Trefferpunkte
Übungen
Astartes Inititate
| Stufe | Übungsbonus | Eigenschaften | Bonus Movement |
|---|---|---|---|
| 1 | + 2 | Genetic Heritage Optional Features Secondary Heart | +5 ft. |
| 2 | + 2 | Genetic Heritage Optional Features Secondary Heart | +5 ft. |
| 3 | + 2 | Genetic Heritage Optional Features Secondary Heart | +5 ft. |
| 4 | + 2 | Genetic Heritage Optional Features Secondary Heart | +5 ft. |
| 5 | + 3 | Genetic Heritage Optional Features Secondary Heart | +5 ft. |
| 6 | + 3 | Genetic Heritage Optional Features Secondary Heart | +10 ft. |
| 7 | + 3 | Genetic Heritage Optional Features Secondary Heart | +10 ft. |
| 8 | + 3 | Genetic Heritage Optional Features Secondary Heart | +10 ft. |
| 9 | + 4 | Genetic Heritage Optional Features Secondary Heart | +10 ft. |
| 10 | + 4 | Genetic Heritage Optional Features Secondary Heart | +10 ft. |
| 11 | + 4 | Genetic Heritage Optional Features Secondary Heart | +15 ft. |
| 12 | + 4 | Genetic Heritage Optional Features Secondary Heart | +15 ft. |
| 13 | + 5 | Genetic Heritage Optional Features Secondary Heart | +15 ft. |
| 14 | + 5 | Genetic Heritage Optional Features Secondary Heart | +15 ft. |
| 15 | + 5 | Genetic Heritage Optional Features Secondary Heart | +15 ft. |
| 16 | + 5 | Genetic Heritage Optional Features Secondary Heart | +20 ft. |
| 17 | + 6 | Genetic Heritage Optional Features Secondary Heart | +20 ft. |
| 18 | + 6 | Genetic Heritage Optional Features Secondary Heart | +20 ft. |
| 19 | + 6 | Genetic Heritage Optional Features Secondary Heart | +20 ft. |
| 20 | + 6 | Genetic Heritage Optional Features Secondary Heart | +25 ft. |
Ability Score Bonuses
| Stufe | Übungsbonus | Eigenschaften | Str | Dex | Con | Int | Wis | Cha |
|---|---|---|---|---|---|---|---|---|
| 1 | + 2 | Genetic Heritage Optional Features Secondary Heart | 0 | 0 | 0 | 0 | 0 | 0 |
| 2 | + 2 | Genetic Heritage Optional Features Secondary Heart | +1 | 0 | +1 | 0 | 0 | 0 |
| 3 | + 2 | Genetic Heritage Optional Features Secondary Heart | +2 | +1 | +1 | 0 | 0 | 0 |
| 4 | + 2 | Genetic Heritage Optional Features Secondary Heart | +2 | +1 | +1 | 0 | +1 | 0 |
| 5 | + 3 | Genetic Heritage Optional Features Secondary Heart | +3 | +2 | +2 | 0 | +1 | 0 |
| 6 | + 3 | Genetic Heritage Optional Features Secondary Heart | +3 | +2 | +2 | 0 | +2 | 0 |
| 7 | + 3 | Genetic Heritage Optional Features Secondary Heart | +3 | +2 | +3 | 0 | +2 | +1 |
| 8 | + 3 | Genetic Heritage Optional Features Secondary Heart | +4 | +2 | +3 | +1 | +3 | +1 |
| 9 | + 4 | Genetic Heritage Optional Features Secondary Heart | +4 | +2 | +4 | +1 | +3 | +1 |
| 10 | + 4 | Genetic Heritage Optional Features Secondary Heart | +4 | +4 | +4 | +1 | +4 | +1 |
| 11 | + 4 | Genetic Heritage Optional Features Secondary Heart | +4 | +4 | +4 | +1 | +5 | +1 |
| 12 | + 4 | Genetic Heritage Optional Features Secondary Heart | +4 | +4 | +5 | +2 | +5 | +1 |
| 13 | + 5 | Genetic Heritage Optional Features Secondary Heart | +5 | +4 | +5 | +2 | +5 | +2 |
| 14 | + 5 | Genetic Heritage Optional Features Secondary Heart | +5 | +4 | +6 | +2 | +5 | +2 |
| 15 | + 5 | Genetic Heritage Optional Features Secondary Heart | +5 | +4 | +6 | +3 | +6 | +2 |
| 16 | + 5 | Genetic Heritage Optional Features Secondary Heart | +6 | +4 | +7 | +3 | +6 | +2 |
| 17 | + 6 | Genetic Heritage Optional Features Secondary Heart | +6 | +4 | +7 | +3 | +6 | +3 |
| 18 | + 6 | Genetic Heritage Optional Features Secondary Heart | +7 | +5 | +7 | +3 | +6 | +3 |
| 19 | + 6 | Genetic Heritage Optional Features Secondary Heart | +7 | +5 | +8 | +3 | +6 | +3 |
| 20 | + 6 | Genetic Heritage Optional Features Secondary Heart | +8 | +6 | +8 | +4 | +6 | +4 |
Klasseneigenschaften
Stufe 1
Stufe 10
Stufe 11
Stufe 12
Stufe 13
Stufe 14
Stufe 15
Stufe 16
Stufe 17
Stufe 18
Stufe 19
Stufe 2
Stufe 20
Stufe 3
Stufe 4
Stufe 5
Stufe 6
Stufe 7
Stufe 8
Stufe 9
Übungen
light
simple
shortswords
Startausrüstung
Klasseneigenschaften
Genetic Heritage (Level 1)
At 1st level you choose a genetic heritage, which determines the primogenitor that your gene seed originates from. There are several to choose from that grant you features at 1st, 4th, 8th, 13th, 15th, and 18th level; all of which are detailed at the end of the class description.
Optional Features (Level 1)
Some Genetic Heritages will present optional features such as Genetic Disparity and Genetic Flaws that refer to and modify base class features. Although it is intended that you use such features, it is your choice if you want to include these or not.
Secondary Heart (Level 1)
At 1st level you start your transformation from human to superhuman with the simplest and most self-sufficient of implants; allowing you to survive your other heart being damaged or destroyed as well as surviving in low oxygen environments. Not just a back-up however, this secondary heart boosts the blood flow around your body.
You gain advantage on Constitution saving throws; it also boosts your movement speed by 5 feet at 1st level, and by an additional 5 feet at 6th, 11th, 16th and 20th levels as shown in the Bonus Movement column of the class table.
Conditioning (Level 2)
At 2nd level, due to rigorous conditioning, through chemical treatment, indoctrination, and hypnotherapy alongside your implants, you gain bonuses to your ability scores each level from 2nd shown in the Ability Score Bonuses columns of the class table. These bonuses can allow your Strength and Constitution ability scores to go higher than 20, however they cannot go higher than 24, and your other ability scores cannot go higher than 20.
Ossmodula (Level 2)
At 2nd level you gain a small, complex, tubular organ, that secretes hormones which affect the ossification of the skeleton and encourages the forming of bone growths to absorb ceramic-based chemicals that are laced into your diet. This drastically alters the way your bones grow and develop. After this implant is first put in your bones will increase in size and strength, and your rib cage will fuse into a solid mass of bulletproof, interlocking plates.
You gain proficiency in Strength saving throws and you gain a +1 bonus to AC.
Biscopea (Level 3)
At 3rd level this small, circular organ is inserted into your chest cavity, releasing hormones that vastly increase muscle growth throughout your body. It also serves to form the hormonal basis for many of the later implants.
Your unarmed strikes do 1d4 + your Strength modifier in bludgeoning damage on a hit. This increases to 1d6 at 11th level and 1d8 at 18th level.
Haemastamen (Level 4)
At 4th level this organ is implanted into your main circulatory system, this tiny implant not only increases the haemoglobin content of the subject's blood, making it more efficient at carrying oxygen around the body and making the subject's blood a bright red, it also serves to monitor and control the previous two implants.
Your body is now a head or more taller than other men as your height and weight are increased by 12 inches and 195lbs respectively. You gain advantage on Intimidation rolls if you are taller or larger than the creature you are trying to intimidate.
