Homebrew Eternal Marauder Species Details

"You were never one of us. You were nothing but a usurper, a false idol. My eyes have been opened... let me help you to see, Slayer....”

 

From the Doom Wiki:

 

Codex Entry:

As civil war consumed Argent D'Nur, the Night Sentinels Guard was quartered by their faith. Torn between serving the Khan Maykr or revolting against that which they swore to protect. Those most disillusioned forswore their oath to the Sentinel royalty, abandoning their pact of allegiance made to the throne. These hardened warriors joined the separatist group led by the exalted Priest class, allying themselves with the Maykrs and their devout acolytes in an attempted coup against the Sentinel royal house. Those Sentinel warriors who fell in battle, having sided with the Maykrs, were ultimately denied finality in death. Resurrected by the Divinity Machine of Maykr design, these fallen Sentinels were returned from the dead, transformed by Hell's power, and recreated with a singular purpose: to hunt the Slayer, now reborn as Knights in Hell's army.

Eternal Marauder Traits

Marauders share certain racial traits as a result of their infernal transformation.

Hellish Will

Your hellish transformation has strengthened your will. You have advantage on saving throws against being charmed or frightened.

Ability Score Increase

Your Constitution increases by 1. Choose either Strength or Dexterity to increase by 2.

Age

A Marauder ceases aging. Magical affects may visually age you, but you cannot die from old age.

Alignment

Marauders are typically of the Lawful Evil alignment.

Size

Marauders are about the same size and build as humans, but on the taller side. Your size is Medium.

Speed

Your base walking speed is 35 feet.

Darkvision

Your eyes have been opened. 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.

Elite Hellish Resistance

You have resistance to fire and cold damage.

Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Your casting of Hellish Rebuke, whether it be from Infernal Legacy or a class spell list, is different from others. When you cast it, you summon a flaming wolf that chases down your target and bites them before vanishing.

Languages

You can speak, read, and write Common and Infernal plus one language of your choice.

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