworld in the place known as the Dome of Crystal Seers, joining and mingling with the countless souls of the past Eldar already present within the Craftworld's structure. The resulting gestalt psychic entity is known as the Infinity Circuit, and is an integral part of a Craftworld's life, subtly providing guidance to the living Eldar dwelling within the Craftworld and protecting them against Warp-spawned perils.
With the souls of the deceased "trapped" within the Infinity Circuit, and with their numbers dwindling rapidly, the Eldar eventually turned to their deceased kin as a source of knowledge, wisdom and in time of dire crisis, even combat assistance. The Spiritseers are those Eldar who walk the Path of the Seer who specialise in communing with the spirits of the dead present in their Craftworld's Infinity Circuit.
The Path of the Spiritseer is one of the most difficult of Paths to walk for an Eldar. Like all variations of the Path of the Seer, it requires the Eldar to call on his or her psychic powers with all the risks that usage entails. The Spiritseer must possess a mental discipline and fortitude beyond compare, for communing with the dead is extremely taxing. Depending on the spirit's past life and manner of death, it might be cooperative, but often is either unresponsive, racked with grief, jealous of the still living or even malicious. The Spiritseer must adapt himself to commune with the intended spirit without being refused or even worse, possessed. Another, more subtle danger of this Path is that the Spiritseer must be self-possessed enough to always ask and never demand assistance from the dead, no matter how dire his and his people's need might be. Making demands of the dead, forcing them to serve the will of the living, is a practice considered anathema amongst the Eldar, who view it with the same loathing that humans reserve for necromancy. It is for this reason that many Eldar view Spiritseers with some suspicion. Although the line between spiritseeing and necromancy is sometimes very fine, the Spiritseer must always remain aware that the dead must only give assistance to the living willingly. The combined pressures of resisting the dead and enduring the cultural censure of the living makes the Path of the Spiritseer an uneasy road that few Eldar dare walk.
When you choose this Asuryani Focus you gain Proficiency in Warp/Arcane, History, Religion and Wisdom saves. If you are already proficient in any of these you may pick one to have expertise in it
Furthermore you become Proficient with all Witch weapons.
Spiritseer spellcasting
Level | Power Runes | Cantrips Known | Spell Runes Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
2nd | 3 | 4 | 4 | 3 | — | — | — | — | — | — | — | — |
3rd | 4 | 4 | 5 | 4 | 2 | — | — | — | — | — | — | — |
4th | 5 | 5 | 6 | 4 | 3 | — | — | — | — | — | — | — |
5th | 6 | 5 | 7 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | 7 | 5 | 8 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | 8 | 5 | 9 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | 9 | 5 | 10 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | 10 | 5 | 11 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | 12 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | 14 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | 16 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | 18 | 6 | 15 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | 20 | 6 | 16 | 5 | 4 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | 22 | 6 | 16 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | — |
17th | 24 | 6 | 17 | 5 | 4 | 4 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | 26 | 6 | 18 | 5 | 4 | 4 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | 28 | 6 | 19 | 5 | 4 | 4 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | 30 | 6 | 20 | 5 | 4 | 4 | 4 | 3 | 2 | 2 | 1 | 1 |
Rune Psyker
When you reach 2nd level, you gain the ability to cast Psychic powers, this acts the same as casting a spell. See chapter 10 in the PHB for the general rules of spellcasting. but with a few modifacations as Scean on PG. ___ Using Psychic Powers.
Wriath Runes
Aeldari Warlocks focus on a limited number of Diciplines you may choose, from the following Telekinesis, Telepathy, Necromancy, Biomancy and Illudamancy
Cantrips
You learn 4 cantrips of your choice from the psychic disciplines your allowed. You learn additional cantrips as you level, see cantrips collumn of the spiritseer. Cantrips may be cast without having your spell tomb and do not use any pages within it.
Power Slots.
The spiritseer powers table shows how many power slots you have to cast your powers of 1st level and higher. To cast one of these spells, you must expend a power slot of the spell’s level or higher. You regain all expended power slots when you finish a long rest. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level power slot available, you can cast shield using either slot.
Spell Runes Known. You know 4 1st-level powers at 2nd level. The Spells Runes Known column of the spiritseer table shows when you can learn more powers of 1st level or higher. Each of these spells must be choosen from a list you are allowed and you must be of a level for which you have power slots. Whenever you level up you may swap out a power with one with a level of wich you can cast and from a discipline you are allowed.
Spellcasting Ability Intelligence is your spellcasting ability for your spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Smite
At 2nd level You gain the Eldrich blast cantrip and it deals Necrotic damage instead force. This spell does not count tword your Rune spells known.
Rune Attunment
At 2nd level, your deep understanding and advanced studys of the warp allow you to manipulate the warp in diferent ways. This is represented by power runes, which allow you to create a variety of different Effects.
Runes of Empowerment
You have 3 Runes of Empowerment, and you gain one additional point every time you level up, until level 12 then it goes up by 2 each level, to a maximum of 30 at level 20. You can never have more Runes of Empowerment than shown on the table for your level. You regain all Runes of Empowerment runes when you finish a Long Rest.
Rune Conversion
You can use your power runes to gain additional Spell Slots, or sacrifice Spell Slots to gain additional Runes of Empowerment. You learn other ways to use your power runes as you reach higher levels.
Creating Spell Slots. You can transform unexpended Runes of Empowerment into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | power runes cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 11 |
8th | 12 |
9th | 14 |
Converting a Spell Slot to power runes. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of Runes of Empowerment equal to the slot's level.
Rune Manipulation
At 2nd level, you gain the ability to manipulate your powers to adapt to a situation. You gain two Warp Manipulations options of your choice as described in Chapter 4, under the Warp manipulation section of this book. You gain another one at 6th, 10th, 14th and at level 18 you know all of them.
Wrath Host
Starting at 2nd level you Know and have all the Necromancy power runes these do not count twords you normal allotment of powers. you do not actual know the powers of a level until you have a power slot of equal level.
Bonesinger
At 6th level, You learn the basics of counjureing Wrathbone, in the form of a wraithbone sword and Armor with armor, the Shadow blade necromancy spell becomes the Waithbone spell. The Wraithbone spell: is the same as the Shadow blade spell with the following changes.
You add +2 to your AC while the spell is active
When casting at higher levels, gain an additional +1 AC for each increase in damage.
Rune Recovery
Starting at 10th level, when you are casting a spell, you may apply one of the below features. This my be done a number of time per day equal to half you Charisma modifier (rounded down to a minimum of 1). you regain all uses of this feature after you complete a long rest.
Re-roll a Spell attack roll. This must be done before success is resolved
Make a creature re-roll a save that passes against one of you spells
Eldritch Flexibility
Beginning at 14th level, You begin to display an increased amount of skill over the ability to regulate the Runic warp magic flowing through you. When you create a spell slot of 5th level or less with the Rune conversion feature, the cost of creating a spell slot is now a number of sorcery points equal to that spell's level.
Spirit Guide
At level 18, when you would drop to 0 hit points and become unconscious or die, you can choose to roll a CON saving throw with a DC of 10 to gain temporary hit points equal to 3 times your CON score and you do not fall unconscious. Each time you succeed on the CON saving throw, you gain 2 points of exhaustion.
Vehicle rules
Each vehicle will have a number of crew it may have. each position is explained in the vehicle profile
Assault Bike
Large/Construct (Mount, 10ft. by 5ft.)
Crew One Driver of large or medium size.
Passengers None
Travel pace Clear terrain: 40 Miles an hour
STR DEX CON INT WIS CHA 20 (+5) 10(+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: 15
Hit points 55
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, attack as normal, you may use Ram, attack with a held weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one move as its move action.
Twin Mounted Bolters: Treat as a twin-linked Bolter in a 45 degree arch off the front of the vehicle
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action while using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 5) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 10 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 15, the DC is 20 and you push them 15ft.