Training Regimen (Level 4)
At 4th level your punishing training regimen has honed your combat skills and you gain proficiency in one martial melee weapon and one martial ranged weapon of your choice.
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 8th level you choose two more martial weapons to become proficient in and you gain proficiency in medium armour.
At 13th level yours skills broaden and you become proficient in all martial weapons. You also learn how to fight defensively and gain proficiency in shields.
At 15th level you gain proficiency in heavy armour.
Genetic Heritage Feature (Level 4)
At 4th level, you gain a feature granted by your Genetic Heritage.
Larraman's Organ (Level 5)
At 5th level you receive a liver-shaped organ about the size of a golf-ball, this implant is placed within the chest cavity and connected to the circulatory system. It generates and controls 'Larraman cells' which are released into the blood stream if you are wounded. They attach themselves to leucocytes in the blood and are carried to the site of the wound, where upon contact with air they form a near instant patch of scar tissue, sealing any wounds you may suffer.
On your turn, you can use your action to regain hit points equal to 1d12 + your Constitution modifier. This improves to 2d12 at 10th level, 3d12 at 15th level, and 4d12 at 20th level. Once you use this feature, you must finish a long rest before you can use it again.
Catalepsean Node (Level 6)
At 6th level the node is implanted into the back of the brain, this pea-sized organ influences the circadian rhythms of sleep and the body's response to sleep deprivation. If deprived of sleep, the catalepsean node cuts in. The node allows you to sleep and remain awake at the same time by switching off areas of your brain sequentially. This process cannot replace sleep entirely, but increases the your survivability by allowing perception of your environment whilst you rest.
You need only rest for 4 hours during a long rest to gain the same benefit as if you had rested the full 8 hours and you can go for up to two weeks without sleeping. You may also ignore one level of exhaustion between long rests.
Preomnor (Level 7)
At 7th level you receive the Preomnor; this is essentially a pre-stomach that can neutralise otherwise poisonous or indigestible foods. No actual digestion takes place in the preomnor, as it acts as a decontamination chamber placed before the natural stomach in the body's system and can be isolated from the rest of the digestive tract in order to contain particularly troublesome intake.
Spoiled, rotten and raw food causes you no ill effects when ingested and you gain advantage on saving throws against any poison you consume.
Omophagea (Level 8)
At 8th level you receive the Omophagea. This implant, also called "the Remembrancer", allows you to 'learn by eating'. It is situated in the spinal cord but is actually part of the brain. Four nerve bundles are implanted connecting the spine and the stomach wall; able to 'read' or absorb genetic material you consume, the omophagea transmits the gained information to your brain as a set of memories or experiences.
You gain advantage on Intelligence (History) checks to learn information known to a creature you have consumed the genetic material of within the last hour.
Genetic Heritage Feature (Level 8)
At 8th level, you gain a feature granted by your Genetic Heritage.
Multi-lung (Level 9)
At 9th level this additional lung is implanted and activates when you need to breathe in low-oxygen or poisoned atmospheres, and even water. Your natural lungs are closed off by a sphincter muscle associated with the multi-lung and the implanted organ takes over breathing operations. It has highly efficient toxin dispersal systems.
You gain advantage on saving throws against airborne effects or attacks that deal poison damage; additionally you are also able to breathe underwater.
Occulobe (Level 10)
At 10th level you receive the Occulobe. This implant sits at the base of the brain, and provides hormonal and genetic stimuli which enable your eyes to respond to optic-therapy. This in turn allows the Apothecaries to make adjustments to the growth patterns of the eye and the light-receptive retinal cells - the result being that you have far superior vision to normal humans, and can see in low-light conditions almost as well as in daylight.
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 are able to discern colour and detail as if you were in bright light within 30 feet of you; outside of that you can't discern colour in darkness, only shades of grey.
If you already have darkvision, then the range of your darkvision increases by 60 feet.
Lyman's Ear (Level 11)
At 11th level this implant makes a you immune from dizziness or motion sickness but also allows you to consciously filter out and enhance certain sounds.
You gain advantage against being stunned or deafened and have advantage against effects, such as spells, that require you to hear them. You also gain advantage on Wisdom (Perception) checks that rely on your hearing.
Sus-an Membrane (Level 12)
At 12th level you receive the Sus-an Membrane. Initially implanted above the brain, this membrane eventually merges with the recipient's entire brain. Ineffective without follow-up chemical therapy and training, but with sufficient training a Space Marine can use this implant to enter a state of suspended animation, consciously or as an automatic reaction to extreme trauma, keeping the Marine alive for years, even if he has suffered otherwise mortal wounds.
When you are reduced to 0 hitpoints and knocked unconscious you receive temporary hit points equal to a quarter of your level rounded down + your Constitution modifier. If you take damage whilst you are unconscious the total inflicted is taken from these temporary hit points. If you fail three death saving throws and still have the temporary hit points you don't die but begin to lose 2 temporary hit points a turn until you reach 0, at which point you die. The feature only activates once per long rest.
Melanchromic Organ (Level 13)
At 13th level this implant controls the amount of melanin in your skin. Exposure to high levels of sunlight will result in the your skin darkening to compensate. It also protects your from other forms of radiation and dependant on your genetic heritage it may instead cause your skin pigmentation to permanently become extremely pale or take on an unnatural granite or obsidian-like quality.
You gain the ability to change the level of pigment in your skin to better protect against harsh sunlight.
Genetic Heritage Feature (Level 13)
At 13th level, you gain a feature granted by your Genetic Heritage.
Oolitic Kidney (Level 14)
At 14th level you receive the Oolitic Kidney. In conjunction with the secondary heart this implant allows you to filter your blood very quickly, rendering you immune to most poisons. This action comes at a price, however, as this emergency detoxification usually renders you incapacitated while your blood is circulated at high speed. The organ's everyday function is to monitor the entire circulatory system and allow other organs to function effectively.
You gain resistance to Poison damage and advantage against being poisoned. If poisoned, you may use your action to filter your blood removing the poisoned effect but making you incapacitated, prone and unable to move until the end of your next turn.
Additionally as your body is further changed by the gene-seed your height is increased by 11 inches and your weight is increased by 195lbs as your body grows larger and your mass more dense.
Neuroglottis (Level 15)
At 15th level you receive the Neuroglottis. This enhances your sense of taste to such a high degree that you can identify many common chemicals by taste alone.
You can even track down a creature by taste alone. You gain advantage on Intelligence (Investigation) checks to identify substances by taste and Wisdom (Survival) checks to track creatures by taste.
Genetic Heritage Feature (Level 15)
At 15th level, you gain a feature granted by your Genetic Heritage.
Mucranoid (Level 16)
At 16th level this implant allows you to sweat a substance that coats your skin and offers resistance to extreme heat and cold and can even provide some protection in a vacuum.
If you do not move on your turn you can use your action to sweat and coat your skin, granting you resistance against either cold or fire damage (your choice when using your action) that lasts for a 1 minute. Once you use this action you must complete a long rest before you can use it again.
Betcher's Gland (Level 17)
At 17th level you receive the Betcher's Gland which consists of two identical glands, implanted either into the lower lip, alongside the salivary glands or into the hard palette. The gland works in a similar way to the poison gland of venomous reptile by synthesizing and storing deadly poison, which you yourself are immune to due to the gland's presence. This allows a you to spit a blinding contact poison. The poison is also corrosive and can even burn away strong metals given sufficient time.
You may use your bonus action to spit acid at a target, make a ranged attack at a creature within 10 feet using your Constitution modifier. On a hit it deals 2d6 Poison damage and 2d4 Acid damage and the target must make a Constitution save with a DC equal to 8 + your proficiency + your Constitution modifier or be blinded until the end of their next turn. This feature has a number of uses equal to your Constitution modifier and you regain all expended uses of this feature once you finish a long rest.
Progenoids (Level 18)
At 18th level you gain the Progenoids. There are two of these glands, one situated in the neck and the other within the chest cavity. These glands are vitally important and represent the future of the your heritage, as the only way new implants can be produced is by reproducing it within the bodies of the astartes themselves.
When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this feature, you can't use it again until you finish a long rest.
Genetic Heritage Feature (Level 18)
At 18th level, you gain a feature granted by your Genetic Heritage.
