Base Class: Fighter
Space Marines are genetically modified super-soldiers of the Imperium of Man. They are taller, stronger, faster, tougher, and smarter than any normal human. They are praised as the God Emperor's Angels of Death descending from the skies to wreck destruction upon the heretics.
Their superhuman skill and physical prowess, is the result of their bioengineering and psycho-indoctrination. These enhancements, of which there are 19-22, slow their aging and allow them to live for over 4 centuries.
Specialized Weapons
At the 3rd level, you have proven your worth to the God Emperor. For this, you are rewarded with two specialized weapons. A Chainsword and a Bolt gun. (You gain proficiencies for Greatswords and Firearms)
Chainsword: Heavy weapon (can be 1-handed by a Space Marine) | 2d6 [slashing] damage | can be activated with a bonus action to deal an extra 2d8 [slashing] damage. This weapon can be activated an equal number of times to your proficiency bonus and is replenished after a short or long rest.
Bolt Gun: Light Weapon | 1d10 [piercing] damage | Range: 80/240ft
Death From Above
At the 3rd level, you are gifted a Jump Pack as part of your advanced training. This Jump pack gives you a flying speed equal to half your walking speed. Additionally, if you are flying while making a ranged weapon attack, that attack has advantage.
Humanity's Finest
At seventh level, the Space Marines genetic improvisions take full effect. Therefore, you gain the following:
- You are proficient in the perception skill.
- You gain immunity to poison or being poisoned.
- You can breathe through toxic smokes or underwater.
- You grow to 10ft tall increases your size to Large.
- Your Unarmed strikes deal damage equal to 1d8 + your strength modifier.
Cleanse The Heretics
At the 10th level, the God Emperor's rage has entered and sealed into your body. As a Bonus Action, you gain advantage on all your attack rolls for that turn. Suppose you reduce a creature to 0 hp while this is active. In that case, you have the chance to execute them, gaining temporary hit points equal to your proficiency Bonus + level + STR modifier, + CON modifier. You can use this ability 2 times per long rest.
Power Armour
At the 15th level, your ruthlessness towards the heretics has earned you Power Armour. Power Armour is an upgrade to any armour you wear and cannot be removed by force. With this armour, you gain the following benefits:
- AC is increased by 2
- You have advantage on all STR-based skill checks.
- Move an additional 5ft.
Angel of Death
At the 18th level, you impose fear into your enemies. Any enemy within a 25ft radius of you must succeed a DC = 17 WIS Saving Throw or be frightened by you. If the creature has Advantage on being frightened, it is negated, and if a creature is immune to being frightened, it is no longer immune.
Additionally, if you successfully make a creature afraid of you, as a reaction, you can move up to half your movement speed toward them. If you can move within range of an attack, you may attack the creature.
You also have advantage on checks to avoid becoming Frightened.
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