Driver Exposure. Anyone in the drivers seat is considered fully exposed to targets within a 90 degree arc of the flanks of the vehicle and you get half cover against targets in a 90 degree arc of the rear and 3/4 cover against targets in a 90 degree arc front of the vehicle.
Vehicle Features
An attack bike has the following features
Handling. -.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Open topped. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Attack Bike
Large/Construct (Mount, 10ft. by 10ft.)
Crew One Driver of medium size. and one Gunner of medium or smaller
Passengers 1
Travel pace Clear terrain: 40 Miles an hour
STR DEX CON INT WIS CHA 20 (+5) 10(+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: 15
Hit points 45
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, attack as normal, you may use Ram, attack with a held weapon or fire the Twin Mounted Bolters in replace of one attack and the driver may make one move as its move action.
Twin Mounted Bolters: Treat as a twin-linked Bolter in a 45 degree arch off the front of the vehicle
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action using the vehicale movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 5) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 10 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 15, the DC is 20 and you push them 15ft.
Driver exposure. the drivers is fully exposed to targets within a 90 degree arc of the flanks of the vehicle, half cover against targets in a 90 degree arc of the rear and 3/4 cover against targets in a 90 degree arc front of the vehicle.
In control. If a the crew of vehicle is required to make a dextarity save to avoid an AOE, the drive makes one save for all the crew effected, adding there profecentcy plus dextarity bonus to the roll.
Gunner
The gunner may on its turn, attack as normal or you may also use the Mounted heavy Bolter. In replace of one or more attacks.
Mounted Heavy Bolter. Use heavy bolter stats within a 45 degree arc in front of the vehicle.
Gunner Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/quaters cover within 90 degrees of the rear.
Vehicle Features
An attack bike has the following features
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Open toped. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Rino
Gargantuan/Construct (Mount, 25ft. by 15ft.)
Crew One Driver and one Vehicle commander of medium size.
Passengers 10 Medium
Travel pace Clear terrain: 35 Miles an hour
STR DEX CON INT WIS CHA 26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: Front/16, Sides/14, Rear/12
Hit points 95
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below.
Driver
The Driver may on its turn, use Ram in replace of one attack and make one move as its move action.
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 7) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft.
Driver exposure. the drivers is fully covered and not in line of sight.
In control. If a the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.
Commander
The commander may on its turn, attack as normal or you may use the Mounted Storm Bolter. In replace of one or more attacks.
Mounted Storm Bolter. use storm bolter stats in a 360 degree arc.
Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.
Crew compartment
If the Crew hatches are closed all transported creatures are fully covered and out of line of sight, if the hatches are open up to 2 people may stand and attack with ranged weapons, they are counted as having 3/4 cover from all directions but directly above and follow the Exposed crew rules.
Vehicle Features
A Rhino has the following features
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Razorback
Gargantuan/Construct (Mount, 25ft. by 15ft.)
Crew One Driver and one Vehicle commander of medium size.
Passengers 6 Medium
Travel pace Clear terrain: 35 Miles an hour
STR DEX CON INT WIS CHA 26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: Front/16, Sides/14, Rear/12
Hit points 95
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, use Ram if the driver has a black carapace it may fire the Twin Heavy Bolter in replace of one attack and make one move as its move action.
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 7) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft.
Twin Heavy Bolter turret. Counts as a Heavy bolter with the Twin-linked Property
Driver exposure. the drivers is fully covered and not in line of sight.
In control. If a the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.
Commander
The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.
Mounted Storm Bolter. Use storm bolter stats in a 360 degree arch.
Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.
Crew compartment
Transported creatures are fully covered and out of line of sight.
Vehicle Features
A Rhino has the following features.
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees. with the exception of the Twin Heavy Bolters.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Predator
Gargantuan/Construct (Mount, 25ft. by 15ft.)
Crew One Driver and one Vehicle commander of medium size.
Passengers 0
Travel pace Clear terrain: 30 Miles an hour
STR DEX CON INT WIS CHA 26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: Front/18, Sides/16, Rear/14
Hit points 145
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below.
Driver
The Driver may on its turn, use the Ram if the driver has a black carapace it may fire the Predator auto cannon and two heavy bolters in replace of one attack per weapon fired and make one move as its move action.
Move: The Driver may move the vehicle up to 50ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 7) Bludgeoning damage, if you moved more then 30ft but less then 50ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft.
Predator Auto cannon turret. use the Predator auto cannon stats in a 360 degree arch.
Side Sponsen Heavy bolter. use heavy bolter stats in a 180 degree arch, one off each flank.
Driver exposure. the drivers is fully covered and not in line of sight.
In control. If a the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.
Commander
The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.
Mounted Storm Bolter. Use storm bolter stats in a 360 degree arch.
Commander Exposure. The Gunner is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.
Vehicle Features
A predator has the following features.
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees. with the exception of the Auto Cannon and the Heavy Bolters.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Chimera
Gargantuan/Construct (Mount, 25ft. by 15ft.)
Crew One Driver, One gunner and one Vehicle commander of medium size.
Passengers 10 Medium
Travel pace Clear terrain: 35 Miles an hour
STR DEX CON INT WIS CHA 26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: Front/16, Sides/14, Rear/12
Hit points 95
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below.
Driver
The Driver may on its turn, use Ram or fire the heavy bolter in replace of one of more attacks and make one move as its move action.
Move: The Driver may move the vehicle up to 60ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 7) Bludgeoning damage, if you moved more then 30ft but less then 60ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft.
hull mounter Heavy bolter. use heavy bolter stat in a 45 degree arch of the front of the vehicle.
Driver exposure. the drivers is fully covered and not in line of sight.
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.
Gunner
The Gunner may on its turn, fire the multi laser in replace of one attack.
Multi laser turret. use multi laser stats in a 360 degree arch of the vehicle.
Gunner exposure. the drivers is fully covered and not in line of sight.
Commander
The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.
Mounted Heavy Stubber. Use Heavy Stubber stats in a 360 degree arch.
Commander Exposure. The commander is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.
Crew compartment and lasgun array
The Crew are fully covered and out of line of sight, Up to 6 passengers may man one of 6 Lasguns, 3 built into each flank of the vehicle they may fire in a 180 degree arc of each flank and act as a lasgun that dose not need to reload and the shooter is fully covered and not visible.
Vehicle Features
A Chimera has the following features
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Leman Russ
Gargantuan/Construct (Mount, 25ft. by 15ft.)
Crew One Driver, One gunner and one Vehicle commander of medium size.
Passengers 0
Travel pace Clear terrain: 25 Miles an hour
STR DEX CON INT WIS CHA 26 (+7) 10(+0) 20 (+5) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, Fire, Cold
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: Front/18, Sides/18, Rear/14
Hit points 145
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the ocupieing creatures turn choosing from the options below.
Driver
The Driver may on its turn, use Ram or fire the heavy bolter in replace of one attack and make one move as its move action.
Move: The Driver may move the vehicle up to 40ft on its turn, the driver may use the dash action using the vehicles movement.
Ram. Melee Weapon Attack: reach 5ft., one target. Hit 9 (1D10 + 7) Bludgeoning damage, if you moved more then 30ft but less then 40ft the damage is 2D10 + 14 and if the target is smaller then huge, the creature must make a strength save DC 15 on a fail you push them 10ft, if you moved more then 60ft the damage is 3D10 + 21, the DC is 20 and you push them 15ft.
hull mounter Heavy bolter. use heavy bolter stat in a 45 degree arch of the front of the vehicle.
Driver exposure. the drivers is fully covered and not in line of sight.
In control. If the crew of vehicle is required to make a dexterity save to avoid an AOE, the drive makes one save for all the crew effected, adding his profecentcy plus dexterity bonus to the roll.
Gunner
The Gunner may on its turn, fire the battle cannon as a bonus action once per turn and in replace of one or more attacks you may fire the Side sponsons.
Battle cannon turret. use battle cannon stats in a 360 degree arch of the vehicle.
Side sponson Heavy bolter. use heavy bolter stats in a 180 degree arch, one off each flank of the vehicle.