The Black Carapace (Level 19)
At 19th level you receive The Black Carapace; the most distinctive implant of the astartes, it resembles a film of black ceramic material that is implanted directly beneath the skin of your torso in sheets. These sheets harden on the outside, increasing your durability even further.
Your AC bonus increases to +2.
Apotheosis (Level 20)
When you reach 20th level you achieve Apotheosis, the long process to become a full Astartes complete you're now at least two metres tall, extremely muscular and deadly with or without a weapon; something beyond the mortal you once were.
You gain a +1 to your proficiency bonus, making its total +7.
Your height is increased by 12 inches and your weight is increased by 195lbs. You also age twenty times slower than normal.
Unterklassen
Unterklassen-Eigenschaften
Sons of the Angel
Sons of the Angel (Level 1)
The Sons of The Angel are noble and fierce fighters that hide a dark and terrible secret. Whilst appearing as one of the more upstanding heritages they're cursed with an unending thirst for blood that gives rise to rumours amongst those who would dare speak ill about them.
Rapid Strikes (Level 1)
Starting at 1st level, you learn to trade accuracy for swift strikes. If you take the Attack action on your turn and have advantage on an attack roll against one of the targets, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn.
Fighting Spirit (Level 4)
Starting at 4th level as a bonus action on your turn, you can give yourself advantage on weapon attack rolls until the end of the current turn.
You can use this feature three times, and you regain all expended uses of it when you finish a long rest.
The Red Thirst (Level 8)
At 8th level, after killing an enemy in melee make a Wisdom saving throw with a DC of 5, on a failed save you're filled with blood thirst and you must use your next action to consume the flesh and blood of the slain, gaining 1d6 hit points when doing so. The DC for the throw goes up to DC 10 after three days of not consuming blood.
Inspiring Quote (Level 10)
"If you truly do hail from the realm that men once called hell, when you return there, tell your kindred it was The Angel who threw you back."
–The Angel, to a defeated fiend
Inspiring Quote (Level 12)
"A hero is someone who has given his or her life to something bigger than oneself."
–Joseph Campbell
Without Relent, Without Remorse (Level 13)
At 13th level, as a reaction when a hostile creature leaves your reach, you may forgo your attack of opportunity to follow the creature for up to half your movement speed and then make your attack if they're still in range to do so.
However you cannot voluntarily take cover or go prone in combat.
Martial Prowess (Level 15)
Starting at 15th level, you gain a +2 bonus to melee attack rolls.
Inspiring Quote (Level 16)
"My good blade carves the casques of men,
My tough lance thrusteth sure,
My strength is as the strength of ten,
Because my heart is pure."
–Sir Galahad, Tennyson
Inspiring Quote (Level 17)
"It is not the descent toward the shadow nor the rise toward the light that makes us superior. It is the endless struggle between the two that greatness of character lies. We are tested, and we do not break."
–The Angel
Keen Edge (Level 18)
Starting at 18th level, your melee weapon attacks score a critical hit on a roll of 18, 19 or 20 if you have advantage on the attack.
Sons of the Crimson King
Sons of the Crimson King (Level 1)
The Sons of The Crimson King are renown wizards, lore-masters of the arcane arts and practitioners of dangerous magicks. They possess an arrogance and hubris in their arcane abilities that may well be their undoing.
Arcane Academic (Level 1)
At 1st level you gain proficiency in the Arcana & History skills. If you are already proficient in one of these skills, your proficiency bonus is doubled for that skill.
Guiding Tutelary (Level 4)
At 4th level you gain a tutelary, a celestial, fey or fiend familiar that exists on the astral plane who is controlled by the Dungeon Master. Once a day during a short rest you can meditate and ask it three questions; the Dungeon Master has discretion if the answers are true or false, obvious or cryptic and whether or not your tutelary would actually know the answers you seek.
Spell Scrolls (Level 8)
At 8th level you gain the ability to create spell scrolls. You may possess a number of them equal to your Intelligence modifier (minimum of 1); if you create an additional scroll above your limit, you choose which of the pre-existing scrolls is destroyed.
When you find a wizard spell, you can copy it to a spell scroll if you can spare the time to decipher and copy it. For each level of the spell, the process takes 1 hour and costs 25 gp. The cost represents material components you expend making the scroll and the fine inks you need to record the spell itself.
When you copy a spell from an existing spell scroll, you must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll being copied from is destroyed.
Inspiring Quote (Level 10)
"For with much wisdom comes much sorrow; the more knowledge, the more grief."
–Ecclesiastes 1:18
Inspiring Quote (Level 12)
"The minds of gods are not for mortals to know or to judge."
–The Crimson King
Arcane Awakening (Level 13)
At 13th level you begin to unlock your true magical potential, learning to reach into the warp and weave of the unseen world to draw forth power.
Cantrips
You learn one cantrip of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at 16th level and 19th level.
Spell Slots
The Sons of The Crimson King Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 17th level, you have two 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.
Spells Known of 1st Level and Higher
At 13th level, you know one 1st-level spell of your choice from the wizard spell list. You learn one additional spell from the wizard spell list each time you gain a level.
A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level and must come from the same school of magic as your other spells of 1st level and higher. When you reach 16th level, for example, you learn a new wizard spell which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the wizard spells you know and replace it with another spell from the wizard spell list, which also must be of a level for which you have spell slots and the same school of magic as your other spells of 1st level and higher.
Spellcasting Ability
Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC
Spell attack modifier
Finally when you cast a spell you risk the chance that your magic becomes unstable and uncontrollable, damaging you and others around you. When you cast a spell of 1st level or higher, roll an Intelligence save with a DC equal to 5 + the spell slot level being used.
On a failed save the spell still takes place but you cause a surge in wild magic, after resolving the spell's effects roll on the Wild Magic Surge table to determine the effects. In addition you take a number of d10 equal to the spell's level in psychic damage.
Psychic Weaponry (Level 15)
At 15th level you can use a melee weapon you are holding as a spellcasting focus.
Additionally you can use your bonus action when holding a melee weapon to imbue it with magical power by expending a spell slot. The next hit with that melee weapon deals an additional 1d8 psychic damage per spell slot level used. The magical power in the weapon fades after 1 minute if not used or as soon as you are no longer holding the melee weapon.
Optional Feature: Genetic Disparity (Level 15)
At 15th level your Intelligence score bonus increases by +2 but your Constitution score bonus cannot raise higher than +6 and your Constitution score cap is lowered to 22.
Inspiring Quote (Level 16)
"If you want to make God laugh, tell him about your plans."
–Woody Allen
Inspiring Quote (Level 17)
"If I am guilty of anything, it is the simple pursuit of knowledge."
–The Crimson King
Arcane Discipline (Level 18)
At 18th level you gain a bonus depending on what school of magic you've chosen for your spells.
Abjuration
You can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Conjuration
While you are concentrating on a conjuration spell, your concentration can't be broken as a result of taking damage.
Divination
Glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.
Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
Enchantment
When a creature you can see within 30 feet of you makes an attack roll against you, you can use your reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against your wizard spell save DC. On a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, you can't use this feature on the attacker again until you finish a long rest.
You must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Evocation
You can create pockets of relative safety within the effects of your evocation spells. When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.
Illusion
You can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When a creature makes an attack roll against you, you can use your reaction to interpose the illusory duplicate between the attacker and yourself. The attack automatically misses you, then the illusion dissipates.
Once you use this feature, you can't use it again until you finish a short or long rest.
Necromancy
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell's level, or three times its level if the spell belongs to the School of Necromancy. You don't gain this benefit for killing constructs or undead.
Transmutation
You add the polymorph spell to your spellbook, if it is not there already. You can cast polymorph without expending a spell slot. When you do so, you can target only yourself and transform into a beast whose challenge rating is 1 or lower.
Once you cast polymorph in this way, you can't do so again until you finish a short or long rest, though you can still cast it normally using an available spell slot.
Sons of the Drake
Sons of the Drake (Level 1)
The Sons of The Drake are master craftsmen who claim their lineage descends from the dragons themselves. They focus on who they can save before what they can fight and are generally held in high regard for their consideration towards common-folk during conflicts.
Prodigy of the Forge (Level 1)
When you choose this genetic heritage at 1st level you gain proficiency in Smith's Tools and Tinker's Tools.
