Homebrew Mandalorian Species Details

Mandalorians are race of warriors and hunters that generally are assumed to be among the best that exist. Along with their skills in combat, they are noted for their unique armor set that offers them a number of extra weapons and utility devices. They can stand toe-to-toe with any foe. Not only are their skills lethal, but their hardy constitution is legendary. Their armor allows them a number of additional options and capabilities beyond what a regular humanoid race possesses.

Mandalorian Traits

Along with their skills in combat, Mandalorians are noted for their unique armor set that offers them a number of extra weapons and utility devices.

Ability Score Increase

Your Constitution score increases by +2, and one other ability score of your choice increases by +1.

Alignment

Morality can vary, but all Mandalorians are Lawful.

Age

Mandalorians age at a rate similar to Humans.

Size

Your size is Medium, and generally comparable to a Human.

Speed

Mandalorians are comparable to Humans and move at a speed of 30 ft.

Languages

Mandalorians are well-traveled. You can read and speak Common and two other languages of your choice.

Mandalorian Armor

A Mandalorian's armor is quite unique in appearance and almost akin to their soul in importance. The most hardened elements of Mandalorian society are taught never to even remove their helmets while in the presence of others, and while other Mandalorians are less stringent with these rules, don't confuse their lax code with a drop in combat ability. The armor at its core counts as either a set of Half Plate Mail or full Plate Mail (player gets to choose; if Plate Mail chosen, player must have a STR 13 or suffer loss of movement speed). All Mandalorians have proficiency in medium and heavy armor.

Mandalorians start at 1st level with their armor, and improvements can be made to the armor as the character progresses in level. Each time a Mandalorian adds a new weapon or tool to their armor, it cannot be changed or removed, so make your choices carefully.

Your armor starts at 1st level with a Whipcord Launcher. You can add 1 additional weapon or tool for each level you progress until 7th level (thus you have 7 tools total).

 

Whipcord Launcher

Your Whipcord Launcher comes with your armor at 1st level and fires a 20-foot thin metal cord. If targeting an opponent, count this as rolling a Grapple check against the target. While the target is Grappled, you can use your movement to drag the target up to 20 feet closer to you. The Whipcord Launcher can also be used to help you climb; it can be equipped with a small Grappling Hook.

Wrist Flamethrower

Available as 2nd level option for your armor, the Wrist Flamethrower can be fired at opponents within 15 feet of you, dealing 2d6 fire damage. The damage increases at 5th level (4d6), 11th level (6d6) and 17th level (8d6). This weapon can be used once per short or long rest.

Wrist Blade

Available as a 2nd level option for your armor, the Wrist Blade counts as a Shortsword and can be deployed as if you were drawing the weapon normally.

Forearm Shield

Available as a 3rd level option for your armor, the Forearm Shield can be deployed as a Reaction to increase your AC by +2 against an incoming attack.

Wrist Gun

Available as a 3rd level option for your armor, the Wrist Gun counts as either a Pistol or a Hand Crossbow (depending on whether your campaign has guns or not). Hand Crossbow stats - standard; Pistol stats: Light, Loading, Finesse, Ammunition (bullets), Range 30/120, damage 1d8 piercing.

Explosive Charges

Available as a 4th level option for your armor, Explosive Charges are small grenades that can be Thrown (20/60) or be stuck to a surface, triggered, and detonated after a five-second timer counts down. When they explode, they do 2d6 fire + 2d6 thunder damage. Their damage increases at 8th level (3d6 + 3d6), 13th level (4d6 + 4d6), and 18th level (5d6+5d6). Your armor cannot carry more than three charges at a time, and you may create 1 charge after completing a long rest.

Helmet Sensors

Available as a 4th level option for your armor, you can upgrade your armor with devices to assist you in finding whatever you're looking for. With this tool in place, you gain proficiency in Perception, Survival, and Nature if you don't already have them. If you do already have them, your proficiency modifier is doubled for checks made using those skills.

Whistling Birds

Available as a 5th level option for your armor, Whistling Birds are 6 tiny, lethal Darts imbedded in your Wrist Launcher. When used, you fire all six darts, targeting anywhere from 1-6 enemies. The darts always hit their targets and each deal 1d4+1 piercing damage on hit. They also ignore a target's resistance to piercing damage. You may use this ability once per long rest.

Jetpack

Available as a 5th level option for your armor, when you activate the Jetpack, it grants you a Fly speed of 60 feet for 1 minute. You may use this ability a number of times equal to your proficiency bonus and regain all uses after a long rest.

Jetpack Missile

MUST HAVE JETPACK EQUIPPED

Available as a 6th level option for your armor, your Jetpack gains a missile that can be fired at your enemies. The Missile has a range of 60/240 and deals 5d10 damage on hit. The missile's damage increases at 11th level (8d10) and 17th level (12d10). You may use this ability once per long rest. After a long rest, you can configure your missile to deal one of the following types of damage: fire, thunder, acid, radiant, poison (as a gas cloud that covers a 20-foot circle), piercing (missile explodes into cloud of shrapnel that affects 20-foot circle) or bludgeoning (no explosion, you just basically fired a metal rock at someone).

Beskar Plate

Available as the 7th level option for your armor, Beskar is the secret weapon of Mandalorians - a metal that is extremely rare and durable. Layering your armor in Beskar increases your AC to 20.

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