Gunner exposure. the drivers is fully covered and not in line of sight.
Commander
The commander may on its turn, attack as normal, you may use the Mounted Storm Bolter. In replace of one attack.
Mounted Heavy Stubber. Use Heavy Stubber stats in a 360 degree arch.
Commander Exposure. The commander is fully covered from targets within a 90 degree arc to the right, full exposure in 90 degrees from the left, half cover in 90 degrees from the front and 3/4 cover within 90 degrees of the rear.
Crew compartment and lasgun array
The Crew are fully covered and out of line of sight, Up to 6 passengers may man one of 6 Lasguns, 3 built into each flank of the vehicle they may fire in a 180 degree arc of each flank and act as a lasgun that dose not need to reload and the shooter is fully covered and not visible.
Vehicle Features
A Chimera has the following features
Handling. -.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Exposed crew. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Scout Sentinel
Huge/Construct (Mount, 15ft. by 15ft.)
Crew One Driver of medium size.
Passengers None
Travel pace Clear terrain: 30 Miles an hour
STR DEX CON INT WIS CHA 20 (+5) 14(+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force,
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: 15
Hit points 55
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, you may use Stomp, fire its one hunter killer or fire the Mounted auto cannon in replace of one or more attacks and the driver may make one move as its move action.
Mounted Auto Cannon: use heavy bolter stats.
Move: The Driver may move the vehicle up to 40ft on its turn, the driver may use the dash action while using the vehicles movement.
Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D10 + 5).
Driver Exposure. Anyone in the drivers seat is considered 3/4 cover to all targets except for targets in a 45 degree arch from the rear, if that is the case the driver is completely covered.
Vehicle Features
A Sentinel has the following features
Handling. -
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.
Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
Open topped. creatures may target the crew of this vehicle if they are visible, if they miss the attack will hit the vehicle if it did not miss your AC by more the 5 whole points, if it missed by 5 or more then the attack misses entirely.
Armored Sentinel
Huge/Construct (Mount, 15ft. by 15ft.)
Crew One Driver of medium size.
Passengers None
Travel pace Clear terrain: 30 Miles an hour
STR DEX CON INT WIS CHA 20 (+5) 14(+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0) Damage Resistances Slashing, Piercing, Bludgeoning, force, Lightning, fire, Cold,
Damage Immunities Poison, Psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned, unconscious
Hull
Armor Class: 18
Hit points 55
Position Actions and Features
Each occupied Crew position has a number of actions it may Preform, on the occupying creatures turn choosing from the options below.
Driver
The Driver may on its turn, you may use Stomp, fire its one hunter killer or fire the Mounted auto cannon in replace of one or more attacks and the driver may make one move as its move action.
Mounted Auto Cannon: use heavy bolter stats.
Move: The Driver may move the vehicle up to 40ft on its turn, the driver may use the dash action while using the vehicles movement.
Stomp. Melee Weapon Attack: reach 5ft., one target. Hit 9 (2D10 + 5).
Driver Exposure. The driver is completely covered.
Vehicle Features
A Sentinel has the following features
Handling. -.
Immutable Form. This vehicle is immune to any spell or effect that would alter its form.Unstabalized Weapons Attacks with weapons on this vehicle have disadvantage if the vehicle has moved more the 60ft or made a turn greater then 45 degrees.
NPC minions
Some classes have minions that the have command of. Below is a list of the Minions that are avalible to more that on class or archetype, but if a class or Archetype as a Minion thats is only for is class it will be listed in the class or Archetype description.
Sevitors
A Servitor is the catch-all term applied to a wide class of mindless, cybernetic drones created from a fusion of human flesh and robotic technology that are used to carry out simple, manual tasks across the Imperium of Man.
While many of these programmable cybernetic slaves are genetically-engineered, vat-grown sub-human clones or replicae created by the Adeptus Mechanicus from human genomes who have their bionic implants installed after "birth," others were once truly human. These Servitors were usually criminals who fell afoul of Imperial Law, particularly a person who has offended or damaged the Adeptus Mechanicus in some fashion.
These unfortunate criminals will be sentenced to Servitude Imperpituis by the Arbitrators or Judges of the Adeptus Arbites and will be handed over to the Mechanicus' Tech-priests to be mind-wiped, reprogrammed, and cybernetically-enhanced to serve some specific, rudimentary function. Once lobotomised and "improved," by process of painful operations, even criminals and Heretics are granted one last chance to serve the Imperium.
Servitors are generally mindless, semi-organic robots, possessing only the most basic of instincts, though some are fully capable of speech if such functions and knowledge are programmed into them. Their brains are programmed to perform only the task they were designed for, whether that be maintenance, construction, or even warfare.
The altered and fragmented brain of a Servitor functions poorly unless constantly supervised. Most will eventually go into a state of mindlock, babbling incoherent nonsense as the Servitor tries to assert some form of control over its functions.
Servitors are created by the Adeptus Mechanicus on their Forge Worlds, and supplied to departments of the Adeptus Terra such as the Administratum and to the Inquisition, as well as to military organisations like the Astra Militarum and various Space Marine Chapters. Servitors make up the vast bulk of the population of Mars and other Forge Worlds of the Mechanicus, where they fulfill the role of tireless workers, soldiers and labourers.
There are many types of Servitor, each designed for a certain task. Typical Servitor types include "Technomats" which operate and service various machines, "Holomats" which act as holographic recording devices, "Lexomats" which serve as semi-organic computers with tremendous calculating powers for record-keeping and data storage, and "Drones" which are cybernetic robots -- stupid and essentially mindless slaves ideal for menial work and little else.
There are also guardian or technical Servitors, or the more powerful Kataphron Battle Servitor which is a mainstay of the Mechanicus' military forces. Another common form of Servitor is that of a gun carrier. Fitted with heavy weapons whose chattering volleys can drive back the foe, such Servitors allow an Enginseer to make repairs uninterrupted.
All Imperial Servitors carry identification numbers, and Battle Servitors are no different. These numbers and the clade or unit to which they belong become their entire identity, their every action driven by their limited programming, for only malfunctioning Servitors develop any sense of self-awareness. A Servitor's functions are always rudimentary at best, regardless of its type -- be it a Construction Servitor, Maintenance Servitor, Battle Servitor, or any other configuration.
Servitors are often used to carry out the more dangerous or laborious duties in the Imperium, such as heavy mining in hostile planetary or asteroid conditions. They also accompany Tech-priest Enginseers on the battlefield with the Astra Militarum, as well as the Space Marines' Techmarines.
Servitors make effective battle-line troops, but only when shepherded by a Tech-priest who can engage the raw circuitry of their minds to direct their unthinking aggression. Without such guidance Servitors do little but fire wildly, and may even wander off without warning in pursuit of some erroneous protocol.These types aid in the repair of vehicles or sometimes carry large and dangerous weapons such as Plasma Cannons.
For both Imperial military forces, the Servitors are practically identical cyberneticly, although the Servitors of some Space Marine Chapters are created from failed Astartes Initiates who were made largely brain-dead as a result of their body's rejection of their implanted Space Marine gene-seed organs before their transformation into cyborgs. However, becoming a Servitor allows them another opportunity to serve their Chapter and the Emperor.
Perhaps the most feared of all the Servitors are the Praetorian Servitors, a class of heavily-armed and armoured Gun Servitors deployed by the Adeptus Mechanicus to guard the Tech-priests and temples dedicated to the Machine God
On the next page you will find Profiles to the different types of servitors.
Combat Servitor
medium, (Constuct)
Combat Servitors are commonly used as a combination bodyguard and shock troop by the soldiers and auxiliaries of the Adeptus Mechanicus. Its robust frame is equipped with two massive servo-fists that can pummel apart even the hardiest enemies. Many Tech-Priests placed on the front lines of battle owe their lives to the impressive strength these Servitors wield in their defence. The most martially inclined among the Red Priesthood sometimes gather groups of these servitors together for assaults on enemy positions.