Draconic Bloodline (Level 4)
At 4th level you can speak, read and write Draconic, you gain resistance to Fire damage and weapons that cause Fire damage do twice as much Fire damage when wielded by you.
Additionally you are immune to the frightened condition but have a -2 penalty to initiative rolls.
Hammer and Anvil (Level 8)
Optional Feature: Genetic Flaws (Level 10)
At 10th level your eyes begin glowing red due to a strange "ember-like" bioluminescence. Additionally at 13th level you skin begins to permenantly darken and adopts an unnatural granite-like or obsidian quality.
Inspiring Quote (Level 12)
"Even the softest and sweetest heart was made by design for extreme battle."
–Bryant McGill
Helping Hand (Level 13)
Forgemaster (Level 15)
Starting at 15th level your knowledge with the forge and the arts of smithing allow you to upgrade your weapons and armor to be more effective.
For each level you want to upgrade the item the process takes 3 hours and costs five times the item's value in gold. The cost represents the materials required to improve the item; for each level of upgrade a weapon gains a +1 to its attack and damage rolls or a piece of armour gains +1 to its AC.
The maximum number of levels you can upgrade a item is 2; at 18th level the maximum increases to 3.
Inspiring Quote (Level 16)
"The flesh is weak, but deeds endure."
–The Drake, to the Gorgon
Optional Feature: Genetic Disparity (Level 17)
At 17th level your Strength and Constitution score bonuses increase by +1 to a total of +9 each, but your Wisdom score bonus does not go higher than +4.
The Unbound Flame (Level 18)
Starting at 18th level you can use your bonus action to ignite a melee weapon you are holding, once ignited it deals an extra 2d6 fire damage for 1 minute and is considered a magic weapon.
Creatures hit by your weapon while this feature is active must succeed a Constitution saving throw with a DC of 8 + your proficiency + your Constitution modifier at the start of their next turn or take an additional 2d4 fire damage.
You regain the use of this feature when you finish a long rest.
Sons of the Gorgon
Sons of the Gorgon (Level 1)
The Sons of The Gorgon value strength above all else, resenting even their own enhanced flesh and preferring the cold certainty of steel; going so far as coat their own hands with plates of mithril to show their devotion.
Metallurgy Master (Level 1)
When you take this heritage at 1st level you gain proficiency Smith's Tools and Tinker's Tools and you gain advantage on Knowledge (Intelligence) checks relating to metallurgy and to identify types of metal.
Manus Tenet Ferrum (Level 4)
Starting at 4th level you take part in the Manus Tenet Ferrum, a ritual which coats your hands and forearms in segments of magic-infused mithril. You add your Strength modifier twice to your unarmed strike's damage rolls.
At 18th level this also applies to any melee weapons you chose proficiency with from your Training Regimen feature at 4th level and 8th level.
Stand and Fight (Level 8)
Starting at 8th level you cannot voluntarily take cover or go prone in combat and cannot voluntarily take the disengage action.
Additionally you have advantage on saving throws against being frightened.
Inspiring Quote (Level 10)
"Do not wait to strike till the iron is hot; but make it hot by striking."
–William Butler Yeats
Inspiring Quote (Level 12)
"By turns our purity inspires and our impurity casts us down."
–Henry David Thoreau
Vengeful Strike (Level 13)
Inviolate Armour (Level 15)
At 15th level whilst wearing heavy armour you can negate non-magical damage from ranged attacks. When hit by a ranged attack, roll 2d4 and subtract the number rolled from the attack's damage. This reduction is done before any applicable resistances or vulnerabilities are taken into account. However you suffer a -1 penalty to your initiative value.
Inspiring Quote (Level 16)
"Steel isn't strong, boy. Flesh is stronger. What is steel compared to the hand that wields it?"
–Thulsa-Doom to Conan the Barbarian
Inspiring Quote (Level 17)
"With steel we are stronger, but without a soul we are nothing."
–Kardan Stronos
Manus Tenet Ferrum (Level 18)
At 18th level this also applies to any melee weapons you chose proficiency with from your Training Regimen feature at 4th level and 8th level.
Optional Feature: Genetic Disparity (Level 18)
At 18th level your Strength and Constitution score bonuses increase by +1, to an eventual total of +9 each at 20th level, but your Dexterity score bonus does not go higher than +4.
Sons of the Hydra
Sons of the Hydra (Level 1)
Little is known about the Sons of The Hydra, rumours persist that there is only one in existance at any time, despite tales to the contrary, undoubtedly they indulge in deception and subterfuge on a machiavellian scale.
The Many Heads of The Hydra (Level 1)
When you choose this heritage at 1st level you always, whenever you're asked your name by someone whom you do not trust, simply reply: "I am one of many." or some other thematic variation there upon. Your true name is kept secret or is simply forgotten.
You gain proficiency in the Deception skill, disguise kits, and forgery kits. Additionally you have advantage on rolls made to disguise yourself as someone of the same race as you.
Deadly Improvisation (Level 4)
At 4th level you become proficient with Improvised Weapons and can use your bonus action to grapple a target hit with an improvised weapon or unarmed strike.
Mutable Tactics (Level 8)
At 8th level you may choose one bonus from the following list:
You may dash as a bonus action.
You may disengage as a bonus action.
You gain proficiency in the Stealth skill or your proficiency bonus is doubled for any ability check you make if you are already proficient.
You may use your reaction to make an attack against a creature that enters your reach.
You gain a +1 to attack and damage rolls with melee weapons you are proficient with.
You gain a +1 to attack and damage rolls with ranged weapons you are proficient with.
You gain +2 to Initiative rolls.
Moving through non-magical difficult terrain does not cost extra feet of movement.
You gain proficiency in Dexterity saving throws.
You gain proficiency in Intelligence saving throws.
You gain proficiency in Wisdom saving throws.
You gain proficiency in Charisma saving throws.
Your proficiency bonus is doubled for any ability check you make in one skill you have proficiency in.
You gain a new skill from those listed in the class features.
You may change your selection when you finish a long rest. At 13th level you may choose a second bonus from the list, and at 18th level you may choose a third. You may not choose the same bonus more than once.
Inspiring Quote (Level 10)
"We are what we pretend to be, so we must be careful about what we pretend to be."
–Kurt Vonnegut
Inspiring Quote (Level 12)
"All around me darkness gathers,
Fading is the sun that shone,
We must speak of other matters,
You can be me when I'm gone."
–The Sandman
Mutable Tactics (Level 13)
At 13th level you may choose a second bonus from the list under your Mutable Tactics feature. You may not choose the same bonus more than once.
Sever One Head... (Level 15)
Starting at 15th level when you take damage you can use your reaction to cast mirror image. Whilst the spell is active you gain a +1 bonus to your damage rolls for every duplicate you have remaining.
You regain the use of this feature once you finish a long rest.
Optional Feature: Genetic Disparity (Level 15)
At 15th level your Dexterity score bonus is increased by +1 and your Charisma score bonus is increased by +2, however your Strength and Constitution score bonuses do not go higher than +6 and both scores cannot go higher than 22.
Inspiring Quote (Level 16)
"When evil faces evil, the Devil is not mocked."
–Ancient Proverb
Inspiring Quote (Level 17)
"I am one of many."
–Son of the Hydra
Blood of The Primogenitor (Level 18)
Starting at 18th level you can use your action to unleash the Blood of The Primogenitor. For 1 minute you gain a +2 bonus to your Strength and Constitution scores, you can make a single additional attack on your turn as a bonus action, and your weapon attacks score a critical hit on a roll of 19 or 20. Any hitpoints gained by the increase to your Constitution modifier are added to your temporary hitpoints rather than your hitpoint maximum.
You regain the use of this feature once you finish a long rest.
Mutable Tactics (Level 18)
At 18th level you may choose a third bonus from the list under your Mutable Tactics feature. You may not choose the same bonus more than once.
Sons of the Iron
Sons of the Iron (Level 1)
The Sons of The Iron are bonded by a mutual brotherhood forged by their own hatred and bitter paranoia. Masters of long range and siege warfare they are as cold and hard as their name implies; chanting 'The Unbreakable Litany' as they methodically cut down their foes without remorse.
Siege Expert (Level 1)
At 1st level you gain proficiency with Smith's Tools and Mason's Tools. You also gain advantage on Intelligence checks relating to offensive siege warfare.
