Fighter
Base Class: Fighter

Astartes, commonly known as Space Marines, are genetically enhanced super-soldiers created to defend the Imperium of Man. Encased in towering power armor and equipped with devastating weapons, they possess extraordinary strength, speed, endurance, and tactical skill. Each Astartes belongs to a distinct Chapter with its own traditions, colors, and combat style. Though few in number, they are deployed against the galaxy’s most dangerous threats, where their discipline, loyalty, and ruthless efficiency can turn the course of entire wars.

Gene-Wrought Warrior

Your body has been transformed into a living weapon.

You gain proficiency in Athletics and Intimidation. If you already have either proficiency, you gain expertise in it instead.

You also count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Finally, when you make a Strength check or Strength saving throw, you can add a d6 to the roll. You can use this ability a number of times equal to your proficiency bonus, regaining all uses after a long rest.

Transhuman Physiology

Your enhanced organs allow you to endure wounds that would kill an ordinary soldier.

Your hit point maximum increases by 3, and it increases by 1 whenever you gain another Fighter level.

Additionally, when you use Second Wind, you can end one of the following conditions affecting you:

  • Frightened
  • Poisoned
  • Stunned

You cannot remove the stunned condition again until you finish a long rest.

And They Shall Know No Fear

Your indoctrination allows you to advance through supernatural terror and impossible odds.

You become immune to the frightened condition.

Additionally, when you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to succeed instead. Once you use this ability, you cannot use it again until you finish a long rest.

Allies within 10 feet of you also have advantage on saving throws against being frightened.

Combat Instincts

Your enhanced reflexes and relentless training allow you to react to openings with lethal precision.

Once on each of your turns, when you hit a creature with a weapon attack, you can use your bonus action to apply one of the following effects:

  • Drive Back. Push the target up to 10 feet away from you if it is Large or smaller.
  • Crushing Blow. Deal additional damage equal to your proficiency bonus.
  • Suppressing Strike. The target cannot take reactions until the start of your next turn.
  • Tactical Advance. Move up to 10 feet without provoking opportunity attacks.

Additionally, when you use Action Surge, you can choose two different effects from this feature on each successful weapon attack until the end of that turn.

Relentless Advance

Enemy attacks cannot easily halt your advance.

You ignore difficult terrain, and your speed cannot be reduced by magical effects unless you are incapacitated.

When a creature within your reach attacks one of your allies, you can use your reaction to move up to half your speed toward that creature and make one weapon attack against it.

This movement does not provoke opportunity attacks.

You can use this reaction a number of times equal to your proficiency bonus per long rest.

 

Angel of Death

You become a nearly unstoppable instrument of war.

As a bonus action, you can enter a state of supreme combat focus for 1 minute. While it lasts:

  • You gain resistance to bludgeoning, piercing, and slashing damage.
  • You cannot be charmed, frightened, paralyzed, or stunned.
  • Your weapon attacks deal an additional 1d8 damage.
  • When you reduce a creature to 0 hit points, you can move up to half your speed and make one weapon attack.
  • At the start of each of your turns, you gain temporary hit points equal to your Constitution modifier.

Once you use this feature, you cannot use it again until you finish a long rest.

Astartes Image

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