- Armor Class 16
- Hit Points 20
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics
- Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
- Damage Immunities Poison, Psychic,
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 10, Drakvision 30ft, lowlight 60ft
- Languages Gothic
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.
Actions
Multiattack. The combat servitor may make two slam attacks.
Slam. Melee Weapon Attack: 3 + Proficiency to hit, reach 5ft., one target. Hit 8 (1D12 + 4) Bludgeoning damage.
Gun Servitors
medium, (Constuct)
Gun Servitors are intended to provide fire support for a Tech-priest as he works, and often they will have whole limbs replaced with cybernetically-implanted weapons. Many will have ammunition hoppers mounted somewhere on their bodies so they can lay down continuous curtains of fire without needing to reload.
- Armor Class 16
- Hit Points 20
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 18 (+4) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics
- Damage Resistances Slashing, Bludgeoning, Piercing, Necrotic
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion,
- Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
- Languages Gothic
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.
Actions
Multiattack. The combat servitor may make two Bolter attacks.
Bolter. Ranged Weapon Attack: 4 + Proficiency to hit, Consult GM for weapon type
Monotask Servitors
medium, (Constuct)
A Monotask Servitor carries out the most tedious labours within a Space Marine Chapter. Techmarines often replace at least one of this kind of Servitor's hands with a less powerful version of their own Servo-arm manipulators. Monotask Servitors will not hold up long in the gruelling battles Space Marines face, but they can be useful on missions to carry out simple repairs, perform menial labours, and to stand sentry duty.
- Armor Class 16
- Hit Points 20
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 16 (+3) 16 (+3) 10 (+0) 10 (+0)
- Skills Tech + 5
- Damage Resistances Slashing, Bludgeoning, Piercing and Force
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion,
- Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.
Assistance. This creature may use the help action when used to help a technology, Science, tech tool, artificers tools.
Actions
Slam. Melee Weapon Attack: 2 + Proficiency to hit, reach 5ft., one target. Hit 8 (1D8+2) Bludgeoning damage.
Assist. the servitor may use the help action.
Battle Class Robot
Large, (Constuct)
- Armor Class 18
- Hit Points 8 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 18 (+4) 18 (+2) 18 (+4) 6 (-2) 10 (+0) 5 (-3)
- Skills Athletics +4, Acrobatics +2, Perception +5
- Damage Resistances Fire, Cold, lightning and Acid Damage
- Damage Immunities Slashing, Bludgeoning, Piercing, Poison, Necrotic, Thunder
- Condition Immunities Poison, Charmed, Frightened, Exhaustion.
- Senses passive Perception 15, Drakvision 30ft, lowlight 60ft
- Languages None
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.
Actions
Impact Fist. Melee Weapon Attack: 3 + Proficiency to hit, reach 5ft., one target. Hit 8 (2D8 + 4)
Assualt Cannon with Ammo pack. Ranged Weapon Attack: 3 + controllers Proficiency to hit, Use Assault cannon Stats with ammo 600.
Kastelan Class Robot
Huge, (Constuct)
- Armor Class 20
- Hit Points 10 x your level
- Speed 50ft.
STR DEX CON INT WIS CHA 24 (+7) 18 (+4) 20 (+4) 10 (+0) 10 (+0) 10 (+0)
- Skills Athletics +7, Acrobatics +3, Perception +5, Intimidation
- Damage Resistances None
- Damage Immunities Slashing, Bludgeoning, Piercing, Fire, Cold, Lightning and Acid Damage Poison, Necrotic, Thunder
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 15, Drakvision 60ft, lowlight 120ft
- Languages None
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Advanced Sensor Array. This creature has a + 5 to perception skill checks and passive perception.
Frightening Size. This creature has a + 5 to Intimidation skill checks.
Reactive Plating. This creature has immunity to Fire, Cold, Lightning and Acid Damage
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Actions
Multi-Attack: this creature may make two fist attacks and one ranged attack.
Kasstelion fists. Melee Weapon Attack: 7 + controllers Proficiency to hit,, reach 10ft., one target. Hit 15 (2D12 + 7) Bludgeoning damage.
Heavy Phosphor Blaster. ranged Weapon Attack: 3 + controllers Proficiency to hit, use heavy Phosphor blaster with ammo 60,
Acro- Flagulant
medium, (Constuct)
- Armor Class 14
- Hit Points 6 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Skills Tech + 5
- Damage Resistences Slashing, Bludgeoning, Piercing and Force
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion,
- Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
- Languages Gothic, High Gothic
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it.
Actions
Multiattack. The Acro Flagalant may make 3 Flail attacks.
Acro-Flail. Melee Weapon Attack: 3 + Owners Proficiency to hit, reach 5ft., one target. Hit 8 (1D6 + 3)
Relic Bearer Cenobytey
medium, (Constuct)
- Armor Class 14
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Skills Tech + 5
- Damage Resistences Slashing, Bludgeoning, Piercing and Force
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion,
- Senses passive Perception 10, Drakvison 30ft, lowlight 60ft
- Languages Gothic, High Gothic
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it.
Imperial Relic. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the relic gain a + 2 to the AC.
Actions
Slam. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 8 (1D8 + 3)
Word of the Emperor Cenobyte
medium, (Constuct)
- Armor Class 14
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 16 (+3) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Skills Tech + 5
- Damage Resistances Slashing, Bludgeoning, Piercing and Force
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion,
- Senses passive Perception 10, Drakvision 30ft, lowlight 60ft
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it.
Words of the Emperor. Any Imperial, Maiden of Order, Astartes, or Primariss within 20ft of the relic are immune to the effects of the Frightened and charmed Condition.
Actions
Slam. Melee Weapon Attack: 3 + Owners Proficiency to hit, reach 5ft., one target. Hit 8 (1D8 + 3)
Guardsman
Medium, Imperial
- Armor Class 17
- Hit Points 6 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 12 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Dexterity +4
- Skills Athletics +4, Perception +3, Stealth, Survival +3
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of you and the ally isn’t incapacitated.
Actions
Lasgun. ranged Weapon Attack: 3 + Owners Proficiency to hit, Use Lasgun stats.
Bayonet. Melee Weapon Attack: 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Frag grenade (Rechage 6). 3 + Owners Proficiency to hit, Use standard Frag Stats.\pagebreakNum
Medic
Medium, Imperial
- Armor Class 16
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 10 (+0)
- Saves Wisdom +4
- Skills Perception +4, Stealth +4, Survival +4
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12
- Languages Common
Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Lasgun. ranged Weapon Attack: 2 + Owners Proficiency to hit, Use Lasgun stats.
Bayonet. Melee Weapon Attack: 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
MedKit (Rechage 5 - 6). as an action heal one human creature within 5ft of you 2D6 + 4 hit points.
Vox Man
Medium, Imperial
- Armor Class 16
- Hit Points 5x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 13 (+1) 10 (+0) 10 (+0)
- Saves Intelligence +4
- Skills Stealth +2, Survival +2, Technology +3
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 10
- Languages Common
- Challenge 1 (250)
Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Vox Caster: If a Imperial Officer uses an order, they may use the voxman as his location you may use that orders on any target within command radius a the vox caster aswell instead of your position.
Actions
Lasgun. ranged Weapon Attack: 2 + Owners Proficiency to hit, Use Lasgun stats.
Bayonet. Melee Weapon Attack: 1 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Frag grenade (Rechage 6). 2 + Owners Proficiency to hit Use standard Frag Stats.
Standard bearer
Medium, Imperial
- Armor Class 16
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 14 (+2)
- Saves Wisdom +4 Charisma +4
- Skills Perception +4, Stealth +4, Survival +4
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12
- Languages Common
Band of brothers: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Las Pistol. ranged Weapon Attack: 2 + Owners Proficiency to hit, Use Las Pistol Stats.
Sword. Melee Weapon Attack: Use 1 + Owners Proficiency to hit, Use Long Sword Stats.