Vicious Weaponry (Level 4)
Starting at 4th level when wielding a flail, a maul or a warhammer, you can prepare yourself to extend your swing to sweep over targets' shields as a bonus action on your turn. Until the end of this turn, your attack rolls with a flail, a maul, or a warhammer gain a +2 bonus against any target using a shield.
Hammer of Iron (Level 8)
Inspiring Quote (Level 10)
"No one becomes depraved all at once."
–Juvenal, Satires
Inspiring Quote (Level 12)
"Tell them ruin has come to their world, death, despair and red war...
Tell them their hopes and pride have come to nothing.
Tell them their empty whispers fall upon deaf ears - their gods are dead, human logic has killed them.
Tell them the Angels of Death have come.
Tell them that nothing can save them now."
–The Iron
Iron Within, Iron Without (Level 13)
At 13th level you have advantage on saving throws against being charmed and frightened.
Additionally at 15th level you gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Iron Within, Iron Without (Level 15)
Additionally at 15th level you gain the following benefits while you are wielding a shield:
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Optional Feature: Genetic Disparity (Level 15)
At 15th level, roll a d20. On a roll higher than 13 you become prone to paranoia and suspicion and your Intelligence score bonus is increased by +2 but your Charisma score bonus does not go higher than +2.
Inspiring Quote (Level 16)
"The Iron throws men at walls. If the enemy so much as thought a wall he would pelt it with our men as if there were no other way."
–The Praetorian
Inspiring Quote (Level 17)
"You don't know the things I dream. No one does, no one ever cared enough to find out."
–The Iron
Artillery Volley (Level 18)
At 18th level you do not have disadvantage when attacking a target beyond a ranged weapon's normal range. If you're attacking a target beyond a ranged weapon's normal range you can make a single additional ranged attack against the same target as a bonus action.
Sons of the Khan
Sons of the Khan (Level 1)
The Sons of The Khan are often recruited from the nomad tribes that inhabit the steppes of their homeland. Their savage fury is tempered by a fierce sense of honour and justice, as they engage in lightning fast cavalry strikes to run down their foes.
Skilled Rider (Level 1)
At 1st level you gain proficiency with the Animal Handling skill and vehicles (land). You are able to move normally both on foot and on a mount through non-magical difficult terrain.
Born to the Saddle (Level 4)
Starting at 4th level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
Swift Action (Level 8)
Starting at 8th level you gain the ability to dash as a bonus action whilst on foot.
Inspiring Quote (Level 10)
"Power and speed be hands and feet."
–Ralph Waldo Emerson
Inspiring Quote (Level 12)
"Conquering the world on horseback is easy; it is dismounting and governing that is hard."
–attributed to Genghis Khan
Mounted Superiority (Level 13)
Vigilant Defender (Level 15)
At 15th level you can force an attack targeted at your mount to target you instead. If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Inspiring Quote (Level 16)
"This what I was made for, I will ride out."
–The Khan
Inspiring Quote (Level 17)
"There is nowhere left to hide, we know you now. We shall hunt you in every plane of reality. So look on me now, yaksha, and know your slayer."
–The Khan
Ferocious Charger (Level 18)
At 18th level, you can run down your foes, whether you're mounted or not. If you move at least 10 feet in a straight line towards a creature and hit it with a melee attack on your turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns.
Sons of the Lion
Sons of the Lion (Level 1)
The Sons of The Lion hail from a region of dense and dark forests brimming with dangerous and deadly beasts; the Sons of The Lion form Knightly Orders that hunt down and slay these vile beasts to protect their towns and villages from the slaughter wrought by the denizens of the forests.
Knightly Hunters (Level 1)
At 1st level you gain hooded robes designed to be worn over your armour in addition to your starting equipment. You also have significant training in tracking, hunting, and slaying a certain type of enemy. Choose a type of enemy: aberrations, beasts or monstrosities. You have advantage on Wisdom (Survival) checks to track your chosen enemies, on Intelligence checks to recall information about them and on attack rolls made against them. You also choose one additional enemy type, at 8th and 15th level.
Interrogator (Level 4)
At 4th level you gain advantage on Wisdom (Insight) checks and advantage on Intelligence (Investigation) checks.
Watcher in the Dark (Level 8)
Starting at 8th level when you make an opportunity attack with longswords or greatswords, you make it with advantage.
Inspiring Quote (Level 10)
"The more powerful and original a mind, the more it will incline towards the religion of solitude."
–Aldous Huxley
Inspiring Quote (Level 12)
"Whosoever is delighted in solitude is either a wild beast or a god."
–Aristotle
The Unbroken Sword (Level 13)
At 13th level you can parry one enemy melee attack as a reaction whilst holding a longsword or greatsword, granting a bonus to your AC equal to your proficiency against the attack whilst you are holding the weapon.
Knightly Swordsmanship (Level 15)
At 15th level your skill with the sword grants you a +2 bonus to attack and damage rolls with longswords and greatswords.
Inspiring Quote (Level 16)
"I would rather betray all that is beneath the Heavens before being betrayed by it."
–Cao Cao Mengde
Inspiring Quote (Level 17)
"When you were building empires, I studied the blade. When you were having council meetings, I hunted the Great Beasts. While you wasted your days at the table, writing treatises on tactics, I cultivated inner strength."
–The Lion
Precision with the Blade (Level 18)
At 18th level your melee weapon attacks with greatswords and longswords score a critical hit on a roll of 18, 19 or 20 and you can re-roll damage die of 1 or 2 but must take the second roll.
Sons of the Lupercal
Sons of the Lupercal (Level 1)
The Sons of The Lupercal are considered the first and foremost amongst their many kin. They are a formidable force that often form the tip of the spear for a attacking army, poised to drive deep into the enemy's throat and cut off their head in a swift and decisive move.
Adaptable (Level 1)
When you take this genetic heritage at 1st level you gain two extra skill proficiencies from the list of skills presented under class features, or you may choose one of your skill proficiencies; your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency.
Pile In! (Level 4)
At 4th level you gain a +2 bonus to attack and damage rolls with melee weapons against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Merciless Fighter (Level 8)
At 8th level you can use your bonus action to make a single unarmed strike.
Additionally at the end of a creature within your reach's turn, you can use your reaction to make a single unarmed strike against that creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Inspiring Quote (Level 10)
"Better to reign in Hell than to serve in Heaven."
–Satan, in John Milton's Paradise Lost.
Inspiring Quote (Level 12)
"Angels are bright still, though the brightest fell."
–William Shakespeare
Close Combat (Level 13)
At 13th level being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Additionally when you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a one-handed ranged weapon you are holding.
Tip of the Spear (Level 15)
Starting at 15th level you gain advantage on initiative rolls. Additionally you have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.
Inspiring Quote (Level 16)
"When you have come to the edge of all that you know and are about to drop off into the darkness of the unknown, faith is knowing that one of two things will happen, that there will be something solid to stand on or you'll be taught to fly."
–The Lupercal
Inspiring Quote (Level 17)
"Tell a man he has a new master and he will shrug.
Tell a man his new master wants a fifth of his income and he will go find his pitchfork."
–attributed to The Lupercal
Bone Breaker (Level 18)
Starting at 18th level when you score a critical hit with a melee attack you may attempt to cripple your foe. The creature must succeed a Constitution saving throw with a DC of 8 + your proficiency + your Strength modifier or be incapacitated, have their movement speed reduced to 5 ft. and be knocked prone. This effect remains until they are healed by a spell such as greater restoration.
Sons of the Night
Sons of the Night (Level 1)
Drawn from the worst cutthroats and criminals in the land, the Sons of The Night are cruel and callous murderers who decorate their armour with the bones and flayed skin of their enemies, stalking the shadows like supernatural predators.
Selfish Blood (Level 1)
When you take this genetic heritage at 1st level you can use your bonus action to dash if you used your action to disengage.
Night Terrors (Level 4)
At 4th level you gain proficiency in the Stealth and Intimidation skills. If you are already proficient in one of these skills, your proficiency bonus is doubled for that skill.
Throwing Daggers (Level 8)
Silent Movement (Level 8)
At 8th level medium armour that you are proficient with does not impose disadvantage to Dexterity (Stealth) rolls.
At 15th level this also includes heavy armour that you are proficient with.
