Base Class: Fighter
Super Earth. Our home. Prosperity, Liberty, Democracy. Our way of life. But freedom doesn't come free. Families are butched and murdered, and our planets are invaded. Seem familiar? Atrocities like these are happening all over the galaxy right now! You could be next. This is unless you make the most important decision of your life. Prove to yourself that you have the strength and courage to be free. Join... the Helldivers. Become part of an elite peacekeeping force. See exotic new life forms and spread Managed Democracy across the galaxy. Become a HERO. Become a LEGEND. Become a Helldiver!
Injury? What Injury!
At the 3rd, when you start this subclass, you gain Stim packs. These stim packs are small needle injections that heal injuries. You have 2 Stim packs to start, which will increase as you level up: 3 - lvl 5, 4 - lvl 10, and 5 - lvl 15. As a bonus action, you can inject yourself with a Stim, healing you for 2d8 + your CON modifier. Additionally, if you are under a curable condition (such as being poisoned), you will become cured. Stims refresh after a short or long rest.
Calling In Advanced Weaponry!
At the 3rd level, you can call in advanced weaponry. Any advanced weaponry you call in will break down after the maximum amount of shots it can take. Additionally, you can only call in advanced weaponry once per initiative. Plus, gain proficiency in Firearms. The weapons you can call in are as follows:
- MG-43 Machine Gun: 2d8 [piecering] damage | 80ft/240ft (5 shots)
- APW-1 Anti-Material Rifle: 3d8 [necrotic] damage | 120ft/360ft (2 Shots)
- Flamethrower: 2d6 [fire] damage | 15ft cone | DC = 15 Dex Save to take half damage (3 shots)
- FAF-14 Spear: 3d10 [fire] damage | can shoot up to 80ft away. then explodes in a 15ft radius. | DC = 16 Dex Save to take half damage. (1 shot)
Additionally, if a creature is standing in the space where the weapon will land (5x5ft square), they will need to succeed a DEX Saving Throw DC = 15 to take half damage. On a Failed Save, the creature will take 4d6 [bludgeoning] damage and be forced to move 5ft back.
You may use this feature: 1 - lvl3 | 2 - lvl5 | 3 - lvl10 | 4 - lvl15 | 5 - lvl20. This feature can be refreshed after a short or long rest.
Freedom Never Sleeps!
At the 7th level, you gain the ability to call down Special Equipment. Special equipment can be called down once per day, and you can only wear one piece of special equipment at a time. Additionally, once you call down a new piece of equipment, the old piece is rendered useless. Your options for this feature are as follows:
- SH-32 Shield Generator Pack: While wearing this shield generator, you gain +2 to your AC.
- AX Guard Dog Rover: While you have the Guard Dog equipped, a small drone will deploy at your side. The drone can attack once at the end of your turn with its Lazer Pistol and, as a reaction, can be used to strike at enemies that hit you. However, the Guard Dog can be destroyed having an AC of 14 and health = your level + proficiency bonus + CON + STR Modifiers.
- B-1 Supply Pack: While wearing the supply pack, you gain 1 shot for any weapon you call down with your "Advanced Weaponry" feature.
Additionally, if a creature is standing in the space where the Special Equipment will land (5x5ft square), they will need to succeed a DEX Saving Throw DC = 15 to take half damage. On a Failed Save, the creature will take 4d6 [bludgeoning] damage and be forced to move 5ft back.
You cannot use this feature more than once a day. Moreover, this feature must be used at the beginning of a new day.
How'd You Like The Taste of FREEDOM?
At the 10th level, you have access to an Orbital Strike. As an action, you throw a strategem ball anywhere within 30ft of you. As the ball lands, a red beam will emit from it, signalling for an Orbital Strike. The Orbital Strike will hit at the spot of the ball in a 10ft square. Any creature caught in the 10ft square will be forced to make a DEX Saving Throw, DC = 15 to take half damage. On a fail, creatures within the square will take 3d6 [Radient] + 3d6 [Fire] damage.
You may use this feature: 1 -lvl10 | 2 - lvl15 | 3 - lvl20. This feature resets after a Long Rest.
How 'bout a Nice Cup of Liber-TEA!
At the 15th level, you gain access to Eagle One, which is equipped with a 500kg Bomb. As an action, you throw a Strategem Ball anywhere within 30ft of you. As the ball lands, a red beam will emit from it, signalling for an air strike. Within an instant, Eagle One will fly above, dropping a 500kg Bomb where the Stategem Ball landed. As the bomb lands, it will explode in a 25ft radius, dealing 8d6 [fire] damage or half as much if creatures within the radius succeeds a Dex Saving Throw DC = 16.
You can use this feature: 2 - lvl 15 | 3 - lvl 20. (It will take a Short Rest to launch another bomb on the same day.) This feature resets after a Long Rest.
Say Hello To DEMOCRACY!
At the 18th level, you gain access to the Hellbomb strategem. As an action, you throw the Strategem Ball anywhere within 30ft of you. As the ball lands, a yellow beam will emit from it, signalling for a Hellbomb. The Hellbomb will land where the Strategem Ball landed and will need to be armed with a Bonus Action. Once the Hellbomb is armed, it will take 1 round of combat to activate. Once the Hellbomb activates, every creature within a 60ft radius will need to make a CON Saving Throw DC = 18 to take half damage. On a failed save, creatures take 14d6 [fire] damage.
Additionally, if a creature is standing in the space the Hellbomb will land in (5x5ft square), they will need to succeed a DEX Saving Throw DC = 15 to take half damage. On a Failed Save, the creature will take 4d6 [bludgeoning] damage and be forced to move 5ft back.
You may use this feature once every 2 Long Rests.
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4/7/2025 3:50:59 PM
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