Frag Grenade (Recharge 6). 2 + Owners Proficiency to hit, Use standard Frag Stats.
Rallying Standard (Recharge 5 - 6). as an action, all friendly creatures within 15ft of the standard gain 1D10 + the guard officers Charisma modifier temporary Hit points.
Plant Standard (Recharge 6). as an action, the bearer may plant the standard in the ground on a space of the choosing, all friendly creatures within 30ft of the standard gain + 2 to all attacks, damage and save rolls until the bearer picks up the standard or goes unconcious. The bearer will not go more the 10ft from the Standard, if given an order to move the bearer will pick up the standard.
Veteran
Medium, Imperial
- Armor Class 17
- Hit Points 7 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+1) 18 (+4) 12 (+2) 11 (+0) 14 (+2) 10 (+0)
- Saves Wisdom +4 Strength +4
- Skills Perception +4, Stealth +4, Survival +4
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 12
- Languages Common
Multi attack: you may make two attacks.
Band of brothers: You have advantage on an attack roll against a creature if at least two of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Hotshot Las Pistol. ranged Weapon Attack: 4 + Owners Proficiency to hit, use Hotshot Las Pistol Stats.
Combat Knife. Melee Weapon Attack: 2 + Owners Proficiency to hit, reach 5ft., one target. Hit 6 (1d6 + 2)
Frag grenade (Recharge 6). Use military grade Frag Stats.
***Special Weapon, *** Pick One of the Below Special Weapons. The veteran must Keep this weapon you may not change it unless the Veteran dies or you replace him through higher command.
Hotshot lasgun. ranged weapon attack 4 + Owners Proficiency to hit, Use Hotshot lasgun stats.
Flamer. ranged weapon attack DC 8 + 4 + Owners Proficiency to hit Use Flamer stats.
Grenade Launcher. ranged weapon attack 4 + Owners Proficiency to hit, Use Grenade launcher stats.
Assistant Gunner
Medium, Imperial
- Armor Class 15
- Hit Points 5 x your level
- Speed 30ft
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Dexterity +4
- Skills Athletics +4, Perception +3, Stealth +3, Survival +3
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
Assistant Gunner: If this assistant gunner is within 5ft of the Weapon system the gunner may ignore the massive parts property, if this is done the assistant may not use its action. if the weapon is moved by the gunner, as a reaction the Assistant gunner will follow and assist in the disassembly and assembly of the weapon.
Ammo Bearer: this creature can carry 40lbs of ammo
Actions
Lasgun. ranged Weapon Attack: 4 + Owners Proficiency to hit, use lasgun stats.
Bayonet. Melee Weapon Attack: +4 4 + Owners Proficiency to hit, reach 5ft., one target. Hit 5 (1d6 + 2)
Ganger
Medium, Imperial
- Armor Class 14
- Hit Points 5 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 13 (+1) 11 (+0) 12 (+1) 10 (+0)
- Saves Strength +4
- Skills Athletics +4, Intimidation +3, Stealth +4
- Damage Resistances None
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 11
- Languages Common
Beat down: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated.
Actions
Ranged Weapon ____ . ranged Weapon Attack: +4 to hit, range ft_ft., ___ target. Hit ( + 2) ______ damage.
Melee waepon ____. Melee Weapon Attack: +4 to hit, reach___ft. , ___ target. Hit (___ + 2)
Molitov (Rechage 6). ranged Weapon Attack: +4 to hit, range 30\60ft., Sphere 10Ft, deviation (3). Hit Dexterity save DC 15, on fail take 4D6 fire damage. on a pass take half as much.
Ogryn Bodyguard
large, Orgyn
- Armor Class 16
- Hit Points 7 x your level
- Speed 30ft.
STR DEX CON INT WIS CHA 20 (+5) 12 (+1) 18 (+4) 8 (-1) 11 (+0) 9 (-1)
- Saves Strength +7 constitution +6
- Skills Athletics +7, Intimidation +5,
- Damage Resistances slashing, piercing and bludgioning.
- Damage Immunities None
- Condition Immunities None
- Senses Passive Perception 9
- Languages Common
Angry: you may make 2 Melee attacks.
Actions
Ranged Weapon ____ . ranged Weapon Attack: +3 to hit, range ft_ft., ___ target. Hit ( + 2) ______ damage.
Melee waepon ____. Melee Weapon Attack: +7 to hit, reach___ft. , ___ target. Hit (___ + 7)
Basic Sevo-skull
Tiny, (Constuct)
- Armor Class 15
- Hit Points 2 x your level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 6 (-2) 14 (+2) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Stealth + 5
- Damage Resistances Slashing, Piercing
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvison 60ft, lowlight 120ft
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Obedience. This creature acts on its controllers Initiative Unless Its controller Gives another creature the Ability to command it then it acts on there turn.
Servo Spotter
Tiny, (Constuct)
- Armor Class 18
- Hit Points 2 x your level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Stealth + 5
- Damage Resistances Slashing, Piercing
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Nero Link. If a Creature controlled via a Nero link, on each of the controllers turns they can command the creation telepathically (no action required). They decide what action the construct will take and where it will move during there turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.
Furthermore a construct attached to Via a Nero link adds its controllers Proficiency bonus to any attacks or attack DC's and any Saves it may make.
Nero Video and Audio. If a Creature controlled via a telepathic video and audio, you see and hear as the construct aswell this doing this take up your sight or hearing.
Actions
Spot (Recharge 6). this creature designates a target with a laser, creatures making ranged attacks against the designated target gain a advantage attack rolls until the start of you next turn.
Guardian-skull
Tiny, (Constuct)
- Armor Class 18
- Hit Points 3 x your level
- Speed Fly 40ft. (Hover no more then 30ft off the ground)
STR DEX CON INT WIS CHA 6 (-2) 18 (+4) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Skills Stealth + 5
- Damage Resistances Slashing, Piercing
- Damage Immunities Poison, Psychic
- Condition Immunities Poison, Charmed, Frightened, Exhaustion
- Senses passive Perception 16, Drakvision 60ft, lowlight 120ft
- Languages None
Mindless. This creature is immune to any spell or effect that would alter or gain control of its mind.
Immutable Form. This creature is immune to any spell or effect that would alter its form.
Nero Link. If a Creature controlled via a Nero link, on each of the controllers turns they can command the creation telepathically (no action required). They decide what action the construct will take and where it will move during there turn, or they can issue a general command, such as to guard a particular chamber or corridor. If they issue no commands, the construct only defends itself against hostile creatures. Once given an order, the construct continues to follow it until its task is complete.
Furthermore a construct attached to Via a Nero link adds its controllers Proficiency bonus to any attacks or attack DC's and any Saves it may make.
Nero Video and Audio. If a Creature controlled via a telepathic video and audio, you see and hear as the construct aswell this doing this take up your sight or hearing.
Actions
Lasgun. Ranged Weapon Attack: 4 + Owners Proficiency to hit, use lasgun stats.
Psychic Powers
All Psykers must have the Psyker Gene Mutation.
Manifesting the Warp
Do to the arjuious task it takes on the mind, to use a psychic power, before any power can be cast the Caster must First attempt to manifest it, Roll a Warp Skill test With a DC equal to the formula bellow
10 + Spell level + 1 for each warp charge used during the casting of the spell, Cantrips add 0 to the DC.
If the test is passed the spell goes off with no issue, follow the spell rules from there on, If the test is failed then the spell fails and nothing happens, Power slots and Warp charges are still used if a spell fails.
If you roll a natural 1 or a natural 20 on this roll you Suffer Perils of the Warp as described below must then roll on the Perils of the Warp table (Wild magic table for now), in a case of a natural 20 the spell will still manifest, with increased effectvvness if a natural 20 would alter something.
Unstable Powers
As a result of being a Psyker you mind is always at risk of the taint of the warp. As a result, Each time a Psyker manipulates the warp it makes them vulnerable to corruption use the rules below.
whenever you cast a spell you must pass a Wisdom Saving throw DC of 8 + the spells level on a failed the psyker suffers 1 Point of Chaos Corruption.