Inspiring Quote (Level 10)
"He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee."
–Friedrich Nietzsche
Inspiring Quote (Level 12)
"There is no such thing as paranoia. Your worst fears can come true at any moment."
–Hunter S. Thompson
Eyes of The Night (Level 13)
At 13th level the range for your darkvision is increased by 60 feet.
However you have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Additionally roll a d20, on a 13 or higher your eyes become jet black.
Optional Feature: Genetic Disparity (Level 13)
At 13th level your Dexterity score bonus is improved by +1, to an eventual total of +7 at 20th level; but your Strength score bonus does not go higher than +7.
Additionally roll a d20, on a roll of 13 or higher your natural skin tone becomes increasingly pale until it is deathly white.
Cruel Counter (Level 15)
Starting at 15th level when you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use your bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary weapon. The weapon's damage die for this attack is a d6, and the attack deals bludgeoning damage.
Inspiring Quote (Level 16)
"Know how I stayed alive this long? All these years? Fear. The spectacle of fearsome acts. Somebody steals from me: I cut off his hands. He offends me: I cut out his tongue. He rises against me: I cut off his head, stick it on a pike. Raise it high up so all in the streets can see. That's what preserves the order of things. Fear."
–Bill the Butcher, Gangs of New York
Inspiring Quote (Level 17)
"It is better by far to be an object of fear than of respect, for one is a truth of the soul and the other an illusion of the mind."
–The Codex Hydra
A Talent for Murder (Level 18)
At 18th level you gain +2 bonus to attack and damage rolls against a creature if the number of your allies who aren't incapacitated within 5 feet of the creature is greater the number of the creature's allies who aren't incapacitated within 5 feet of the creature.
Sons of the Phoenician
Sons of the Phoenician (Level 1)
Perfectionists through and through, be it in martial warfare or the arts, the Sons of the Phoenician strive to be the best at what they lay their hands to, creating some of the finest duellists and artisans.
Artistic Indulgence (Level 1)
At 1st level you gain proficiency in two artisan's tools from the following list: Calligrapher's Supplies, Glassblower's Tools, Jeweler's Tools, Painter's Supplies, Potter's Tools, Woodcarver's Tools, or any musical instrument.
Additionally your perfectionist nature and bohemian interests make you more prone to addiction and more likely to indulge in hedonism.
Fighting Style (Level 4)
At 4th level you gain a fighting style from the following list.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Duelling
When you are wielding a melee weapon in one hand and no other weapons or a shield, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Two-Weapons Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
At 13th level and again at 18th level you may choose an additional fighting style. You may not choose the same fighting style twice.
Martial Pride (Level 8)
At 8th level you gain a +2 bonus to attack rolls when you're attacking a creature in melee that has a challenge rating (or level) equal to or higher than your level.
However you take a -2 penalty to attack rolls against creatures with a challenge rating (or level) lower than a quarter of your level. This bonus or penalty is cumulative with a fighting style.
Inspiring Quote (Level 10)
"I finally figured out the only reason to be alive is to enjoy it."
–Rita Mae Brown
Inspiring Quote (Level 12)
"He that loves pleasure must to pleasure fall"
–Christopher Marlowe, Doctor Faustus
Additional Fighting Style (Level 13)
At 13th level you gain an additional fighting style from the list. You may not choose the same fighting style twice.
Optional Feature: Genetic Flaws (Level 13)
At 13th level your appearance may change, roll a d20. On a roll of 15 or higher your eyes become naturally violet in hue.
Additionally on a roll of 20 you lose your Melanchromic Organ feature as the implant malfunctions, leaving your skin a pale white colour.
Fast Reflexes (Level 15)
At 15th level you've honed your reactions and gain a +5 bonus to your Initiative.
Inspiring Quote (Level 16)
"There's a point where this needs to stop and we've clearly passed it, but let's keep going and see what happens."
–anonymous
Inspiring Quote (Level 17)
"There is such a thing as perfection and our purpose for living is to find that perfection and show it forth. Everything that limits us we have to put aside."
–The Phoenician
The Maru Skara (Level 18)
At 18th level your weapon attacks score a critical hit on a roll of 18, 19 or 20.
Additional Fighting Style (Level 18)
At 18th level you gain an additional fighting style from the list. You may not choose the same fighting style twice.
Sons of the Praetorian
Sons of the Praetorian (Level 1)
The Sons of The Praetorian are masters in the art of fortress building, the work of their craft is nigh impregnable and has stood undaunted for thousands of years much like the Sons themselves.
Fortress-Craft (Level 1)
At 1st level you gain proficiency with Carpenter's Tools and Mason's Tools. You also gain advantage on Intelligence checks relating to defensive siege warfare.
Unfaltering Fire (Level 4)
At 4th level you gain advantage on saving throws against being frightened. Additionally if you're in three-quarters cover you can use your bonus action to make a single additional ranged attack if you took the attack action on your turn.
Starting at 13th level this also includes half cover.
Steady Marksman (Level 8)
At 8th level you gain advantage on ranged attacks whilst in at least three-quarters cover.
At 18th level this also includes half-cover.
Inspiring Quote (Level 10)
"It's discouraging to think how many people are shocked by honesty and how few by deceit."
–Noël Coward
Optional Feature: Genetic Flaws (Level 12)
When you reach 12th level roll a d20, on a 1 you lose the use of your Sus-an Membrane feature.
When you reach 17th level roll a d20 again, on a 1 you lose the use of your Betcher's Gland feature.
Unfaltering Fire (Level 13)
Starting at 13th level your Unfaltering Fire feature also includes half cover.
Firing Drill (Level 15)
Starting at 15th level if you move 0ft on your turn you gain a +2 bonus to attack and damage rolls with crossbows (light, heavy, hand, etc) and you ignore the loading quality of crossbows with which you are proficient.
Inspiring Quote (Level 16)
"If we are not ashamed to think it, we should not be ashamed to say it."
–Marcus Tullius Cicero
Optional Feature: Genetic Flaws (Level 17)
When you reach 17th level roll a d20, on a 1 you lose the use of your Betcher's Gland feature.
Phalanx (Level 18)
Starting at 18th level you can use your action to plant your shield in the ground to create a 5ft wide by 4ft tall area of half cover as long as your shield is big enough to provide that size of cover (at your DM's discretion). This cover lasts until the shield is either destroyed or uprooted as a bonus action on your turn.
Steady Marksman (Level 18)
At 18th level your Steady Marksman feature also includes half-cover.
Sons of the Raven
Sons of the Raven (Level 1)
The Sons of The Raven are dark mannered and brooding, their sombre nature belying their true power. Masters of fast, harrowing attacks that are over as swiftly as they begin, leaving only death behind.
Hit and Run (Level 1)
When you chose this heritage at 1st level you have learnt how to use quick retreats between your attacks to avoid danger. You may disengage as a bonus action.
Silence (Level 4)
At 4th level you gain proficiency in the Stealth skill and armour no longer imposes disadvantage to Stealth checks. If you are already proficient in Stealth, your proficiency bonus is doubled for that skill.
Death By A Thousand Cuts (Level 8)
Starting at 8th level while you are wielding a melee weapon with the light property in each hand you gain a +2 bonus to attack rolls with those weapons.
Inspiring Quote (Level 10)
"When you're on your own, behind enemy lines, no artillery, no air strikes, no hope of an evac, you don't fight dirty. You do things that make dirty look good."
–The Punisher
Inspiring Quote (Level 12)
"You cannot see the future with tears in your eyes."
–Navajo Proverb
Nimble Reflexes (Level 13)
Starting at 13th level when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Untouchable (Level 15)
Starting at 15th level you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated and are aware of the attacker.
Optional Feature: Genetic Flaws (Level 16)
At 16th level roll a d20, on a 1 your implant fails and you lose your Mucranoid feature. At 17th roll another d20, on a 1 your Betcher's Gland implant fails and you lose that feature too. Additionally over time your skin becomes naturally paler until almost white and your eyes and hair become a deep black.
Optional Feature: Genetic Disparity (Level 16)
At 16th level your Dexterity score bonus increases by +1 but your Strength score bonus does not go higher than +7, and the score cannot go higher than 23.
Inspiring Quote (Level 17)
"We are the shadow that kills, the hidden death that none suspect."
–The Raven
Nevermore (Level 18)
When you reach 18th level you know how to strike subtly and exploit a foe's distraction. Once per turn, if you have advantage on your first attack roll using a weapon with the light property, then on a hit you can deal three times the damage rolled; this only applies to your first attack and not any subsequent attacks on your turn.
Sons of the Reaper
Sons of the Reaper (Level 1)
The Sons of The Reaper are macabre masters of poison and decay. Revelling in their resistance to toxins even other astartes cannot handle and delighting in the rot and ruin they bring to others, their unwavering advance cutting down their quarry like the very scythes they wield.
Toxic Obsession (Level 1)
At 1st level you gain proficiency with the poisoner's kit and you can apply poison to a weapon or 10 pieces of ammunition as a bonus action on your turn. The poison applied also retains its potency for as long as the item remains in your possession.
Manreaper (Level 4)
At 4th level you gain proficiency with Manreapers, a large and vicious scythe weapon. You can spend 1 hour and 10gp to craft a war pick into a Manreaper. Resembling a large scythe it now deals slashing damage instead of piercing and it gains the versatile (1d10) property.
If you are wielding a manreaper with two hands you may make your attack at disadvantage to target up to three creatures that are within 5 feet of you and adjacent to each other.
Implacable Advance (Level 8)
At 8th level your movement speed can never be decreased below 5 feet. Effects that would cause you to be unable to move, like the paralyzed condition, will still stop you from moving.
Inspiring Quote (Level 10)
"We are all tyrants. Do not fool yourself. We were bred for nothing else."
–The Reaper
Inspiring Quote (Level 12)
"Now, I am become Death, the destroyer of worlds."
–Robert Oppenheimer, quoting the Hindu religious text, the Bhagavad Gita
Portents of Rot (Level 13)
At 13th level you gain immunity to poison damage and you are immune to the poisoned and frightened conditions.
At 15th level you also gain resistance to necrotic damage.
Portents of Rot (Level 15)
At 15th level you also gain resistance to necrotic damage.
Inspiring Quote (Level 16)
"I am not like you. I do not wallow in this corruption. I use it. I control it. I set bounds on it."
–The Reaper
Optional Feature: Genetic Disparity (Level 17)
At 17th level your Constitution score bonus increases by +1 to a total of +9, but your Charisma score bonus does not go higher than +3.
Plaguebringer (Level 18)
At 18th level you can use your bonus action to enchant your weapon. For one minute your attacks deal extra necrotic damage equal to half the damage rolled (rounded down).
Additionally a creature hit by your attacks while this feature is active must succeed on a Constitution saving throw at the start its turn or become poisoned and take 2d8 poison damage; the save has a DC of 8 + your Constitution modifier. On a successful save the creature is not poisoned and takes half of the poison damage.
You can regain the use of this feature when you finish a long rest.
Sons of the Regent
Sons of the Regent (Level 1)
The Sons of The Regent are empire builders in their entirety, priding themselves on the small dominion they carved themselves in the land. Trained in squad warfare they fight alongside one another with almost supernatural precision.
Art of War (Level 1)
When you choose this heritage at 1st level you gain proficiency in one artisan's tools of your choice.
Combat Tactics (Level 4)
Starting at 4th level you can use your bonus action to use one of the Combat Tactics detailed below. You can do this twice and regain expended uses after you finish a short or long rest.
With me, as one!
You may, after hitting a target with an attack, use your bonus action to choose up to 3 friendly creatures you can see to gain advantage on their attack rolls against the target hit by your attack until the end of their next turn.
Focus Fire!
You gain advantage on attack rolls against a target that's already been hit by an ally's attack this round.
Rally to me brothers!
Choose up to 3 friendly creatures you can see, they all gain temporary hit points equal to 1d8 + your Charisma modifier (minimum of 1).
Hold the line!
Choose up to 3 friendly creatures you can see which may include yourself. If a hostile creature comes within 5 feet of one of these creatures, said creature may use their reaction to make a single melee attack against the creature.
You gain two additional uses of this feature at 10th level and another two uses at 18th level.
And They Shall Know No Fear (Level 8)
At 8th level you have advantage on Wisdom saving throws that would cause you to become frightened or flee from a hostile creature.
At 13th level this includes Charisma saving throws.
Inspiring Quote (Level 10)
"Leadership is not magnetic personality, that can just as well be a glib tongue. It is not "making friends and influencing people", that is flattery. Leadership is lifting a person's vision to higher sights, the raising of person's performance to a higher standard, the building of a personality beyond its normal limitations."
–Peter F. Drucker
Additional Combat Tactics (Level 10)
At 10th level you gain two additional uses of your Combat Tactics feature.
Inspiring Quote (Level 12)
"Julius Caesar learned that Alexander, having completed nearly all his conquests by the time he was thirty-two years old, was at an utter loss to know what he should do during the rest of his life, whereat Augustus expressed his surprise that Alexander did not regard it as a greater task to set in order the empire which he had won than to win it."
–Plutarch
Know Your Enemy (Level 13)
At 13th level you gain advantage on Knowledge (Arcana) and Knowledge (Nature) checks to identify the weaknesses of an enemy.
And They Shall Know No Fear (Level 13)
At 13th level your And They Shall Know No Fear feature includes Charisma saving throws.
Diverse Training (Level 15)
Starting at 15th level, you can add half your proficiency bonus, rounded down, to 2 skills of your choice from the list under class features that you are not proficient with.
Inspiring Quote (Level 16)
"Never wish for danger. Danger needs no help. There is no such thing as fate that can be tempted, but morale is never improved by an active lust for war."
–The Regent
Inspiring Quote (Level 17)
"What does not kill me... is not trying hard enough."
–The Regent
Coup De Grâce (Level 18)
At 18th level you can make a Coup De Grâce attack. The target of this attack requires a head or similar vital organ. Using your action make a single attack roll with a weapon. On a hit, the target makes a Constitution saving throw with a DC equal to 10 + the difference between your attack roll and the target's AC. If they fail the save they are dealt a mortal blow, such as a decaptiation, are reduced to 0 hitpoints and die outright. If they succeed they take five times the damage rolled for the attack you used. You can use this feature once, and regain the use of it when you finish a long rest.
Additional Combat Tactics (Level 18)
At 18th level you gain two additional uses of your Combat Tactics feature.
Sons of the Slaughterer
Sons of the Slaughterer (Level 1)
The Sons of The Slaughterer are bloodthirsty and barbaric, bordering on the outright insane. Primal gladiators of raw violence that revel in bloodshed, they're eventually driven to madness by the Butcher's Nails boring into their brains. They make terrifying opponents that leave naught but rent and riven corpses in their wake.
Gladitorial Lineage (Level 1)
At 1st level you gain proficiency in one martial melee weapon of your choice and you may take that weapon in place of the shortsword in your starting equipment.
Bloodlust (Level 4)
Starting at 4th level you may re-roll dice rolls of 1 on damage dice for melee weapon attacks.
At 13th level you may also re-roll dice rolls of 2 as well.
Murderous Rage (Level 8)
At 8th level magic-infused metal rods known as the Butcher's Nails are implanted into your brain. When you kill an enemy you must make a Wisdom saving throw with a DC equal to 5 + the number of creatures you have reduced to 0 hit points since you last finished a long rest.
On a failed save you enter a Murderous Rage, gaining advantage on Strength checks and Strength saving throws, 1d4 bonus damage to melee attacks which goes up to 2d4 at 15th level. You also gain resistance to non-magical bludgeoning, piercing and slashing damage. On your turn you must move as far as you can towards the nearest enemy creature in range, and use your attack action against it. If there are no hostile creatures within view then any creature (including friendly creatures) within view becomes your target. If you are unable to attack a target after using your full movement you must use your action to dash towards the target; if this enables you to reach your target you can make one melee attack at disadvantage as a bonus action. If you are unable to attack a target on your turn you take 1d8 psychic damage. Attacks against you have advantage.
Your murderous rage ends if: Your rage has lasted 1 minute and you have not attacked a creature on your previous turn, you are knocked unconscious by any means or if you've not attacked any creatures during your last two turns. If any of these conditions are met at the end of one of your turns, your Murderous Rage ends and you take 2d8 psychic damage.