If you convert warp charges to a Power slot you must make a Wisdom save DC 8 + the power slot created, on a fail the Psyker Suffers one point of Chaos corruption.
Whenever you use a warp charge for warp Manipulation, you increase the DC of the corruption test made for casting a Psychic power by 1 per warp charge used on the prompting power.
Spell Requirements
Arcane Spells require the proper material component, a Component pouch or a Spell focus to cast and if the spell requires a material with a nominal gold value you must instead have a Piece of Arcanium crystal of equal value aswell.
Spellcasting ability
If you should gain levels in a class that has arcane spell casting you may use your class Spell ability in replace of you innate caster spell ability, Furthermore you may use Spell slots from your class to cast your innate abilities and vice versa.
Smite
All Psykers quickly learn how to focus your psychic power into orbs of focused energy. All Psykers gain the Eldritch Blast cantrip, some classes may alter what damage type it will do, this will be noted in the class description. This does not count toword your spells known and you don't need a spell book of like object to cast.
Warp Conversion
You can use your Warp Charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional Warp Charges. You learn other ways to use your warp charges as you reach higher levels.
Creating Spell Slots. You can transform unexpended Warp Charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level.
Creating Spell Slot
Spell slot level | Warp charge cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 12 |
8th | 13 |
9th | 15 |
Converting a Spell Slot to Warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot's level.
Force Weapons
All Psykers to learn how to imbue there weapons with Psychic energy. You may as an action sacrifice an amount of Spell levels to have one held melee weapon with there force weapon property gain the following Benefits, see chart below.
the cost in spell levels and the benefits involved, to do this in addition to the spell slots you must also harness the Arcane with a DC equal to 10 + spell slots used, if the test is failed nothing happens and the spell slots are still used. this manifestation is still seceptable to Perils of the arcane just like casting a Spell.
Spell Slots Used | Duration | Effects |
---|---|---|
1 | 5 rounds | The weapon counts as a +1 Magic weapon and it deals the same type as your arcane bolt |
3 | 1 minute | The weapon counts as a +2 Magic weapon and it deals the same type as your arcane bolt |
5 | 2 Minutes | The weapon counts as a +3 Magic weapon and it deals the same type as your arcane bolt |
7 | 5 Minutes | The weapon counts as a +4 Magic weapon and it deals the same type as your arcane bolt |
9 | 1 Hour | The weapon counts as a +5 Magic weapon and it deals the same type as your arcane bolt |
Deny The Witch
All Psykers learn the ability to Attempt to suppress another casters abilities, you gain the Arcane suppression spell below, this does not count toward your spells known and you don't need a spell book or like object to cast.
Arcane Denial
1st level Innate caster spell
- Casting Time: 1 reaction, which you take when you see a creature within range of you casting a spell
- Range: 30ft + 30ft at levels 5, 10, 15 and 20
- Target: A creature in the process of casting a spell
- Components: S
- Duration: Instantaneous
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 1st level or lower, Both you and the target make an ability check using there spellcasting ability modifiers and compare the two rolls if your roll is higher then the targets, the targets spell fails and has no effect, if not you have the spell goes off as normal. If the Spell you are attempting is of 2nd level or higher you have a negative to the test equal to the difference between 1st level and the level of the spell you targeted.
When you cast this spell using a spell slot of 2nd level or higher, reduces the penalty to the test made against higher level spells. If the spell you are attempting to deny is of lesser level then the spell slot level used to cast this spell the caster gains a bonus to the test made against the target equal to the difference between the slot level used and the targets spells level.
Warp Conversion
You can use your warp charges to gain additional Power Slots, or sacrifice Spell Slots to gain additional warp charges. You learn other ways to use your warp charges as you reach higher levels.
Creating Spell Slots. You can transform unexpended warp charges into one spell slot as a Bonus Action on Your Turn. The created Spell Slots Vanish at the end of a Long Rest. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create Spell Slots no higher in level than 5th.
Creating Spell Slot
Spell slot level | Warp charge cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 8 |
6th | 9 |
7th | 12 |
8th | 13 |
9th | 15 |
Converting a Spell Slot to warp charges. As a Bonus Action on Your Turn, you can expend one spell slot and gain a number of warp charges equal to the slot's level.
Perils in the warp
Your innate magic comes from the warp. You might have endured exposure to warp energies, perhaps through a Warp rift. Perhaps you were born a Psyker, with no apparent cause. However it came to be, this magic churns within you, waiting for any outlet. and must be subdued
When a Psyker uses one of their powers, they invariably draw from the essense of the Warp, to manifest fantastic abilities that would be otherwise impossible to perform. However, using psychic powers sometimes yields unexpected and unpleasant results, because the energies of the Warp are unpredictable, and the Warp is filled with daemons who are drawn to psykers.
While the perils of the warp are as wild and unpredictable as any other psychic phenomena, some races such as the Eldar have managed to mitigate their effects using technological devices, (such as a Ghosthelm). However, the Imperium has yet to master their understanding of these technologies, and so the common policy with dealing with Psykers who suffer the Perils of the Warp is to provide the Emperor's mercy (execution) to them as soon as their powers become out of hand; referred to as the Ultimate Sanction
Even if a psyker survives an attack from the warp, their souls are permanently marked by the close contact with the warp, becoming more susceptible to the forces of the warp in future.
When using a Psychic if you roll a natural 1 or a natural 20 on the manifestation roll you must then roll on the Perils of the Warp table (Wild magic table for now), in a case of a natural 20 the spell will still manifest, with increased effectivness if a natural 20 would alter something.
d8 | Loot |
---|---|
1-2 | Unpredictable outcome: This Perils of the warp are the most devistating effect a psyker can endure let alone 2 at once. Effect: Roll Twice on this chat re-rolling this result if you should get it again or the result is 51% or more. |
3 | Warp Feast: The uncontrolled psychic energies rip a whole in reality, centering on the psyker; sucking him into the warp to be consumed forever. Effect: your are now targeted by the banishment spell as if you had the banishment spell cast on you the DC for the test is 20 and the banishment last forever |
4 | Daemonhood: One of the most dangerous perils; the psyker is possessed by a daemon, becoming an unbound daemonhost Effect: when you roll this you must then roll a d100 again on a roll of 1-10 you turn into a Greater deamon, on a 11-50, you turn into a Deamon Prince and on a 51-100 you turn into a Deamom host |
5-6 | Cataclysmic Blast: The psyker is immolated with psychic energy, burning their possessions, equipment and the area around them for a few metres. Effect Cast immolation spell centered on you this lasts for 1D4 rounds |
d8 | Loot |
---|---|
7-8 | Blood Rain: A cloud of psychic energy envelops the area, causing storm winds and rain of blood. Effect: The storm is centered on the Psyker and has a 50ft Radius, While a psyker is in this storms effect, any psychic powers cast in the area always cause perils of the warp. |
9-10 | Ethereal Storm: The excess psychic energy lashes the minds of nearby sentient creatures. Effect: Each creature within 25 ft of the psyker must make a intelligence Save DC 15, on a fail they take 3D10 psychic damage and half as much on a pass. |
11-12 | Dark Summoning: 1 or more lesser daemon physically manifests for a short period. Effect: 1d4 lesser deamons jump through a rift in the imaterium, under the GM's control |
13-14 | Vice Versa: The soul of the psyker is cast out and swaps bodies with a nearby being for a short period of time, if there is no nearby other, the soul wanders the warp for the same period and returns slightly less sane. Effect: When this happens if there is a creature within 120ft of the Psyker, the Psyker randomly picks one. That creature must pass a will Save equal to the Psykers Spell DC, on a fail, swap Character sheets with the creature this last for 1D4 rounds. If there is no creatures in range or the wisdom save was passed then the Psyker goes catatonic for 1D4 rounds and must make a wisdom save DC 15, taking 4D8 Psychic damage on a fail and half as much on a pass. |
15-16 | Warp Whispers: The voices of daemons fill the area, speaking into the minds of others and corrupting their souls. Effect: All sentient Creatures within 30ft must make a Wisdom save DC 15 of suffer 1D4 Corruption Points |
17-18 | Psychic Mirror: The psychic power targets the psyker himself Effect: Change the target of the spell to yourself if it was not and if ti was then one random creature within 60ft. |
19-20 | Chronological Incontinence: The psyker vanishes as time bends around them, they reappear a few moments later. Effect: You are cast into the warp if you fail a Intelligence save DC 15, you disappear for 1D4 rounds during witch time you cannot act or be acted apon in any way. you return to the exact spot you vanished from. |
21-22 | Locked In: The excess energy remains in the psykers mind, locking them into a coma until it is overcome by sheer willpower. Effect: you are stunned 1D4 Rounds |
23-24 | Soul Sear: The psykers soul is overpowered by warp energy, scarring their spirit and preventing them from using their powers Effect You may not manifest Powers for 1D4 rounds |
25-26 | Psy-Blast: There is a sudden explosion, casting the psyker several meters into the air. Effect: Cast catapult on self in a random direction |
27-28 | Psychic Concussion: The violent energies knock the psyker unconscious and cascade outwards, also stunning those nearby. Effect: you are now unconscious for 1D4 round and all creatures within 30ft must make a intelligence save DC equal to the psykers spell save, or be stunned for 1D4 rounds |
d8 | Loot |
---|---|
29-30 | Warp Burn: The energies of the warp manifest, striking the psykers mind sometimes stunning him temporarily. Effect: the Psyker must make a intelligence save DC 15, on a fail you Take 4D10 Psychic damage and half as much on a pass. |
31-32 | The Gibbering: Uncontrolled warp energy surges through the psykers mind, burning out their minds and driving them insane. Effect: Cast Feeblemind on yourself |
33-34 | Warp Madness: A psychic backlash of emotion fills the area, causing nearby individuals to become frenzied and mad. Potentially causing further emotional harm. Effect: Cast the Enemies Abound spell on all creatures within 30ft. |
35-36 | Tech Scorn: All tech devices and weapons nearby malfunction or jam. Effect: all vehicals and constructs are Stunned for 1d4 Rounds, all electronics stop working within 30ft of the Psyker. |
37-38 | Shadow of the Warp: (not to be confused with the Tyranid ability) The world changes appearance, causing people to glimpse the warp for an instant. Potentially destroying minds. Effect: The psyker must make an Wisdom save DC equal to the Psykers Spell DC, on a fail the psyker takes 3D8 Psychic damage and be blinded for 1D4 rounds, on a pass they take half damage and are not blinded |
39-40 | The Furies: The psyker is assaulted by an invisible force, causing himself and nearby objects to be thrown around viciously. Effect: cast Phantasmal Killer on self, it lasts for 1D4 rounds |
41-42 | Banshee Howl: A very loud screech fills the area out to almost a kilometre, causing people to be deafened. Effect: All creatures Within 3000ft must pass a dexterity save DC 15 or be defend for 1 Minute |
43-44 | Falling Upwards: Gravity reverses for a few seconds Effect: cast Reverse Gravity on your self. |
45-46 | Warp Ghosts: Howling ethereal apparitions fill the area, flying around unnerving the living and potentially causing insanity. Effect: cast Dissonant whispers on all creatures within 60ft, the whispers are found foaming from spectral spirits |
47-48 | Psy Discharge: Static electricity fills the area, causing the psyker to float for a short period Effect: Gain a fly speed of 30ft and creatures starting or ending within 5ft of you Suffer 3D6 Lightning damage |
49-50 | The Earth Protests: The ground shakes violently, causing a local earthquake. Effect: cast earthquake centered on self. |
51-52 | Bloody Tears: Images or statues appear to weep blood. Chipped wood appears to ooze blood rather than sap. Effect: the Psyker must make a wisdom save DC15 or gain 2 corruption points |
53-54 | Spectral Gale: Very strong winds envelop the area, knocking people to the ground. Effect: Cast gust of wind centered on self it last for 1D4 rounds and moves with the Psyker. |
55-56 | Unnatural Decay: All plants in the area wither. Effect:* Cast blight on all plant life within 30ft |
D100 | Effect |
---|---|
57-58 | Daemonic Mask: The psyker channels a daemon for an instant, causing them to take on a frightful appearance for a moment, but corrupting their body permanently. Effect: Any creature that can see you must make a wisdom save DC 15 or be frightened until the end of the next turn. |
59-60 | Breath Leech: The air in nearby individuals lungs becomes lost, causing them to pause. |
61-62 | Distorted Reflection: Any reflective surfaces nearby break or distort. |
63-64 | Veil of Darkness: The area becomes devoid of natural light for a few seconds. |
65-66 | Haunting Breeze: Winds surround the psyker strong enough to move around small objects. |
67-68 | Spoilage: Any perishable goods within 20ft become stale and useless |
69-70 | Memory Worm: Anyone in the vicinity of the psyker forgets something minor. |
71-72 | Unnatural Aura: Any nearby animals become frightened and attempt to get away. |
73-74 | Grave Chill: The area around the psyker becomes cold and frost covered out for several metres. |
75-76 | Mounting Paranoia: The psyker gets an itchy back, as if there is someone behind them. |
77-78 | Ethereal Stench: The air around the psyker becomes either pleasant or noxious DM Choice. |
79-80 | Warp Echo: For a short period, any sounds cause strange echoes. |
81-82 | Dark Foreboding: A faint breeze surrounds the area, giving nearby individuals an unsettling feeling |
83-84 | Mocking Laughter: A sinister chorus or low laughter swirls around the psyker and those around them |
85-86 | The Crawling: The psyker is overcome with the sensation of tiny creatures moving just under the skin. |
87-88 | Flickering Lights: For a brief moment, all light sources within 25 metres of the psyker flicker and go out (if during the day or in a similar environment, this light source too seems to flicker for a moment). |
89-90 | Roiling Mist: A clammy mist roils up from the ground, surrounding the psyker for a radius of 25 metres. |
91-92 | Tears of the Martyrs: All paintings, statues, or equivalent effigies within 25 metres of the psyker begin to weep blood. If no such features exist within range, then walls or similar surfaces begin to drip with blood. This bleeding persists for 1 minute. |
93-94 | Hunting Music: You are surrounded by faint, ethereal music for the next minute |
95-96 | Ethereal Float: Your hair Floats around you as if you where floating in water |
97-100 | Nothing happens: |
Warp Manipulations
You may use warp charges to manipulate you spells most Psyker Classes will have Warp Charges and in the class description it will list an amount of the below manipulations you know. See below for what each one does and how many warp charges it will cost.
You can use only one Warp Manipulation option on a spell when you cast it, unless otherwise noted.
Careful Spell
When you Cast a Spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, you spend 1 warp charge per target and choose a number of those creatures up to your intelligence modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 warp charge per spell level to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 warp charges to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 warp charge per dice, to re-roll a number of the damage dice up to your inteligence modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Extended Spell
When you Cast a Spell that has a Duration of 1 minute or longer, you can spend 1 warp charge per spell level to double its Duration, to a maximum Duration of 24 hours.
Heightened Spell
When you Cast a Spell that forces a creature to make a saving throw to resist its Effects, you can spend 3 warp charges + 1 per spell level Heightened to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you Cast a Spell that has a Casting Time of 1 action, you can spend 2 warp charges to change the Casting Time to 1 Bonus Action for this casting.
Subtle Spell
When you Cast a Spell, you can spend 1 warp charge to cast it without any somatic or verbal Components.
Twinned Spell
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of warp charges equal to the spell’s level to target a second creature in range with the same spell (1 warp charge if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Charged Spell
When you cast a spell that requiers a creature to make a save against you spell DC. You may choose to spend a number of Warp Charges up to a maximum of 5, if done, raise the spell save DC by the amount of Warp Charges used.