Once a Murderous Rage occurs you must finish a short or a long rest before it can occur again.
Inspiring Quote (Level 10)
"I was born in blood, raised in darkness and I shall die free!"
–The Slaughterer
Inspiring Quote (Level 12)
"I-I am going to be a storm-a flame-
I need to fight whole armies alone;
I have ten hearts; I have a hundred arms;
I feel too strong to war with mortals-,
BRING ME GIANTS!"
–Edmond Rostand, Cyrano de Bergerac
Violence Incarnate (Level 13)
Starting at 13th level when you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Bloodlust (Level 13)
At 13th level you may also re-roll dice rolls of 2 as well on damage dice for melee weapon attacks.
Unstoppable Monster (Level 15)
Starting at 15th level when you are reduced to 0 hit points but not killed outright, you instead remain on 1 hit point and gain 1d12 + your Constitution modifier in temporary hit points, entering a Murderous Rage if you're not already in one. You can't use this feature again until you finish a long rest.
Inspiring Quote (Level 16)
"That's because you're free. The world can be beautiful, when you finally get to see it without chains."
–The Slaughterer
Inspiring Quote (Level 17)
"Courage is fighting the kingdom which enslaves you, no matter that their armies outnumber yours by ten-thousand to one. You know nothing of courage! Honor is resisting a tyrant when all others suckle and grow fat on the hypocrisy he feeds them. You know nothing of honor!"
–The Slaughterer
The Eightfold Path (Level 18)
At 18th level when you take the attack action and make at least one melee attack, you may make two additional attacks with a bonus action.
Due to their continued effects on your brain the Butcher's Nails increase your aggression even further, your Murderous Rage is no longer limited to occuring once and the DC for the wisdom saving throw you take when killing an enemy is now 10 + the number of enemies you've reduced to 0 hit points since you last finished a long rest.
Sons of the Wolf King
Sons of the Wolf King (Level 1)
The Sons of The Wolf King hail from the frozen wilds teeming with packs of winter wolves, they are outwardly savage and seem little better than the creatures from which they draw their name-sake. However behind this ruse lies a fierce cunning and loyalty few other Astartes could match.
One of the Aett (Level 1)
When you choose this genetic heritage at 1st level you learn how to speak, read and write Giant and Winter Wolf, the latter having no written script.
Optional Feature: Rite of Passage (Level 1)
At 1st level you begin your right of passage, forgoing the Training Regime feature listed previously. You lose your Light Armour proficiency and instead gain proficiency with Heavy Armour.
At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
At 8th level your combat skills have grown stronger and you gain proficiency with one martial melee weapon and one martial ranged weapon of your choice.
At 13th level you gain proficiency with shields and gain a +1 bonus to attack rolls made with the martial weapons you chose proficiency with at 8th level.
At 15th level you gain proficiency with all martial weapons; your +1 bonus to attack rolls only applies to the martial weapons you first chose proficiency with at 8th level.
Canis Helix (Level 4)
At 4th level you notice your canines starting to lengthen and your fingernails beginning to harden, becoming keen like knives. You now do slashing damage with your unarmed strikes if your head or hands are not covered by armour or clothing.
Wolf-kin (Level 4)
At 4th level you gain proficiency in Animal Handling and Perception, adding double your proficiency bonus to the latter if you are already proficient. You also gain advantage on Charisma (Intimidation) checks against wolves, including dire wolves at 13th level and winter wolves at 18th.
Headstrong (Level 8)
Starting at 8th level when you move at least 10 feet towards a creature and take the Attack action on your turn, you gain a +2 bonus to melee attack rolls made against that creature until the end of your turn.
Inspiring Quote (Level 10)
"I am the punishment of God...If you had not committed great sins, God would not have sent a punishment like me upon you."
–Genghis Khan
Inspiring Quote (Level 12)
"It never troubles the wolf how many the sheep may be."
–Virgil
Environmental Adaptation (Level 13)
At 13th level your enhanced body has adapted to the cold, making you noticeably very hirsute. You gain resistance to Cold damage.
Runes of Warding (Level 13)
At 13th level you decorate your armour with runes and totems of warding, a custom from the tribes native to the The Wolf King's homeland. Once a day, you can gain advantage on a saving throw against a spell or halve the damage from a spell attack made against you.
Pack Tactics (Level 15)
Starting at 15th level you gain advantage on an attack roll against a creature if at least one of the your allies is within 5 feet of the creature and the ally isn't incapacitated.
Inspiring Quote (Level 16)
"Beat your thoughts to the mould of your will."
–The Wolf King
Inspiring Quote (Level 17)
"You will be faster than they are, stronger, quicker to sense corruption and with full sanction to destroy it. You will be girded in the armour of the gods and carry blades of ruin. You will never age, never wither, never weary."
–The Wolf King
Howl of Winter (Level 18)
When you reach 18th level you feel now more than ever the beast lurking inside you. As a bonus action you may emit a blood curdling howl, dropping any weapons or shields you are holding as you unleash the wolf within.
For 1 minute you may only use your unarmed strikes when you take the attack action, but the number of attacks you make is doubled.
Additionally for the duration, you gain a bite attack that deals 1d6 + your Strength modifier in piercing damage; you can use this bite attack as a bonus action.
Once you use this feature, you must finish a long rest before you may use it again.
Sons of the Word
Sons of the Word (Level 1)
The Sons of The Word are fanatics and zealots, contrary to the other Sons who are largely secular the Sons of the Word embrace the polar extremes of faith with fervour, channelling their devotion into every action.
Divine Devotion (Level 1)
When choosing this heritage at 1st level you gain a holy symbol of either a lawful good deity or a chaotic evil deity (your choice).
Demagogue (Level 4)
At 4th level you gain proficiency in the Persuasion and Religion skills. If you are already proficient in one of these skills, your proficiency bonus is doubled for that skill.
Additionally you gain proficiency in Charisma saving throws.
Banishment (Level 8)
At 8th level when you successfully hit a creature with a melee attack roll using a simple melee weapon that deals bludgeoning damage or a morningstar, you can try to push the creature back. The creature makes a Strength saving throw with a DC of 8 + your proficiency + your Strength modifier, on a failed save the creature is pushed 15 feet away from you and knocked prone.
You can use this feature a number of times equal to your Strength modifier (minimum of 1). You regain any expended uses of this feature once you finish a short or long rest.
Optional Feature: Genetic Disparity (Level 10)
At 10th level, again at 14th level and at 18th level your Charisma score bonus increases by +1, to a total of +7. However your Strength and Constitution score bonuses do not raise higher than +7, with both scores unable to go higher than 23, and your Wisdom score bonus does not go higher than +5.
Inspiring Quote (Level 12)
"From fanaticism to barbarism is only one step."
–Denis Diderot
Zealous Crusader (Level 13)
At 13th level you gain a number of zeal dice equal to your Charisma modifier (minimum of 1), which are d4s. You can roll a die and add the number rolled to one ability check, attack roll, damage roll, or saving throw you make.
Alternatively, when an attack roll is made against you, you can use your reaction to roll the Zeal die and add the number rolled to your AC against that attack, after seeing the roll but before knowing whether it hits or misses.
A zeal die is expended when you use it. You regain all of your expended zeal dice when you finish a long rest. At 18th level your Zeal dice are now d6s.
Undaunted (Level 15)
At 15th level your tenacity and fervent faith spreads to others, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.
Inspiring Quote (Level 16)
"The difference between gods and daemons largely depends upon where one is standing at the time."
–Argel Tal
Inspiring Quote (Level 17)
"Faith is the soul of any army; be it vested in primitive religion or enlightened truth.
It makes even the least soldier mighty, the craven is remade worthy and through its balm any hardship may be endured.
Faith ennobles all of the works the soldier undertakes be they so base or vile, and imports to them the golden spark of transcendant purpose."
–The Bearer of The Word
The Power of Faith (Level 18)
At 18th level you can use your action to pray to your deity for help. On your turn roll a d20 and add your Charisma modifier against a DC equal to your Charisma score.
On a success for 1 minute you add your Charisma modifier (minimum of 1) to either: your AC and saving throws if the deity you chose is lawful good or your attack and damage rolls if the deity you chose is chaotic evil.
You need to finish a long rest before you can use this feature again.