At level 10 this raises from 5 to 10.
Penetrating Spell
When you cast a spell that deals damage. You may choose to spend 2 Warp Charges, if done the spell will gain the AP property. You may spend 4 Warp charges to make the spell AP+ and 6 Warp charges o make it AP++.
The Marks of Chaos
Should a person gain favor with one of the 4 Chaos gods they may be blessed with a mark as proof of being one of their loyal followers. Mind you being their servents comes at a price as every mark bears a downside and can incur the wrath from that gods rival brothers and their followers. Caution to the mortal races that dare choose to accept this power.
all Individuals with a Mark have Hatred toward any Astartes at DC 20
Hatred
Hatred: Whenever you see a target you have hatred against you must make a DC 15 Wisdom saving throw. If you fail the save you must fight the target to the death.
The Mark of Slaanesh
When you gain this mark you Gain immunity to being Charmed, and gain resistance to Bludgeoning, Piercing and Slashing damage. Furthermore you may use anything that requires you to have a mark of Slaanesh and you have acsses to Slaanesh Spells.
Cons. You may only tell lies (mixing truth with lies is acceptable however). You auto pass any save against zone of truth, You also incur Hatred against the followers of Khorne.
The Mark of Tzeentch
When you gain this mark you gain immunity to being Blinded and Deafened, and gain resistance to Fire, Force and Psychic damage. Furthermore you may use anything that requires you to have a mark of Thzeench and you have acsses to Thzeench Spells.
Cons. You gain 2 Warp touched Traits but the must be Thzeench. You incur the wrath against the followers of Nurgle. Furthermore you may use anything that requires you to have a mark of Nurgle and you have acsses to Nurgle Spells.
The Mark of Nurgle
When you gain this mark you gain immunity Poison damage and to the poison condition and you are immune to any negative effects of a disease (although you are still a host for it and may pass it on to other). Furthermore you may use anything that requires you to have a mark of Nurgle and you have acsses to Nurgle Spells.
Cons. Your body begins to rots and puss, and armor that you were rust over time as you become a host for all disease. You gain a -2 AC and you also incur Hatred against followers of Tzeentch
The Mark of Khorne
When you gain this mark and you deal combat damage with a melee weapon you add an extra 1d4 damage. You also have advantage on all saves versus magical effects friend or foe
Cons. You gain hatred against all non Chaos creatures at a DC20, You incur Hatred against the followers of Slaanesh. You may not be a psyker
The Mark of the Undivided
To obtain the mark of the Undivided is a feat unto its own as you worship chaos undivided that you worship all the Chaos gods equally, You have managed to gain favor with each of the Chaos gods and have not received the blessings of any of their marks. They then all bless you with the mark of the Undivided and have become their chosen herald of the apocalypse. Only few have walked this path truly, Lord Abbadon being one of them.
When you gain this mark you gain all the benefits of all 4 other marks and none of the cons.
Warped Touched traits
Neutral traits
Agonizing Smite
Prerequisite: Eldritch Blast cantrip
Effect: When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Warp Armor
Effect: You can cast Mage Armor on yourself at will, without expending a spell slot or Material Components.
Ascendant Step
Prerequisite: 9th level
Effect: You can cast Levitate on yourself at will, without expending a spell slot or Material Components.
Bewitching Whispers
Prerequisite: 7th level
Effect: You can cast Compulsion once using a spell slot. You can’t do so again until you finish a Long Rest.
Warp detect
Effect: You can cast Detect Magic at will, without expending a spell slot.
Warp Spear
Prerequisite: Eldritch Blast cantrip
Effect: When you cast Eldritch Blast, its range is 300 feet.
Gaze of Two Minds
Effect: You can use your action to touch a willing Humanoid and perceive through its Senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the Duration until the end of your next turn. While perceiving through the other creature’s Senses, you benefit from any special Senses possessed by that creature, and you are Blinded and Deafened to your own surroundings.
Master of Myriad Forms
Prerequisite: 15th level
Effect: You can cast Alter Self at will, without expending a spell slot.
Mire the Mind
Prerequisite: 5th Level
Effect: You can cast slow once using a spell slot. You can’t do so again until you finish a Long Rest.
Warp Visions
Effect: You can cast Silent Image at will, without expending a spell slot or Material Components.
One with Shadows
Prerequisite: 5th Level
Effect: When you are in an area of dim light or darkness, you can use your action to become Invisible until you move or take an action or a Reaction.
Repelling Smite
Prerequisite: Eldritch Blast cantrip
Effect: When you hit a creature with Eldritch Blast, you can push the creature up to 10 feet away from you in a straight line.
Witch Sight
Prerequisite: 15th level
Effect: You can see the true form of any creature concealed by magic while the creature is within 30 feet of you and within Line of Sight.
Psy Dualist
Effect: you may now cast Deny the witch with up to a number of levels of casting equal to you max slot level you may break this up, for instance at level 15 your slot level max is 7th level so you may cast a 2nd level deny and then cast 5th level equaling a total of 7 slot levels. once all levels are used you can’t use them again until you finish a Long Rest.
Chaos Traits
Deamon Speech
Effect: You can cast Speak with demons.
Beguiling Influence
Prerequisite: Mark of Sleenesh
Effect: You gain proficiency in the Deception and Persuasion Skills.
Book of Ancient Secrets
Prerequisite: Mark of Thzeench
Effect: You can now inscribe magical Rituals in your Book of Shadows. Choose two 1st-level Spells that have the ritual tag from any spell list (the two needn’t be from the same list). The spells appear in the book and don’t count against the number of spells you know. With your Book of Shadows in hand, you can cast the chosen spells as Rituals. You can’t cast the spells except as Rituals, unless you’ve learned them by some other means. You can also cast a spell you know as a ritual if it has the ritual tag.
On your Adventures, you can add other ritual Spells to your Book of Shadows. When you find such a spell, you can add it to the book if the spell’s level is equal to or less than half your level (rounded up) and if you can spare the time to transcribe the spell. For each level of the spell, the transcription process takes 2 hours to inscribe it.
Chains of submission
Prerequisite: 15th level Mark of Slaanesh
Effect: You can cast Hold Monster at will—targeting a Celestial, fiend, or elemental—without expending a spell slot or Material Components. You must finish a Long Rest before you can use this invocation on the same creature again.
Devil’s SightYou can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Dreadful Word
Prerequisite: 7th level, mark of Thzeench
Effect: You can cast Confusion without using a spell slot. You can’t do so again until you finish a Long Rest.
Eyes of the lore Keeper
Prerequisite: Mark of Thzeench
Effect: You can read all writing.
Nurgles Vigor
Prerequisite: Mark of Nurgle
Effect: You can cast False Life on yourself at will as a 1st-level spell, without expending a spell slot or Material Components.
Plague weapon
Prerequisite: 12th level, Mark of Nurgle
Effect: When you hit a creature with a weapon, the creature takes extra poison damage equal to your wisdom modifier (minimum 1).
Pestiletual Smog
Prerequisite: 6th level, Mark of Nurgle
Effect: creatures within 5ft of you takes 1d4 poison damage at the start of each round and when entering the 5ft radius from outside of it.
Mask of Many Faces
Prerequisite: Mark of Slaanesh
Effect: You can cast Disguise Self at will, without expending a spell slot.
Minions of Chaos
Prerequisite: 9th level
Effect: You can cast Summon lesser demon once without using a spell slot. You can’t do so again until you finish a Long Rest.
Demonic Leap
Prerequisite: 9th level
Effect: You can cast jump on yourself at will, without expending a spell slot or Material Components.
Sculptor of Flesh
Prerequisite: 7th level, Slaanesh
Effect: You can cast Polymorph once without using a spell slot. You can’t do so again until you finish a Long Rest.
Sign of Ill Omen
Prerequisite: 5th Level
Effect: You can cast Bestow Curse once without using a spell slot. You can’t do so again until you finish a Long Rest.